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                            <title><![CDATA[ Latest from PC Gamer in Feature ]]></title>
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                                                            <title><![CDATA[ My FOMO over The Duskbloods not coming to PC evaporated once I actually played it ]]></title>
                                                                                                <dc:content><![CDATA[ <p>As a big Elden Ring person with an additional 600 hours in Nightreign, the FOMO of FromSoftware's next multiplayer experiment, The Duskbloods, being a Switch 2 exclusive was hitting me hard. That is, until I actually played it: I spent the majority of the closed network test held over the weekend confused about what the hell was going on, and even when I finally learned, I wasn't particularly impressed.</p><p>To be fair, the network test wasn't built to make a great first impression. It was limited to one map, six playable characters, no build customization, solo queue only, and seemed to only have a portion of its intro tutorial. I also experienced borderline unplayable input lag from the Switch 2's docked and handheld modes, which meant I was fighting the basic controls for longer than I'd like.</p><p>Assuming the final game will have all of that fixed and more, I might end up liking The Duskbloods in the end. <a href="https://www.pcgamer.com/games/rpg/elden-ring-nightreign-review/">Elden Ring Nightreign</a> didn't click for me for close to 20 hours, and when it did, I dug it so much I spent the first half of this year playing it daily, even climbing to the highest level of its ranked mode. The Duskbloods might reveal itself to be a masterfully created vampire multiplayer game, but as it stands right now I think it's an aimless mess of intriguing systems that don't cohere into anything worth PC gamers buying a $500 (<a href="https://www.tweaktown.com/news/113179/samsung-foundry-raises-manufacturing-prices-may-impact-the-nintendo-switch-2/index.html">for now</a>) console for.</p><p>What does impress me is how bizarre The Duskbloods is as a videogame in 2026. At times it felt like playing a PlayStation 2 game I brought home from Blockbuster with an offbeat multiplayer mode someone cooked up before battle royales and hero shooters codified a framework for how it's done. Tutorial popups will tell you things like, "To obtain Virtue visit Sites of Ritual to pledge yourself on the Eve of the Third Moon before the final Bestowal." That's the kind of needlessly opaque but deliciously evocative language I love to see in a FromSoft game, but it also does absolutely nothing to prepare you for what it's like to actually play it.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1600px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="WHqWwLVsVnuMwYnGAL7Yof" name="016" alt="A promotional screenshot of The Duskbloods. A wide shot of a character standing under a red moon suspended in a red sky." src="https://cdn.mos.cms.futurecdn.net/WHqWwLVsVnuMwYnGAL7Yof.png" mos="" align="middle" fullscreen="1" width="1600" height="900" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/WHqWwLVsVnuMwYnGAL7Yof.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: FromSoftware)</span></figcaption></figure><p>The simplest way I can describe The Duskbloods is by using MOBA words. It's a game about killing creeps to level up and collect Virtue points as you prepare for the final PvP team fight (or free-for-all in solos) at the end of every match. Enemy players are there to gank you or be ganked by you as you race to become the strongest combatant in the lobby. Otherwise, collecting Virtue is your entire goal from the moment you and seven other players drop into the map and the first round begins. The rest of the game's systems are there to disrupt you on your quest to farm as much Virtue as possible so you don't get kicked, or culled, from the match early.</p><p>Even though I expected the PvP aspect of The Duskbloods to be the worst part as someone who avoids it in FromSoft's other games, it's actually so meaningless for the majority of a match that I almost wish there was more reason to hunt down players, but it's huge risk with little reward. Dying to other players doesn't do anything but set you back on your Virtue farm. It's more lucrative to play it like you're speedrunning a normal Souls game with opportunities to PvP every now and then if you want.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1600px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="CHuor6yXaDLxCFEtBcAZ5g" name="023" alt="A promotional screenshot of The Duskbloods. A white-haired character holding a sword straddles a headless horse in a field of flowers with a red moon in the sky." src="https://cdn.mos.cms.futurecdn.net/CHuor6yXaDLxCFEtBcAZ5g.png" mos="" align="middle" fullscreen="1" width="1600" height="900" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/CHuor6yXaDLxCFEtBcAZ5g.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: FromSoftware)</span></figcaption></figure><p>On paper, the Nightreign player in me should eat that up. This is a game where everyone can triple jump and air dash like it's nothing. Over the course of my matches, however, I never fought anything that required more than your usual attack-and-dodge approach. Most monsters die in a few hits and the bosses ping-pong between players while everyone spams attacks into them until they die. I can't tell which ones, if any, are supposed to be fodder like in a MOBA or challenging foes that reward you for memorizing their moves. At times, the hardest fight was with my eyelids, as I farmed the same mincemeat enemies over and over again. The routine is only occasionally broken by another player engaging a boss that lets everyone join under a temporary truce to help fight it. My hope is that the final game has more of these moments that rely on having a handful of players participating.</p><p>The Duskbloods desperately needs more reasons to care about its cast of certified freaks and their unique skills that aren't purely PvP-focused. I love that I can turn it into a third-person shooter as Sniper Layla and press a button to make a gatling gun burst out of her chest, but standing still as you one-shot weak enemies gets stale real quick. Trang Lanh's invisibility skill is largely useless against monsters who all have big attacks that'll hit you anyway, which just reduces her into a weaker melee character. Even everyone's favorite walking submarine, Zork, plays like your typical heavy-armored Souls character until other players show up and you actually have a reason to rocket yourself into them (AKA <a href="https://x.com/MiyanEatWorld/status/2091155930532773926">"Zorking it"</a>).</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1600px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="D42hoyQHGmdXLZQXYfwzJg" name="021" alt="A promotional screenshot of The Duskbloods. A heavily armored character with a rocket launcher on their back rains missiles down on white-cloaked enemies." src="https://cdn.mos.cms.futurecdn.net/D42hoyQHGmdXLZQXYfwzJg.png" mos="" align="middle" fullscreen="1" width="1600" height="900" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/D42hoyQHGmdXLZQXYfwzJg.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: FromSoftware)</span></figcaption></figure><p>Recruiting enemies as allies by yelling at them until they surrender is also great, as are the unique Kin you can have by your side. I found a shirtless man named Baritone who stood by me and sang to give me a defense buff and a small snake girl inexplicably named "Gargoyle" who healed me. You can level these weirdos up and have them tank tougher monsters for you, which ends up being pretty important as you get deeper into a match. The Kin are Elden Ring's Spirit Ash summons if they were smarter and permanent—a really fun idea that I hope future character kits can build around. Unfortunately, the Kin feel ill-equipped for the speed of PvP fights, even sometimes sabotaging you by ruining a sneaky ambush by sprinting straight into battle.</p><p>Even with its problems, I am fascinated by FromSoft's irresistible premise: a bunch of vampires from different eras and factions fighting on the eve of an apocalypse to give themselves up to a giant moon dripping with blood. I would like to know why there is a steampunk airship in the sky and why one of the bosses looks like Bloodborne's Lady Maria riding on a headless horse. There are echoes of other FromSoft games imbued into the world, but so far it's only enough for director Hidetaka Miyazaki to remind us that better games exist.</p><p>I used to be a believer that The Duskbloods would eventually make its way to the PC, but <a href="https://www.ign.com/articles/hidetaka-miyazaki-interview-fromsoftware-duskbloods-dark-souls-future-nintendo">recent comments from Miyazaki</a> seem to imply Nintendo's involvement was so pivotal to the project that I wouldn't be surprised if the exclusivity is indefinite. We've got another Bloodborne on our hands, apparently.</p><p>So with us computer-havers being denied the chance to play The Duskbloods with better framerates and no paid subscription, maybe we're not missing much. Its best ideas fall flat in a game that is mostly about farming enemies like you're on a quest in an MMO from 10 years ago. Nothing about it grabbed me and I'm worried it might end up being the first FromSoft game that I simply skip.</p><div class="product"><a data-dimension112="29babd8c-a002-11f1-aeff-832d47435bac" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="29babd8c-a002-11f1-aeff-832d47435bac" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/action/my-fomo-over-the-duskbloods-not-coming-to-pc-evaporated-once-i-actually-played-it/</link>
                                                                            <description>
                            <![CDATA[ The vampire PvPvE game is a confusing mess that isn't going to be for everyone. ]]>
                                                                                                            </description>
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                                                                        <pubDate>Mon, 24 Aug 2026 22:11:22 +0000</pubDate>                                                                                                                                <updated>Mon, 24 Aug 2026 23:25:23 +0000</updated>
                                                                                                                                            <category><![CDATA[Action]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Tyler Colp ]]></dc:creator>                                                                                                        <dc:description><![CDATA[ null ]]></dc:description>
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                                                            <media:credit><![CDATA[FromSoftware]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A promotional screenshot of The Duskbloods. A heavily armored character sits next to a woman with a snake draped in white robes wrapped around her.]]></media:description>                                                            <media:text><![CDATA[A promotional screenshot of The Duskbloods. A heavily armored character sits next to a woman with a snake draped in white robes wrapped around her.]]></media:text>
                                <media:title type="plain"><![CDATA[A promotional screenshot of The Duskbloods. A heavily armored character sits next to a woman with a snake draped in white robes wrapped around her.]]></media:title>
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                            <![CDATA[
                            <article>
                                <p>As a big Elden Ring person with an additional 600 hours in Nightreign, the FOMO of FromSoftware's next multiplayer experiment, The Duskbloods, being a Switch 2 exclusive was hitting me hard. That is, until I actually played it: I spent the majority of the closed network test held over the weekend confused about what the hell was going on, and even when I finally learned, I wasn't particularly impressed.</p><p>To be fair, the network test wasn't built to make a great first impression. It was limited to one map, six playable characters, no build customization, solo queue only, and seemed to only have a portion of its intro tutorial. I also experienced borderline unplayable input lag from the Switch 2's docked and handheld modes, which meant I was fighting the basic controls for longer than I'd like.</p><p>Assuming the final game will have all of that fixed and more, I might end up liking The Duskbloods in the end. <a href="https://www.pcgamer.com/games/rpg/elden-ring-nightreign-review/">Elden Ring Nightreign</a> didn't click for me for close to 20 hours, and when it did, I dug it so much I spent the first half of this year playing it daily, even climbing to the highest level of its ranked mode. The Duskbloods might reveal itself to be a masterfully created vampire multiplayer game, but as it stands right now I think it's an aimless mess of intriguing systems that don't cohere into anything worth PC gamers buying a $500 (<a href="https://www.tweaktown.com/news/113179/samsung-foundry-raises-manufacturing-prices-may-impact-the-nintendo-switch-2/index.html">for now</a>) console for.</p><p>What does impress me is how bizarre The Duskbloods is as a videogame in 2026. At times it felt like playing a PlayStation 2 game I brought home from Blockbuster with an offbeat multiplayer mode someone cooked up before battle royales and hero shooters codified a framework for how it's done. Tutorial popups will tell you things like, "To obtain Virtue visit Sites of Ritual to pledge yourself on the Eve of the Third Moon before the final Bestowal." That's the kind of needlessly opaque but deliciously evocative language I love to see in a FromSoft game, but it also does absolutely nothing to prepare you for what it's like to actually play it.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1600px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="WHqWwLVsVnuMwYnGAL7Yof" name="016" alt="A promotional screenshot of The Duskbloods. A wide shot of a character standing under a red moon suspended in a red sky." src="https://cdn.mos.cms.futurecdn.net/WHqWwLVsVnuMwYnGAL7Yof.png" mos="" align="middle" fullscreen="1" width="1600" height="900" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/WHqWwLVsVnuMwYnGAL7Yof.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: FromSoftware)</span></figcaption></figure><p>The simplest way I can describe The Duskbloods is by using MOBA words. It's a game about killing creeps to level up and collect Virtue points as you prepare for the final PvP team fight (or free-for-all in solos) at the end of every match. Enemy players are there to gank you or be ganked by you as you race to become the strongest combatant in the lobby. Otherwise, collecting Virtue is your entire goal from the moment you and seven other players drop into the map and the first round begins. The rest of the game's systems are there to disrupt you on your quest to farm as much Virtue as possible so you don't get kicked, or culled, from the match early.</p><p>Even though I expected the PvP aspect of The Duskbloods to be the worst part as someone who avoids it in FromSoft's other games, it's actually so meaningless for the majority of a match that I almost wish there was more reason to hunt down players, but it's huge risk with little reward. Dying to other players doesn't do anything but set you back on your Virtue farm. It's more lucrative to play it like you're speedrunning a normal Souls game with opportunities to PvP every now and then if you want.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1600px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="CHuor6yXaDLxCFEtBcAZ5g" name="023" alt="A promotional screenshot of The Duskbloods. A white-haired character holding a sword straddles a headless horse in a field of flowers with a red moon in the sky." src="https://cdn.mos.cms.futurecdn.net/CHuor6yXaDLxCFEtBcAZ5g.png" mos="" align="middle" fullscreen="1" width="1600" height="900" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/CHuor6yXaDLxCFEtBcAZ5g.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: FromSoftware)</span></figcaption></figure><p>On paper, the Nightreign player in me should eat that up. This is a game where everyone can triple jump and air dash like it's nothing. Over the course of my matches, however, I never fought anything that required more than your usual attack-and-dodge approach. Most monsters die in a few hits and the bosses ping-pong between players while everyone spams attacks into them until they die. I can't tell which ones, if any, are supposed to be fodder like in a MOBA or challenging foes that reward you for memorizing their moves. At times, the hardest fight was with my eyelids, as I farmed the same mincemeat enemies over and over again. The routine is only occasionally broken by another player engaging a boss that lets everyone join under a temporary truce to help fight it. My hope is that the final game has more of these moments that rely on having a handful of players participating.</p><p>The Duskbloods desperately needs more reasons to care about its cast of certified freaks and their unique skills that aren't purely PvP-focused. I love that I can turn it into a third-person shooter as Sniper Layla and press a button to make a gatling gun burst out of her chest, but standing still as you one-shot weak enemies gets stale real quick. Trang Lanh's invisibility skill is largely useless against monsters who all have big attacks that'll hit you anyway, which just reduces her into a weaker melee character. Even everyone's favorite walking submarine, Zork, plays like your typical heavy-armored Souls character until other players show up and you actually have a reason to rocket yourself into them (AKA <a href="https://x.com/MiyanEatWorld/status/2091155930532773926">"Zorking it"</a>).</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1600px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="D42hoyQHGmdXLZQXYfwzJg" name="021" alt="A promotional screenshot of The Duskbloods. A heavily armored character with a rocket launcher on their back rains missiles down on white-cloaked enemies." src="https://cdn.mos.cms.futurecdn.net/D42hoyQHGmdXLZQXYfwzJg.png" mos="" align="middle" fullscreen="1" width="1600" height="900" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/D42hoyQHGmdXLZQXYfwzJg.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: FromSoftware)</span></figcaption></figure><p>Recruiting enemies as allies by yelling at them until they surrender is also great, as are the unique Kin you can have by your side. I found a shirtless man named Baritone who stood by me and sang to give me a defense buff and a small snake girl inexplicably named "Gargoyle" who healed me. You can level these weirdos up and have them tank tougher monsters for you, which ends up being pretty important as you get deeper into a match. The Kin are Elden Ring's Spirit Ash summons if they were smarter and permanent—a really fun idea that I hope future character kits can build around. Unfortunately, the Kin feel ill-equipped for the speed of PvP fights, even sometimes sabotaging you by ruining a sneaky ambush by sprinting straight into battle.</p><p>Even with its problems, I am fascinated by FromSoft's irresistible premise: a bunch of vampires from different eras and factions fighting on the eve of an apocalypse to give themselves up to a giant moon dripping with blood. I would like to know why there is a steampunk airship in the sky and why one of the bosses looks like Bloodborne's Lady Maria riding on a headless horse. There are echoes of other FromSoft games imbued into the world, but so far it's only enough for director Hidetaka Miyazaki to remind us that better games exist.</p><p>I used to be a believer that The Duskbloods would eventually make its way to the PC, but <a href="https://www.ign.com/articles/hidetaka-miyazaki-interview-fromsoftware-duskbloods-dark-souls-future-nintendo">recent comments from Miyazaki</a> seem to imply Nintendo's involvement was so pivotal to the project that I wouldn't be surprised if the exclusivity is indefinite. We've got another Bloodborne on our hands, apparently.</p><p>So with us computer-havers being denied the chance to play The Duskbloods with better framerates and no paid subscription, maybe we're not missing much. Its best ideas fall flat in a game that is mostly about farming enemies like you're on a quest in an MMO from 10 years ago. Nothing about it grabbed me and I'm worried it might end up being the first FromSoft game that I simply skip.</p><div class="product"><a data-dimension112="29babd8c-a002-11f1-aeff-832d47435bac" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="29babd8c-a002-11f1-aeff-832d47435bac" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
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                                                            <title><![CDATA[ I turned car friction off in GTA 5. Help ]]></title>
                                                                                                <dc:content><![CDATA[ <div  class="fancy-box"><div class="fancy_box-title">Los Santos Customs</div><div class="fancy_box_body"><p class="fancy-box__body-text">I'm modding GTA 5 every day in a quest to either transform it into a PC version of GTA 6 or break it entirely. Come back tomorrow to find out what new horrible thing I've done to Rockstar's baby, or check out <a data-analytics-id="inline-link" href="https://www.pcgamer.com/games/grand-theft-auto/im-modding-gta-5-every-day-until-it-becomes-gta-6-or-breaks-starting-with-a-new-vehicle-and-enough-missiles-to-level-a-city-block/">what I got up to earlier</a>.</p></div></div><p>Sometimes happiness isn't a <em>new</em> thing, you know? Sometimes it's about wringing novelty out of what you've already got, finding a new perspective on old things and enjoying them to their fullest.</p><p>It is in this spirit that I have not installed a <em>new</em> mod in GTA 5 this week, but used an old one to set a constant and unstoppable momentum on every NPC car in the game. Also, I turned friction off. Specifically, I used the <a href="https://www.gta5-mods.com/scripts/enhanced-native-trainer-zemanez-and-others" target="_blank">Enhanced Native Trainer</a> that I installed in order to spawn the anti-air truck from the <a href="https://www.pcgamer.com/games/grand-theft-auto/im-modding-gta-5-every-day-until-it-becomes-gta-6-or-breaks-starting-with-a-new-vehicle-and-enough-missiles-to-level-a-city-block/">very first mod I put into GTA 5</a>. Turns out there's a whole bunch of stuff in here!</p><p>It's really quite wonderful. Los Santos has gone from a humdrum facsimile of Los Angeles to an unforeseeable carnival of movement. Vehicles, newly loosed from their obligations to the ground, now waft lazily through the air. Standing on the balcony of Franklin's home, you can watch them gyrate on the skyline like lightning bugs.</p><p>Sometimes you try to cross the road and get vaporised by a transit van travelling at a fraction of the speed of the light. That does also happen sometimes.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:853px;"><p class="vanilla-image-block" style="padding-top:56.27%;"><img id="2WFHPzgxFjhwsywfp8UxJf" name="2026-08-1813-40-20-00.09.14.370-00.09.31.061-ezgif.com-optimize" alt="Franklin surveys many flying cars from his balcony." src="https://cdn.mos.cms.futurecdn.net/2WFHPzgxFjhwsywfp8UxJf.gif" mos="" align="middle" fullscreen="" width="853" height="480" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar)</span></figcaption></figure><p>It's great fun, though. But I have a confession: originally, I set every car to travel at <em>maximum speed</em>, a setting which was great laughs but made the game functionally unplayable. I have since set them to around 15. I don't know 15 of what, but the setting is 15. The maximum setting was 100, so it's quite a bit lower. It just means all the same chaos that was happening at max speed <em>still </em>happens, just in a way that you stand a hope in hell of navigating.</p><p>Welcome to Los Santos, the most airborne little city on Earth.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-WQw9nX"></div>                            </div>                            <script src="https://kwizly.com/embed/WQw9nX.js" async></script><div class="product star-deal"><a data-dimension112="eb244ed2-9fa5-11f1-a595-5937fed2cb55" data-action="Star Deal Block" data-label="GTA 6 guide" data-dimension48="GTA 6 guide" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1238px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="ZF5ZJsyvbhJRVSDmd9H3jA" name="gta 6 cover art square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/ZF5ZJsyvbhJRVSDmd9H3jA.jpg" mos="" align="middle" fullscreen="" width="1238" height="1238" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><div><span class="product__star-deal-label">Grand Theft Auto 6</span><p><a href="https://www.pcgamer.com/grand-theft-auto/gta-6-guide/" data-dimension112="eb244ed2-9fa5-11f1-a595-5937fed2cb55" data-action="Star Deal Block" data-label="GTA 6 guide" data-dimension48="GTA 6 guide" data-dimension25=""><strong>GTA 6 guide</strong></a>: Everything we know<br><strong></strong><a href="https://www.pcgamer.com/gta-6-cars-list/" target="_blank"><strong>GTA 6 cars</strong></a>: The garage lineup<br><strong></strong><a href="https://www.pcgamer.com/games/action/grand-theft-auto/gta6-characters/"><strong>GTA 6 characters</strong></a>: Your anti-hero cast<br><strong></strong><a href="https://www.pcgamer.com/games/grand-theft-auto/gta6-map/" target="_blank"><strong>GTA 6 map</strong>:</a> Confirmed Vice City locales<br><a href="https://www.pcgamer.com/games/grand-theft-auto/gta-6-pc-release-date/"><strong>GTA 6 PC release</strong></a>: When's it going to happen?</p></div></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/grand-theft-auto/i-turned-car-friction-off-in-gta-5-help/</link>
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                            <![CDATA[ I have died 400 times in the last 20 seconds. I have accelerated Samsara's Wheel to the speed of light. ]]>
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                                                                        <pubDate>Mon, 24 Aug 2026 17:00:00 +0000</pubDate>                                                                                                                                <updated>Mon, 24 Aug 2026 18:57:12 +0000</updated>
                                                                                                                                            <category><![CDATA[Grand Theft Auto]]></category>
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                                                                                                <author><![CDATA[ joshua.wolens@futurenet.com (Joshua Wolens) ]]></author>                    <dc:creator><![CDATA[ Joshua Wolens ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/oYajqiFjn2Rwz4msxoLFyP.png ]]></dc:source>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Franklin surveys a flying taco truck.]]></media:description>                                                            <media:text><![CDATA[Franklin surveys a flying taco truck.]]></media:text>
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                            <article>
                                <div  class="fancy-box"><div class="fancy_box-title">Los Santos Customs</div><div class="fancy_box_body"><p class="fancy-box__body-text">I'm modding GTA 5 every day in a quest to either transform it into a PC version of GTA 6 or break it entirely. Come back tomorrow to find out what new horrible thing I've done to Rockstar's baby, or check out <a data-analytics-id="inline-link" href="https://www.pcgamer.com/games/grand-theft-auto/im-modding-gta-5-every-day-until-it-becomes-gta-6-or-breaks-starting-with-a-new-vehicle-and-enough-missiles-to-level-a-city-block/">what I got up to earlier</a>.</p></div></div><p>Sometimes happiness isn't a <em>new</em> thing, you know? Sometimes it's about wringing novelty out of what you've already got, finding a new perspective on old things and enjoying them to their fullest.</p><p>It is in this spirit that I have not installed a <em>new</em> mod in GTA 5 this week, but used an old one to set a constant and unstoppable momentum on every NPC car in the game. Also, I turned friction off. Specifically, I used the <a href="https://www.gta5-mods.com/scripts/enhanced-native-trainer-zemanez-and-others" target="_blank">Enhanced Native Trainer</a> that I installed in order to spawn the anti-air truck from the <a href="https://www.pcgamer.com/games/grand-theft-auto/im-modding-gta-5-every-day-until-it-becomes-gta-6-or-breaks-starting-with-a-new-vehicle-and-enough-missiles-to-level-a-city-block/">very first mod I put into GTA 5</a>. Turns out there's a whole bunch of stuff in here!</p><p>It's really quite wonderful. Los Santos has gone from a humdrum facsimile of Los Angeles to an unforeseeable carnival of movement. Vehicles, newly loosed from their obligations to the ground, now waft lazily through the air. Standing on the balcony of Franklin's home, you can watch them gyrate on the skyline like lightning bugs.</p><p>Sometimes you try to cross the road and get vaporised by a transit van travelling at a fraction of the speed of the light. That does also happen sometimes.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:853px;"><p class="vanilla-image-block" style="padding-top:56.27%;"><img id="2WFHPzgxFjhwsywfp8UxJf" name="2026-08-1813-40-20-00.09.14.370-00.09.31.061-ezgif.com-optimize" alt="Franklin surveys many flying cars from his balcony." src="https://cdn.mos.cms.futurecdn.net/2WFHPzgxFjhwsywfp8UxJf.gif" mos="" align="middle" fullscreen="" width="853" height="480" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar)</span></figcaption></figure><p>It's great fun, though. But I have a confession: originally, I set every car to travel at <em>maximum speed</em>, a setting which was great laughs but made the game functionally unplayable. I have since set them to around 15. I don't know 15 of what, but the setting is 15. The maximum setting was 100, so it's quite a bit lower. It just means all the same chaos that was happening at max speed <em>still </em>happens, just in a way that you stand a hope in hell of navigating.</p><p>Welcome to Los Santos, the most airborne little city on Earth.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-WQw9nX"></div>                            </div>                            <script src="https://kwizly.com/embed/WQw9nX.js" async></script><div class="product star-deal"><a data-dimension112="eb244ed2-9fa5-11f1-a595-5937fed2cb55" data-action="Star Deal Block" data-label="GTA 6 guide" data-dimension48="GTA 6 guide" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1238px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="ZF5ZJsyvbhJRVSDmd9H3jA" name="gta 6 cover art square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/ZF5ZJsyvbhJRVSDmd9H3jA.jpg" mos="" align="middle" fullscreen="" width="1238" height="1238" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><div><span class="product__star-deal-label">Grand Theft Auto 6</span><p><a href="https://www.pcgamer.com/grand-theft-auto/gta-6-guide/" data-dimension112="eb244ed2-9fa5-11f1-a595-5937fed2cb55" data-action="Star Deal Block" data-label="GTA 6 guide" data-dimension48="GTA 6 guide" data-dimension25=""><strong>GTA 6 guide</strong></a>: Everything we know<br><strong></strong><a href="https://www.pcgamer.com/gta-6-cars-list/" target="_blank"><strong>GTA 6 cars</strong></a>: The garage lineup<br><strong></strong><a href="https://www.pcgamer.com/games/action/grand-theft-auto/gta6-characters/"><strong>GTA 6 characters</strong></a>: Your anti-hero cast<br><strong></strong><a href="https://www.pcgamer.com/games/grand-theft-auto/gta6-map/" target="_blank"><strong>GTA 6 map</strong>:</a> Confirmed Vice City locales<br><a href="https://www.pcgamer.com/games/grand-theft-auto/gta-6-pc-release-date/"><strong>GTA 6 PC release</strong></a>: When's it going to happen?</p></div></div>
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                                                            <title><![CDATA[ Steam Week in Review: A touch of AI is all it takes to trigger backlash, as a promising new indie falls afoul of slop skeptics ]]></title>
                                                                                                <dc:content><![CDATA[ <p><a href="https://store.steampowered.com/app/1996090/Vapor_World_Over_The_Mind/">Vapor World: Over The Mind</a> is a Soulslike Metroidvania with an evocative, painterly art style reminiscent of Lies of P and the narrative platformers of Playdead. According to Korean studio Alive Inc, the game had 100,000 wishlists just before its early access launch on August 19, mostly on the strength of a demo available since January 2025. </p><p>But what should have been a triumphant early access launch went pear shaped very quickly. At launch, few talked about the quite distinctive worldbuilding or the parry-heavy combat. Instead, all focus was trained entirely on something absent from the popular demo: very obvious AI use.</p><p>"Saw the very first cutscene, before any gameplay, and how the generative AI they used couldn't even keep the main character's model consistent," reads the "most helpful" Steam review for Vapor World. "From the trailers the gameplay looked pretty fun [but] unfortunately I support people not robots. If the look you want to go for is beyond the scope you can achieve right now then I suggest you change it or wait until you can produce the art and style you want with people doing it."</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="high" data-lazy-src="https://www.youtube-nocookie.com/embed/AxLikQwnHWw" allowfullscreen></iframe></div></div><p>That's pretty representative of the Steam reviews at the moment: Vapor World is currently sitting on 64 "mostly negative" reviews. </p><p>It's undoubtedly a disappointing result for Alive Inc, whose headcount is "<a href="https://store.steampowered.com/news/app/1996090/view/670626123911004173">about five</a>" according to the studio. It's also possible the studio was blindsided by the backlash: this <a href="https://www.pewresearch.org/global/2025/10/15/how-people-around-the-world-view-ai/">Pew Research Center</a> survey places South Korea as the least AI sceptical nation among 25 countries surveyed, including the US, the UK, Australia and India. According to <a href="https://www.technologyreview.com/2026/06/15/1138983/why-do-south-koreans-love-ai-so-much/">MIT Technology Review</a>, the South Korean government has overwhelmingly embraced AI. It even tried to roll out AI-powered school textbooks (which failed). </p><p>Half (or in some cases, slightly less) of those surveyed in the US, Italy, Australia and Brazil are "more concerned than excited" by AI use in daily life. In South Korea, those "more concerned than excited" by AI make up only 16 percent.</p><p>There's a trace of surprise in the inevitable statement made by studio director Young Kim, who promised the AI-generated cutscenes would be replaced "by this weekend" (this has already happened). </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2vCVnmUswvFGzwqB9dDNZM" name="vaproworld" alt="Combat in a platforming game" src="https://cdn.mos.cms.futurecdn.net/2vCVnmUswvFGzwqB9dDNZM.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Alive Inc)</span></figcaption></figure><p>"If someone asked me what I think about using AI, the honest answer is that I would have to think about it for a long time," the director wrote. "The reason I chose AI was that I believed it could reach a level of expression our existing resources could not, and that it would let us focus more on the game itself, outside of story and cinematics."</p><p>He continued: "That was a hasty judgment on my part. Unless AI takes one more leap and reaches a point where no one can tell the difference, what I believed was still closer to an ideal than a reality. I expected some of you would be disappointed by our use of AI. I did not expect it to become this big."</p><p>The statement then hits upon a question that will be raised again and again in the coming months and years concerning creative work: if AI can do it better, why not? In this instance, it unambiguously could not: the cutscenes, and I've seen them, are quintessential slop, and compare very unfavourably to the in-game art. Young Kim says the studio originally composed the cutscenes in-engine, but later replaced them with AI. Somehow, his team didn't detect this chasm.</p><p>"The truth is, we spent a long time trying to tell this game's story with cutscenes made entirely by our own hands," the statement goes on. "The results were devastating every time. We came to believe we could not properly deliver this game's complex, difficult narrative that way, and that is why we turned to AI. But if that choice hurt your experience, the fault is not in the tool. It is in our own shortcomings."</p><p>Alive Inc joins a long list of studios who have reneged on AI use after extreme public backlash, including Larian Studios and Sandfall Interactive. Vapor World isn't wholesale slop—the studio worked hard on the core game and it shows—but the outcry surrounding its launch does show that using generative AI to cut corners isn't, for now, something audiences are willing to tolerate.</p><h2 id="top-steam-games-by-revenue-august-11-18">Top Steam games by revenue (August 11 - 18)</h2><div ><table><thead><tr><th class="firstcol " ><p><strong>Rank</strong></p></th><th  ><p><strong>Game</strong></p></th></tr></thead><tbody><tr><td class="firstcol " ><p>1</p></td><td  ><p>Counter-Strike 2</p></td></tr><tr><td class="firstcol " ><p>2</p></td><td  ><p>Apex Legends</p></td></tr><tr><td class="firstcol " ><p>3</p></td><td  ><p>Phantom Blade Zero</p></td></tr><tr><td class="firstcol " ><p>4</p></td><td  ><p>Helldivers 2</p></td></tr><tr><td class="firstcol " ><p>5</p></td><td  ><p>Dota 2</p></td></tr><tr><td class="firstcol " ><p>6</p></td><td  ><p>Hell Let Loose: Vietnam</p></td></tr><tr><td class="firstcol " ><p>7</p></td><td  ><p>Big Walk</p></td></tr><tr><td class="firstcol " ><p>8</p></td><td  ><p>Marvel Rivals</p></td></tr><tr><td class="firstcol " ><p>9 </p></td><td  ><p>Kingdom Hearts -HD 1.5+2.5 ReMIX-</p></td></tr><tr><td class="firstcol " ><p>10</p></td><td  ><p>PUBG: Battlegrounds</p></td></tr></tbody></table></div><p>Overall a pretty unremarkable week for the top ten. Kingdom Hearts is there because Square Enix hosted a sale. Phantom Blade Zero pre-orders opened.</p><p>The top 11-20 part of the list is arguably more interesting: Mortal Shell 2 debuted at number 12, <a href="https://www.pcgamer.com/games/fps/believe-the-hype-for-wardogs-possibly-the-next-great-multiplayer-fps/">Wardogs</a> pre-orders catapulted it to number 13 (though its current beta is apparently <em>blowing</em> <em>up, </em>with an all-time concurrent players peak of 105,774), and the <a href="https://www.pcgamer.com/games/action/a-long-lost-lord-of-the-rings-action-rpg-makes-a-surprise-return-to-steam/">Lord of the Rings: War in the North</a> reissue has sold decently enough to help it reach number 17.</p><p>As for Wardogs: expect it to factor heavily into the charts in the coming weeks ahead of its September 11 release date.</p><p>Curiously, Star Wars Zero Company pre-orders debuted at number 24, way below Phantom Blade Zero and Wardogs pre-orders. Star Wars fatigue perhaps? </p><h2 id="last-week-39-s-steam-deep-cuts">Last week's Steam deep cuts</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="oYFFZ2rgNGbzVh7D9v8tGK" name="vholume" alt="A strange cement structure suspended in the air" src="https://cdn.mos.cms.futurecdn.net/oYFFZ2rgNGbzVh7D9v8tGK.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: IronEqual)</span></figcaption></figure><div class="product"><a data-dimension112="13cd5864-9f48-11f1-91aa-774fa8bb5fb8" data-action="Deal Block" data-label="Vholume" data-dimension48="Vholume" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="oWCsWu54dePgT6EA35sfUd" name="vholume1" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/oWCsWu54dePgT6EA35sfUd.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://store.steampowered.com/app/4131730/VHOLUME/" target="_blank" data-dimension112="13cd5864-9f48-11f1-91aa-774fa8bb5fb8" data-action="Deal Block" data-label="Vholume" data-dimension48="Vholume" data-dimension25=""><strong>Vholume</strong></a><strong> | August 22</strong></p><p>Vholume is a first-person parkour runner in the style of Mirror's Edge, but with a grimy, eerie, oddly melancholy atmosphere. There are 31 brutalism-inspired maps to master, and then, a potentially endless pool thanks to a map editor and Steam Workshop support. Multiplayer is also supported.</p></div><div class="product"><a data-dimension112="13cd58be-9f48-11f1-941d-b175d3d9d3ad" data-action="Deal Block" data-label="How to Kill a Fly" data-dimension48="How to Kill a Fly" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="qpjVdEExNBuPdYS7G5nAtW" name="h2kaf" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/qpjVdEExNBuPdYS7G5nAtW.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://store.steampowered.com/app/4566700/how_to_kill_a_fly__H2KAF/" target="_blank" data-dimension112="13cd58be-9f48-11f1-941d-b175d3d9d3ad" data-action="Deal Block" data-label="How to Kill a Fly" data-dimension48="How to Kill a Fly" data-dimension25=""><strong>How to Kill a Fly</strong></a><strong> | August 21</strong></p><p>A bizarre narrative adventure about a "corporate flesh object" who must try to mimic humans in order not to stand out (because you're a fly, you see). Creators Radtel Collective call it a "puzzle/Immersive Sim based on talking and responding to people", which sounds cool, but it's the pukemare art style that really drew me in.</p></div><div class="product"><a data-dimension112="13cd5918-9f48-11f1-9c76-d92bf107de8f" data-action="Deal Block" data-label="Twisted Tower" data-dimension48="Twisted Tower" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="YeFkbQRCqptMEFscDpVuiU" name="twistedtower" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/YeFkbQRCqptMEFscDpVuiU.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://store.steampowered.com/app/1575990/Twisted_Tower/" target="_blank" data-dimension112="13cd5918-9f48-11f1-9c76-d92bf107de8f" data-action="Deal Block" data-label="Twisted Tower" data-dimension48="Twisted Tower" data-dimension25=""><strong>Twisted Tower</strong></a><strong> | August 19   </strong></p><p>Twisted Tower is horror-tinged first-person shooter taking obvious inspiration from BioShock. Set in a ruined 1950s holiday resort, it's very much a run-and-gun affair, but there's a lot of neat attention to detail in the period set dressings, and some of the enemies are somehow both hilarious and terrifying at the same time.</p></div><div class="product"><a data-dimension112="13cd59f4-9f48-11f1-94f0-136d821ec185" data-action="Deal Block" data-label="The Lantern of the Laughless Saint" data-dimension48="The Lantern of the Laughless Saint" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Zx5YyrJJpuunno59qDuAeE" name="lanternofthelastsaint" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/Zx5YyrJJpuunno59qDuAeE.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://store.steampowered.com/app/3849000/The_Lantern_of_the_Laughless_Saint/" target="_blank" data-dimension112="13cd59f4-9f48-11f1-94f0-136d821ec185" data-action="Deal Block" data-label="The Lantern of the Laughless Saint" data-dimension48="The Lantern of the Laughless Saint" data-dimension25=""><strong>The Lantern of the Laughless Saint</strong></a><strong> | August 18</strong></p><p>Studio NerveLabs is not shy about Morrowind's influence on this open world RPG: it's the eighth word in the Steam description. Which is good news for Morrowind hipsters, many of whom seem to be enjoying this project in early access: it has over 800 "very positive" reviews.</p></div><h2 id="steam-review-of-the-week">Steam review of the week</h2><p>"If you Spam Punch the Dude in the start of the game you Can level your unarm to level 100.<br><br>10/10 Broken just like Morrowind"</p><p><strong>Skybob</strong>, on <a href="https://store.steampowered.com/app/3849000/The_Lantern_of_the_Laughless_Saint/" target="_blank">The Lantern of the Laughless Saint</a>, who I'm sure is also relentlessly bunnyhopping to increase Acrobatics.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/gaming-industry/steam-week-in-review-a-touch-of-ai-is-all-it-takes-to-trigger-backlash-as-a-promising-new-indie-falls-afoul-of-slop-skeptics/</link>
                                                                            <description>
                            <![CDATA[ All the interesting Steam facts for the week ending August 23 ]]>
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                                                                        <pubDate>Mon, 24 Aug 2026 02:56:27 +0000</pubDate>                                                                                                                                <updated>Mon, 24 Aug 2026 10:52:52 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming Industry]]></category>
                                                                                                <author><![CDATA[ shaun.prescott@futurenet.com (Shaun Prescott) ]]></author>                    <dc:creator><![CDATA[ Shaun Prescott ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/W7q4asCziYRHUEennZcpyC.png ]]></dc:source>
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                                                            <media:credit><![CDATA[Alive Inc]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A man stares into his own glowing hand]]></media:description>                                                            <media:text><![CDATA[A man stares into his own glowing hand]]></media:text>
                                <media:title type="plain"><![CDATA[A man stares into his own glowing hand]]></media:title>
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                                <p><a href="https://store.steampowered.com/app/1996090/Vapor_World_Over_The_Mind/">Vapor World: Over The Mind</a> is a Soulslike Metroidvania with an evocative, painterly art style reminiscent of Lies of P and the narrative platformers of Playdead. According to Korean studio Alive Inc, the game had 100,000 wishlists just before its early access launch on August 19, mostly on the strength of a demo available since January 2025. </p><p>But what should have been a triumphant early access launch went pear shaped very quickly. At launch, few talked about the quite distinctive worldbuilding or the parry-heavy combat. Instead, all focus was trained entirely on something absent from the popular demo: very obvious AI use.</p><p>"Saw the very first cutscene, before any gameplay, and how the generative AI they used couldn't even keep the main character's model consistent," reads the "most helpful" Steam review for Vapor World. "From the trailers the gameplay looked pretty fun [but] unfortunately I support people not robots. If the look you want to go for is beyond the scope you can achieve right now then I suggest you change it or wait until you can produce the art and style you want with people doing it."</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="high" data-lazy-src="https://www.youtube-nocookie.com/embed/AxLikQwnHWw" allowfullscreen></iframe></div></div><p>That's pretty representative of the Steam reviews at the moment: Vapor World is currently sitting on 64 "mostly negative" reviews. </p><p>It's undoubtedly a disappointing result for Alive Inc, whose headcount is "<a href="https://store.steampowered.com/news/app/1996090/view/670626123911004173">about five</a>" according to the studio. It's also possible the studio was blindsided by the backlash: this <a href="https://www.pewresearch.org/global/2025/10/15/how-people-around-the-world-view-ai/">Pew Research Center</a> survey places South Korea as the least AI sceptical nation among 25 countries surveyed, including the US, the UK, Australia and India. According to <a href="https://www.technologyreview.com/2026/06/15/1138983/why-do-south-koreans-love-ai-so-much/">MIT Technology Review</a>, the South Korean government has overwhelmingly embraced AI. It even tried to roll out AI-powered school textbooks (which failed). </p><p>Half (or in some cases, slightly less) of those surveyed in the US, Italy, Australia and Brazil are "more concerned than excited" by AI use in daily life. In South Korea, those "more concerned than excited" by AI make up only 16 percent.</p><p>There's a trace of surprise in the inevitable statement made by studio director Young Kim, who promised the AI-generated cutscenes would be replaced "by this weekend" (this has already happened). </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2vCVnmUswvFGzwqB9dDNZM" name="vaproworld" alt="Combat in a platforming game" src="https://cdn.mos.cms.futurecdn.net/2vCVnmUswvFGzwqB9dDNZM.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Alive Inc)</span></figcaption></figure><p>"If someone asked me what I think about using AI, the honest answer is that I would have to think about it for a long time," the director wrote. "The reason I chose AI was that I believed it could reach a level of expression our existing resources could not, and that it would let us focus more on the game itself, outside of story and cinematics."</p><p>He continued: "That was a hasty judgment on my part. Unless AI takes one more leap and reaches a point where no one can tell the difference, what I believed was still closer to an ideal than a reality. I expected some of you would be disappointed by our use of AI. I did not expect it to become this big."</p><p>The statement then hits upon a question that will be raised again and again in the coming months and years concerning creative work: if AI can do it better, why not? In this instance, it unambiguously could not: the cutscenes, and I've seen them, are quintessential slop, and compare very unfavourably to the in-game art. Young Kim says the studio originally composed the cutscenes in-engine, but later replaced them with AI. Somehow, his team didn't detect this chasm.</p><p>"The truth is, we spent a long time trying to tell this game's story with cutscenes made entirely by our own hands," the statement goes on. "The results were devastating every time. We came to believe we could not properly deliver this game's complex, difficult narrative that way, and that is why we turned to AI. But if that choice hurt your experience, the fault is not in the tool. It is in our own shortcomings."</p><p>Alive Inc joins a long list of studios who have reneged on AI use after extreme public backlash, including Larian Studios and Sandfall Interactive. Vapor World isn't wholesale slop—the studio worked hard on the core game and it shows—but the outcry surrounding its launch does show that using generative AI to cut corners isn't, for now, something audiences are willing to tolerate.</p><h2 id="top-steam-games-by-revenue-august-11-18">Top Steam games by revenue (August 11 - 18)</h2><div ><table><thead><tr><th class="firstcol " ><p><strong>Rank</strong></p></th><th  ><p><strong>Game</strong></p></th></tr></thead><tbody><tr><td class="firstcol " ><p>1</p></td><td  ><p>Counter-Strike 2</p></td></tr><tr><td class="firstcol " ><p>2</p></td><td  ><p>Apex Legends</p></td></tr><tr><td class="firstcol " ><p>3</p></td><td  ><p>Phantom Blade Zero</p></td></tr><tr><td class="firstcol " ><p>4</p></td><td  ><p>Helldivers 2</p></td></tr><tr><td class="firstcol " ><p>5</p></td><td  ><p>Dota 2</p></td></tr><tr><td class="firstcol " ><p>6</p></td><td  ><p>Hell Let Loose: Vietnam</p></td></tr><tr><td class="firstcol " ><p>7</p></td><td  ><p>Big Walk</p></td></tr><tr><td class="firstcol " ><p>8</p></td><td  ><p>Marvel Rivals</p></td></tr><tr><td class="firstcol " ><p>9 </p></td><td  ><p>Kingdom Hearts -HD 1.5+2.5 ReMIX-</p></td></tr><tr><td class="firstcol " ><p>10</p></td><td  ><p>PUBG: Battlegrounds</p></td></tr></tbody></table></div><p>Overall a pretty unremarkable week for the top ten. Kingdom Hearts is there because Square Enix hosted a sale. Phantom Blade Zero pre-orders opened.</p><p>The top 11-20 part of the list is arguably more interesting: Mortal Shell 2 debuted at number 12, <a href="https://www.pcgamer.com/games/fps/believe-the-hype-for-wardogs-possibly-the-next-great-multiplayer-fps/">Wardogs</a> pre-orders catapulted it to number 13 (though its current beta is apparently <em>blowing</em> <em>up, </em>with an all-time concurrent players peak of 105,774), and the <a href="https://www.pcgamer.com/games/action/a-long-lost-lord-of-the-rings-action-rpg-makes-a-surprise-return-to-steam/">Lord of the Rings: War in the North</a> reissue has sold decently enough to help it reach number 17.</p><p>As for Wardogs: expect it to factor heavily into the charts in the coming weeks ahead of its September 11 release date.</p><p>Curiously, Star Wars Zero Company pre-orders debuted at number 24, way below Phantom Blade Zero and Wardogs pre-orders. Star Wars fatigue perhaps? </p><h2 id="last-week-39-s-steam-deep-cuts">Last week's Steam deep cuts</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="oYFFZ2rgNGbzVh7D9v8tGK" name="vholume" alt="A strange cement structure suspended in the air" src="https://cdn.mos.cms.futurecdn.net/oYFFZ2rgNGbzVh7D9v8tGK.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: IronEqual)</span></figcaption></figure><div class="product"><a data-dimension112="13cd5864-9f48-11f1-91aa-774fa8bb5fb8" data-action="Deal Block" data-label="Vholume" data-dimension48="Vholume" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="oWCsWu54dePgT6EA35sfUd" name="vholume1" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/oWCsWu54dePgT6EA35sfUd.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://store.steampowered.com/app/4131730/VHOLUME/" target="_blank" data-dimension112="13cd5864-9f48-11f1-91aa-774fa8bb5fb8" data-action="Deal Block" data-label="Vholume" data-dimension48="Vholume" data-dimension25=""><strong>Vholume</strong></a><strong> | August 22</strong></p><p>Vholume is a first-person parkour runner in the style of Mirror's Edge, but with a grimy, eerie, oddly melancholy atmosphere. There are 31 brutalism-inspired maps to master, and then, a potentially endless pool thanks to a map editor and Steam Workshop support. Multiplayer is also supported.</p></div><div class="product"><a data-dimension112="13cd58be-9f48-11f1-941d-b175d3d9d3ad" data-action="Deal Block" data-label="How to Kill a Fly" data-dimension48="How to Kill a Fly" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="qpjVdEExNBuPdYS7G5nAtW" name="h2kaf" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/qpjVdEExNBuPdYS7G5nAtW.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://store.steampowered.com/app/4566700/how_to_kill_a_fly__H2KAF/" target="_blank" data-dimension112="13cd58be-9f48-11f1-941d-b175d3d9d3ad" data-action="Deal Block" data-label="How to Kill a Fly" data-dimension48="How to Kill a Fly" data-dimension25=""><strong>How to Kill a Fly</strong></a><strong> | August 21</strong></p><p>A bizarre narrative adventure about a "corporate flesh object" who must try to mimic humans in order not to stand out (because you're a fly, you see). Creators Radtel Collective call it a "puzzle/Immersive Sim based on talking and responding to people", which sounds cool, but it's the pukemare art style that really drew me in.</p></div><div class="product"><a data-dimension112="13cd5918-9f48-11f1-9c76-d92bf107de8f" data-action="Deal Block" data-label="Twisted Tower" data-dimension48="Twisted Tower" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="YeFkbQRCqptMEFscDpVuiU" name="twistedtower" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/YeFkbQRCqptMEFscDpVuiU.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://store.steampowered.com/app/1575990/Twisted_Tower/" target="_blank" data-dimension112="13cd5918-9f48-11f1-9c76-d92bf107de8f" data-action="Deal Block" data-label="Twisted Tower" data-dimension48="Twisted Tower" data-dimension25=""><strong>Twisted Tower</strong></a><strong> | August 19   </strong></p><p>Twisted Tower is horror-tinged first-person shooter taking obvious inspiration from BioShock. Set in a ruined 1950s holiday resort, it's very much a run-and-gun affair, but there's a lot of neat attention to detail in the period set dressings, and some of the enemies are somehow both hilarious and terrifying at the same time.</p></div><div class="product"><a data-dimension112="13cd59f4-9f48-11f1-94f0-136d821ec185" data-action="Deal Block" data-label="The Lantern of the Laughless Saint" data-dimension48="The Lantern of the Laughless Saint" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Zx5YyrJJpuunno59qDuAeE" name="lanternofthelastsaint" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/Zx5YyrJJpuunno59qDuAeE.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://store.steampowered.com/app/3849000/The_Lantern_of_the_Laughless_Saint/" target="_blank" data-dimension112="13cd59f4-9f48-11f1-94f0-136d821ec185" data-action="Deal Block" data-label="The Lantern of the Laughless Saint" data-dimension48="The Lantern of the Laughless Saint" data-dimension25=""><strong>The Lantern of the Laughless Saint</strong></a><strong> | August 18</strong></p><p>Studio NerveLabs is not shy about Morrowind's influence on this open world RPG: it's the eighth word in the Steam description. Which is good news for Morrowind hipsters, many of whom seem to be enjoying this project in early access: it has over 800 "very positive" reviews.</p></div><h2 id="steam-review-of-the-week">Steam review of the week</h2><p>"If you Spam Punch the Dude in the start of the game you Can level your unarm to level 100.<br><br>10/10 Broken just like Morrowind"</p><p><strong>Skybob</strong>, on <a href="https://store.steampowered.com/app/3849000/The_Lantern_of_the_Laughless_Saint/" target="_blank">The Lantern of the Laughless Saint</a>, who I'm sure is also relentlessly bunnyhopping to increase Acrobatics.</p>
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                                                            <title><![CDATA[ It's been 25 years and I'm still not over one of the greatest songs to grace JRPGs ]]></title>
                                                                                                <dc:content><![CDATA[ <div  class="fancy-box"><div class="fancy_box-title">Critical Hit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="WcCZiWMVteuU25phgoBuD8" name="critical-hit-boxout-badge" caption="" alt="Critical Hit column logo" src="https://cdn.mos.cms.futurecdn.net/WcCZiWMVteuU25phgoBuD8.png" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p class="fancy-box__body-text">Welcome to <a data-analytics-id="inline-link" href="https://www.pcgamer.com/tag/critical-hit/" target="_blank">Critical Hit</a>, where I (or someone else on the PC Gamer team) celebrate and lament all things videogame music, audio design, and the ways our favourite games make our ears tingle.</p></div></div><p>Last month, Final Fantasy 10 turned 25 years old—a fact that has utterly shaken my perception of the passage of time, leaving me to slowly decay into a pile of dust. It remains one of my favourite JRPGs of all time, even if PC only has the significantly weirder-looking, plastic-faced HD remaster. The romance! The belts! The turn-based battling! The cutscenes! Things that all still very much hold up two-and-a-half decades later, in my humble and not at all biased opinion.</p><p>But one aspect that has endured above all others is the game's soundtrack. It's this immaculate blend of genres, something we'd see happen more in future games like Final Fantasy 13-2. From the all-out rock of Otherworld that blasts your ears during the introduction of Blitzball rockstar Tidus, to the wonderfully ethereal Besaid. Or even the game's overarching theme, To Zanarkand, which is the perfect musical embodiment of its melancholic narrative.</p><p>When I think about Final Fantasy 10, though, one song always comes to mind: Suteki Da Ne. It's the song that plays during a hugely pivotal moment in the game. Yuna has become increasingly conflicted over her role as a summoner—one which is destined to end in her death—but her desire to quit is outweighed by her commitment to her duty.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/Ze6w1sLvymM" allowfullscreen></iframe></div></div><p>The scene culminates in her and Tidus together in the springs at Macalania Woods, a gorgeous glittering landscape painted in shades of blue, while the two descend under the water and share a kiss. It's the first display of romantic intimacy between the two, capped off by the delicate Japanese vocals and sweet orchestra of Suteki Da Ne.</p><p>It wasn't the series' first attempt at a vocal track. Final Fantasy 6 had pseudo-vocals during the famous opera scene. Final Fantasy 7, of course, had One Winged Angel, and Final Fantasy 8 was the first time I recall a vocal song in the series going more pop-focused with Eyes on Me.</p><p>But Final Fantasy 10, being the first to release on PlayStation 2, felt like a huge step up in terms of how hard composer Nobuo Uematsu could cook. It's a song that's needed little-to-no rearrangement in the years since, because it remains so dang good from its initial conception. </p><p>It's the first vocal track I remember really resonating with in a Final Fantasy game, one that brought me to tears the way no other videogame had up until that point. It feels beautiful and tragic at the same time, and it's a track I don't think a game in the series has ever come close to matching since—though Final Fantasy 14's Flow is probably the closest contender.</p><p>I'm not sure we'll ever get another soundtrack quite like Final Fantasy 10, and 25 years later I still find myself going back to its music time and time again. And while Suteki Da Ne might not be my most listened to of the bunch, I maintain it's one of the best composed pieces—a diamond in a huge stinkin' pile of gold. And one that still brings a little tear to my eye every time I listen to it.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/final-fantasy/its-been-25-years-and-im-still-not-over-one-of-the-greatest-songs-to-grace-jrpgs/</link>
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                            <![CDATA[ Suteki Da Ne hasn't lost any emotional weight since 2001. ]]>
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                                                                        <pubDate>Sun, 23 Aug 2026 16:26:57 +0000</pubDate>                                                                                                                                <updated>Sun, 23 Aug 2026 16:28:59 +0000</updated>
                                                                                                                                            <category><![CDATA[Final Fantasy]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[RPG]]></category>
                                                                                                                    <dc:creator><![CDATA[ Mollie Taylor ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/W9VNF2qWSreZXDkwcVR2tF.png ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
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                                                            <media:credit><![CDATA[Square Enix]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Tidus and Yuna in the lake at Macalenia Woods.]]></media:description>                                                            <media:text><![CDATA[Tidus and Yuna in the lake at Macalenia Woods.]]></media:text>
                                <media:title type="plain"><![CDATA[Tidus and Yuna in the lake at Macalenia Woods.]]></media:title>
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                                <div  class="fancy-box"><div class="fancy_box-title">Critical Hit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="WcCZiWMVteuU25phgoBuD8" name="critical-hit-boxout-badge" caption="" alt="Critical Hit column logo" src="https://cdn.mos.cms.futurecdn.net/WcCZiWMVteuU25phgoBuD8.png" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p class="fancy-box__body-text">Welcome to <a data-analytics-id="inline-link" href="https://www.pcgamer.com/tag/critical-hit/" target="_blank">Critical Hit</a>, where I (or someone else on the PC Gamer team) celebrate and lament all things videogame music, audio design, and the ways our favourite games make our ears tingle.</p></div></div><p>Last month, Final Fantasy 10 turned 25 years old—a fact that has utterly shaken my perception of the passage of time, leaving me to slowly decay into a pile of dust. It remains one of my favourite JRPGs of all time, even if PC only has the significantly weirder-looking, plastic-faced HD remaster. The romance! The belts! The turn-based battling! The cutscenes! Things that all still very much hold up two-and-a-half decades later, in my humble and not at all biased opinion.</p><p>But one aspect that has endured above all others is the game's soundtrack. It's this immaculate blend of genres, something we'd see happen more in future games like Final Fantasy 13-2. From the all-out rock of Otherworld that blasts your ears during the introduction of Blitzball rockstar Tidus, to the wonderfully ethereal Besaid. Or even the game's overarching theme, To Zanarkand, which is the perfect musical embodiment of its melancholic narrative.</p><p>When I think about Final Fantasy 10, though, one song always comes to mind: Suteki Da Ne. It's the song that plays during a hugely pivotal moment in the game. Yuna has become increasingly conflicted over her role as a summoner—one which is destined to end in her death—but her desire to quit is outweighed by her commitment to her duty.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/Ze6w1sLvymM" allowfullscreen></iframe></div></div><p>The scene culminates in her and Tidus together in the springs at Macalania Woods, a gorgeous glittering landscape painted in shades of blue, while the two descend under the water and share a kiss. It's the first display of romantic intimacy between the two, capped off by the delicate Japanese vocals and sweet orchestra of Suteki Da Ne.</p><p>It wasn't the series' first attempt at a vocal track. Final Fantasy 6 had pseudo-vocals during the famous opera scene. Final Fantasy 7, of course, had One Winged Angel, and Final Fantasy 8 was the first time I recall a vocal song in the series going more pop-focused with Eyes on Me.</p><p>But Final Fantasy 10, being the first to release on PlayStation 2, felt like a huge step up in terms of how hard composer Nobuo Uematsu could cook. It's a song that's needed little-to-no rearrangement in the years since, because it remains so dang good from its initial conception. </p><p>It's the first vocal track I remember really resonating with in a Final Fantasy game, one that brought me to tears the way no other videogame had up until that point. It feels beautiful and tragic at the same time, and it's a track I don't think a game in the series has ever come close to matching since—though Final Fantasy 14's Flow is probably the closest contender.</p><p>I'm not sure we'll ever get another soundtrack quite like Final Fantasy 10, and 25 years later I still find myself going back to its music time and time again. And while Suteki Da Ne might not be my most listened to of the bunch, I maintain it's one of the best composed pieces—a diamond in a huge stinkin' pile of gold. And one that still brings a little tear to my eye every time I listen to it.</p>
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                                                            <title><![CDATA[ Ray Chase, the voice of Cyclops in X-Men '97, has '1,000 freaking hours' in Slay the Spire and is running a 'smell build' in Kingdom Come: Deliverance 2: ' I wear perfumes and walk into battle with my fancy boy outfit' ]]></title>
                                                                                                <dc:content><![CDATA[ <div  class="fancy-box"><div class="fancy_box-title">Disk Cleanup</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="DEwkbfkEmfdtjT5P9ybme" name="logo_disk_cleanup" caption="" alt="Disk Cleanup logo" src="https://cdn.mos.cms.futurecdn.net/DEwkbfkEmfdtjT5P9ybme.png" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p class="fancy-box__body-text">Welcome to <a data-analytics-id="inline-link" href="https://www.pcgamer.com/uk/tag/disk-cleanup/" target="_blank">Disk Cleanup</a>, our regular weekend feature delving into the PCs of PC gaming luminaries. Come back every weekend to read a new interview, digging into the important questions, like "How tidy is your desktop?" and "What game will you never uninstall?"</p></div></div><p>Ray Chase's first encounter with PC gaming was on an old DOS computer from his father's accounting job. He grew up on a digital diet of shareware demos from PC gaming's golden era. "My grandfather gave me this basket of shareware games, and we played them nonstop for years," Chase recalls. "There was Duke Nukem 1 and 2. There was Ken's Labyrinth. Blake Stone: Aliens of Gold. There was <a href="https://www.pcgamer.com/uk/wolfenstein-3d/" target="_blank">Wolfenstein 3D</a>, of course. Jack Pack was one of my favourites because it had a level editor."</p><p>A voice actor since the early 2000s, Chase has appeared in hundreds of games, films and TV shows. He played the lead character Noctis in <a href="https://www.pcgamer.com/uk/final-fantasy-15/" target="_blank">Final Fantasy 15</a>, and currently voices Cyclops in X-Men '97, which just aired season two and is in the process of recording season four: "The stuff that's going on in the seasons we're recording now, I guess we'll see in a couple of years, but it's really cool, man." </p><p>Chase is also the co-founder of Sassy Chap Games, developer of 2025's <a href="https://www.pcgamer.com/uk/date-everything/" target="_blank">Date Everything</a>. A dating sim where players can romance dozens of anthropomorphised household objects, Date Everything was designed to be a celebration of voice acting talent. "We just finished our big update for Date Everything and we are working hard on the next chapter of our story," Chase says. "We're in the pitching process for that now."</p><p>Chase took a break from designing romanceable soft furnishings to show me around the hunk-strewn household of his Steam library. Gather round for a tale of perfumed peasants, disordered dungeons, and plane potatoes.</p><h2 id="what-game-are-you-currently-playing">What game are you currently playing?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2645px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="ggbHhyuuMTHQKvoeenT2Bg" name="Henry and Capon" alt="A grinning Henry and Capon ride proud-looking steeds." src="https://cdn.mos.cms.futurecdn.net/ggbHhyuuMTHQKvoeenT2Bg.jpg" mos="" align="middle" fullscreen="1" width="2645" height="1488" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/ggbHhyuuMTHQKvoeenT2Bg.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Deep Silver)</span></figcaption></figure><p>I'm currently playing <a href="https://www.pcgamer.com/uk/deltarune/">Deltarune</a> Chapter 5, but not [for] super long. The other one that I have is <a href="https://www.pcgamer.com/uk/kingdom-come-deliverance-2/">Kingdom Come: Deliverance 2</a>. It's the eternal game. I'm doing all of the things. It'll be a few hundred hours. But it's the perfect encapsulation of what a roleplaying game should be.</p><p>I played one [campaign] all the way through. The [most recent] one I've made, I'm doing a smell build where your character smells and looks so good and fancy that it actually works as armour. And so I wear perfumes and walk into battle with my fancy boy outfit. And my enemies are too<em> </em>stunned.</p><p>I'm always laundering my clothes. It's the best. I just fucking love that game.</p><h2 id="what-was-the-previous-game-you-played-and-is-it-still-installed">What was the previous game you played, and is it still installed?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="CxoFhJjEgNJ2QX8Vp8XuRD" name="mina" alt="Mina the Hollower trailer still" src="https://cdn.mos.cms.futurecdn.net/CxoFhJjEgNJ2QX8Vp8XuRD.jpg" mos="" align="middle" fullscreen="1" width="3840" height="2160" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/CxoFhJjEgNJ2QX8Vp8XuRD.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Yacht Club Games)</span></figcaption></figure><p>I played <a href="https://www.pcgamer.com/uk/mina-the-hollower/" target="_blank">Mina the Hollower</a>. I love that game, my God. Jay Kaufman's music is astounding. I played that one out of order because I saw you could do that, and I really liked the challenge. So I did the dungeons all in the wrong order. I really enjoyed the feeling of doing a really hard dungeon and then going back and then saying "Oh, this is now very easy" going through it.</p><p>I also love that [Mina is] middle aged like me, and after she completes a dungeon she goes to sleep. She takes a nap, which I think is great.</p><p>I'm not a secret ending kind of guy. I'm whatever my percentage is when I complete the game. That's what I live with, and that's it. I never go back and play games. [With] <a href="https://www.pcgamer.com/uk/disco-elysium/" target="_blank">Disco Elysium</a>, the best thing about it is the cryptozoologist thing, the cryptid comes at the end and says something incredible. But I [failed the roll]. And so I will never know what it is. I'm never going to go back and play it, and I won't look it up either.</p><p>I think that's part of the fun, living with the consequences.</p><h2 id="what-is-the-oldest-game-by-release-date-currently-installed-on-your-pc">What is the oldest game (by release date) currently installed on your PC?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="rR9hxg7XaxApgUr5DqcFun" name="brotato abyssal terrors.jpg" alt="Brotato Abyssal Terrors DLC screenshot" src="https://cdn.mos.cms.futurecdn.net/rR9hxg7XaxApgUr5DqcFun.jpg" mos="" align="middle" fullscreen="1" width="1920" height="1080" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/rR9hxg7XaxApgUr5DqcFun.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Blobfish)</span></figcaption></figure><p>I've got <a href="https://www.pcgamer.com/games/roguelike/brotato-has-a-dlc-and-a-free-4-player-local-co-op-expansion-incoming/" target="_blank">Brotato</a> here. I have very little on my PC, that's the problem. I love Brotato. It's one of my favourites. It's because it's <em>so </em>lightweight. It's great for planes, and you don't need a controller to play. I end up playing on my laptop on planes more than anything.</p><p>Anything that's super lightweight, I'll always have [installed]. So it's going to be Brotato. I 100%-ed it before the newest DLC, which makes it really hard.</p><p>There's so many different potatoes you can be. There's so many different playstyles. I'll take whatever comes my way. It's never old. Same with Slay the Spire … there's always something different, always something new to learn, and I absolutely adore it.</p><p>Oh, maybe <a href="https://www.pcgamer.com/uk/slay-the-spire/" target="_blank">Slay the Spire</a> is older than Brotato. So then, that's my answer.</p><h2 id="what-is-the-highest-number-of-hours-you-have-in-any-given-game-according-to-steam">What is the highest number of hours you have in any given game, according to Steam?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:57.14%;"><img id="A3Jx8vTje2bV8wFwCRUScF" name="bruce-brenneise-promo-final.jpg" alt="Slay the Spire" src="https://cdn.mos.cms.futurecdn.net/A3Jx8vTje2bV8wFwCRUScF.jpg" mos="" align="middle" fullscreen="" width="1920" height="1097" attribution="" endorsement="" class="inline"></p></div></div></figure><p>It's Slay the Spire for sure. It is something like 600 hours. But then I've got it on mobile too, and I also got all the way to the end with all characters.</p><p>I got into it very early on. I went to a gathering and some guy was like "There's this early access game named Slay the Spire, you should give it a shot." There was only Ironclad and Silent at the time. I don't know if it was [in] early access then, or if it was just a demo version. But I was there from almost the very, very beginning.</p><p>I'd never played a deckbuilder before, and it was the best. I played it all the way through to release to Watcher, 1,000 freaking hours in that thing. And it's easy to 100% that game. The achievements are not very difficult, but I do love Ascension, getting Ascension on all characters and then beating it on Ascension 20. That to me is the correct difficulty.</p><h2 id="what-game-will-you-never-ever-uninstall">What game will you never, ever uninstall?</h2><p>Brotato or Slay the Spire. They're just always there, for when I'm on the plane and I'll be able to give it a quick spin.</p><h2 id="what-39-s-a-piece-of-non-gaming-software-installed-on-your-pc-that-you-simply-couldn-39-t-live-without">What's a piece of non-gaming software installed on your PC that you simply couldn't live without?</h2><figure class="van-image-figure pull-right inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Pbq466MtznmNc7WfaqhWuD" name="XP8K0J757HHRDW-a9871d8c-3fcb-4a86-ade3-13721376efc4.png" alt="Audacity on the Microsoft Store." src="https://cdn.mos.cms.futurecdn.net/Pbq466MtznmNc7WfaqhWuD.png" mos="" align="right" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="pull-rightinline"></p></div></div><figcaption itemprop="caption description" class="pull-right inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Musegroup)</span></figcaption></figure><p>My voice recording software for sure. That's pretty simple.</p><p>I use <a href="https://www.reaper.fm/" target="_blank">Reaper</a> and <a href="https://www.audacityteam.org/" target="_blank">Audacity</a>, [they] are my two favourites. And I absolutely could not live without voice recording software. </p><p>That would be impossible.</p><h2 id="how-tidy-is-your-desktop-screen">How tidy is your desktop screen?</h2><p>Extremely tidy. There's almost nothing on it. It's just the audio that I recorded this morning before coming into this interview, and then my Recycle Bin. And that's it, it's empty. I don't like having a bunch of stuff that I don't know where the hell it is.</p><p>[I'm a] one-screen guy. Sometimes I have my second screen up here when I'm recording, but today it's just my laptop and nothing else fancy. This laptop is the laptop I developed Date Everything on.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-WQw9nX"></div>                            </div>                            <script src="https://kwizly.com/embed/WQw9nX.js" async></script><div class="product"><a data-dimension112="7e6b7346-9d67-11f1-8016-ff984f8c9655" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="7e6b7346-9d67-11f1-8016-ff984f8c9655" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/gaming-industry/ray-chase-the-voice-of-cyclops-in-x-men-97-has-1-000-freaking-hours-in-slay-the-spire-and-is-running-a-smell-build-in-kingdom-come-deliverance-2-i-wear-perfumes-and-walk-into-battle-with-my-fancy-boy-outfit/</link>
                                                                            <description>
                            <![CDATA[ The voice of Noctis in Final Fantasy 15 takes us on a road-trip through his Steam library. ]]>
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                                                                        <pubDate>Sun, 23 Aug 2026 16:00:00 +0000</pubDate>                                                                                                                                <updated>Sun, 23 Aug 2026 16:28:59 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming Industry]]></category>
                                                                                                                    <dc:creator><![CDATA[ Rick Lane ]]></dc:creator>                                                                                                        <dc:description><![CDATA[ &lt;p&gt;Rick has been fascinated by PC gaming since he was seven years old, when he used to sneak into his dad&#039;s home office for covert sessions of Doom. He grew up on a diet of similarly unsuitable games, with favourites including Quake, Thief, Half-Life and Deus Ex. Between 2013 and 2022, Rick was games editor of Custom PC magazine and associated website &lt;a href=&quot;http://bit-tech.net/&quot; target=&quot;_blank&quot;&gt;bit-tech.net&lt;/a&gt;. But he&#039;s always kept one foot in freelance games journalism, writing for publications like Edge, Eurogamer, the Guardian and, naturally, PC Gamer. While he&#039;ll play anything that can be controlled with a keyboard and mouse, he has a particular passion for first-person shooters and immersive sims.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Ray Chase/Deep Silver]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Ray Chase sitting in front of a KCD2 backdrop]]></media:description>                                                            <media:text><![CDATA[Ray Chase sitting in front of a KCD2 backdrop]]></media:text>
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                                <div  class="fancy-box"><div class="fancy_box-title">Disk Cleanup</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="DEwkbfkEmfdtjT5P9ybme" name="logo_disk_cleanup" caption="" alt="Disk Cleanup logo" src="https://cdn.mos.cms.futurecdn.net/DEwkbfkEmfdtjT5P9ybme.png" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p class="fancy-box__body-text">Welcome to <a data-analytics-id="inline-link" href="https://www.pcgamer.com/uk/tag/disk-cleanup/" target="_blank">Disk Cleanup</a>, our regular weekend feature delving into the PCs of PC gaming luminaries. Come back every weekend to read a new interview, digging into the important questions, like "How tidy is your desktop?" and "What game will you never uninstall?"</p></div></div><p>Ray Chase's first encounter with PC gaming was on an old DOS computer from his father's accounting job. He grew up on a digital diet of shareware demos from PC gaming's golden era. "My grandfather gave me this basket of shareware games, and we played them nonstop for years," Chase recalls. "There was Duke Nukem 1 and 2. There was Ken's Labyrinth. Blake Stone: Aliens of Gold. There was <a href="https://www.pcgamer.com/uk/wolfenstein-3d/" target="_blank">Wolfenstein 3D</a>, of course. Jack Pack was one of my favourites because it had a level editor."</p><p>A voice actor since the early 2000s, Chase has appeared in hundreds of games, films and TV shows. He played the lead character Noctis in <a href="https://www.pcgamer.com/uk/final-fantasy-15/" target="_blank">Final Fantasy 15</a>, and currently voices Cyclops in X-Men '97, which just aired season two and is in the process of recording season four: "The stuff that's going on in the seasons we're recording now, I guess we'll see in a couple of years, but it's really cool, man." </p><p>Chase is also the co-founder of Sassy Chap Games, developer of 2025's <a href="https://www.pcgamer.com/uk/date-everything/" target="_blank">Date Everything</a>. A dating sim where players can romance dozens of anthropomorphised household objects, Date Everything was designed to be a celebration of voice acting talent. "We just finished our big update for Date Everything and we are working hard on the next chapter of our story," Chase says. "We're in the pitching process for that now."</p><p>Chase took a break from designing romanceable soft furnishings to show me around the hunk-strewn household of his Steam library. Gather round for a tale of perfumed peasants, disordered dungeons, and plane potatoes.</p><h2 id="what-game-are-you-currently-playing">What game are you currently playing?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2645px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="ggbHhyuuMTHQKvoeenT2Bg" name="Henry and Capon" alt="A grinning Henry and Capon ride proud-looking steeds." src="https://cdn.mos.cms.futurecdn.net/ggbHhyuuMTHQKvoeenT2Bg.jpg" mos="" align="middle" fullscreen="1" width="2645" height="1488" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/ggbHhyuuMTHQKvoeenT2Bg.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Deep Silver)</span></figcaption></figure><p>I'm currently playing <a href="https://www.pcgamer.com/uk/deltarune/">Deltarune</a> Chapter 5, but not [for] super long. The other one that I have is <a href="https://www.pcgamer.com/uk/kingdom-come-deliverance-2/">Kingdom Come: Deliverance 2</a>. It's the eternal game. I'm doing all of the things. It'll be a few hundred hours. But it's the perfect encapsulation of what a roleplaying game should be.</p><p>I played one [campaign] all the way through. The [most recent] one I've made, I'm doing a smell build where your character smells and looks so good and fancy that it actually works as armour. And so I wear perfumes and walk into battle with my fancy boy outfit. And my enemies are too<em> </em>stunned.</p><p>I'm always laundering my clothes. It's the best. I just fucking love that game.</p><h2 id="what-was-the-previous-game-you-played-and-is-it-still-installed">What was the previous game you played, and is it still installed?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="CxoFhJjEgNJ2QX8Vp8XuRD" name="mina" alt="Mina the Hollower trailer still" src="https://cdn.mos.cms.futurecdn.net/CxoFhJjEgNJ2QX8Vp8XuRD.jpg" mos="" align="middle" fullscreen="1" width="3840" height="2160" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/CxoFhJjEgNJ2QX8Vp8XuRD.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Yacht Club Games)</span></figcaption></figure><p>I played <a href="https://www.pcgamer.com/uk/mina-the-hollower/" target="_blank">Mina the Hollower</a>. I love that game, my God. Jay Kaufman's music is astounding. I played that one out of order because I saw you could do that, and I really liked the challenge. So I did the dungeons all in the wrong order. I really enjoyed the feeling of doing a really hard dungeon and then going back and then saying "Oh, this is now very easy" going through it.</p><p>I also love that [Mina is] middle aged like me, and after she completes a dungeon she goes to sleep. She takes a nap, which I think is great.</p><p>I'm not a secret ending kind of guy. I'm whatever my percentage is when I complete the game. That's what I live with, and that's it. I never go back and play games. [With] <a href="https://www.pcgamer.com/uk/disco-elysium/" target="_blank">Disco Elysium</a>, the best thing about it is the cryptozoologist thing, the cryptid comes at the end and says something incredible. But I [failed the roll]. And so I will never know what it is. I'm never going to go back and play it, and I won't look it up either.</p><p>I think that's part of the fun, living with the consequences.</p><h2 id="what-is-the-oldest-game-by-release-date-currently-installed-on-your-pc">What is the oldest game (by release date) currently installed on your PC?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="rR9hxg7XaxApgUr5DqcFun" name="brotato abyssal terrors.jpg" alt="Brotato Abyssal Terrors DLC screenshot" src="https://cdn.mos.cms.futurecdn.net/rR9hxg7XaxApgUr5DqcFun.jpg" mos="" align="middle" fullscreen="1" width="1920" height="1080" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/rR9hxg7XaxApgUr5DqcFun.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Blobfish)</span></figcaption></figure><p>I've got <a href="https://www.pcgamer.com/games/roguelike/brotato-has-a-dlc-and-a-free-4-player-local-co-op-expansion-incoming/" target="_blank">Brotato</a> here. I have very little on my PC, that's the problem. I love Brotato. It's one of my favourites. It's because it's <em>so </em>lightweight. It's great for planes, and you don't need a controller to play. I end up playing on my laptop on planes more than anything.</p><p>Anything that's super lightweight, I'll always have [installed]. So it's going to be Brotato. I 100%-ed it before the newest DLC, which makes it really hard.</p><p>There's so many different potatoes you can be. There's so many different playstyles. I'll take whatever comes my way. It's never old. Same with Slay the Spire … there's always something different, always something new to learn, and I absolutely adore it.</p><p>Oh, maybe <a href="https://www.pcgamer.com/uk/slay-the-spire/" target="_blank">Slay the Spire</a> is older than Brotato. So then, that's my answer.</p><h2 id="what-is-the-highest-number-of-hours-you-have-in-any-given-game-according-to-steam">What is the highest number of hours you have in any given game, according to Steam?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:57.14%;"><img id="A3Jx8vTje2bV8wFwCRUScF" name="bruce-brenneise-promo-final.jpg" alt="Slay the Spire" src="https://cdn.mos.cms.futurecdn.net/A3Jx8vTje2bV8wFwCRUScF.jpg" mos="" align="middle" fullscreen="" width="1920" height="1097" attribution="" endorsement="" class="inline"></p></div></div></figure><p>It's Slay the Spire for sure. It is something like 600 hours. But then I've got it on mobile too, and I also got all the way to the end with all characters.</p><p>I got into it very early on. I went to a gathering and some guy was like "There's this early access game named Slay the Spire, you should give it a shot." There was only Ironclad and Silent at the time. I don't know if it was [in] early access then, or if it was just a demo version. But I was there from almost the very, very beginning.</p><p>I'd never played a deckbuilder before, and it was the best. I played it all the way through to release to Watcher, 1,000 freaking hours in that thing. And it's easy to 100% that game. The achievements are not very difficult, but I do love Ascension, getting Ascension on all characters and then beating it on Ascension 20. That to me is the correct difficulty.</p><h2 id="what-game-will-you-never-ever-uninstall">What game will you never, ever uninstall?</h2><p>Brotato or Slay the Spire. They're just always there, for when I'm on the plane and I'll be able to give it a quick spin.</p><h2 id="what-39-s-a-piece-of-non-gaming-software-installed-on-your-pc-that-you-simply-couldn-39-t-live-without">What's a piece of non-gaming software installed on your PC that you simply couldn't live without?</h2><figure class="van-image-figure pull-right inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Pbq466MtznmNc7WfaqhWuD" name="XP8K0J757HHRDW-a9871d8c-3fcb-4a86-ade3-13721376efc4.png" alt="Audacity on the Microsoft Store." src="https://cdn.mos.cms.futurecdn.net/Pbq466MtznmNc7WfaqhWuD.png" mos="" align="right" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="pull-rightinline"></p></div></div><figcaption itemprop="caption description" class="pull-right inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Musegroup)</span></figcaption></figure><p>My voice recording software for sure. That's pretty simple.</p><p>I use <a href="https://www.reaper.fm/" target="_blank">Reaper</a> and <a href="https://www.audacityteam.org/" target="_blank">Audacity</a>, [they] are my two favourites. And I absolutely could not live without voice recording software. </p><p>That would be impossible.</p><h2 id="how-tidy-is-your-desktop-screen">How tidy is your desktop screen?</h2><p>Extremely tidy. There's almost nothing on it. It's just the audio that I recorded this morning before coming into this interview, and then my Recycle Bin. And that's it, it's empty. I don't like having a bunch of stuff that I don't know where the hell it is.</p><p>[I'm a] one-screen guy. Sometimes I have my second screen up here when I'm recording, but today it's just my laptop and nothing else fancy. This laptop is the laptop I developed Date Everything on.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-WQw9nX"></div>                            </div>                            <script src="https://kwizly.com/embed/WQw9nX.js" async></script><div class="product"><a data-dimension112="7e6b7346-9d67-11f1-8016-ff984f8c9655" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="7e6b7346-9d67-11f1-8016-ff984f8c9655" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
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                                                            <title><![CDATA[ Big Walk is a new co-op puzzle game classic ]]></title>
                                                                                                <dc:content><![CDATA[ <div  class="fancy-box"><div class="fancy_box-title">Play This Right Now</div><div class="fancy_box_body"><p class="fancy-box__body-text">Welcome to Play This Right Now, the site version of our weekly newsletter in which we celebrate a new game, update, or DLC that we think is well worth checking out. You can <a data-analytics-id="inline-link" href="https://www.pcgamer.com/newsletter/" target="_blank">subscribe to the newsletter</a> at the link if you want to get our thoughts about a new videogame happening direct to your inbox every Thursday.</p></div></div><p>A grave error: During one <a href="https://www.pcgamer.com/games/puzzle/big-walk-review/">Big Walk</a> puzzle, I flailed my arms around to signal "Hooray, you picked up the correct puzzle piece" to my puzzle-solving partner, and he immediately dropped it on the floor and picked up a different, not-correct piece. Oh no.</p><p>Big Walk is a puzzle-adventure game for up to 12 players (but three or four seems ideal, realistically) that insists players use its built-in proximity chat <a href="https://www.pcgamer.com/games/puzzle/communication-is-the-biggest-puzzle-piece-in-chill-co-op-game-big-walk-so-dont-take-any-shortcuts-by-using-discord/">rather than sitting in a Discord channel</a>, for the most part so that it can decide when you aren't allowed to talk. In this case, we were separated by soundproof glass, so my panicked voice could not be heard when I said, "No no, you had the right piece before!"</p><p>I had no one to blame for this mixup but myself: Not more than 10 minutes ago, I'd explicitly designated flailing one's arms around as the signal for "no, not that one," even though we'd also been celebrating every solved puzzle with arm flailing for hours by that point.</p><p>With no good and sensible way to use Big Walk's limited gesturing to communicate an idea as complex as "I screwed up and did the wrong gesture and you actually had the right piece already," I resorted to vigorously shaking my camera left and right, flailing my arms some more, pointing at the piece that had just been dropped, and jumping up and down.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2210px;"><p class="vanilla-image-block" style="padding-top:56.24%;"><img id="LDPJbbveeDgZrz2PNrLB3n" name="bw4" alt="Big Walk players solving puzzles" src="https://cdn.mos.cms.futurecdn.net/LDPJbbveeDgZrz2PNrLB3n.jpg" mos="" align="middle" fullscreen="1" width="2210" height="1243" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/LDPJbbveeDgZrz2PNrLB3n.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Panic)</span></figcaption></figure><p>It's amazing how complex of an idea can be communicated, or at least implied given the context, with so little, because my meaning was picked up immediately. Maybe the signal for "no" shouldn't be the same as the signal for "yay," we agreed after the puzzle was done.</p><p>Part of the puzzle of Big Walk is finding the puzzles. You and your adventuring party explore a mysterious island, finding and solving puzzles to collect nubbins that look like those red rubber Kong dog toys. A mysterious black orb beckons you from beyond a wall, and the only way to reach it is to fill towers with nubbins.</p><p>Once you've found a puzzle, it's generally easy to figure out what it wants you to do (but <a href="https://www.pcgamer.com/games/puzzle/big-walk-number-puzzle-4166-1899/">not always</a>). Many are simple symbol matching games: One player can see which symbols go where, and has to communicate that to players who, because they're behind soundproof glass or half-a-mile away on a hill, cannot hear them.</p><p>But decoding the mechanism of the puzzle does not equal a solution in Big Walk, because you still need a way to non-verbally communicate essential information, and there's an unlimited number of codes you and your co-op partners can come up with.</p><p>Sometimes we would take the brutish approach of designating a number for each idea we might need to communicate, and then raising our arms up and down to count at each other. It worked, but the best moments arose from our less mechanical solutions. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1279px;"><p class="vanilla-image-block" style="padding-top:56.22%;"><img id="SbJCXcFCShieMaQrMjTDf7" name="bw6" alt="Players solving a puzzle cooperatively" src="https://cdn.mos.cms.futurecdn.net/SbJCXcFCShieMaQrMjTDf7.jpg" mos="" align="middle" fullscreen="1" width="1279" height="719" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/SbJCXcFCShieMaQrMjTDf7.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Panic)</span></figcaption></figure><p>In one memorable puzzle (minor spoiler for one of the dozens of puzzles in Big Walk ahead), I was in a room full of booths playing looping musical phrases. Outside of that soundproof room, my companions were surrounded by little speakers that were each playing one of those same loops. They had to match the speakers with the booths. They couldn't hear what I could hear in the booths, but they could see me through a window. </p><p>The best idea we had was for me to move my arms in time with each rhythm while they ran around grabbing speakers and checking to see if my arm waggling matched the beat. From my perspective, it felt like I was part of some sort of bizarre clinical dancing trial.</p><p>The exploration aspect of Big Walk is great, too. It's not the sort of game where dangerous creatures roam around in the darkness, but there's still an edge to it: Nighttime is very dark, it can be hard to climb up some of the more jagged terrain (lots of jumping to gain purchase on slopes, Skyrim style), and voices don't carry far, making it easy to get separated.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2164px;"><p class="vanilla-image-block" style="padding-top:56.24%;"><img id="BBVcxQnBjyCg4qZAMencRn" name="bw5" alt="Big Walk players solving puzzles" src="https://cdn.mos.cms.futurecdn.net/BBVcxQnBjyCg4qZAMencRn.jpg" mos="" align="middle" fullscreen="" width="2164" height="1217" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Panic)</span></figcaption></figure><p>If you and your crew don't have walkie-talkies—one of several helpful items you can collect along the way—you have no way to tell them when you're horribly lost. At one point I went off on my own and fell in a giant hole. The walkie-talkie I'd been holding whizzed out of my hands when I hit the bottom. It was pitch black.</p><p>There's a special kind of anxiety associated with the feeling: "I am on my own and can't tell anyone what's happened to me." The flipside of that is the thrill of being reunited, running up to the group arms flailing (because you're misusing established code again) with a story to tell.</p><p>The adventure culminates in an excellent ending, which I won't spoil except to say that it tipped Big Walk into a GOTY contender for me. </p><p>You can purchase Big Walk on <a href="https://store.steampowered.com/app/1478500/Big_Walk/" target="_blank">Steam</a>, but I'd recommend <a href="https://www.pcgamer.com/games/adventure/can-you-play-big-walk-alone-or-with-randoms/">gathering a group of friends</a> willing to commit to a playthrough (it took my trio around 12 hours, without 100 percenting it) before pulling the trigger. It'll be best with one committed group that is willing to accept the voice chat restrictions—no alt-tabbing to cheat!</p> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/puzzle/big-walk-is-a-new-co-op-puzzle-game-classic/</link>
                                                                            <description>
                            <![CDATA[ Find some friends to take walk with in one of the best puzzle games in recent memory. ]]>
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                                                                        <pubDate>Sun, 23 Aug 2026 15:00:00 +0000</pubDate>                                                                                                                                <updated>Sun, 23 Aug 2026 22:46:37 +0000</updated>
                                                                                                                                            <category><![CDATA[Puzzle]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                <author><![CDATA[ tyler@pcgamer.com (Tyler Wilde) ]]></author>                    <dc:creator><![CDATA[ Tyler Wilde ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/rGvfSUkSBEPzBAVS3jRh9E.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Tyler grew up in Silicon Valley during the &#039;80s and &#039;90s, playing games like Zork and Arkanoid on early PCs. He was later captivated by Myst, SimCity, Civilization, Command &amp; Conquer, all the shooters they call &quot;boomer shooters&quot; now, and PS1 classic Bushido Blade (that&#039;s right: he had Bleem!). Tyler joined PC Gamer in 2011, and today he&#039;s focused on the site&#039;s news coverage. His hobbies include amateur boxing and adding to his 1,200-plus hours in Rocket League.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Panic]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Co-op players waving on a mountain in Big Walk]]></media:description>                                                            <media:text><![CDATA[Co-op players waving on a mountain in Big Walk]]></media:text>
                                <media:title type="plain"><![CDATA[Co-op players waving on a mountain in Big Walk]]></media:title>
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                            <![CDATA[
                            <article>
                                <div  class="fancy-box"><div class="fancy_box-title">Play This Right Now</div><div class="fancy_box_body"><p class="fancy-box__body-text">Welcome to Play This Right Now, the site version of our weekly newsletter in which we celebrate a new game, update, or DLC that we think is well worth checking out. You can <a data-analytics-id="inline-link" href="https://www.pcgamer.com/newsletter/" target="_blank">subscribe to the newsletter</a> at the link if you want to get our thoughts about a new videogame happening direct to your inbox every Thursday.</p></div></div><p>A grave error: During one <a href="https://www.pcgamer.com/games/puzzle/big-walk-review/">Big Walk</a> puzzle, I flailed my arms around to signal "Hooray, you picked up the correct puzzle piece" to my puzzle-solving partner, and he immediately dropped it on the floor and picked up a different, not-correct piece. Oh no.</p><p>Big Walk is a puzzle-adventure game for up to 12 players (but three or four seems ideal, realistically) that insists players use its built-in proximity chat <a href="https://www.pcgamer.com/games/puzzle/communication-is-the-biggest-puzzle-piece-in-chill-co-op-game-big-walk-so-dont-take-any-shortcuts-by-using-discord/">rather than sitting in a Discord channel</a>, for the most part so that it can decide when you aren't allowed to talk. In this case, we were separated by soundproof glass, so my panicked voice could not be heard when I said, "No no, you had the right piece before!"</p><p>I had no one to blame for this mixup but myself: Not more than 10 minutes ago, I'd explicitly designated flailing one's arms around as the signal for "no, not that one," even though we'd also been celebrating every solved puzzle with arm flailing for hours by that point.</p><p>With no good and sensible way to use Big Walk's limited gesturing to communicate an idea as complex as "I screwed up and did the wrong gesture and you actually had the right piece already," I resorted to vigorously shaking my camera left and right, flailing my arms some more, pointing at the piece that had just been dropped, and jumping up and down.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2210px;"><p class="vanilla-image-block" style="padding-top:56.24%;"><img id="LDPJbbveeDgZrz2PNrLB3n" name="bw4" alt="Big Walk players solving puzzles" src="https://cdn.mos.cms.futurecdn.net/LDPJbbveeDgZrz2PNrLB3n.jpg" mos="" align="middle" fullscreen="1" width="2210" height="1243" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/LDPJbbveeDgZrz2PNrLB3n.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Panic)</span></figcaption></figure><p>It's amazing how complex of an idea can be communicated, or at least implied given the context, with so little, because my meaning was picked up immediately. Maybe the signal for "no" shouldn't be the same as the signal for "yay," we agreed after the puzzle was done.</p><p>Part of the puzzle of Big Walk is finding the puzzles. You and your adventuring party explore a mysterious island, finding and solving puzzles to collect nubbins that look like those red rubber Kong dog toys. A mysterious black orb beckons you from beyond a wall, and the only way to reach it is to fill towers with nubbins.</p><p>Once you've found a puzzle, it's generally easy to figure out what it wants you to do (but <a href="https://www.pcgamer.com/games/puzzle/big-walk-number-puzzle-4166-1899/">not always</a>). Many are simple symbol matching games: One player can see which symbols go where, and has to communicate that to players who, because they're behind soundproof glass or half-a-mile away on a hill, cannot hear them.</p><p>But decoding the mechanism of the puzzle does not equal a solution in Big Walk, because you still need a way to non-verbally communicate essential information, and there's an unlimited number of codes you and your co-op partners can come up with.</p><p>Sometimes we would take the brutish approach of designating a number for each idea we might need to communicate, and then raising our arms up and down to count at each other. It worked, but the best moments arose from our less mechanical solutions. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1279px;"><p class="vanilla-image-block" style="padding-top:56.22%;"><img id="SbJCXcFCShieMaQrMjTDf7" name="bw6" alt="Players solving a puzzle cooperatively" src="https://cdn.mos.cms.futurecdn.net/SbJCXcFCShieMaQrMjTDf7.jpg" mos="" align="middle" fullscreen="1" width="1279" height="719" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/SbJCXcFCShieMaQrMjTDf7.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Panic)</span></figcaption></figure><p>In one memorable puzzle (minor spoiler for one of the dozens of puzzles in Big Walk ahead), I was in a room full of booths playing looping musical phrases. Outside of that soundproof room, my companions were surrounded by little speakers that were each playing one of those same loops. They had to match the speakers with the booths. They couldn't hear what I could hear in the booths, but they could see me through a window. </p><p>The best idea we had was for me to move my arms in time with each rhythm while they ran around grabbing speakers and checking to see if my arm waggling matched the beat. From my perspective, it felt like I was part of some sort of bizarre clinical dancing trial.</p><p>The exploration aspect of Big Walk is great, too. It's not the sort of game where dangerous creatures roam around in the darkness, but there's still an edge to it: Nighttime is very dark, it can be hard to climb up some of the more jagged terrain (lots of jumping to gain purchase on slopes, Skyrim style), and voices don't carry far, making it easy to get separated.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2164px;"><p class="vanilla-image-block" style="padding-top:56.24%;"><img id="BBVcxQnBjyCg4qZAMencRn" name="bw5" alt="Big Walk players solving puzzles" src="https://cdn.mos.cms.futurecdn.net/BBVcxQnBjyCg4qZAMencRn.jpg" mos="" align="middle" fullscreen="" width="2164" height="1217" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Panic)</span></figcaption></figure><p>If you and your crew don't have walkie-talkies—one of several helpful items you can collect along the way—you have no way to tell them when you're horribly lost. At one point I went off on my own and fell in a giant hole. The walkie-talkie I'd been holding whizzed out of my hands when I hit the bottom. It was pitch black.</p><p>There's a special kind of anxiety associated with the feeling: "I am on my own and can't tell anyone what's happened to me." The flipside of that is the thrill of being reunited, running up to the group arms flailing (because you're misusing established code again) with a story to tell.</p><p>The adventure culminates in an excellent ending, which I won't spoil except to say that it tipped Big Walk into a GOTY contender for me. </p><p>You can purchase Big Walk on <a href="https://store.steampowered.com/app/1478500/Big_Walk/" target="_blank">Steam</a>, but I'd recommend <a href="https://www.pcgamer.com/games/adventure/can-you-play-big-walk-alone-or-with-randoms/">gathering a group of friends</a> willing to commit to a playthrough (it took my trio around 12 hours, without 100 percenting it) before pulling the trigger. It'll be best with one committed group that is willing to accept the voice chat restrictions—no alt-tabbing to cheat!</p>
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                                                            <title><![CDATA[ Gunstoppable gives me the same head-empty unbridled joy as Ultrakill—it doesn't hurt that Gabriel's voice actor is in it too ]]></title>
                                                                                                <dc:content><![CDATA[ <p>I like thinking as much as the next guy. It can be really fun to play a videogame that challenges your mental prowess, as it encourages you to weigh up every strategic shred of dialogue or split-second decision. But, counter to this, I also really like not thinking in videogames, and just riding the wave of adrenaline, muscle memory, and bloodlust. </p><p>Usually, when I want to scratch this itch I play something like <a href="https://www.pcgamer.com/uk/ultrakill/">Ultrakill</a>, but now I can add another game to the rotation: Gunstoppable. And let me tell you, it lives up to the name. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2FyYGRbREGyaBD3sXNLkzc" name="Gunstoppable screenshots" alt="Gunstoppable screenshots" src="https://cdn.mos.cms.futurecdn.net/2FyYGRbREGyaBD3sXNLkzc.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: CAGE Studios)</span></figcaption></figure><p>It's an action roguelike in which you grapple, slide, and wall run around various maps killing whatever poor robot falls into your path. You're ultimately doing this to save your family and take down the evil billionaire ruling class, one of which is the CEO who made you into the killing machine you are today. </p><p>Ok, so the story isn't going to win any Pulitzers, but that's fine because the action is where it's at. You can dual wield weapons, whether that be automatic rifles, knives, or rocket launchers, and as you progress through the levels you also get the chance to upgrade said weapons from a pool of randomly selected bonuses. </p><p>Some are pretty basic, like Adrenaline Shot which grants you double attack speed after taking damage, or Rocket Recoil which upgrades any attack so it launches you back when you fire a gun (and also adds force per stack). But there are other more niche upgrades like building into your grapple hook with Supply Hook, which restores ammo. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="dtBGAxBX92u5w9uywcG9jc" name="Gunstoppable screenshots" alt="Gunstoppable screenshots" src="https://cdn.mos.cms.futurecdn.net/dtBGAxBX92u5w9uywcG9jc.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: CAGE Studios)</span></figcaption></figure><p>On my first run, however, I decided to build into power (obviously) but also sliding, because running is such a cliche way to move when you can infinitely slide on your knees and look like a badass. </p><p>So with this in mind, I spent the rest of the run sliding around across the floor. Not only am I a harder target to hit, but I also got a perk which meant if I did get hit while sliding I'd take less damage, I built into that and soon became an unstoppable sliding force, who also had a couple of guns. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="mmnbWLZie4ULDYdyz5Qvrc" name="Gunstoppable screenshots" alt="Gunstoppable screenshots" src="https://cdn.mos.cms.futurecdn.net/mmnbWLZie4ULDYdyz5Qvrc.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: CAGE Studios)</span></figcaption></figure><p>But no combat is complete without sick enemies to go up against, and luckily Gunstoppable has that too. I've only played a few runs so far, I've got past Fluffy the Crab, who is not fluffy but is giant and can launch baby exploding spiders into your face, kind of like face huggers without the hugging. </p><p>Then there's the narcissistic nepo baby Jonny Jetpack who, apart from being a pretty decent fight, instantly captured my heart as he's voiced by none other than Gianni Matragrano—who also voices Gabriel in Ultrakill, enough said. </p><p>With all of this in mind, Gunstoppable has easily made its way into my game rotation. Its action is a little more forgiving than Ultrakill, but to be fair I still haven't made my way through the Tower, (although I am so close!), so it's not too easy either. But it nails the adrenaline-rush action that I love from games like this, so if you're in the market for a new action roguelike, I implore you, <a href="https://store.steampowered.com/app/3724710/Gunstoppable/" target="_blank">check Gunstoppable out</a>. </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-WQw9nX"></div>                            </div>                            <script src="https://kwizly.com/embed/WQw9nX.js" async></script><div class="product"><a data-dimension112="fd311cce-9d73-11f1-8a29-fd9bf53a2c5a" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="fd311cce-9d73-11f1-8a29-fd9bf53a2c5a" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/fps/gunstoppable-gives-me-the-same-head-empty-unbridled-joy-as-ultrakill-it-doesnt-hurt-that-gabriels-voice-actor-is-in-it-too/</link>
                                                                            <description>
                            <![CDATA[ Nothing but scrap. ]]>
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                                                                        <pubDate>Sun, 23 Aug 2026 14:00:00 +0000</pubDate>                                                                                                                                <updated>Sun, 23 Aug 2026 16:28:59 +0000</updated>
                                                                                                                                            <category><![CDATA[FPS]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Elie Gould ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/5HPuSiRgqza2PQESSqE7gG.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Elie is a news writer with an unhealthy love of horror games—even though their greatest fear is being chased. When they&#039;re not screaming or hiding, there&#039;s a good chance you&#039;ll find them testing their metal in metroidvanias or just admiring their Pokemon TCG collection. Elie has previously worked at TechRadar Gaming as a staff writer and studied at JOMEC in International Journalism and Documentaries – spending their free time filming short docs about Smash Bros. or any indie game that crossed their path.&lt;/p&gt; ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
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                <cf:isPaid>false</cf:isPaid>
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                                                            <media:credit><![CDATA[CAGE Studios]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Gunstoppable screenshots]]></media:description>                                                            <media:text><![CDATA[Gunstoppable screenshots]]></media:text>
                                <media:title type="plain"><![CDATA[Gunstoppable screenshots]]></media:title>
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                                <p>I like thinking as much as the next guy. It can be really fun to play a videogame that challenges your mental prowess, as it encourages you to weigh up every strategic shred of dialogue or split-second decision. But, counter to this, I also really like not thinking in videogames, and just riding the wave of adrenaline, muscle memory, and bloodlust. </p><p>Usually, when I want to scratch this itch I play something like <a href="https://www.pcgamer.com/uk/ultrakill/">Ultrakill</a>, but now I can add another game to the rotation: Gunstoppable. And let me tell you, it lives up to the name. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2FyYGRbREGyaBD3sXNLkzc" name="Gunstoppable screenshots" alt="Gunstoppable screenshots" src="https://cdn.mos.cms.futurecdn.net/2FyYGRbREGyaBD3sXNLkzc.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: CAGE Studios)</span></figcaption></figure><p>It's an action roguelike in which you grapple, slide, and wall run around various maps killing whatever poor robot falls into your path. You're ultimately doing this to save your family and take down the evil billionaire ruling class, one of which is the CEO who made you into the killing machine you are today. </p><p>Ok, so the story isn't going to win any Pulitzers, but that's fine because the action is where it's at. You can dual wield weapons, whether that be automatic rifles, knives, or rocket launchers, and as you progress through the levels you also get the chance to upgrade said weapons from a pool of randomly selected bonuses. </p><p>Some are pretty basic, like Adrenaline Shot which grants you double attack speed after taking damage, or Rocket Recoil which upgrades any attack so it launches you back when you fire a gun (and also adds force per stack). But there are other more niche upgrades like building into your grapple hook with Supply Hook, which restores ammo. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="dtBGAxBX92u5w9uywcG9jc" name="Gunstoppable screenshots" alt="Gunstoppable screenshots" src="https://cdn.mos.cms.futurecdn.net/dtBGAxBX92u5w9uywcG9jc.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: CAGE Studios)</span></figcaption></figure><p>On my first run, however, I decided to build into power (obviously) but also sliding, because running is such a cliche way to move when you can infinitely slide on your knees and look like a badass. </p><p>So with this in mind, I spent the rest of the run sliding around across the floor. Not only am I a harder target to hit, but I also got a perk which meant if I did get hit while sliding I'd take less damage, I built into that and soon became an unstoppable sliding force, who also had a couple of guns. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="mmnbWLZie4ULDYdyz5Qvrc" name="Gunstoppable screenshots" alt="Gunstoppable screenshots" src="https://cdn.mos.cms.futurecdn.net/mmnbWLZie4ULDYdyz5Qvrc.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: CAGE Studios)</span></figcaption></figure><p>But no combat is complete without sick enemies to go up against, and luckily Gunstoppable has that too. I've only played a few runs so far, I've got past Fluffy the Crab, who is not fluffy but is giant and can launch baby exploding spiders into your face, kind of like face huggers without the hugging. </p><p>Then there's the narcissistic nepo baby Jonny Jetpack who, apart from being a pretty decent fight, instantly captured my heart as he's voiced by none other than Gianni Matragrano—who also voices Gabriel in Ultrakill, enough said. </p><p>With all of this in mind, Gunstoppable has easily made its way into my game rotation. Its action is a little more forgiving than Ultrakill, but to be fair I still haven't made my way through the Tower, (although I am so close!), so it's not too easy either. But it nails the adrenaline-rush action that I love from games like this, so if you're in the market for a new action roguelike, I implore you, <a href="https://store.steampowered.com/app/3724710/Gunstoppable/" target="_blank">check Gunstoppable out</a>. </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-WQw9nX"></div>                            </div>                            <script src="https://kwizly.com/embed/WQw9nX.js" async></script><div class="product"><a data-dimension112="fd311cce-9d73-11f1-8a29-fd9bf53a2c5a" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="fd311cce-9d73-11f1-8a29-fd9bf53a2c5a" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
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                                                            <title><![CDATA[ SWG lead's new MMO, Stars Reach, almost lost me—until I met an animal conservationist mayor ]]></title>
                                                                                                <dc:content><![CDATA[ <div  class="fancy-box"><div class="fancy_box-title">Terminally Online</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="PgGhmt5pTtxusaQQX3dHPF" name="logo_terminally" caption="" alt="The Terminally Online logo." src="https://cdn.mos.cms.futurecdn.net/PgGhmt5pTtxusaQQX3dHPF.png" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p class="fancy-box__body-text">This is <a data-analytics-id="inline-link" href="https://www.pcgamer.com/tag/terminally-online/" target="_blank">Terminally Online</a>:<strong> </strong>PC Gamer's very own MMO column. Every other week, I'll be sharing my thoughts on the genre, interviewing fellow MMO-heads like me, taking a deep-dive into mechanics we've all taken for granted, and, occasionally, bringing in guest writers to talk about their MMO of choice.</p></div></div><p>Full disclosure, here—<a href="https://store.steampowered.com/app/1925650/Stars_Reach/">Stars Reach</a> is, in my humble opinion, a bit of a mess. It's an MMO headed up by <a href="https://www.pcgamer.com/games/mmo/stars-reach-could-be-the-second-coming-of-the-sandbox-mmo-with-player-built-cities-and-40-star-wars-galaxies-style-professions-to-give-me-hope/">Raph Koster</a>, who knows what he's doing on account of his involvement in Ultima Online and, more relevant to the game at hand, Star Wars: Galaxies, and it released into early access this week to the price point of almost $30 (£28). </p><p>Stars Reach tries to follow in SWG's vein of being a socially-driven MMO with a huge array of skills you can train. The vision is a galactic society where being a dancer or a journalist is just as viable a playstyle as, say, going outdoors and gunning some beasties down. </p><p>I say the "vision", because Stars Reach isn't quite there yet. In fact, it makes a god-awful first impression, starting with a brief stint in a tutorial zone to get you accustomed to your tools—a terraformer, a scanner, a harvester, a gun, and a deeply janky grappling hook. </p><p>By far, the most interesting part of these mechanics is the terraformer—which lets you dig into the fully malleable earth and spit out the terrain you've mined. Everything else is deeply so-so. The scanner's a hot/cold beeping system to help build out your map, and the gunplay is… ah, you shoot things and they die. None of it feels particularly good.</p><p>The issue—aside from the raft of crusty UI issues and unfinished icons—is what the game does to you next. You're plonked on a rather bland-looking space station and encouraged to go and grab a few missions, of which you can only snap up a handful. These are randomly-generated and dull as driftwood, but they at least get you used to the core mechanics and how you could feasibly use them.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/MguZ2ipgHa7LvhiFbk7N9g.png" alt="Several screenshots from Stars Reach, including a skill tree with a lot of WIP signs." /><figcaption><small role="credit">Playable Worlds, Inc.</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/L6y5JSRWs8tmhHBtqBBnXg.png" alt="Several screenshots from Stars Reach, including a skill tree with a lot of WIP signs." /><figcaption><small role="credit">Playable Worlds, Inc.</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/VJeypQgv8tMjiR2CcSpFYg.png" alt="Several screenshots from Stars Reach, including a skill tree with a lot of WIP signs." /><figcaption><small role="credit">Playable Worlds, Inc.</small></figcaption></figure></figure><p>It's during one of these that I'm given a perfect encapsulation of why Stars Reach and its unfinished state is a problem. The first mission I took to dig my way to a drone was cut short, because I discovered that the ground I was mining was sandy, meaning that any hole I dug was immediately filled in by the small hill next to the area I was mining. To be clear, the terrain simulation going on here is actually really neat—if I was digging harder materials, I wouldn't be having the same problem.</p><p>'Cool!' I thought, and then I wondered if I could maybe work on some digging XP to outpace the landslides I was causing—only to find out that entire chunks of the mining tree, including <em>mining speed </em>upgrades, were slapped with a big "WIP" sticker.</p><p>This is a major problem for Stars Reach, because a lot of the more interesting skill trees (such as acting, dancing, politics, and journalism—yes, really) are still works in progress. That's not to say the systems underpinning them are absent entirely (more on that later), but in terms of first impressions, having only the brass tacks available for players to explore is a serious problem. </p><p>Then there's the way navigation works. If you want to explore other planets—which pop up and are culled based on whether or not anyone's maintaining them—you need to slowly float your space-suited self through a dull void to get there, as spaceships aren't in the game yet. And chances are (especially this early) that there won't be anything on said planets to begin with.</p><h2 id="meet-with-the-mayor">Meet with the Mayor</h2><p>I was, legitimately, ready to turn up my nose and simply drop Stars Reach with the summation that it was released still in the cradle—and I almost did, were it not for vague recollections of Raph Koster telling me about the societies players had built during playtesting.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1919px;"><p class="vanilla-image-block" style="padding-top:56.23%;"><img id="6HHw4hMMM23CteTQBpehSQ" name="Screenshot 2026-08-20 163444" alt="A character has a conversation with the mayor of a small colony in Stars Reach." src="https://cdn.mos.cms.futurecdn.net/6HHw4hMMM23CteTQBpehSQ.png" mos="" align="middle" fullscreen="" width="1919" height="1079" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Playable Worlds, Inc.)</span></figcaption></figure><p>I hit up Discord, and eventually found this website from the in-game coalition <a href="https://gunc.org/galaxy-map/">Galactic Union of Natural Conservation</a>, or GUNC. It pointed me in the direction of their chosen planet, and upon arriving, the actual juice behind Stars Reach unfolded in front of me.</p><p>I saw about a dozen players milling around a stack of crates, and—doing something very scary, I decided to walk up and start asking questions. It was then I had discovered that, eager to rebuild their society from earlier playtests, GUNC was laying the groundwork to do just that—ferrying a huge heap of supplies from other planets and allocating tasks to their little community.</p><p>This involved zoning a section of the planet and, moreover, organising the work needed to actually do its namesake mission of conserving creatures by electing its mayor—something you can already do in-game with something called a GovBot, despite the politics tree being under construction. </p><p>GUNC has to have trained xenobiologists go out and find Makers (which are typically-invisible servitors that spawn wildlife) and then lay claim to the land around them to protect them with the raw power of planet-side bureaucracy. As I needled the duly-elected mayor of planet GUNC with questions, I also noticed an emerging fashion trend of something called hive glasses, which the local tailor (also a player) was supplying them with.</p><p>This is where the friction in my heart comes in: Stars Reach is a deeply unfinished game that is, in my humble opinion, charging way too much for the janky first impression it makes—but the unfinished (yet intricate) web of systems that underpins it is clearly compelling, because otherwise GUNC wouldn't be there.</p><div><blockquote><p>I had to go out of my way to find these people doing cool things—rifling through a Discord, going on a fanmade site—rather than organically being directed to these UGC zones."</p></blockquote></div><p>I genuinely felt like I'd played two separate games—one of them was an eerily lonely, aimless random mission generator, and the other was a jolly cooperative builder that did legitimately charm me, as the good mayor fielded my questions alongside someone roleplaying an ex-anarchist who just wanted to make friends, and a big, fluffy man in a silly hat who was politely asking where he could set up camp so he didn't interfere with GUNC's zoning plans.</p><p>The major issue? I had to go out of my way to find these people doing cool things—rifling through a Discord, going on a fanmade site—rather than organically being directed to these UGC zones through a better overworld system. If anything, the mission boards feel like a flat misstep that give players the wrong idea about what the game is trying to do. </p><p>Stars Reach should be doing everything in its power to bring you into contact with other players from the get-go—because that's clearly where its passionate and invested community finds its fun. What it's doing right now is asking you 30 whole bucks for access and punting you towards its least flattering, least finished parts.</p><p>I dearly hope it can manage a turnaround, because I want the idealised version of Stars Reach to exist—for the sake of its most invested players, more than anything. But it absolutely needs a ton of work before it gets there. And while there's a <a href="https://starsreach.com/roadmap/" target="_blank">detailed and active roadmap</a> on the game's site, right now? It's got too much space to grow.</p><div class="product"><a data-dimension112="b9cd9998-9d5b-11f1-a705-5b307285c7cc" data-action="Deal Block" data-label="Best MMOs" data-dimension48="Best MMOs" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:316px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="UjCJY9gjRfatHZjCuGMrhR" name="elden ring square cheer.jpg" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/UjCJY9gjRfatHZjCuGMrhR.jpg" mos="" align="middle" fullscreen="" width="316" height="316" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/the-best-mmos/" target="_blank" data-dimension112="b9cd9998-9d5b-11f1-a705-5b307285c7cc" data-action="Deal Block" data-label="Best MMOs" data-dimension48="Best MMOs" data-dimension25=""><strong>Best MMOs</strong></a>: Most massive<br><a href="https://www.pcgamer.com/the-best-strategy-games/" target="_blank"><strong>Best strategy games</strong></a>: Number crunching<br><a href="https://www.pcgamer.com/best-open-world-games/" target="_blank"><strong>Best open world games</strong></a>: Unlimited exploration<br><a href="https://www.pcgamer.com/the-best-survival-games-on-pc/" target="_blank"><strong>Best survival games</strong></a>: Live craft love<br><a href="https://www.pcgamer.com/best-horror-games/" target="_blank"><strong>Best horror games</strong></a>: Fight or flight</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/mmo/swg-leads-new-mmo-stars-reach-almost-lost-me-until-i-met-an-animal-conservationist-mayor/</link>
                                                                            <description>
                            <![CDATA[ Too much space to grow. ]]>
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                                                                        <pubDate>Sat, 22 Aug 2026 23:05:51 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[MMO]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                <author><![CDATA[ harvey.randall@futurenet.com (Harvey Randall) ]]></author>                    <dc:creator><![CDATA[ Harvey Randall ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/Rws7mDGqrkaXrNKCH4jZ2D.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;&lt;br&gt;&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Playable Worlds, Inc.]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Players in Stars Reach mine an asteroid together.]]></media:description>                                                            <media:text><![CDATA[Players in Stars Reach mine an asteroid together.]]></media:text>
                                <media:title type="plain"><![CDATA[Players in Stars Reach mine an asteroid together.]]></media:title>
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                                <div  class="fancy-box"><div class="fancy_box-title">Terminally Online</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="PgGhmt5pTtxusaQQX3dHPF" name="logo_terminally" caption="" alt="The Terminally Online logo." src="https://cdn.mos.cms.futurecdn.net/PgGhmt5pTtxusaQQX3dHPF.png" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p class="fancy-box__body-text">This is <a data-analytics-id="inline-link" href="https://www.pcgamer.com/tag/terminally-online/" target="_blank">Terminally Online</a>:<strong> </strong>PC Gamer's very own MMO column. Every other week, I'll be sharing my thoughts on the genre, interviewing fellow MMO-heads like me, taking a deep-dive into mechanics we've all taken for granted, and, occasionally, bringing in guest writers to talk about their MMO of choice.</p></div></div><p>Full disclosure, here—<a href="https://store.steampowered.com/app/1925650/Stars_Reach/">Stars Reach</a> is, in my humble opinion, a bit of a mess. It's an MMO headed up by <a href="https://www.pcgamer.com/games/mmo/stars-reach-could-be-the-second-coming-of-the-sandbox-mmo-with-player-built-cities-and-40-star-wars-galaxies-style-professions-to-give-me-hope/">Raph Koster</a>, who knows what he's doing on account of his involvement in Ultima Online and, more relevant to the game at hand, Star Wars: Galaxies, and it released into early access this week to the price point of almost $30 (£28). </p><p>Stars Reach tries to follow in SWG's vein of being a socially-driven MMO with a huge array of skills you can train. The vision is a galactic society where being a dancer or a journalist is just as viable a playstyle as, say, going outdoors and gunning some beasties down. </p><p>I say the "vision", because Stars Reach isn't quite there yet. In fact, it makes a god-awful first impression, starting with a brief stint in a tutorial zone to get you accustomed to your tools—a terraformer, a scanner, a harvester, a gun, and a deeply janky grappling hook. </p><p>By far, the most interesting part of these mechanics is the terraformer—which lets you dig into the fully malleable earth and spit out the terrain you've mined. Everything else is deeply so-so. The scanner's a hot/cold beeping system to help build out your map, and the gunplay is… ah, you shoot things and they die. None of it feels particularly good.</p><p>The issue—aside from the raft of crusty UI issues and unfinished icons—is what the game does to you next. You're plonked on a rather bland-looking space station and encouraged to go and grab a few missions, of which you can only snap up a handful. These are randomly-generated and dull as driftwood, but they at least get you used to the core mechanics and how you could feasibly use them.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/MguZ2ipgHa7LvhiFbk7N9g.png" alt="Several screenshots from Stars Reach, including a skill tree with a lot of WIP signs." /><figcaption><small role="credit">Playable Worlds, Inc.</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/L6y5JSRWs8tmhHBtqBBnXg.png" alt="Several screenshots from Stars Reach, including a skill tree with a lot of WIP signs." /><figcaption><small role="credit">Playable Worlds, Inc.</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/VJeypQgv8tMjiR2CcSpFYg.png" alt="Several screenshots from Stars Reach, including a skill tree with a lot of WIP signs." /><figcaption><small role="credit">Playable Worlds, Inc.</small></figcaption></figure></figure><p>It's during one of these that I'm given a perfect encapsulation of why Stars Reach and its unfinished state is a problem. The first mission I took to dig my way to a drone was cut short, because I discovered that the ground I was mining was sandy, meaning that any hole I dug was immediately filled in by the small hill next to the area I was mining. To be clear, the terrain simulation going on here is actually really neat—if I was digging harder materials, I wouldn't be having the same problem.</p><p>'Cool!' I thought, and then I wondered if I could maybe work on some digging XP to outpace the landslides I was causing—only to find out that entire chunks of the mining tree, including <em>mining speed </em>upgrades, were slapped with a big "WIP" sticker.</p><p>This is a major problem for Stars Reach, because a lot of the more interesting skill trees (such as acting, dancing, politics, and journalism—yes, really) are still works in progress. That's not to say the systems underpinning them are absent entirely (more on that later), but in terms of first impressions, having only the brass tacks available for players to explore is a serious problem. </p><p>Then there's the way navigation works. If you want to explore other planets—which pop up and are culled based on whether or not anyone's maintaining them—you need to slowly float your space-suited self through a dull void to get there, as spaceships aren't in the game yet. And chances are (especially this early) that there won't be anything on said planets to begin with.</p><h2 id="meet-with-the-mayor">Meet with the Mayor</h2><p>I was, legitimately, ready to turn up my nose and simply drop Stars Reach with the summation that it was released still in the cradle—and I almost did, were it not for vague recollections of Raph Koster telling me about the societies players had built during playtesting.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1919px;"><p class="vanilla-image-block" style="padding-top:56.23%;"><img id="6HHw4hMMM23CteTQBpehSQ" name="Screenshot 2026-08-20 163444" alt="A character has a conversation with the mayor of a small colony in Stars Reach." src="https://cdn.mos.cms.futurecdn.net/6HHw4hMMM23CteTQBpehSQ.png" mos="" align="middle" fullscreen="" width="1919" height="1079" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Playable Worlds, Inc.)</span></figcaption></figure><p>I hit up Discord, and eventually found this website from the in-game coalition <a href="https://gunc.org/galaxy-map/">Galactic Union of Natural Conservation</a>, or GUNC. It pointed me in the direction of their chosen planet, and upon arriving, the actual juice behind Stars Reach unfolded in front of me.</p><p>I saw about a dozen players milling around a stack of crates, and—doing something very scary, I decided to walk up and start asking questions. It was then I had discovered that, eager to rebuild their society from earlier playtests, GUNC was laying the groundwork to do just that—ferrying a huge heap of supplies from other planets and allocating tasks to their little community.</p><p>This involved zoning a section of the planet and, moreover, organising the work needed to actually do its namesake mission of conserving creatures by electing its mayor—something you can already do in-game with something called a GovBot, despite the politics tree being under construction. </p><p>GUNC has to have trained xenobiologists go out and find Makers (which are typically-invisible servitors that spawn wildlife) and then lay claim to the land around them to protect them with the raw power of planet-side bureaucracy. As I needled the duly-elected mayor of planet GUNC with questions, I also noticed an emerging fashion trend of something called hive glasses, which the local tailor (also a player) was supplying them with.</p><p>This is where the friction in my heart comes in: Stars Reach is a deeply unfinished game that is, in my humble opinion, charging way too much for the janky first impression it makes—but the unfinished (yet intricate) web of systems that underpins it is clearly compelling, because otherwise GUNC wouldn't be there.</p><div><blockquote><p>I had to go out of my way to find these people doing cool things—rifling through a Discord, going on a fanmade site—rather than organically being directed to these UGC zones."</p></blockquote></div><p>I genuinely felt like I'd played two separate games—one of them was an eerily lonely, aimless random mission generator, and the other was a jolly cooperative builder that did legitimately charm me, as the good mayor fielded my questions alongside someone roleplaying an ex-anarchist who just wanted to make friends, and a big, fluffy man in a silly hat who was politely asking where he could set up camp so he didn't interfere with GUNC's zoning plans.</p><p>The major issue? I had to go out of my way to find these people doing cool things—rifling through a Discord, going on a fanmade site—rather than organically being directed to these UGC zones through a better overworld system. If anything, the mission boards feel like a flat misstep that give players the wrong idea about what the game is trying to do. </p><p>Stars Reach should be doing everything in its power to bring you into contact with other players from the get-go—because that's clearly where its passionate and invested community finds its fun. What it's doing right now is asking you 30 whole bucks for access and punting you towards its least flattering, least finished parts.</p><p>I dearly hope it can manage a turnaround, because I want the idealised version of Stars Reach to exist—for the sake of its most invested players, more than anything. But it absolutely needs a ton of work before it gets there. And while there's a <a href="https://starsreach.com/roadmap/" target="_blank">detailed and active roadmap</a> on the game's site, right now? It's got too much space to grow.</p><div class="product"><a data-dimension112="b9cd9998-9d5b-11f1-a705-5b307285c7cc" data-action="Deal Block" data-label="Best MMOs" data-dimension48="Best MMOs" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:316px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="UjCJY9gjRfatHZjCuGMrhR" name="elden ring square cheer.jpg" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/UjCJY9gjRfatHZjCuGMrhR.jpg" mos="" align="middle" fullscreen="" width="316" height="316" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/the-best-mmos/" target="_blank" data-dimension112="b9cd9998-9d5b-11f1-a705-5b307285c7cc" data-action="Deal Block" data-label="Best MMOs" data-dimension48="Best MMOs" data-dimension25=""><strong>Best MMOs</strong></a>: Most massive<br><a href="https://www.pcgamer.com/the-best-strategy-games/" target="_blank"><strong>Best strategy games</strong></a>: Number crunching<br><a href="https://www.pcgamer.com/best-open-world-games/" target="_blank"><strong>Best open world games</strong></a>: Unlimited exploration<br><a href="https://www.pcgamer.com/the-best-survival-games-on-pc/" target="_blank"><strong>Best survival games</strong></a>: Live craft love<br><a href="https://www.pcgamer.com/best-horror-games/" target="_blank"><strong>Best horror games</strong></a>: Fight or flight</p></div>
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                                                            <title><![CDATA[ The first physical PC game I remember playing shows what Sony is thoughtlessly destroying ]]></title>
                                                                                                <dc:content><![CDATA[ <div  class="fancy-box"><div class="fancy_box-title">Weird Weekend</div><div class="fancy_box_body"><p class="fancy-box__body-text"><a data-analytics-id="inline-link" href="https://www.pcgamer.com/uk/tag/weird-weekend/" target="_blank">Weird Weekend</a> is our regular Saturday column where we celebrate PC gaming oddities: peculiar games, strange bits of trivia, forgotten history. Pop back every weekend to find out what Jeremy, Josh and Rick have become obsessed with this time, whether it's the <a data-analytics-id="inline-link" href="https://www.pcgamer.com/games/i-embarked-on-a-mission-to-answer-the-most-important-question-in-pc-gaming-how-tall-is-garrett-from-thief/" target="_blank">canon height of Thief's Garrett</a> or that time someone in the Vatican pirated <a data-analytics-id="inline-link" href="https://www.pcgamer.com/games/sports/a-part-of-my-brain-will-always-be-dedicated-to-the-time-someone-in-the-vatican-pirated-football-manager-2013/" target="_blank">Football Manager</a>.</p></div></div><p>You might have caught it in the news: Sony infuriated absolutely everyone recently with a single blog post (usually it's me who does that) announcing that, come the big year 2028, PlayStation owners can <a href="https://www.pcgamer.com/gaming-industry/consoles-continue-their-trend-of-just-becoming-worst-pcs/">wave goodbye to physical media</a>. It's the information superhighway or the, ah, highway from here on out—your games will be digital or they will be nothing at all. </p><p>The tide of anger at Sony was such that it was only temporarily diverted when Xbox CEO Asha Sharma spent a Monday marching from studio to studio with <a href="https://www.pcgamer.com/gaming-industry/xbox-ceo-asha-sharma-points-the-finger-at-phil-spencers-strategy-for-yesterdays-sweeping-layoffs-we-simply-spread-ourselves-too-thin/">a chainsaw and a can-do attitude</a>.</p><p>I suppose Sony's antics are old-hat to you and me. We are PC people; we have been de facto digital-only for over a decade at this point (almost two for me, to be honest: I made my Steam account in 2009). The last time I built a PC with a disc drive was back in 2015, and I didn't use it for anything but moving around photos.</p><p>Nevertheless, Sony's war on the physical realm got me thinking: what <em>was</em> the first big-box PC game I remember handling, back when I was a speck of a boy at a hulking Fujitsu desktop? Was it good? Was it an all-time classic, rightly embodied in unconquerable materiality?</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="wtvVNkvDvYvALnVv3pyxgG" name="2026-07-10 11-13-52-0001" alt="Objective screen." src="https://cdn.mos.cms.futurecdn.net/wtvVNkvDvYvALnVv3pyxgG.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/wtvVNkvDvYvALnVv3pyxgG.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Throwback Entertainment)</span></figcaption></figure><h2 id="tunnel-vision">Tunnel vision</h2><p>No. It was Tunnel B1, a 1996 first-person shooter that asks 'What if a hovercraft had machine guns?' and which no one but me remembers. It's an odd thing—despite its year of release, it feels like a transitional fossil between dime-guzzling arcade shooters and something more modern, more narrative, more id-inflected. </p><p>It is a messy beast of a game that does not really have all that much going on, which I imagine is why its <a href="https://en.wikipedia.org/wiki/Tunnel_B1#Reception" target="_blank">Wikipedia article</a> cites contemporary GamePro reviewers Scary Larry and Dr Zombie as feeling pretty ho-hum about it. We should go back to being called things like Scary Larry. I'm just called Josh. It's terrible.</p><div><blockquote><p>I remember turning it over in my hands, fascinated by the screenshots. What wonders were contained within?</p></blockquote></div><p>I was <em>mesmerised </em>by Tunnel B1 as a kid. I don't know how my household came to possess it or why, but I remember finding it parked in my dad's CD collection. Amid a stack of Sonic Youth and Butthole Surfers albums, there it was: a weird gold-ish box with a very startled guy in a gas mask on the front, making direct eye contact with me. </p><p>I remember turning it over in my hands, fascinated by the screenshots. What wonders were contained within? What could it be about? The box suggested speed, danger, maybe a hint of terror—the wide-eyed gas-mask guy was sure worried about <em>something</em>. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="8uyLpqvS3B62Jv4HuuKj6H" name="2026-07-10 11-13-52-0008" alt="Turret explodes." src="https://cdn.mos.cms.futurecdn.net/8uyLpqvS3B62Jv4HuuKj6H.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/8uyLpqvS3B62Jv4HuuKj6H.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Throwback Entertainment)</span></figcaption></figure><p>Long before I had put the disc in the drive (or made my dad put the disc in the drive—I couldn't reach it), I had an entire world of Tunnel B1 mapped out in my head. This was, doubtless, the greatest game ever made. It had action and drama, enormous guns and vehicles whose treads turned the whole world to mulch beneath them. I would emerge a different person from playing it, my life delineated into pre-B1 and post-B1 eras.</p><p>You can replicate the experience for yourself, if you like, thanks to the wonderful archive over at <a href="https://bigboxcollection.com/TunnelB1.3DBox" target="_blank">Big Box Collection</a> (though my copy was not "Komplett in Deutsch").</p><p>I am focusing so much on the tactile and aesthetic experience of ol' B1 because my memory of actually playing it is, well, hazy. Far hazier than my memory of the fantasies I built up around it. So hazy, in fact, that I repurchased it on Steam (for £0.89, which I will absolutely be expensing).</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2VKA7hwdi5wDXiNakNZK7H" name="2026-07-10 11-13-52-0005" alt="Objective screen." src="https://cdn.mos.cms.futurecdn.net/2VKA7hwdi5wDXiNakNZK7H.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/2VKA7hwdi5wDXiNakNZK7H.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Throwback Entertainment)</span></figcaption></figure><p>The troubling news is that there's a reason my memories are muddy—Tunnel B1 is not the remarkable, life-altering game my six-year-old brain imagined. You race down a series of circuitous highways in your hoverthing, blasting enemy turrets and vehicles with your guns that you can upgrade by racing over pick-ups. Some levels are timed, in an attempt by the game's designers to sort of gesture vaguely at tension. It's all based heavily around attaining a spot on a scoreboard in that charming, videogames-of-old sort of way.</p><p>The levels are all essentially the same sickly green highway, challenging you on occasion to ram a button to open a door, and your weapons are limp and unspectacular—your machine guns sound like someone is crinkling tin foil in an adjacent room, your rockets spurt directionlessly from your nozzle. This is not Doom or Quake; the gunplay is geriatric.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="jQvmRJn9HetbyUj2QaXs6H" name="2026-07-10 11-13-52-0006" alt="Fighting a turret." src="https://cdn.mos.cms.futurecdn.net/jQvmRJn9HetbyUj2QaXs6H.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/jQvmRJn9HetbyUj2QaXs6H.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Throwback Entertainment)</span></figcaption></figure><p>Sometimes you will zoom over a new weapon or pick-up, and the estranged wife of Microsoft Sam will chime in to tell you what it was in a dazed, bored sort of way. "More. Energy" she says on a health pickup, maybe as a statement, maybe as a request.</p><p>The best part is that you really do move fast. Your hovercraft has two modes: stationary and practically out of control. You are more pinball than pilot, bouncing off walls and obstacles and <a href="https://en.wikipedia.org/wiki/Czech_hedgehog" target="_blank">Czech hedgehogs</a> as you proceed in the vague direction of something that is <em>very probably</em> your goal.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="WY8VRPL8XEkCtJKhfJw47H" name="2026-07-10 11-13-52-0011" alt="Explosion." src="https://cdn.mos.cms.futurecdn.net/WY8VRPL8XEkCtJKhfJw47H.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/WY8VRPL8XEkCtJKhfJw47H.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Throwback Entertainment)</span></figcaption></figure><p>In other words, it's not something I should remember. I played a lot of games as a kid, many of them bad, and all of them <em>except</em> Tunnel B1 appeared on our family computer courtesy of a family friend who knew how to do piracy in the mid-to-late '90s: digital distribution in an early skunkworks form. Those games—the bad ones? I've forgotten them all, but goddammit I remember Tunnel B1 like I was running my thumbs over its corners five seconds ago.</p><p>You see where I'm going with this. I might've made my peace with being a 21st century digital boy in my current PC videogame-playing career, but that doesn't mean I haven't lost anything, and it doesn't mean we don't all lose something when the entire concept of physical media goes away. And, yes, Sony says that—over in console land—it will keep selling codes in boxes at retailers, but we can all see the road they're headed down here, right?</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="iZB5oxnaaoAxirBMgkrR7H" name="2026-07-10 11-13-52-0009" alt="Exit screen." src="https://cdn.mos.cms.futurecdn.net/iZB5oxnaaoAxirBMgkrR7H.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Throwback Entertainment)</span></figcaption></figure><p>I don't think it's pure boomer nostalgia to say that there was something a little magical about the videogame box, a physical vessel into which your child mind could pour all its energy, warping the actual game within into something far grander and stranger than it could ever be in practice.</p><p>Those kinds of fantasies, pawing over game boxes my parents could not afford to buy me in shopping centres and second-hand stores, were a really vital part of me falling in love with videogames growing up. Can kids today feel the same way about a Steam page, an App Store download?</p><p>Well, maybe. I'm not one of them, and I might just be an old man waxing nostalgic for a world that—like all worlds—only existed for a brief moment in time. But I think something does get lost when you leave behind the material world, if only my moonstruck boyhood fantasies of whatever was in the box of Tunnel B1.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/fps/the-first-physical-pc-game-i-remember-playing-shows-what-sony-is-thoughtlessly-destroying/</link>
                                                                            <description>
                            <![CDATA[ Me and a bunch of big-box PC games are going to go full boomer or prove a very important point. ]]>
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                                                                        <pubDate>Sat, 22 Aug 2026 16:00:00 +0000</pubDate>                                                                                                                                <updated>Sat, 22 Aug 2026 16:14:18 +0000</updated>
                                                                                                                                            <category><![CDATA[FPS]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                <author><![CDATA[ joshua.wolens@futurenet.com (Joshua Wolens) ]]></author>                    <dc:creator><![CDATA[ Joshua Wolens ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/oYajqiFjn2Rwz4msxoLFyP.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;&lt;br&gt;&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Throwback Entertainment]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Close-up of an alarmed man in a gas mask.]]></media:description>                                                            <media:text><![CDATA[Close-up of an alarmed man in a gas mask.]]></media:text>
                                <media:title type="plain"><![CDATA[Close-up of an alarmed man in a gas mask.]]></media:title>
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                                <div  class="fancy-box"><div class="fancy_box-title">Weird Weekend</div><div class="fancy_box_body"><p class="fancy-box__body-text"><a data-analytics-id="inline-link" href="https://www.pcgamer.com/uk/tag/weird-weekend/" target="_blank">Weird Weekend</a> is our regular Saturday column where we celebrate PC gaming oddities: peculiar games, strange bits of trivia, forgotten history. Pop back every weekend to find out what Jeremy, Josh and Rick have become obsessed with this time, whether it's the <a data-analytics-id="inline-link" href="https://www.pcgamer.com/games/i-embarked-on-a-mission-to-answer-the-most-important-question-in-pc-gaming-how-tall-is-garrett-from-thief/" target="_blank">canon height of Thief's Garrett</a> or that time someone in the Vatican pirated <a data-analytics-id="inline-link" href="https://www.pcgamer.com/games/sports/a-part-of-my-brain-will-always-be-dedicated-to-the-time-someone-in-the-vatican-pirated-football-manager-2013/" target="_blank">Football Manager</a>.</p></div></div><p>You might have caught it in the news: Sony infuriated absolutely everyone recently with a single blog post (usually it's me who does that) announcing that, come the big year 2028, PlayStation owners can <a href="https://www.pcgamer.com/gaming-industry/consoles-continue-their-trend-of-just-becoming-worst-pcs/">wave goodbye to physical media</a>. It's the information superhighway or the, ah, highway from here on out—your games will be digital or they will be nothing at all. </p><p>The tide of anger at Sony was such that it was only temporarily diverted when Xbox CEO Asha Sharma spent a Monday marching from studio to studio with <a href="https://www.pcgamer.com/gaming-industry/xbox-ceo-asha-sharma-points-the-finger-at-phil-spencers-strategy-for-yesterdays-sweeping-layoffs-we-simply-spread-ourselves-too-thin/">a chainsaw and a can-do attitude</a>.</p><p>I suppose Sony's antics are old-hat to you and me. We are PC people; we have been de facto digital-only for over a decade at this point (almost two for me, to be honest: I made my Steam account in 2009). The last time I built a PC with a disc drive was back in 2015, and I didn't use it for anything but moving around photos.</p><p>Nevertheless, Sony's war on the physical realm got me thinking: what <em>was</em> the first big-box PC game I remember handling, back when I was a speck of a boy at a hulking Fujitsu desktop? Was it good? Was it an all-time classic, rightly embodied in unconquerable materiality?</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="wtvVNkvDvYvALnVv3pyxgG" name="2026-07-10 11-13-52-0001" alt="Objective screen." src="https://cdn.mos.cms.futurecdn.net/wtvVNkvDvYvALnVv3pyxgG.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/wtvVNkvDvYvALnVv3pyxgG.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Throwback Entertainment)</span></figcaption></figure><h2 id="tunnel-vision">Tunnel vision</h2><p>No. It was Tunnel B1, a 1996 first-person shooter that asks 'What if a hovercraft had machine guns?' and which no one but me remembers. It's an odd thing—despite its year of release, it feels like a transitional fossil between dime-guzzling arcade shooters and something more modern, more narrative, more id-inflected. </p><p>It is a messy beast of a game that does not really have all that much going on, which I imagine is why its <a href="https://en.wikipedia.org/wiki/Tunnel_B1#Reception" target="_blank">Wikipedia article</a> cites contemporary GamePro reviewers Scary Larry and Dr Zombie as feeling pretty ho-hum about it. We should go back to being called things like Scary Larry. I'm just called Josh. It's terrible.</p><div><blockquote><p>I remember turning it over in my hands, fascinated by the screenshots. What wonders were contained within?</p></blockquote></div><p>I was <em>mesmerised </em>by Tunnel B1 as a kid. I don't know how my household came to possess it or why, but I remember finding it parked in my dad's CD collection. Amid a stack of Sonic Youth and Butthole Surfers albums, there it was: a weird gold-ish box with a very startled guy in a gas mask on the front, making direct eye contact with me. </p><p>I remember turning it over in my hands, fascinated by the screenshots. What wonders were contained within? What could it be about? The box suggested speed, danger, maybe a hint of terror—the wide-eyed gas-mask guy was sure worried about <em>something</em>. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="8uyLpqvS3B62Jv4HuuKj6H" name="2026-07-10 11-13-52-0008" alt="Turret explodes." src="https://cdn.mos.cms.futurecdn.net/8uyLpqvS3B62Jv4HuuKj6H.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/8uyLpqvS3B62Jv4HuuKj6H.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Throwback Entertainment)</span></figcaption></figure><p>Long before I had put the disc in the drive (or made my dad put the disc in the drive—I couldn't reach it), I had an entire world of Tunnel B1 mapped out in my head. This was, doubtless, the greatest game ever made. It had action and drama, enormous guns and vehicles whose treads turned the whole world to mulch beneath them. I would emerge a different person from playing it, my life delineated into pre-B1 and post-B1 eras.</p><p>You can replicate the experience for yourself, if you like, thanks to the wonderful archive over at <a href="https://bigboxcollection.com/TunnelB1.3DBox" target="_blank">Big Box Collection</a> (though my copy was not "Komplett in Deutsch").</p><p>I am focusing so much on the tactile and aesthetic experience of ol' B1 because my memory of actually playing it is, well, hazy. Far hazier than my memory of the fantasies I built up around it. So hazy, in fact, that I repurchased it on Steam (for £0.89, which I will absolutely be expensing).</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2VKA7hwdi5wDXiNakNZK7H" name="2026-07-10 11-13-52-0005" alt="Objective screen." src="https://cdn.mos.cms.futurecdn.net/2VKA7hwdi5wDXiNakNZK7H.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/2VKA7hwdi5wDXiNakNZK7H.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Throwback Entertainment)</span></figcaption></figure><p>The troubling news is that there's a reason my memories are muddy—Tunnel B1 is not the remarkable, life-altering game my six-year-old brain imagined. You race down a series of circuitous highways in your hoverthing, blasting enemy turrets and vehicles with your guns that you can upgrade by racing over pick-ups. Some levels are timed, in an attempt by the game's designers to sort of gesture vaguely at tension. It's all based heavily around attaining a spot on a scoreboard in that charming, videogames-of-old sort of way.</p><p>The levels are all essentially the same sickly green highway, challenging you on occasion to ram a button to open a door, and your weapons are limp and unspectacular—your machine guns sound like someone is crinkling tin foil in an adjacent room, your rockets spurt directionlessly from your nozzle. This is not Doom or Quake; the gunplay is geriatric.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="jQvmRJn9HetbyUj2QaXs6H" name="2026-07-10 11-13-52-0006" alt="Fighting a turret." src="https://cdn.mos.cms.futurecdn.net/jQvmRJn9HetbyUj2QaXs6H.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/jQvmRJn9HetbyUj2QaXs6H.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Throwback Entertainment)</span></figcaption></figure><p>Sometimes you will zoom over a new weapon or pick-up, and the estranged wife of Microsoft Sam will chime in to tell you what it was in a dazed, bored sort of way. "More. Energy" she says on a health pickup, maybe as a statement, maybe as a request.</p><p>The best part is that you really do move fast. Your hovercraft has two modes: stationary and practically out of control. You are more pinball than pilot, bouncing off walls and obstacles and <a href="https://en.wikipedia.org/wiki/Czech_hedgehog" target="_blank">Czech hedgehogs</a> as you proceed in the vague direction of something that is <em>very probably</em> your goal.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="WY8VRPL8XEkCtJKhfJw47H" name="2026-07-10 11-13-52-0011" alt="Explosion." src="https://cdn.mos.cms.futurecdn.net/WY8VRPL8XEkCtJKhfJw47H.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/WY8VRPL8XEkCtJKhfJw47H.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Throwback Entertainment)</span></figcaption></figure><p>In other words, it's not something I should remember. I played a lot of games as a kid, many of them bad, and all of them <em>except</em> Tunnel B1 appeared on our family computer courtesy of a family friend who knew how to do piracy in the mid-to-late '90s: digital distribution in an early skunkworks form. Those games—the bad ones? I've forgotten them all, but goddammit I remember Tunnel B1 like I was running my thumbs over its corners five seconds ago.</p><p>You see where I'm going with this. I might've made my peace with being a 21st century digital boy in my current PC videogame-playing career, but that doesn't mean I haven't lost anything, and it doesn't mean we don't all lose something when the entire concept of physical media goes away. And, yes, Sony says that—over in console land—it will keep selling codes in boxes at retailers, but we can all see the road they're headed down here, right?</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="iZB5oxnaaoAxirBMgkrR7H" name="2026-07-10 11-13-52-0009" alt="Exit screen." src="https://cdn.mos.cms.futurecdn.net/iZB5oxnaaoAxirBMgkrR7H.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Throwback Entertainment)</span></figcaption></figure><p>I don't think it's pure boomer nostalgia to say that there was something a little magical about the videogame box, a physical vessel into which your child mind could pour all its energy, warping the actual game within into something far grander and stranger than it could ever be in practice.</p><p>Those kinds of fantasies, pawing over game boxes my parents could not afford to buy me in shopping centres and second-hand stores, were a really vital part of me falling in love with videogames growing up. Can kids today feel the same way about a Steam page, an App Store download?</p><p>Well, maybe. I'm not one of them, and I might just be an old man waxing nostalgic for a world that—like all worlds—only existed for a brief moment in time. But I think something does get lost when you leave behind the material world, if only my moonstruck boyhood fantasies of whatever was in the box of Tunnel B1.</p>
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                                                            <title><![CDATA[ 2XKO's shutdown has me feeling glum about Riot's future MMO—because I don't think the genre can survive corporate cut-and-run tactics ]]></title>
                                                                                                <dc:content><![CDATA[ <p>I find myself pretty gloomy about the shutdown of 2XKO—but not because I'll miss it on a personal level. I don't have the mental bandwidth to training-montage myself into a serious fighting game player other than a few stints with Guilty Gear: Strive, but I did have a reasonable time messing around with 2XKO during its beta. And while I'm aware my lack of continued playing makes me part of the problem, I genuinely felt a little sad to see it sink into the waves as <a href="https://www.pcgamer.com/games/fighting/riot-is-ending-development-of-its-2xko-fighting-game/">Riot announced it was winding down development</a>.</p><p>But I'm also feeling blue for another reason. While I don't necessarily blame Riot for not wasting money in this quarterly-results-driven culture of ours, I also really don't think this sort of attitude helps me believe in the vision of its upcoming MMO, whose details are wrapped in the mists of a <a href="https://www.pcgamer.com/games/mmo/league-of-legends-mmo-shows-signs-of-life-as-riot-adds-a-former-world-of-warcraft-lead-producer-to-its-roster/">development mirage</a>.</p><p>Riot laid off most of its developers less than <a href="http://pcgamer.com/games/fighting/riot-lays-off-2xko-developers-less-than-three-weeks-after-release-overall-momentum-hasnt-reached-the-level-needed-to-support-a-team-of-this-size/">three weeks after 2XKO's release</a>—roughly 80 people. People like <a href="https://bsky.app/profile/pattheflip.bsky.social">Patrick Miller</a>, an amazing steward of fighting games who's written <a href="https://patrickmiller.itch.io/frommashertomaster">a book</a> on the genre. The fact it's shutting down the game less than a year after that "inspired" (these air quotes are so heavy) move speaks to me of a corporate impatience that MMOs seriously struggle to survive. As Raph Koster <a href="https://www.pcgamer.com/games/mmo/ultima-online-and-star-wars-galaxies-vet-tells-me-the-theme-park-assembly-line-mmo-just-isnt-viable-anymore-especially-as-dev-costs-spike-we-hit-the-wall/">told me this year</a> in our Terminally Online column, MMOs have become incredibly expensive.</p><p>MMOs are costly to run and take a long time to get cooking. The continued success of everything that isn't WoW (which found major success right away and sat fat and glad for years) isn't due to some goldrush mentality, but because they've been steadily sustained for over a decade—once you get a solid playerbase, an MMO will keep breadwinning for you for years to come. But they're a commitment.</p><p>And commitments are something Riot seems flighty about making. I couldn't tell you about the numbers behind the screen—we know that 2XKO was making "only a fraction of what it would take to trend toward sustainability"—but might that have had something to do with the 80 people punted from the project less than a month after launch? </p><p>Is there a world in which Riot Games didn't do that, and instead gave it a chance to grow its playerbase with a more active development team? Is there a world in which Riot—who let's not forget, was able to throw <a href="https://www.pcgamer.com/movies-tv/arcane-riots-two-season-league-of-legends-animated-series-reportedly-cost-usd250-million-to-make/">$250 million at Arcane</a>—could have comfortably tanked those losses to give it a chance at success?</p><p>More importantly, is there a world in which an MMO survives <em>without </em>that patience? There's every chance I'm calling a shot long before it's made, mind. Fighting games are a bit of a niche genre due to their high skill floor and astronomical skill cieling—even my game of choice, Strive, has a <a href="https://www.pcgamer.com/games/fighting/i-suck-at-fighting-games-but-marvel-tokon-has-the-sauce/">24-hour peak of 1,700 players on Steam</a>, as does Marvel Tōkon: Fighting Souls, a game that's ostensibly new. </p><p>Which for the most part isn't a problem if you're building for it. Fighting games don't need high populations to stay "active" because they're 1v1 experiences—I've literally never had an issue finding ranked matches in Strive, for instance. But if you're Riot, and you're comparing every videogame you have to your League of Legends moonshot, I can imagine any number without several commas in it won't satisfy you.</p><p>Who knows. Riot's currently-unknown tolerance for mid-range hits might be perfectly comfortable if its MMO pulls in, say, a few hundred thousand players. The studio might also be betting far more money on its MMO's success, and thus be less likely to cut and run—but it's not as if MMOs are any less of a competitive or brutal market, with very few new entries in the past few years having the staying powers of their predecessors.</p><p>Even if Riot finds success, that's not an indicator it'll survive—take New World, which  Amazon somehow managed to mess up despite having <a href="https://www.pcgamer.com/games/mmo/new-world-proved-that-the-hunger-for-a-modern-mmo-is-clearly-there-but-the-only-studios-with-enough-cash-to-make-them-are-too-shareholder-brained-to-try/">10,000 concurrent players</a> at the end of 2025. By live service standards, that's perfectly sustainable, but by MMO standards it clearly wasn't enough—which bodes ill. Consider me biting my nails.</p><div class="product"><a data-dimension112="dc79ef6c-9d62-11f1-97cc-1755a7431bce" data-action="Deal Block" data-label="Best MMOs" data-dimension48="Best MMOs" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:316px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="UjCJY9gjRfatHZjCuGMrhR" name="elden ring square cheer.jpg" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/UjCJY9gjRfatHZjCuGMrhR.jpg" mos="" align="middle" fullscreen="" width="316" height="316" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/the-best-mmos/" target="_blank" data-dimension112="dc79ef6c-9d62-11f1-97cc-1755a7431bce" data-action="Deal Block" data-label="Best MMOs" data-dimension48="Best MMOs" data-dimension25=""><strong>Best MMOs</strong></a>: Most massive<br><a href="https://www.pcgamer.com/the-best-strategy-games/" target="_blank"><strong>Best strategy games</strong></a>: Number crunching<br><a href="https://www.pcgamer.com/best-open-world-games/" target="_blank"><strong>Best open world games</strong></a>: Unlimited exploration<br><a href="https://www.pcgamer.com/the-best-survival-games-on-pc/" target="_blank"><strong>Best survival games</strong></a>: Live craft love<br><a href="https://www.pcgamer.com/best-horror-games/" target="_blank"><strong>Best horror games</strong></a>: Fight or flight</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/mmo/2xkos-shutdown-has-me-feeling-glum-about-riots-future-mmo-because-i-dont-think-the-genre-can-survive-corporate-cut-and-run-tactics/</link>
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                            <![CDATA[ 2XKO was losing money, but that doesn't mean it wasn't worth it. ]]>
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                                                                        <pubDate>Sat, 22 Aug 2026 15:00:00 +0000</pubDate>                                                                                                                                <updated>Sat, 22 Aug 2026 16:14:18 +0000</updated>
                                                                                                                                            <category><![CDATA[MMO]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                <author><![CDATA[ harvey.randall@futurenet.com (Harvey Randall) ]]></author>                    <dc:creator><![CDATA[ Harvey Randall ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/Rws7mDGqrkaXrNKCH4jZ2D.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;&lt;br&gt;&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Riot Games]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Ekko from 2XKO]]></media:description>                                                            <media:text><![CDATA[Ekko from 2XKO]]></media:text>
                                <media:title type="plain"><![CDATA[Ekko from 2XKO]]></media:title>
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                                <p>I find myself pretty gloomy about the shutdown of 2XKO—but not because I'll miss it on a personal level. I don't have the mental bandwidth to training-montage myself into a serious fighting game player other than a few stints with Guilty Gear: Strive, but I did have a reasonable time messing around with 2XKO during its beta. And while I'm aware my lack of continued playing makes me part of the problem, I genuinely felt a little sad to see it sink into the waves as <a href="https://www.pcgamer.com/games/fighting/riot-is-ending-development-of-its-2xko-fighting-game/">Riot announced it was winding down development</a>.</p><p>But I'm also feeling blue for another reason. While I don't necessarily blame Riot for not wasting money in this quarterly-results-driven culture of ours, I also really don't think this sort of attitude helps me believe in the vision of its upcoming MMO, whose details are wrapped in the mists of a <a href="https://www.pcgamer.com/games/mmo/league-of-legends-mmo-shows-signs-of-life-as-riot-adds-a-former-world-of-warcraft-lead-producer-to-its-roster/">development mirage</a>.</p><p>Riot laid off most of its developers less than <a href="http://pcgamer.com/games/fighting/riot-lays-off-2xko-developers-less-than-three-weeks-after-release-overall-momentum-hasnt-reached-the-level-needed-to-support-a-team-of-this-size/">three weeks after 2XKO's release</a>—roughly 80 people. People like <a href="https://bsky.app/profile/pattheflip.bsky.social">Patrick Miller</a>, an amazing steward of fighting games who's written <a href="https://patrickmiller.itch.io/frommashertomaster">a book</a> on the genre. The fact it's shutting down the game less than a year after that "inspired" (these air quotes are so heavy) move speaks to me of a corporate impatience that MMOs seriously struggle to survive. As Raph Koster <a href="https://www.pcgamer.com/games/mmo/ultima-online-and-star-wars-galaxies-vet-tells-me-the-theme-park-assembly-line-mmo-just-isnt-viable-anymore-especially-as-dev-costs-spike-we-hit-the-wall/">told me this year</a> in our Terminally Online column, MMOs have become incredibly expensive.</p><p>MMOs are costly to run and take a long time to get cooking. The continued success of everything that isn't WoW (which found major success right away and sat fat and glad for years) isn't due to some goldrush mentality, but because they've been steadily sustained for over a decade—once you get a solid playerbase, an MMO will keep breadwinning for you for years to come. But they're a commitment.</p><p>And commitments are something Riot seems flighty about making. I couldn't tell you about the numbers behind the screen—we know that 2XKO was making "only a fraction of what it would take to trend toward sustainability"—but might that have had something to do with the 80 people punted from the project less than a month after launch? </p><p>Is there a world in which Riot Games didn't do that, and instead gave it a chance to grow its playerbase with a more active development team? Is there a world in which Riot—who let's not forget, was able to throw <a href="https://www.pcgamer.com/movies-tv/arcane-riots-two-season-league-of-legends-animated-series-reportedly-cost-usd250-million-to-make/">$250 million at Arcane</a>—could have comfortably tanked those losses to give it a chance at success?</p><p>More importantly, is there a world in which an MMO survives <em>without </em>that patience? There's every chance I'm calling a shot long before it's made, mind. Fighting games are a bit of a niche genre due to their high skill floor and astronomical skill cieling—even my game of choice, Strive, has a <a href="https://www.pcgamer.com/games/fighting/i-suck-at-fighting-games-but-marvel-tokon-has-the-sauce/">24-hour peak of 1,700 players on Steam</a>, as does Marvel Tōkon: Fighting Souls, a game that's ostensibly new. </p><p>Which for the most part isn't a problem if you're building for it. Fighting games don't need high populations to stay "active" because they're 1v1 experiences—I've literally never had an issue finding ranked matches in Strive, for instance. But if you're Riot, and you're comparing every videogame you have to your League of Legends moonshot, I can imagine any number without several commas in it won't satisfy you.</p><p>Who knows. Riot's currently-unknown tolerance for mid-range hits might be perfectly comfortable if its MMO pulls in, say, a few hundred thousand players. The studio might also be betting far more money on its MMO's success, and thus be less likely to cut and run—but it's not as if MMOs are any less of a competitive or brutal market, with very few new entries in the past few years having the staying powers of their predecessors.</p><p>Even if Riot finds success, that's not an indicator it'll survive—take New World, which  Amazon somehow managed to mess up despite having <a href="https://www.pcgamer.com/games/mmo/new-world-proved-that-the-hunger-for-a-modern-mmo-is-clearly-there-but-the-only-studios-with-enough-cash-to-make-them-are-too-shareholder-brained-to-try/">10,000 concurrent players</a> at the end of 2025. By live service standards, that's perfectly sustainable, but by MMO standards it clearly wasn't enough—which bodes ill. Consider me biting my nails.</p><div class="product"><a data-dimension112="dc79ef6c-9d62-11f1-97cc-1755a7431bce" data-action="Deal Block" data-label="Best MMOs" data-dimension48="Best MMOs" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:316px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="UjCJY9gjRfatHZjCuGMrhR" name="elden ring square cheer.jpg" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/UjCJY9gjRfatHZjCuGMrhR.jpg" mos="" align="middle" fullscreen="" width="316" height="316" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/the-best-mmos/" target="_blank" data-dimension112="dc79ef6c-9d62-11f1-97cc-1755a7431bce" data-action="Deal Block" data-label="Best MMOs" data-dimension48="Best MMOs" data-dimension25=""><strong>Best MMOs</strong></a>: Most massive<br><a href="https://www.pcgamer.com/the-best-strategy-games/" target="_blank"><strong>Best strategy games</strong></a>: Number crunching<br><a href="https://www.pcgamer.com/best-open-world-games/" target="_blank"><strong>Best open world games</strong></a>: Unlimited exploration<br><a href="https://www.pcgamer.com/the-best-survival-games-on-pc/" target="_blank"><strong>Best survival games</strong></a>: Live craft love<br><a href="https://www.pcgamer.com/best-horror-games/" target="_blank"><strong>Best horror games</strong></a>: Fight or flight</p></div>
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                                                            <title><![CDATA[ Rockstar employees frustrated by GTA 6 leaks, though they may have only whet appetites for the reveal ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Bloomberg's Jason Schreier <a href="https://www.bloomberg.com/news/newsletters/2026-08-21/rockstar-rattled-as-grand-theft-auto-vi-leaks-again" target="_blank">reports </a>that some Rockstar employees are feeling "angry" and "frustrated" that, despite submitting to strict security measures following <a href="https://www.pcgamer.com/the-gta-6-leak-was-one-of-the-biggest-ever-and-the-only-winners-were-the-news-writers/">the 2022 hack</a> that revealed <a href="https://www.pcgamer.com/grand-theft-auto-6/">Grand Theft Auto 6</a> to the world—namely the abolishment of remote work—a leak has once again sprung.</p><p>Someone <a href="https://www.pcgamer.com/games/grand-theft-auto/cyberleeks-still-at-it-another-gta-6-leak-shows-2-full-minutes-of-high-speed-driving-surprisingly-few-crashes/">going by the name "Cyberleek"</a> has been posting new GTA 6 gameplay clips every day for the past few days. The leaker may even<a href="https://www.pcgamer.com/games/grand-theft-auto/the-latest-gta-6-leak-confirms-the-leaker-likely-has-or-had-access-to-a-playable-build/"> have access to a build of GTA 6</a>, though it's unclear if it's the full game or only a portion. </p><p>Meanwhile, the <a href="https://www.pcgamer.com/games/grand-theft-auto/the-first-gta-6-gameplay-reveal-will-debut-on-netflix-later-this-month-as-the-streaming-service-tries-yet-again-to-get-a-piece-of-that-videogame-pie/">official GTA 6 reveal</a> is still scheduled for next week, and will still air exclusively on Netflix for the first six hours. </p><p>It's unlikely that the leaks will have any measurable impact on GTA 6's sales. It's already sold <a href="https://www.pcgamer.com/games/grand-theft-auto/take-two-wont-reveal-raw-gta-6-preorder-numbers-because-it-doesnt-know-what-they-mean-its-just-never-happened-before/">an "unprecedented" number of preorders</a>, according to Take-Two. I doubt the Netflix reveal will be harmed, either: The circulating gameplay clips make it slightly less of an event, but the leaker's low-quality, watermarked videos have only whet my appetite for the proper reveal.</p><p>It's easy to find similar sentiments around the internet: "I was a little hyped for GTA 6 but after the leaks I'm even more hyped than ever and can't wait for the extended look," <a href="https://www.reddit.com/r/GTA6/comments/1vurepl/comment/p53gdgl/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button" target="_blank">says one poster</a>.</p><p>One thing I like about the existence of the leaked footage is that it offers a more realistic view of GTA 6 gameplay than we're likely to see during the highly-polished official reveal. The leaker's clips make the game look impressive, especially the <a href="https://www.pcgamer.com/games/grand-theft-auto/ok-vice-city-does-look-pretty-damn-impressive-from-the-air/">flyover of Vice City</a>, but the footage is the opposite of carefully-staged. </p><p>At one point, for example, the leaker momentarily struggles to exit a river, freestyle swimming into a concrete embankment for a few strokes before the walking animation kicks in. I don't know of any game that entirely avoids that kind of minor jank, but it's not something you're going to see on Netflix.</p><p>But I'd be frustrated too if my work were being shown off so shoddily, especially after jumping through hoops to satisfy corporate security measures.</p><p>Worse, Rockstar recently fired more than 30 employees on the basis that they were discussing work matters in a private Discord channel which they had been using for labor organizing. Whether that was a harsh reaction to a genuine security lapse or "one of the most blatant and ruthless acts of union busting in the history of the games industry" will be <a href="https://www.pcgamer.com/gaming-industry/rockstar-faces-legal-setback-as-uk-tribunal-allows-its-fired-workers-to-bring-every-one-of-their-union-busting-allegations-to-trial/">argued in court next month</a>. </p><p>There is nothing to connect those ex-employees to this week's leaks, and I can only imagine the nuclear-grade facepalming they've been doing as an anonymous leaker goes wild while they were fired for a private Discord conversation that didn't leak anything.</p><div class="product star-deal"><a data-dimension112="b306675a-9db7-11f1-ac21-6fe0cb38d208" data-action="Star Deal Block" data-label="GTA 6 guide" data-dimension48="GTA 6 guide" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:948px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="kkNtsnEsZiTdgmuFTn4pJ6" name="gta 6 raul bautista square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/kkNtsnEsZiTdgmuFTn4pJ6.jpg" mos="" align="middle" fullscreen="" width="948" height="948" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><div><span class="product__star-deal-label">Grand Theft Auto 6</span><p><a href="https://www.pcgamer.com/grand-theft-auto/gta-6-guide/" data-dimension112="b306675a-9db7-11f1-ac21-6fe0cb38d208" data-action="Star Deal Block" data-label="GTA 6 guide" data-dimension48="GTA 6 guide" data-dimension25=""><strong>GTA 6 guide</strong></a>: Everything we know<br><a href="https://www.pcgamer.com/games/grand-theft-auto/gta-6-pc-release-date/"><strong>GTA 6 PC release</strong></a>: When's it going to happen?<br><a href="https://www.pcgamer.com/games/grand-theft-auto/gta-6-pre-order-editions-standard-ultimate"><strong>GTA 6 editions</strong></a>: What's included at each price point<br><strong></strong><a href="https://www.pcgamer.com/gta-6-cars-list/"><strong>GTA 6 cars</strong></a>: The known garage lineup<br><a href="https://www.pcgamer.com/games/grand-theft-auto/gta-6-weapons-list/"><strong>GTA 6 guns</strong></a>: Confirmed arsenal so far</p></div></div><p>Which isn't to say that Cyberleek is likely to escape consequence: Rockstar is presently trying to track them down, and has<a href="https://www.pcgamer.com/games/grand-theft-auto/take-two-kicks-off-gta-6-leaker-hunt-with-subpoenas-demanding-records-from-microsoft-and-discord/"> filed subpoenas with Microsoft and Discord</a> related to the videos. One perpetrator of the 2022 Rockstar hack is <a href="https://www.pcgamer.com/games/grand-theft-auto/grand-theft-auto-6-leaker-who-was-given-an-indefinite-sentence-in-2023-because-he-wouldnt-stop-hacking-is-now-out-of-hospital-and-awaiting-retrial/">currently in prison awaiting a retrial</a> after being held in a secure hospital since 2023.</p><p>In the end, I expect that Cyberleek will determine that the clout and crypto gains were not worth it, but it remains to be seen how good they are at running from Rockstar's figurative black helicopters. (Or maybe literal black helicopters, knowing Rockstar.)</p> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/grand-theft-auto/rockstar-employees-frustrated-by-gta-6-leaks-though-they-may-have-only-whet-appetites-for-the-reveal/</link>
                                                                            <description>
                            <![CDATA[ The increased security measures following the 2022 hack didn't stop another major leak of GTA 6 gameplay. ]]>
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                                                                        <pubDate>Fri, 21 Aug 2026 23:37:09 +0000</pubDate>                                                                                                                                <updated>Fri, 21 Aug 2026 23:42:45 +0000</updated>
                                                                                                                                            <category><![CDATA[Grand Theft Auto]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Action]]></category>
                                                                                                <author><![CDATA[ tyler@pcgamer.com (Tyler Wilde) ]]></author>                    <dc:creator><![CDATA[ Tyler Wilde ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/rGvfSUkSBEPzBAVS3jRh9E.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Tyler grew up in Silicon Valley during the &#039;80s and &#039;90s, playing games like Zork and Arkanoid on early PCs. He was later captivated by Myst, SimCity, Civilization, Command &amp; Conquer, all the shooters they call &quot;boomer shooters&quot; now, and PS1 classic Bushido Blade (that&#039;s right: he had Bleem!). Tyler joined PC Gamer in 2011, and today he&#039;s focused on the site&#039;s news coverage. His hobbies include amateur boxing and adding to his 1,200-plus hours in Rocket League.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Rockstar]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Jason from GTA 6.]]></media:description>                                                            <media:text><![CDATA[Jason from GTA 6.]]></media:text>
                                <media:title type="plain"><![CDATA[Jason from GTA 6.]]></media:title>
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                                <p>Bloomberg's Jason Schreier <a href="https://www.bloomberg.com/news/newsletters/2026-08-21/rockstar-rattled-as-grand-theft-auto-vi-leaks-again" target="_blank">reports </a>that some Rockstar employees are feeling "angry" and "frustrated" that, despite submitting to strict security measures following <a href="https://www.pcgamer.com/the-gta-6-leak-was-one-of-the-biggest-ever-and-the-only-winners-were-the-news-writers/">the 2022 hack</a> that revealed <a href="https://www.pcgamer.com/grand-theft-auto-6/">Grand Theft Auto 6</a> to the world—namely the abolishment of remote work—a leak has once again sprung.</p><p>Someone <a href="https://www.pcgamer.com/games/grand-theft-auto/cyberleeks-still-at-it-another-gta-6-leak-shows-2-full-minutes-of-high-speed-driving-surprisingly-few-crashes/">going by the name "Cyberleek"</a> has been posting new GTA 6 gameplay clips every day for the past few days. The leaker may even<a href="https://www.pcgamer.com/games/grand-theft-auto/the-latest-gta-6-leak-confirms-the-leaker-likely-has-or-had-access-to-a-playable-build/"> have access to a build of GTA 6</a>, though it's unclear if it's the full game or only a portion. </p><p>Meanwhile, the <a href="https://www.pcgamer.com/games/grand-theft-auto/the-first-gta-6-gameplay-reveal-will-debut-on-netflix-later-this-month-as-the-streaming-service-tries-yet-again-to-get-a-piece-of-that-videogame-pie/">official GTA 6 reveal</a> is still scheduled for next week, and will still air exclusively on Netflix for the first six hours. </p><p>It's unlikely that the leaks will have any measurable impact on GTA 6's sales. It's already sold <a href="https://www.pcgamer.com/games/grand-theft-auto/take-two-wont-reveal-raw-gta-6-preorder-numbers-because-it-doesnt-know-what-they-mean-its-just-never-happened-before/">an "unprecedented" number of preorders</a>, according to Take-Two. I doubt the Netflix reveal will be harmed, either: The circulating gameplay clips make it slightly less of an event, but the leaker's low-quality, watermarked videos have only whet my appetite for the proper reveal.</p><p>It's easy to find similar sentiments around the internet: "I was a little hyped for GTA 6 but after the leaks I'm even more hyped than ever and can't wait for the extended look," <a href="https://www.reddit.com/r/GTA6/comments/1vurepl/comment/p53gdgl/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button" target="_blank">says one poster</a>.</p><p>One thing I like about the existence of the leaked footage is that it offers a more realistic view of GTA 6 gameplay than we're likely to see during the highly-polished official reveal. The leaker's clips make the game look impressive, especially the <a href="https://www.pcgamer.com/games/grand-theft-auto/ok-vice-city-does-look-pretty-damn-impressive-from-the-air/">flyover of Vice City</a>, but the footage is the opposite of carefully-staged. </p><p>At one point, for example, the leaker momentarily struggles to exit a river, freestyle swimming into a concrete embankment for a few strokes before the walking animation kicks in. I don't know of any game that entirely avoids that kind of minor jank, but it's not something you're going to see on Netflix.</p><p>But I'd be frustrated too if my work were being shown off so shoddily, especially after jumping through hoops to satisfy corporate security measures.</p><p>Worse, Rockstar recently fired more than 30 employees on the basis that they were discussing work matters in a private Discord channel which they had been using for labor organizing. Whether that was a harsh reaction to a genuine security lapse or "one of the most blatant and ruthless acts of union busting in the history of the games industry" will be <a href="https://www.pcgamer.com/gaming-industry/rockstar-faces-legal-setback-as-uk-tribunal-allows-its-fired-workers-to-bring-every-one-of-their-union-busting-allegations-to-trial/">argued in court next month</a>. </p><p>There is nothing to connect those ex-employees to this week's leaks, and I can only imagine the nuclear-grade facepalming they've been doing as an anonymous leaker goes wild while they were fired for a private Discord conversation that didn't leak anything.</p><div class="product star-deal"><a data-dimension112="b306675a-9db7-11f1-ac21-6fe0cb38d208" data-action="Star Deal Block" data-label="GTA 6 guide" data-dimension48="GTA 6 guide" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:948px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="kkNtsnEsZiTdgmuFTn4pJ6" name="gta 6 raul bautista square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/kkNtsnEsZiTdgmuFTn4pJ6.jpg" mos="" align="middle" fullscreen="" width="948" height="948" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><div><span class="product__star-deal-label">Grand Theft Auto 6</span><p><a href="https://www.pcgamer.com/grand-theft-auto/gta-6-guide/" data-dimension112="b306675a-9db7-11f1-ac21-6fe0cb38d208" data-action="Star Deal Block" data-label="GTA 6 guide" data-dimension48="GTA 6 guide" data-dimension25=""><strong>GTA 6 guide</strong></a>: Everything we know<br><a href="https://www.pcgamer.com/games/grand-theft-auto/gta-6-pc-release-date/"><strong>GTA 6 PC release</strong></a>: When's it going to happen?<br><a href="https://www.pcgamer.com/games/grand-theft-auto/gta-6-pre-order-editions-standard-ultimate"><strong>GTA 6 editions</strong></a>: What's included at each price point<br><strong></strong><a href="https://www.pcgamer.com/gta-6-cars-list/"><strong>GTA 6 cars</strong></a>: The known garage lineup<br><a href="https://www.pcgamer.com/games/grand-theft-auto/gta-6-weapons-list/"><strong>GTA 6 guns</strong></a>: Confirmed arsenal so far</p></div></div><p>Which isn't to say that Cyberleek is likely to escape consequence: Rockstar is presently trying to track them down, and has<a href="https://www.pcgamer.com/games/grand-theft-auto/take-two-kicks-off-gta-6-leaker-hunt-with-subpoenas-demanding-records-from-microsoft-and-discord/"> filed subpoenas with Microsoft and Discord</a> related to the videos. One perpetrator of the 2022 Rockstar hack is <a href="https://www.pcgamer.com/games/grand-theft-auto/grand-theft-auto-6-leaker-who-was-given-an-indefinite-sentence-in-2023-because-he-wouldnt-stop-hacking-is-now-out-of-hospital-and-awaiting-retrial/">currently in prison awaiting a retrial</a> after being held in a secure hospital since 2023.</p><p>In the end, I expect that Cyberleek will determine that the clout and crypto gains were not worth it, but it remains to be seen how good they are at running from Rockstar's figurative black helicopters. (Or maybe literal black helicopters, knowing Rockstar.)</p>
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                                                            <title><![CDATA[ Don't tell Nintendo, but I turned GTA 5 into Pokémon Go using a mod ]]></title>
                                                                                                <dc:content><![CDATA[ <div  class="fancy-box"><div class="fancy_box-title">Los Santos Customs</div><div class="fancy_box_body"><p class="fancy-box__body-text">I'm modding GTA 5 every day in a quest to either transform it into a PC version of GTA 6 or break it entirely. Come back tomorrow to find out what new horrible thing I've done to Rockstar's baby, or check out <a data-analytics-id="inline-link" href="https://www.pcgamer.com/games/grand-theft-auto/im-modding-gta-5-every-day-until-it-becomes-gta-6-or-breaks-starting-with-a-new-vehicle-and-enough-missiles-to-level-a-city-block/">what I got up to earlier</a>.</p></div></div><p>I've been trying to convert <a href="https://www.pcgamer.com/uk/grand-theft-auto-5/">Grand Theft Auto 5</a> into <a href="https://www.pcgamer.com/grand-theft-auto/gta-6-guide/">GTA 6</a> using mods for about a week now, and I've learnt a lot. For instance, most things will die if hit by a car at more than the speed of sound.</p><p>But I've also learned this: Los Santos is a lonely city. GTA 6's core is the Bonnie-and-Clyde love story of its protagonists, but Franklin, Michael and Trevor are insular men. They cruise the sun-drenched highways with no one in the passenger seat. I needed to change that. I needed to give them companions. I needed them to be the very best, like no one ever was.</p><p>I installed <a href="https://www.gta5-mods.com/scripts/pokemon-go-gta-edition" target="_blank">Pokémon Go GTA Edition</a>.</p><p>Pokémon Go GTA Edition turns (stay with me) GTA 5 into Pokémon Go. The streets become denuded of people and filled with Geodudes, Charmandi, and Pikachu. Maybe. I never actually saw Pikachu. There was a Squirtle, though.</p><p>I'm fairly certain that only Trevor can do the Poke-hunting, or it is possible that some previously installed mod has broken this one. Either way, out he went on Franklin's motorbike, on the prowl for new best friends. In what news reporters might call 'drive-bys' I captured for myself a Geodude and a Squirtle.</p><p>But some Pokémon resist friendship. For instance, Charmander, who broke free of my pokeball and began to curse at me in a thick eastern European accent, just like in the anime. The unfortunate truth of the matter is that my encounter with Charmander was not a happy one. We came to blows in the road, and the last I left him he was burbling face-down in the tarmac having taken a powerful yet precise right hook to his snout. Don't worry everyone, he's just fainted.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:480px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="jctuFtV2mBxbEZ8WPQm7nL" name="CharFight" alt="Trevor beats the hell out of Charmander." src="https://cdn.mos.cms.futurecdn.net/jctuFtV2mBxbEZ8WPQm7nL.gif" mos="" align="middle" fullscreen="1" width="480" height="270" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/jctuFtV2mBxbEZ8WPQm7nL.gif' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar)</span></figcaption></figure><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-WQw9nX"></div>                            </div>                            <script src="https://kwizly.com/embed/WQw9nX.js" async></script><div class="product star-deal"><a data-dimension112="a7f38594-9c79-11f1-b4ed-e7ec8bb16ae3" data-action="Star Deal Block" data-label="GTA 6 guide" data-dimension48="GTA 6 guide" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:948px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="kkNtsnEsZiTdgmuFTn4pJ6" name="gta 6 raul bautista square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/kkNtsnEsZiTdgmuFTn4pJ6.jpg" mos="" align="middle" fullscreen="" width="948" height="948" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><div><span class="product__star-deal-label">Grand Theft Auto 6</span><p><a href="https://www.pcgamer.com/grand-theft-auto/gta-6-guide/" data-dimension112="a7f38594-9c79-11f1-b4ed-e7ec8bb16ae3" data-action="Star Deal Block" data-label="GTA 6 guide" data-dimension48="GTA 6 guide" data-dimension25=""><strong>GTA 6 guide</strong></a>: Everything we know<br><a href="https://www.pcgamer.com/games/grand-theft-auto/gta-6-pc-release-date/"><strong>GTA 6 PC release</strong></a>: When's it going to happen?<br><a href="https://www.pcgamer.com/games/grand-theft-auto/gta-6-pre-order-editions-standard-ultimate"><strong>GTA 6 editions</strong></a>: What's included at each price point<br><strong></strong><a href="https://www.pcgamer.com/gta-6-cars-list/" target="_blank"><strong>GTA 6 cars</strong></a>: The known garage lineup<br><a href="https://www.pcgamer.com/games/grand-theft-auto/gta-6-weapons-list/"><strong>GTA 6 guns</strong></a>: Confirmed arsenal so far</p></div></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/grand-theft-auto/dont-tell-nintendo-but-i-turned-gta-5-into-pokemon-go-using-a-mod/</link>
                                                                            <description>
                            <![CDATA[ Also, probably don't tell Rockstar. ]]>
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                                                                        <pubDate>Fri, 21 Aug 2026 17:00:00 +0000</pubDate>                                                                                                                                <updated>Fri, 21 Aug 2026 17:33:39 +0000</updated>
                                                                                                                                            <category><![CDATA[Grand Theft Auto]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Action]]></category>
                                                                                                <author><![CDATA[ joshua.wolens@futurenet.com (Joshua Wolens) ]]></author>                    <dc:creator><![CDATA[ Joshua Wolens ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/oYajqiFjn2Rwz4msxoLFyP.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;&lt;br&gt;&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Rockstar]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Trevor throws a pokeball (which is actually a baseball) at a Psyduck in the road.]]></media:description>                                                            <media:text><![CDATA[Trevor throws a pokeball (which is actually a baseball) at a Psyduck in the road.]]></media:text>
                                <media:title type="plain"><![CDATA[Trevor throws a pokeball (which is actually a baseball) at a Psyduck in the road.]]></media:title>
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                                <div  class="fancy-box"><div class="fancy_box-title">Los Santos Customs</div><div class="fancy_box_body"><p class="fancy-box__body-text">I'm modding GTA 5 every day in a quest to either transform it into a PC version of GTA 6 or break it entirely. Come back tomorrow to find out what new horrible thing I've done to Rockstar's baby, or check out <a data-analytics-id="inline-link" href="https://www.pcgamer.com/games/grand-theft-auto/im-modding-gta-5-every-day-until-it-becomes-gta-6-or-breaks-starting-with-a-new-vehicle-and-enough-missiles-to-level-a-city-block/">what I got up to earlier</a>.</p></div></div><p>I've been trying to convert <a href="https://www.pcgamer.com/uk/grand-theft-auto-5/">Grand Theft Auto 5</a> into <a href="https://www.pcgamer.com/grand-theft-auto/gta-6-guide/">GTA 6</a> using mods for about a week now, and I've learnt a lot. For instance, most things will die if hit by a car at more than the speed of sound.</p><p>But I've also learned this: Los Santos is a lonely city. GTA 6's core is the Bonnie-and-Clyde love story of its protagonists, but Franklin, Michael and Trevor are insular men. They cruise the sun-drenched highways with no one in the passenger seat. I needed to change that. I needed to give them companions. I needed them to be the very best, like no one ever was.</p><p>I installed <a href="https://www.gta5-mods.com/scripts/pokemon-go-gta-edition" target="_blank">Pokémon Go GTA Edition</a>.</p><p>Pokémon Go GTA Edition turns (stay with me) GTA 5 into Pokémon Go. The streets become denuded of people and filled with Geodudes, Charmandi, and Pikachu. Maybe. I never actually saw Pikachu. There was a Squirtle, though.</p><p>I'm fairly certain that only Trevor can do the Poke-hunting, or it is possible that some previously installed mod has broken this one. Either way, out he went on Franklin's motorbike, on the prowl for new best friends. In what news reporters might call 'drive-bys' I captured for myself a Geodude and a Squirtle.</p><p>But some Pokémon resist friendship. For instance, Charmander, who broke free of my pokeball and began to curse at me in a thick eastern European accent, just like in the anime. The unfortunate truth of the matter is that my encounter with Charmander was not a happy one. We came to blows in the road, and the last I left him he was burbling face-down in the tarmac having taken a powerful yet precise right hook to his snout. Don't worry everyone, he's just fainted.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:480px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="jctuFtV2mBxbEZ8WPQm7nL" name="CharFight" alt="Trevor beats the hell out of Charmander." src="https://cdn.mos.cms.futurecdn.net/jctuFtV2mBxbEZ8WPQm7nL.gif" mos="" align="middle" fullscreen="1" width="480" height="270" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/jctuFtV2mBxbEZ8WPQm7nL.gif' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar)</span></figcaption></figure><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-WQw9nX"></div>                            </div>                            <script src="https://kwizly.com/embed/WQw9nX.js" async></script><div class="product star-deal"><a data-dimension112="a7f38594-9c79-11f1-b4ed-e7ec8bb16ae3" data-action="Star Deal Block" data-label="GTA 6 guide" data-dimension48="GTA 6 guide" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:948px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="kkNtsnEsZiTdgmuFTn4pJ6" name="gta 6 raul bautista square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/kkNtsnEsZiTdgmuFTn4pJ6.jpg" mos="" align="middle" fullscreen="" width="948" height="948" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><div><span class="product__star-deal-label">Grand Theft Auto 6</span><p><a href="https://www.pcgamer.com/grand-theft-auto/gta-6-guide/" data-dimension112="a7f38594-9c79-11f1-b4ed-e7ec8bb16ae3" data-action="Star Deal Block" data-label="GTA 6 guide" data-dimension48="GTA 6 guide" data-dimension25=""><strong>GTA 6 guide</strong></a>: Everything we know<br><a href="https://www.pcgamer.com/games/grand-theft-auto/gta-6-pc-release-date/"><strong>GTA 6 PC release</strong></a>: When's it going to happen?<br><a href="https://www.pcgamer.com/games/grand-theft-auto/gta-6-pre-order-editions-standard-ultimate"><strong>GTA 6 editions</strong></a>: What's included at each price point<br><strong></strong><a href="https://www.pcgamer.com/gta-6-cars-list/" target="_blank"><strong>GTA 6 cars</strong></a>: The known garage lineup<br><a href="https://www.pcgamer.com/games/grand-theft-auto/gta-6-weapons-list/"><strong>GTA 6 guns</strong></a>: Confirmed arsenal so far</p></div></div>
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                                                            <title><![CDATA[ OK, Vice City does look pretty damn impressive from the air ]]></title>
                                                                                                <dc:content><![CDATA[ <p>We've pulled lots of interesting little details out of the purported Grand Theft Auto 6 gameplay clips being posted by "<a href="https://www.pcgamer.com/games/grand-theft-auto/who-is-cyberleek-what-we-know-about-the-gta-6-leaker/">Cyberleek</a>" this week. <a href="https://www.pcgamer.com/games/grand-theft-auto/gta-6-video-leak-analysis-august-2026/">In the first couple</a> we saw a possible morality system and stamina meter, and <a href="https://www.pcgamer.com/games/grand-theft-auto/more-gta-6-leaks-reveal-new-details-cloning-keys-combat-changes-random-bird-deaths/">in the next two</a> we got a better look at combat and spied some other Red Dead Redemption 2-like features.</p><p><a href="https://www.pcgamer.com/games/action/gta-6-leaks-show-a-game-that-looks-like-more-gta-but-not-a-revolution/">My takeaway was</a> that Grand Theft Auto 6 won't necessarily be a revolutionary new kind of game, but will be impressive for the same reason Rockstar games typically are: The absurd amount of effort and money the studio puts into making them as big and detailed as the mainstream hardware of the day can manage.</p><p>After seeing the latest leaked clip, which shows a biplane surveying the fictional state of Leonida and cruising over Vice City, my perspective hasn't really changed, but I'm definitely a lot more wowed than I was after seeing a bit of typical GTA carjacking.</p><p>The city, which is only a portion of GTA 6's full map, looks enormous from the air, and densely packed with detail. Across a couple minutes of video, we see what looks like a military base, small farms, dozens of mid- and high-rise apartments and office buildings, an arena, a construction site, grimier looking commercial districts, a huge marina and waterways running through the city, bridges, and tangled freeway interchanges. Phew.</p><p>Similar reactions are being shared in the <a href="https://www.reddit.com/r/GamingLeaksAndRumours/comments/1vtev28/5th_gta_vi_clip_has_been_leaked/" target="_blank">Gaming Leaks and Rumors subreddit</a>: "Yea this is the first clip out of all of these leaks that actually made me go 'holy shit,'" <a href="https://www.reddit.com/r/GamingLeaksAndRumours/comments/1vtev28/comment/p4sjp5n/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button" target="_blank">said one commenter</a>.</p><p>The legitimacy of the footage is still an open question, but like the other videos, it is highly believable. It could be from an old or limited build of the game, but it<a href="https://www.pcgamer.com/games/grand-theft-auto/the-latest-gta-6-leak-confirms-the-leaker-likely-has-or-had-access-to-a-playable-build/"> does appear that the leaker is capturing the clips themselves</a>: they concluded this latest clip with a video in which they write "LEEK" on a wall with bullet holes.</p><p>If you've been following this week's GTA 6 leaks saga, how are you feeling about the footage? (Of course, none of it changes the frustrating issue that Rockstar has not yet announced a PC release date. I'd like to see how it looks on one of our hardware team's test rigs.)</p><div class="product star-deal"><a data-dimension112="c1099c4c-9cf3-11f1-9610-3bed1a9e5097" data-action="Star Deal Block" data-label="GTA 6 guide" data-dimension48="GTA 6 guide" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1238px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="ZF5ZJsyvbhJRVSDmd9H3jA" name="gta 6 cover art square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/ZF5ZJsyvbhJRVSDmd9H3jA.jpg" mos="" align="middle" fullscreen="" width="1238" height="1238" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><div><span class="product__star-deal-label">Grand Theft Auto 6</span><p><a href="https://www.pcgamer.com/grand-theft-auto/gta-6-guide/" data-dimension112="c1099c4c-9cf3-11f1-9610-3bed1a9e5097" data-action="Star Deal Block" data-label="GTA 6 guide" data-dimension48="GTA 6 guide" data-dimension25=""><strong>GTA 6 guide</strong></a>: Everything we know<br><strong></strong><a href="https://www.pcgamer.com/gta-6-cars-list/" target="_blank"><strong>GTA 6 cars</strong></a>: The garage lineup<br><strong></strong><a href="https://www.pcgamer.com/games/action/grand-theft-auto/gta6-characters/"><strong>GTA 6 characters</strong></a>: Your anti-hero cast<br><strong></strong><a href="https://www.pcgamer.com/games/grand-theft-auto/gta6-map/" target="_blank"><strong>GTA 6 map</strong>:</a> Confirmed Vice City locales<br><a href="https://www.pcgamer.com/games/grand-theft-auto/gta-6-pc-release-date/"><strong>GTA 6 PC release</strong></a>: When's it going to happen?</p></div></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/grand-theft-auto/ok-vice-city-does-look-pretty-damn-impressive-from-the-air/</link>
                                                                            <description>
                            <![CDATA[ If the latest GTA 6 leak is legit, its world is clearly unprecedented in scale and density. ]]>
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                                                                        <pubDate>Fri, 21 Aug 2026 00:03:35 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Grand Theft Auto]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Action]]></category>
                                                                                                <author><![CDATA[ tyler@pcgamer.com (Tyler Wilde) ]]></author>                    <dc:creator><![CDATA[ Tyler Wilde ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/rGvfSUkSBEPzBAVS3jRh9E.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Tyler grew up in Silicon Valley during the &#039;80s and &#039;90s, playing games like Zork and Arkanoid on early PCs. He was later captivated by Myst, SimCity, Civilization, Command &amp; Conquer, all the shooters they call &quot;boomer shooters&quot; now, and PS1 classic Bushido Blade (that&#039;s right: he had Bleem!). Tyler joined PC Gamer in 2011, and today he&#039;s focused on the site&#039;s news coverage. His hobbies include amateur boxing and adding to his 1,200-plus hours in Rocket League.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Rockstar Games]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[GTA 6 trailer]]></media:description>                                                            <media:text><![CDATA[GTA 6 trailer]]></media:text>
                                <media:title type="plain"><![CDATA[GTA 6 trailer]]></media:title>
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                                <p>We've pulled lots of interesting little details out of the purported Grand Theft Auto 6 gameplay clips being posted by "<a href="https://www.pcgamer.com/games/grand-theft-auto/who-is-cyberleek-what-we-know-about-the-gta-6-leaker/">Cyberleek</a>" this week. <a href="https://www.pcgamer.com/games/grand-theft-auto/gta-6-video-leak-analysis-august-2026/">In the first couple</a> we saw a possible morality system and stamina meter, and <a href="https://www.pcgamer.com/games/grand-theft-auto/more-gta-6-leaks-reveal-new-details-cloning-keys-combat-changes-random-bird-deaths/">in the next two</a> we got a better look at combat and spied some other Red Dead Redemption 2-like features.</p><p><a href="https://www.pcgamer.com/games/action/gta-6-leaks-show-a-game-that-looks-like-more-gta-but-not-a-revolution/">My takeaway was</a> that Grand Theft Auto 6 won't necessarily be a revolutionary new kind of game, but will be impressive for the same reason Rockstar games typically are: The absurd amount of effort and money the studio puts into making them as big and detailed as the mainstream hardware of the day can manage.</p><p>After seeing the latest leaked clip, which shows a biplane surveying the fictional state of Leonida and cruising over Vice City, my perspective hasn't really changed, but I'm definitely a lot more wowed than I was after seeing a bit of typical GTA carjacking.</p><p>The city, which is only a portion of GTA 6's full map, looks enormous from the air, and densely packed with detail. Across a couple minutes of video, we see what looks like a military base, small farms, dozens of mid- and high-rise apartments and office buildings, an arena, a construction site, grimier looking commercial districts, a huge marina and waterways running through the city, bridges, and tangled freeway interchanges. Phew.</p><p>Similar reactions are being shared in the <a href="https://www.reddit.com/r/GamingLeaksAndRumours/comments/1vtev28/5th_gta_vi_clip_has_been_leaked/" target="_blank">Gaming Leaks and Rumors subreddit</a>: "Yea this is the first clip out of all of these leaks that actually made me go 'holy shit,'" <a href="https://www.reddit.com/r/GamingLeaksAndRumours/comments/1vtev28/comment/p4sjp5n/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button" target="_blank">said one commenter</a>.</p><p>The legitimacy of the footage is still an open question, but like the other videos, it is highly believable. It could be from an old or limited build of the game, but it<a href="https://www.pcgamer.com/games/grand-theft-auto/the-latest-gta-6-leak-confirms-the-leaker-likely-has-or-had-access-to-a-playable-build/"> does appear that the leaker is capturing the clips themselves</a>: they concluded this latest clip with a video in which they write "LEEK" on a wall with bullet holes.</p><p>If you've been following this week's GTA 6 leaks saga, how are you feeling about the footage? (Of course, none of it changes the frustrating issue that Rockstar has not yet announced a PC release date. I'd like to see how it looks on one of our hardware team's test rigs.)</p><div class="product star-deal"><a data-dimension112="c1099c4c-9cf3-11f1-9610-3bed1a9e5097" data-action="Star Deal Block" data-label="GTA 6 guide" data-dimension48="GTA 6 guide" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1238px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="ZF5ZJsyvbhJRVSDmd9H3jA" name="gta 6 cover art square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/ZF5ZJsyvbhJRVSDmd9H3jA.jpg" mos="" align="middle" fullscreen="" width="1238" height="1238" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><div><span class="product__star-deal-label">Grand Theft Auto 6</span><p><a href="https://www.pcgamer.com/grand-theft-auto/gta-6-guide/" data-dimension112="c1099c4c-9cf3-11f1-9610-3bed1a9e5097" data-action="Star Deal Block" data-label="GTA 6 guide" data-dimension48="GTA 6 guide" data-dimension25=""><strong>GTA 6 guide</strong></a>: Everything we know<br><strong></strong><a href="https://www.pcgamer.com/gta-6-cars-list/" target="_blank"><strong>GTA 6 cars</strong></a>: The garage lineup<br><strong></strong><a href="https://www.pcgamer.com/games/action/grand-theft-auto/gta6-characters/"><strong>GTA 6 characters</strong></a>: Your anti-hero cast<br><strong></strong><a href="https://www.pcgamer.com/games/grand-theft-auto/gta6-map/" target="_blank"><strong>GTA 6 map</strong>:</a> Confirmed Vice City locales<br><a href="https://www.pcgamer.com/games/grand-theft-auto/gta-6-pc-release-date/"><strong>GTA 6 PC release</strong></a>: When's it going to happen?</p></div></div>
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                                                            <title><![CDATA[ Who is Cyberleek? What we know about the GTA 6 leaker ]]></title>
                                                                                                <dc:content><![CDATA[ <p>On August 18, an unidentified person or group going by the name "Cyberleek" began sharing what appeared to be <a href="https://www.pcgamer.com/grand-theft-auto-6/">Grand Theft Auto 6</a> gameplay clips on the internet.</p><p>The internet was naturally skeptical, but the footage was hard to fault: It looked authentic, <a href="https://www.pcgamer.com/games/grand-theft-auto/gta-6-video-leak-analysis-august-2026/">showing mundane GTA 6 gameplay</a> featuring its male protagonist, Jason. In one clip the player shot a basketball outside of the same house we've seen in the trailers, and in another he did some typical GTA random-civilian-murdering.</p><p>A day later, Cyberleek <a href="https://www.pcgamer.com/games/grand-theft-auto/more-gta-6-leaks-reveal-new-details-cloning-keys-combat-changes-random-bird-deaths/">dropped two more videos</a>, both of which also looked legit. At the same time, the clips were being stricken from social media on copyright grounds—the only public response from Take-Two and Rockstar so far.</p><p>The fifth video Cyberleek released ended with a twist: the player writing the word "LEEK" into the side of a building with bullet holes. These are not, it turns out, clips taken by GTA 6 testers and found on an unsecured server, as many assumed. <a href="https://www.pcgamer.com/games/grand-theft-auto/the-latest-gta-6-leak-confirms-the-leaker-likely-has-or-had-access-to-a-playable-build/">Cyberleek has (or had) access to a build of GTA 6</a>, or a portion of it.</p><p>Here's what we know about the leaker who goes by Cyberleek.</p><h2 id="the-gta-6-build-they-are-using-may-not-be-complete-but-is-probably-recent">The GTA 6 build they are using may not be complete, but is probably recent</h2><p>We don't know exactly how Cyberleek is getting their clips. The footage of them shooting "LEEK" into a wall indicates they have or had access to a playable build, but it is not necessarily the full game. It's notable that GTA 6's other protagonist, Lucia, has not shown up in the clips.</p><p>It does seem that these clips are from a relatively recent build, however. In one of the clips, the in-game radio is playing "Sports Car" by Tate McRae, which released in January 2025.</p><h2 id="they-39-ve-got-a-manifesto">They've got a manifesto</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1318px;"><p class="vanilla-image-block" style="padding-top:31.79%;"><img id="BqtHRnGzMF8PPBsivGacPa" name="Screenshot 2026-08-20 135627" alt=""CYBERLEEK was born in the networks. It has seen what gaming can be at its best, and it has watched what the industry did to it. Slowly. Methodically. One monetization scheme at a time. Publishers sell licenses and call them purchases. They ship unfinished games and call them living services. They lock content on discs and call it DLC. They kill games and keep the money. Every year anti-consumerism tightens its grip, and every year gamers get less for what they pay."" src="https://cdn.mos.cms.futurecdn.net/BqtHRnGzMF8PPBsivGacPa.png" mos="" align="middle" fullscreen="" width="1318" height="419" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Cyberleek)</span></figcaption></figure><p>Cyberleek has <a href="https://www.pcgamer.com/games/grand-theft-auto/grand-theft-auto-6-leaker-says-they-wont-stop-until-rockstar-and-take-two-apologize-for-anti-consumerism-and-make-a-concrete-commitment-to-do-better/">made common consumer rights complaints</a> their justification for the leaks: "Publishers sell licenses and call them purchases. They ship unfinished games and call them living services. They lock content on discs and call it DLC. They kill games and keep the money. Every year anti-consumerism tightens its grip, and every year gamers get less for what they pay."</p><h2 id="their-demands-for-game-publishers-are-a-little-odd">Their demands for game publishers are a little odd</h2><p>At a glance, Cyberleek's complaints seem typical, but two of the three demands they've put forward strike me as slightly strange choices.</p><p>The demands are:<strong> </strong>no more digital preorders, no more selling DLC already contained in the base game files, and mandatory "offline fallback states" for the singleplayer components of games.</p><p>The third demand is the most expected, and is similar though not identical to the demand of the Stop Killing Games movement (which has <a href="https://www.pcgamer.com/games/grand-theft-auto/stop-killing-games-distances-itself-from-gta-6-leak-manifesto-using-illegal-means-to-make-a-point-is-unacceptable-to-us/">disavowed the leaker</a>). </p><p>The other two, however, don't seem like the kind of core issues most people would choose if they were putting forward their three biggest gripes about the games industry in 2026.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1299px;"><p class="vanilla-image-block" style="padding-top:42.88%;"><img id="ZyGMeCWA4W4dpCgqDz9884" name="Screenshot 2026-08-20 135835" alt="Commandment I: Thou Shalt Not Sell Digital Preorders No consumer shall pay for a game through digital storefronts before release and independent review. Physical preorders for tangible media remain permitted. Preorders were not created for gamers. They were created because physical discs had manufacturing limits. In digital distribution, there is no inventory. There is no stock shortage. A digital copy cannot sell out. Yet publishers kept the preorder system and stripped away its only consumer benefit. Now gamers pay early and receive nothing in return except a countdown timer and a cosmetic skin. If publishers want revenue before launch, they can press discs. Print boxes. Put them on shelves. Earn that money through physical production." src="https://cdn.mos.cms.futurecdn.net/ZyGMeCWA4W4dpCgqDz9884.png" mos="" align="middle" fullscreen="" width="1299" height="557" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Cyberleek)</span></figcaption></figure><p>On-disc DLC—where add-on content is included in the base game's files, but inaccessible without paying extra—was a big controversy around 10-15 years ago, but is much less relevant in today's mostly discless world.</p><p>The complaint that preorders don't really mean anything when you're not preordering an actual physical disc is also valid, but seems like a roundabout way to complain about the heart of the issue: The end of physical media, which has been a hot button topic following <a href="https://www.pcgamer.com/gaming-industry/sony-exec-says-killing-discs-wont-make-the-playstation-6-too-much-like-a-pc-going-forward-we-can-coexist-peacefully-with-pc-games/">Sony's announcement that it will cease disc production</a>.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1332px;"><p class="vanilla-image-block" style="padding-top:34.83%;"><img id="sZ7Zu96NttVwmYgef6d6og" name="Screenshot 2026-08-20 135736" alt="Commandment II: Thou Shalt Not Sell Fake Single-Player DLCNo publisher shall sell access to single-player content already present in the base game files the consumer purchased. This means no unlock keys, no 1MB placeholder files, no toggling a variable from locked to unlocked for content already on the disc or in the download.  When someone pays USD 70+ for a game, they bought the data. All of it. Selling them a file that flips locked = true to locked = false for a single-player mission, character, weapon, or story chapter is charging them twice for the same product." src="https://cdn.mos.cms.futurecdn.net/sZ7Zu96NttVwmYgef6d6og.png" mos="" align="middle" fullscreen="" width="1332" height="464" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Cyberleek)</span></figcaption></figure><p>I'm not sure you can rally a movement behind ending digital preorder bonuses and preloading: GTA 6 itself has already enjoyed <a href="https://www.pcgamer.com/games/grand-theft-auto/take-two-wont-reveal-raw-gta-6-preorder-numbers-because-it-doesnt-know-what-they-mean-its-just-never-happened-before/">an "unprecedented" number of preorders</a>. You can definitely rally a movement behind seeing more GTA 6 leaks, though. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1328px;"><p class="vanilla-image-block" style="padding-top:34.79%;"><img id="r6xZ4jx6Fi5zNKxEfRH2o8" name="Screenshot 2026-08-20 135955" alt="Commandment III: Thou Shalt Preserve Single-Player ContentAny game featuring single-player content must include an offline fallback state. When server support ends, the publisher must release a final patch that unlocks all single-player content for local, indefinite play.The Crew had a single-player campaign. People paid full price. Then Ubisoft shut down the servers and the entire game died — including the solo content. No refund. No patch. No alternative. Single-player content depends on one thing: the hardware the consumer already owns. Bricking it when servers go down is theft." src="https://cdn.mos.cms.futurecdn.net/r6xZ4jx6Fi5zNKxEfRH2o8.png" mos="" align="middle" fullscreen="" width="1328" height="462" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Cyberleek)</span></figcaption></figure><h2 id="they-39-re-selling-a-crypto-token">They're selling a crypto token</h2><p>The leaker is promoting the $Cyberleek token alongside the leaks—the market cap is $1.1M at the time of writing—and claims that the funds will go toward "a secret project."</p><p>For now, the tokens are being used to vote in polls that determine the next clip to be released. The <a href="https://www.pcgamer.com/games/grand-theft-auto/the-latest-gta-6-leak-confirms-the-leaker-likely-has-or-had-access-to-a-playable-build/">most recent clip</a>, a flyover of Vice City, was the winner of a vote.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1339px;"><p class="vanilla-image-block" style="padding-top:70.13%;"><img id="Kh9heAqZ7rCqajiWeW8GbF" name="Screenshot 2026-08-20 140053" alt="The Cyberleek GTA 6 leak poll." src="https://cdn.mos.cms.futurecdn.net/Kh9heAqZ7rCqajiWeW8GbF.png" mos="" align="middle" fullscreen="" width="1339" height="939" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Cyberleek)</span></figcaption></figure><h2 id="the-timing-of-the-leaks-could-suggest-a-european-origin">The timing of the leaks could suggest a European origin</h2><p>The leaks have been dropping at around 9 am my time, in California, except for the most recent one which was posted in the vicinity of 2:30 am Pacific.</p><p>There's a good chance that Cyberleek does not keep a typical sleep schedule, so this speculation is a bit tenuous, but the timing could point to Europe. For someone nine hours ahead of me, the leaks would be dropping late morning or late afternoon, which seem like respectable hours for leaking videogame footage.</p><p>The reference to "living service" games in the manifesto may also point to someone who speaks English as a second language or is using machine translation, unless it was just a creative turn of phrase.</p><h2 id="some-are-pointing-to-old-posts-on-a-german-cybersecurity-forum">Some are pointing to old posts on a German cybersecurity forum</h2><p>2018 posts from the user "Cyberleek" on German-language forum szenebox.org, which includes cybersecurity-related boards, as well as other archived internet evidence, suggest that the leaker could be a German or Swiss individual in their 30s. A detailed breakdown of that evidence can be found on <a href="https://github.com/zyrexdz/cyberleek-leak-research#szenebox-profile" target="_blank">this Github page</a> created by software developer Zyre.</p><p>The leaker's website and two of its mirrors are also hosted by a German provider.</p><h2 id="a-little-more-speculation">A little more speculation</h2><p>Based on the above, I would wager that Cyberleek is not a Rockstar employee or contractor, and that their manifesto was written<em> </em>after they acquired the GTA 6 build or footage as a post-facto justification and framework for the $Cyberleek token. </p><p>The complaint about on-disc DLC sticks out to me as a suggestion that this isn't a teenager, but someone who was active in gaming discourse a decade ago.</p><p>Cyberleek could face serious repercussions if caught. The hacker responsible for the massive 2022 data dump that first revealed GTA 6 to the world <a href="https://www.pcgamer.com/games/grand-theft-auto/grand-theft-auto-6-leaker-who-was-given-an-indefinite-sentence-in-2023-because-he-wouldnt-stop-hacking-is-now-out-of-hospital-and-awaiting-retrial/">certainly has</a>, and the crypto token adds another vector by which authorities may track Cyberleek down.</p><p>That fact hasn't slowed them down: So far they've released six videos, and while fans are obviously excited to pore over the gameplay details, there's some concern that the leaker will resort to posting story spoilers if attention wanes. </p><p>Rockstar's <a href="https://www.pcgamer.com/games/grand-theft-auto/the-first-gta-6-gameplay-reveal-will-debut-on-netflix-later-this-month-as-the-streaming-service-tries-yet-again-to-get-a-piece-of-that-videogame-pie/">official GTA 6 gameplay reveal</a> is still scheduled for Thursday, August 27.</p><div class="product star-deal"><a data-dimension112="29e81ff0-9cf3-11f1-b5ca-abdc447ef9a4" data-action="Star Deal Block" data-label="GTA 6 guide" data-dimension48="GTA 6 guide" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1238px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="ZF5ZJsyvbhJRVSDmd9H3jA" name="gta 6 cover art square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/ZF5ZJsyvbhJRVSDmd9H3jA.jpg" mos="" align="middle" fullscreen="" width="1238" height="1238" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><div><span class="product__star-deal-label">Grand Theft Auto 6</span><p><a href="https://www.pcgamer.com/grand-theft-auto/gta-6-guide/" data-dimension112="29e81ff0-9cf3-11f1-b5ca-abdc447ef9a4" data-action="Star Deal Block" data-label="GTA 6 guide" data-dimension48="GTA 6 guide" data-dimension25=""><strong>GTA 6 guide</strong></a>: Everything we know<br><strong></strong><a href="https://www.pcgamer.com/gta-6-cars-list/" target="_blank"><strong>GTA 6 cars</strong></a>: The garage lineup<br><strong></strong><a href="https://www.pcgamer.com/games/action/grand-theft-auto/gta6-characters/"><strong>GTA 6 characters</strong></a>: Your anti-hero cast<br><strong></strong><a href="https://www.pcgamer.com/games/grand-theft-auto/gta6-map/" target="_blank"><strong>GTA 6 map</strong>:</a> Confirmed Vice City locales<br><a href="https://www.pcgamer.com/games/grand-theft-auto/gta-6-pc-release-date/"><strong>GTA 6 PC release</strong></a>: When's it going to happen?</p></div></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/grand-theft-auto/who-is-cyberleek-what-we-know-about-the-gta-6-leaker/</link>
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                            <![CDATA[ Someone is posting Grand Theft Auto 6 footage under the name "Cyberleek." They may not be anonymous for long. ]]>
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                                                                        <pubDate>Thu, 20 Aug 2026 21:09:46 +0000</pubDate>                                                                                                                                <updated>Fri, 21 Aug 2026 23:38:02 +0000</updated>
                                                                                                                                            <category><![CDATA[Grand Theft Auto]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Action]]></category>
                                                                                                <author><![CDATA[ tyler@pcgamer.com (Tyler Wilde) ]]></author>                    <dc:creator><![CDATA[ Tyler Wilde ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/rGvfSUkSBEPzBAVS3jRh9E.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Tyler grew up in Silicon Valley during the &#039;80s and &#039;90s, playing games like Zork and Arkanoid on early PCs. He was later captivated by Myst, SimCity, Civilization, Command &amp; Conquer, all the shooters they call &quot;boomer shooters&quot; now, and PS1 classic Bushido Blade (that&#039;s right: he had Bleem!). Tyler joined PC Gamer in 2011, and today he&#039;s focused on the site&#039;s news coverage. His hobbies include amateur boxing and adding to his 1,200-plus hours in Rocket League.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Cyberleek]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[The avatar of GTA 6 leaker &quot;Cyberleek&quot;]]></media:description>                                                            <media:text><![CDATA[The avatar of GTA 6 leaker &quot;Cyberleek&quot;]]></media:text>
                                <media:title type="plain"><![CDATA[The avatar of GTA 6 leaker &quot;Cyberleek&quot;]]></media:title>
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                                <p>On August 18, an unidentified person or group going by the name "Cyberleek" began sharing what appeared to be <a href="https://www.pcgamer.com/grand-theft-auto-6/">Grand Theft Auto 6</a> gameplay clips on the internet.</p><p>The internet was naturally skeptical, but the footage was hard to fault: It looked authentic, <a href="https://www.pcgamer.com/games/grand-theft-auto/gta-6-video-leak-analysis-august-2026/">showing mundane GTA 6 gameplay</a> featuring its male protagonist, Jason. In one clip the player shot a basketball outside of the same house we've seen in the trailers, and in another he did some typical GTA random-civilian-murdering.</p><p>A day later, Cyberleek <a href="https://www.pcgamer.com/games/grand-theft-auto/more-gta-6-leaks-reveal-new-details-cloning-keys-combat-changes-random-bird-deaths/">dropped two more videos</a>, both of which also looked legit. At the same time, the clips were being stricken from social media on copyright grounds—the only public response from Take-Two and Rockstar so far.</p><p>The fifth video Cyberleek released ended with a twist: the player writing the word "LEEK" into the side of a building with bullet holes. These are not, it turns out, clips taken by GTA 6 testers and found on an unsecured server, as many assumed. <a href="https://www.pcgamer.com/games/grand-theft-auto/the-latest-gta-6-leak-confirms-the-leaker-likely-has-or-had-access-to-a-playable-build/">Cyberleek has (or had) access to a build of GTA 6</a>, or a portion of it.</p><p>Here's what we know about the leaker who goes by Cyberleek.</p><h2 id="the-gta-6-build-they-are-using-may-not-be-complete-but-is-probably-recent">The GTA 6 build they are using may not be complete, but is probably recent</h2><p>We don't know exactly how Cyberleek is getting their clips. The footage of them shooting "LEEK" into a wall indicates they have or had access to a playable build, but it is not necessarily the full game. It's notable that GTA 6's other protagonist, Lucia, has not shown up in the clips.</p><p>It does seem that these clips are from a relatively recent build, however. In one of the clips, the in-game radio is playing "Sports Car" by Tate McRae, which released in January 2025.</p><h2 id="they-39-ve-got-a-manifesto">They've got a manifesto</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1318px;"><p class="vanilla-image-block" style="padding-top:31.79%;"><img id="BqtHRnGzMF8PPBsivGacPa" name="Screenshot 2026-08-20 135627" alt=""CYBERLEEK was born in the networks. It has seen what gaming can be at its best, and it has watched what the industry did to it. Slowly. Methodically. One monetization scheme at a time. Publishers sell licenses and call them purchases. They ship unfinished games and call them living services. They lock content on discs and call it DLC. They kill games and keep the money. Every year anti-consumerism tightens its grip, and every year gamers get less for what they pay."" src="https://cdn.mos.cms.futurecdn.net/BqtHRnGzMF8PPBsivGacPa.png" mos="" align="middle" fullscreen="" width="1318" height="419" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Cyberleek)</span></figcaption></figure><p>Cyberleek has <a href="https://www.pcgamer.com/games/grand-theft-auto/grand-theft-auto-6-leaker-says-they-wont-stop-until-rockstar-and-take-two-apologize-for-anti-consumerism-and-make-a-concrete-commitment-to-do-better/">made common consumer rights complaints</a> their justification for the leaks: "Publishers sell licenses and call them purchases. They ship unfinished games and call them living services. They lock content on discs and call it DLC. They kill games and keep the money. Every year anti-consumerism tightens its grip, and every year gamers get less for what they pay."</p><h2 id="their-demands-for-game-publishers-are-a-little-odd">Their demands for game publishers are a little odd</h2><p>At a glance, Cyberleek's complaints seem typical, but two of the three demands they've put forward strike me as slightly strange choices.</p><p>The demands are:<strong> </strong>no more digital preorders, no more selling DLC already contained in the base game files, and mandatory "offline fallback states" for the singleplayer components of games.</p><p>The third demand is the most expected, and is similar though not identical to the demand of the Stop Killing Games movement (which has <a href="https://www.pcgamer.com/games/grand-theft-auto/stop-killing-games-distances-itself-from-gta-6-leak-manifesto-using-illegal-means-to-make-a-point-is-unacceptable-to-us/">disavowed the leaker</a>). </p><p>The other two, however, don't seem like the kind of core issues most people would choose if they were putting forward their three biggest gripes about the games industry in 2026.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1299px;"><p class="vanilla-image-block" style="padding-top:42.88%;"><img id="ZyGMeCWA4W4dpCgqDz9884" name="Screenshot 2026-08-20 135835" alt="Commandment I: Thou Shalt Not Sell Digital Preorders No consumer shall pay for a game through digital storefronts before release and independent review. Physical preorders for tangible media remain permitted. Preorders were not created for gamers. They were created because physical discs had manufacturing limits. In digital distribution, there is no inventory. There is no stock shortage. A digital copy cannot sell out. Yet publishers kept the preorder system and stripped away its only consumer benefit. Now gamers pay early and receive nothing in return except a countdown timer and a cosmetic skin. If publishers want revenue before launch, they can press discs. Print boxes. Put them on shelves. Earn that money through physical production." src="https://cdn.mos.cms.futurecdn.net/ZyGMeCWA4W4dpCgqDz9884.png" mos="" align="middle" fullscreen="" width="1299" height="557" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Cyberleek)</span></figcaption></figure><p>On-disc DLC—where add-on content is included in the base game's files, but inaccessible without paying extra—was a big controversy around 10-15 years ago, but is much less relevant in today's mostly discless world.</p><p>The complaint that preorders don't really mean anything when you're not preordering an actual physical disc is also valid, but seems like a roundabout way to complain about the heart of the issue: The end of physical media, which has been a hot button topic following <a href="https://www.pcgamer.com/gaming-industry/sony-exec-says-killing-discs-wont-make-the-playstation-6-too-much-like-a-pc-going-forward-we-can-coexist-peacefully-with-pc-games/">Sony's announcement that it will cease disc production</a>.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1332px;"><p class="vanilla-image-block" style="padding-top:34.83%;"><img id="sZ7Zu96NttVwmYgef6d6og" name="Screenshot 2026-08-20 135736" alt="Commandment II: Thou Shalt Not Sell Fake Single-Player DLCNo publisher shall sell access to single-player content already present in the base game files the consumer purchased. This means no unlock keys, no 1MB placeholder files, no toggling a variable from locked to unlocked for content already on the disc or in the download.  When someone pays USD 70+ for a game, they bought the data. All of it. Selling them a file that flips locked = true to locked = false for a single-player mission, character, weapon, or story chapter is charging them twice for the same product." src="https://cdn.mos.cms.futurecdn.net/sZ7Zu96NttVwmYgef6d6og.png" mos="" align="middle" fullscreen="" width="1332" height="464" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Cyberleek)</span></figcaption></figure><p>I'm not sure you can rally a movement behind ending digital preorder bonuses and preloading: GTA 6 itself has already enjoyed <a href="https://www.pcgamer.com/games/grand-theft-auto/take-two-wont-reveal-raw-gta-6-preorder-numbers-because-it-doesnt-know-what-they-mean-its-just-never-happened-before/">an "unprecedented" number of preorders</a>. You can definitely rally a movement behind seeing more GTA 6 leaks, though. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1328px;"><p class="vanilla-image-block" style="padding-top:34.79%;"><img id="r6xZ4jx6Fi5zNKxEfRH2o8" name="Screenshot 2026-08-20 135955" alt="Commandment III: Thou Shalt Preserve Single-Player ContentAny game featuring single-player content must include an offline fallback state. When server support ends, the publisher must release a final patch that unlocks all single-player content for local, indefinite play.The Crew had a single-player campaign. People paid full price. Then Ubisoft shut down the servers and the entire game died — including the solo content. No refund. No patch. No alternative. Single-player content depends on one thing: the hardware the consumer already owns. Bricking it when servers go down is theft." src="https://cdn.mos.cms.futurecdn.net/r6xZ4jx6Fi5zNKxEfRH2o8.png" mos="" align="middle" fullscreen="" width="1328" height="462" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Cyberleek)</span></figcaption></figure><h2 id="they-39-re-selling-a-crypto-token">They're selling a crypto token</h2><p>The leaker is promoting the $Cyberleek token alongside the leaks—the market cap is $1.1M at the time of writing—and claims that the funds will go toward "a secret project."</p><p>For now, the tokens are being used to vote in polls that determine the next clip to be released. The <a href="https://www.pcgamer.com/games/grand-theft-auto/the-latest-gta-6-leak-confirms-the-leaker-likely-has-or-had-access-to-a-playable-build/">most recent clip</a>, a flyover of Vice City, was the winner of a vote.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1339px;"><p class="vanilla-image-block" style="padding-top:70.13%;"><img id="Kh9heAqZ7rCqajiWeW8GbF" name="Screenshot 2026-08-20 140053" alt="The Cyberleek GTA 6 leak poll." src="https://cdn.mos.cms.futurecdn.net/Kh9heAqZ7rCqajiWeW8GbF.png" mos="" align="middle" fullscreen="" width="1339" height="939" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Cyberleek)</span></figcaption></figure><h2 id="the-timing-of-the-leaks-could-suggest-a-european-origin">The timing of the leaks could suggest a European origin</h2><p>The leaks have been dropping at around 9 am my time, in California, except for the most recent one which was posted in the vicinity of 2:30 am Pacific.</p><p>There's a good chance that Cyberleek does not keep a typical sleep schedule, so this speculation is a bit tenuous, but the timing could point to Europe. For someone nine hours ahead of me, the leaks would be dropping late morning or late afternoon, which seem like respectable hours for leaking videogame footage.</p><p>The reference to "living service" games in the manifesto may also point to someone who speaks English as a second language or is using machine translation, unless it was just a creative turn of phrase.</p><h2 id="some-are-pointing-to-old-posts-on-a-german-cybersecurity-forum">Some are pointing to old posts on a German cybersecurity forum</h2><p>2018 posts from the user "Cyberleek" on German-language forum szenebox.org, which includes cybersecurity-related boards, as well as other archived internet evidence, suggest that the leaker could be a German or Swiss individual in their 30s. A detailed breakdown of that evidence can be found on <a href="https://github.com/zyrexdz/cyberleek-leak-research#szenebox-profile" target="_blank">this Github page</a> created by software developer Zyre.</p><p>The leaker's website and two of its mirrors are also hosted by a German provider.</p><h2 id="a-little-more-speculation">A little more speculation</h2><p>Based on the above, I would wager that Cyberleek is not a Rockstar employee or contractor, and that their manifesto was written<em> </em>after they acquired the GTA 6 build or footage as a post-facto justification and framework for the $Cyberleek token. </p><p>The complaint about on-disc DLC sticks out to me as a suggestion that this isn't a teenager, but someone who was active in gaming discourse a decade ago.</p><p>Cyberleek could face serious repercussions if caught. The hacker responsible for the massive 2022 data dump that first revealed GTA 6 to the world <a href="https://www.pcgamer.com/games/grand-theft-auto/grand-theft-auto-6-leaker-who-was-given-an-indefinite-sentence-in-2023-because-he-wouldnt-stop-hacking-is-now-out-of-hospital-and-awaiting-retrial/">certainly has</a>, and the crypto token adds another vector by which authorities may track Cyberleek down.</p><p>That fact hasn't slowed them down: So far they've released six videos, and while fans are obviously excited to pore over the gameplay details, there's some concern that the leaker will resort to posting story spoilers if attention wanes. </p><p>Rockstar's <a href="https://www.pcgamer.com/games/grand-theft-auto/the-first-gta-6-gameplay-reveal-will-debut-on-netflix-later-this-month-as-the-streaming-service-tries-yet-again-to-get-a-piece-of-that-videogame-pie/">official GTA 6 gameplay reveal</a> is still scheduled for Thursday, August 27.</p><div class="product star-deal"><a data-dimension112="29e81ff0-9cf3-11f1-b5ca-abdc447ef9a4" data-action="Star Deal Block" data-label="GTA 6 guide" data-dimension48="GTA 6 guide" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1238px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="ZF5ZJsyvbhJRVSDmd9H3jA" name="gta 6 cover art square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/ZF5ZJsyvbhJRVSDmd9H3jA.jpg" mos="" align="middle" fullscreen="" width="1238" height="1238" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><div><span class="product__star-deal-label">Grand Theft Auto 6</span><p><a href="https://www.pcgamer.com/grand-theft-auto/gta-6-guide/" data-dimension112="29e81ff0-9cf3-11f1-b5ca-abdc447ef9a4" data-action="Star Deal Block" data-label="GTA 6 guide" data-dimension48="GTA 6 guide" data-dimension25=""><strong>GTA 6 guide</strong></a>: Everything we know<br><strong></strong><a href="https://www.pcgamer.com/gta-6-cars-list/" target="_blank"><strong>GTA 6 cars</strong></a>: The garage lineup<br><strong></strong><a href="https://www.pcgamer.com/games/action/grand-theft-auto/gta6-characters/"><strong>GTA 6 characters</strong></a>: Your anti-hero cast<br><strong></strong><a href="https://www.pcgamer.com/games/grand-theft-auto/gta6-map/" target="_blank"><strong>GTA 6 map</strong>:</a> Confirmed Vice City locales<br><a href="https://www.pcgamer.com/games/grand-theft-auto/gta-6-pc-release-date/"><strong>GTA 6 PC release</strong></a>: When's it going to happen?</p></div></div>
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                                                            <title><![CDATA[ Today in GTA 5 mods: Turning Franklin into a walking car-cannon ]]></title>
                                                                                                <dc:content><![CDATA[ <div  class="fancy-box"><div class="fancy_box-title">Los Santos Customs</div><div class="fancy_box_body"><p class="fancy-box__body-text">I'm modding GTA 5 every day in a quest to either transform it into a PC version of GTA 6 or break it entirely. Come back tomorrow to find out what new horrible thing I've done to Rockstar's baby, or check out <a data-analytics-id="inline-link" href="https://www.pcgamer.com/games/grand-theft-auto/im-modding-gta-5-every-day-until-it-becomes-gta-6-or-breaks-starting-with-a-new-vehicle-and-enough-missiles-to-level-a-city-block/">what I got up to earlier</a>.</p></div></div><p>You ever think about how weird cars are, as a concept? It's like sharing public space with enormous bullets piloted by random members of the public. If our car-centric urban world did not exist and you tried to pitch it, whole-cloth, you'd probably be laughed out of the room. You want to give people their own ballistic missiles, are you mad?</p><p>This is what I thought as I pulled the trigger on a pump-action shotgun and sent a mid-size family sedan careening into the side of a police helicopter.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="aDAZXQz8e3oiRmuBdhWcg7" name="CAR GUN-0002" alt="Franklin shoots a car a police chopper." src="https://cdn.mos.cms.futurecdn.net/aDAZXQz8e3oiRmuBdhWcg7.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar)</span></figcaption></figure><p>Today's GTA 5 mod—installed in an attempt to either turn the game into a PC version of GTA 6 or break it entirely—is <a href="https://www.gta5-mods.com/scripts/vehicle-cannon-mod" target="_blank">Vehicle Cannon</a>, which turns whatever gun you are wielding into a horrible nozzle of limitless automobiles. In place of bullets, guns now emit vehicles at speed, bringing great devastation to the land and possibly crashing your PC. </p><p>Combined with a mod menu that I forget the provenance of, which lets me float from location to location like a militarised Christmas spirit, it makes you, more or less, god. There's probably a part in the Bible where god shoots cars at people. I don't know.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:480px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="utwyRhZZSVFZqzNBmmTDC8" name="Car Gun" alt="Gif of Franklin wreaking havoc on Los Santos with a car gun." src="https://cdn.mos.cms.futurecdn.net/utwyRhZZSVFZqzNBmmTDC8.gif" mos="" align="middle" fullscreen="1" width="480" height="270" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/utwyRhZZSVFZqzNBmmTDC8.gif' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar)</span></figcaption></figure><p>I'll be honest, I'm still working on justifying how this will make GTA 5 more like GTA 6.</p><p>But you gotta give me this: it's very fun. The unparalleled chaos of launching a freeway's-worth of cars into the streets of Los Santos is tremendous. It also makes you something like a single-person artillery unit wreaking havoc on your foes at great distance. It makes me a little nostalgic for the days when Rockstar leant deeper into the potential for havoc that its open worlds embodied. Alas, now its protagonists are all egos and emotions.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-WQw9nX"></div>                            </div>                            <script src="https://kwizly.com/embed/WQw9nX.js" async></script><div class="product star-deal"><a data-dimension112="a4361dac-9c76-11f1-abe5-07f8615c3940" data-action="Star Deal Block" data-label="GTA 6 guide" data-dimension48="GTA 6 guide" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1238px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="ZF5ZJsyvbhJRVSDmd9H3jA" name="gta 6 cover art square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/ZF5ZJsyvbhJRVSDmd9H3jA.jpg" mos="" align="middle" fullscreen="" width="1238" height="1238" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><div><span class="product__star-deal-label">Grand Theft Auto 6</span><p><a href="https://www.pcgamer.com/grand-theft-auto/gta-6-guide/" data-dimension112="a4361dac-9c76-11f1-abe5-07f8615c3940" data-action="Star Deal Block" data-label="GTA 6 guide" data-dimension48="GTA 6 guide" data-dimension25=""><strong>GTA 6 guide</strong></a>: Everything we know<br><strong></strong><a href="https://www.pcgamer.com/gta-6-cars-list/" target="_blank"><strong>GTA 6 cars</strong></a>: The garage lineup<br><strong></strong><a href="https://www.pcgamer.com/games/action/grand-theft-auto/gta6-characters/"><strong>GTA 6 characters</strong></a>: Your anti-hero cast<br><strong></strong><a href="https://www.pcgamer.com/games/grand-theft-auto/gta6-map/" target="_blank"><strong>GTA 6 map</strong>:</a> Confirmed Vice City locales<br><a href="https://www.pcgamer.com/games/grand-theft-auto/gta-6-pc-release-date/"><strong>GTA 6 PC release</strong></a>: When's it going to happen?</p></div></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/grand-theft-auto/today-in-gta-5-mods-turning-franklin-into-a-walking-car-cannon/</link>
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                            <![CDATA[ This is why we need public transport investment. ]]>
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                                                                        <pubDate>Thu, 20 Aug 2026 17:00:00 +0000</pubDate>                                                                                                                                <updated>Fri, 21 Aug 2026 11:50:35 +0000</updated>
                                                                                                                                            <category><![CDATA[Grand Theft Auto]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Action]]></category>
                                                                                                <author><![CDATA[ joshua.wolens@futurenet.com (Joshua Wolens) ]]></author>                    <dc:creator><![CDATA[ Joshua Wolens ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/oYajqiFjn2Rwz4msxoLFyP.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;&lt;br&gt;&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Rockstar]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Cars speckle the Los Santos sky like miraculous daytime stars, fired from a pump-action shotgun wielded by Franklin.]]></media:description>                                                            <media:text><![CDATA[Cars speckle the Los Santos sky like miraculous daytime stars, fired from a pump-action shotgun wielded by Franklin.]]></media:text>
                                <media:title type="plain"><![CDATA[Cars speckle the Los Santos sky like miraculous daytime stars, fired from a pump-action shotgun wielded by Franklin.]]></media:title>
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                            <![CDATA[
                            <article>
                                <div  class="fancy-box"><div class="fancy_box-title">Los Santos Customs</div><div class="fancy_box_body"><p class="fancy-box__body-text">I'm modding GTA 5 every day in a quest to either transform it into a PC version of GTA 6 or break it entirely. Come back tomorrow to find out what new horrible thing I've done to Rockstar's baby, or check out <a data-analytics-id="inline-link" href="https://www.pcgamer.com/games/grand-theft-auto/im-modding-gta-5-every-day-until-it-becomes-gta-6-or-breaks-starting-with-a-new-vehicle-and-enough-missiles-to-level-a-city-block/">what I got up to earlier</a>.</p></div></div><p>You ever think about how weird cars are, as a concept? It's like sharing public space with enormous bullets piloted by random members of the public. If our car-centric urban world did not exist and you tried to pitch it, whole-cloth, you'd probably be laughed out of the room. You want to give people their own ballistic missiles, are you mad?</p><p>This is what I thought as I pulled the trigger on a pump-action shotgun and sent a mid-size family sedan careening into the side of a police helicopter.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="aDAZXQz8e3oiRmuBdhWcg7" name="CAR GUN-0002" alt="Franklin shoots a car a police chopper." src="https://cdn.mos.cms.futurecdn.net/aDAZXQz8e3oiRmuBdhWcg7.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar)</span></figcaption></figure><p>Today's GTA 5 mod—installed in an attempt to either turn the game into a PC version of GTA 6 or break it entirely—is <a href="https://www.gta5-mods.com/scripts/vehicle-cannon-mod" target="_blank">Vehicle Cannon</a>, which turns whatever gun you are wielding into a horrible nozzle of limitless automobiles. In place of bullets, guns now emit vehicles at speed, bringing great devastation to the land and possibly crashing your PC. </p><p>Combined with a mod menu that I forget the provenance of, which lets me float from location to location like a militarised Christmas spirit, it makes you, more or less, god. There's probably a part in the Bible where god shoots cars at people. I don't know.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:480px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="utwyRhZZSVFZqzNBmmTDC8" name="Car Gun" alt="Gif of Franklin wreaking havoc on Los Santos with a car gun." src="https://cdn.mos.cms.futurecdn.net/utwyRhZZSVFZqzNBmmTDC8.gif" mos="" align="middle" fullscreen="1" width="480" height="270" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/utwyRhZZSVFZqzNBmmTDC8.gif' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar)</span></figcaption></figure><p>I'll be honest, I'm still working on justifying how this will make GTA 5 more like GTA 6.</p><p>But you gotta give me this: it's very fun. The unparalleled chaos of launching a freeway's-worth of cars into the streets of Los Santos is tremendous. It also makes you something like a single-person artillery unit wreaking havoc on your foes at great distance. It makes me a little nostalgic for the days when Rockstar leant deeper into the potential for havoc that its open worlds embodied. Alas, now its protagonists are all egos and emotions.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-WQw9nX"></div>                            </div>                            <script src="https://kwizly.com/embed/WQw9nX.js" async></script><div class="product star-deal"><a data-dimension112="a4361dac-9c76-11f1-abe5-07f8615c3940" data-action="Star Deal Block" data-label="GTA 6 guide" data-dimension48="GTA 6 guide" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1238px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="ZF5ZJsyvbhJRVSDmd9H3jA" name="gta 6 cover art square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/ZF5ZJsyvbhJRVSDmd9H3jA.jpg" mos="" align="middle" fullscreen="" width="1238" height="1238" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><div><span class="product__star-deal-label">Grand Theft Auto 6</span><p><a href="https://www.pcgamer.com/grand-theft-auto/gta-6-guide/" data-dimension112="a4361dac-9c76-11f1-abe5-07f8615c3940" data-action="Star Deal Block" data-label="GTA 6 guide" data-dimension48="GTA 6 guide" data-dimension25=""><strong>GTA 6 guide</strong></a>: Everything we know<br><strong></strong><a href="https://www.pcgamer.com/gta-6-cars-list/" target="_blank"><strong>GTA 6 cars</strong></a>: The garage lineup<br><strong></strong><a href="https://www.pcgamer.com/games/action/grand-theft-auto/gta6-characters/"><strong>GTA 6 characters</strong></a>: Your anti-hero cast<br><strong></strong><a href="https://www.pcgamer.com/games/grand-theft-auto/gta6-map/" target="_blank"><strong>GTA 6 map</strong>:</a> Confirmed Vice City locales<br><a href="https://www.pcgamer.com/games/grand-theft-auto/gta-6-pc-release-date/"><strong>GTA 6 PC release</strong></a>: When's it going to happen?</p></div></div>
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                                                            <title><![CDATA[ Silent Hill: Townfall's latest gameplay trailer reminds me why the series shouldn't have guns ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Good news everyone: we've got even more <a href="https://www.pcgamer.com/uk/silent-hill-townfall/">Silent Hill: Townfall</a> to help fill the void until its release. But instead of a short story or teaser trailer, we have 1<a href="https://www.youtube.com/watch?v=ueCeXnq4HOQ&rco=1" target="_blank">8 minutes of poor old Simon</a> Ordell wandering around the abandoned (and increasingly hostile) town of St. Amelia. </p><p>It's the first extended cut of playthrough we've seen for Townfall, and it did not disappoint. The vibes, setting, and grotesque monsters all seem on point for a Silent Hill game, with the small exception of the game's firearms. </p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/ueCeXnq4HOQ" allowfullscreen></iframe></div></div><p>I don't think Simon's handling of the revolver was particularly disastrous. But after enjoying Silent Hill f, which had no guns, seeing Simon execute monsters in seconds reminded me why I prefer good old-fashioned melee fights. </p><p>I like suffering in Silent Hill games. I like being pushed to my limits, being put in almost impossible situations, and having to get up close and personal with the disgusting things I find wandering around in the fog. While there are never usually a lot of guns to be found, I still think they give players an easy way out of combat that can ruin the tension and fear from being constantly on the backfoot. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="pfvVDoaRBrCk3m4opjnxe9" name="Silent-hill-pistol" alt="Silent Hill: Townfall - Simon opening a wooden box with a pistol and a few bullets" src="https://cdn.mos.cms.futurecdn.net/pfvVDoaRBrCk3m4opjnxe9.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Screen Burn Interactive)</span></figcaption></figure><p>I can only think of one horror game that manages to stay terrifying while also giving its protagonist access to a gun—Amnesia: The Bunker—and even then I felt infinitely more confident when I managed to scrounge up more ammo. That doesn't mean games can't still be stressful. There's few things worse than firing at an enemy which is getting closer, only to run out of bullets before you manage to down it, but it's a different kind of fear, one that I'm more used to seeing in series like Resident Evil rather than Silent Hill. </p><p>It'll also be interesting to see how Simon gets his hands on firearms in Townfall. While the game is set a year before the handgun ban, St. Amelia is still just a small town in Scotland, there won't just be a guns lying around in a random appartments—this isn't the U.S. Hopefully, there'll only be minimal firearms and more melee combat and stealth for players to torment themselves with. </p><p>Guns aside, the rest of the trailer looked very good. I try to not get my hopes up too high before I've played a game, but I am truly morbidly excited to explore the town of St. Amelia, especially after seeing its blood red fog and strangely nostalgic streets. </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-WQw9nX"></div>                            </div>                            <script src="https://kwizly.com/embed/WQw9nX.js" async></script><div class="product"><a data-dimension112="2bbd8ef6-9c89-11f1-8b77-fda773bb5d33" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="2bbd8ef6-9c89-11f1-8b77-fda773bb5d33" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/horror/silent-hill-townfalls-latest-gameplay-trailer-reminds-me-why-the-series-shouldnt-have-guns/</link>
                                                                            <description>
                            <![CDATA[ You shouldn't bring a gun to a therapy session. ]]>
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                                                                        <pubDate>Thu, 20 Aug 2026 11:21:19 +0000</pubDate>                                                                                                                                <updated>Thu, 20 Aug 2026 20:44:11 +0000</updated>
                                                                                                                                            <category><![CDATA[Horror]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Elie Gould ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/5HPuSiRgqza2PQESSqE7gG.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Elie is a news writer with an unhealthy love of horror games—even though their greatest fear is being chased. When they&#039;re not screaming or hiding, there&#039;s a good chance you&#039;ll find them testing their metal in metroidvanias or just admiring their Pokemon TCG collection. Elie has previously worked at TechRadar Gaming as a staff writer and studied at JOMEC in International Journalism and Documentaries – spending their free time filming short docs about Smash Bros. or any indie game that crossed their path.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Screen Burn Interactive]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Silent Hill: Townfall - Simon Ordell holding the portable CRTV]]></media:description>                                                            <media:text><![CDATA[Silent Hill: Townfall - Simon Ordell holding the portable CRTV]]></media:text>
                                <media:title type="plain"><![CDATA[Silent Hill: Townfall - Simon Ordell holding the portable CRTV]]></media:title>
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                            <article>
                                <p>Good news everyone: we've got even more <a href="https://www.pcgamer.com/uk/silent-hill-townfall/">Silent Hill: Townfall</a> to help fill the void until its release. But instead of a short story or teaser trailer, we have 1<a href="https://www.youtube.com/watch?v=ueCeXnq4HOQ&rco=1" target="_blank">8 minutes of poor old Simon</a> Ordell wandering around the abandoned (and increasingly hostile) town of St. Amelia. </p><p>It's the first extended cut of playthrough we've seen for Townfall, and it did not disappoint. The vibes, setting, and grotesque monsters all seem on point for a Silent Hill game, with the small exception of the game's firearms. </p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/ueCeXnq4HOQ" allowfullscreen></iframe></div></div><p>I don't think Simon's handling of the revolver was particularly disastrous. But after enjoying Silent Hill f, which had no guns, seeing Simon execute monsters in seconds reminded me why I prefer good old-fashioned melee fights. </p><p>I like suffering in Silent Hill games. I like being pushed to my limits, being put in almost impossible situations, and having to get up close and personal with the disgusting things I find wandering around in the fog. While there are never usually a lot of guns to be found, I still think they give players an easy way out of combat that can ruin the tension and fear from being constantly on the backfoot. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="pfvVDoaRBrCk3m4opjnxe9" name="Silent-hill-pistol" alt="Silent Hill: Townfall - Simon opening a wooden box with a pistol and a few bullets" src="https://cdn.mos.cms.futurecdn.net/pfvVDoaRBrCk3m4opjnxe9.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Screen Burn Interactive)</span></figcaption></figure><p>I can only think of one horror game that manages to stay terrifying while also giving its protagonist access to a gun—Amnesia: The Bunker—and even then I felt infinitely more confident when I managed to scrounge up more ammo. That doesn't mean games can't still be stressful. There's few things worse than firing at an enemy which is getting closer, only to run out of bullets before you manage to down it, but it's a different kind of fear, one that I'm more used to seeing in series like Resident Evil rather than Silent Hill. </p><p>It'll also be interesting to see how Simon gets his hands on firearms in Townfall. While the game is set a year before the handgun ban, St. Amelia is still just a small town in Scotland, there won't just be a guns lying around in a random appartments—this isn't the U.S. Hopefully, there'll only be minimal firearms and more melee combat and stealth for players to torment themselves with. </p><p>Guns aside, the rest of the trailer looked very good. I try to not get my hopes up too high before I've played a game, but I am truly morbidly excited to explore the town of St. Amelia, especially after seeing its blood red fog and strangely nostalgic streets. </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-WQw9nX"></div>                            </div>                            <script src="https://kwizly.com/embed/WQw9nX.js" async></script><div class="product"><a data-dimension112="2bbd8ef6-9c89-11f1-8b77-fda773bb5d33" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="2bbd8ef6-9c89-11f1-8b77-fda773bb5d33" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
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                                                            <title><![CDATA[ GTA 6 cars need gas? OK, I'm finally on board ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Grab a bucket, because GTA 6 is springing leaks in every direction. A group (individual?) called Cyberleek has been publishing <a href="https://www.pcgamer.com/games/grand-theft-auto/gta-6-video-leak-analysis-august-2026/" target="_blank">seemingly genuine clips</a> from Rockstar's latest for two days now, giving us our first glimpses of gameplay a week ahead of the big Netflix reveal happening on August 27.</p><p>There's electricity in the air around GTA 6—easily the most anticipated game in history—but I wasn't actually excited to play it until yesterday, when one of the leaked clips (which we won't be linking here, but isn't difficult to find) showed Jason, one of the game's dual protagonists, climbing into a car.</p><p>As he takes control, the UI shows what seems to be status symbols for the vehicle: its HP and its current gas. </p><p>Heeeelllllll yea. I hope you actually have to pull up to a gas pump and remember which side the tank is on. I hope you can stash a spare canister in the trunk, and I hope that canister will violently explode if it eats a bullet.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="RJ7JAhjr6C2dMDKQon9kPZ" name="gta 6 guns mp5 smg" alt="GTA 6 weapons: Lucia wearing glasses and a skull mask aiming an MP5-inspired SMG." src="https://cdn.mos.cms.futurecdn.net/RJ7JAhjr6C2dMDKQon9kPZ.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar)</span></figcaption></figure><p>Systems. Simulations! This is exactly the stuff that GTA needs to meaningfully evolve. </p><p>I loved all the crunchy little details of Red Dead Redemption 2 that inched it toward a proper life sim—eating, drinking, bathing, and camping under the stars. I was worried Rockstar would pull away from this kind of thinking after some folks complained endlessly about crafting bullets one at a time, only holding two guns, or how long it took to loot bodies.</p><p>The point was to introduce meaningful choices to Rockstar's low-friction power fantasies: Do I have time to loot bodies before the law shows up? How badly do I want better ammo? It doesn't seem like GTA 6 will be nearly as methodical, but I'm glad to recognize some of Arthur Morgan in Jason Duval.</p><p>Elsewhere in the leaks, we see options to "greet" or "taunt" locals. When the cops are called, we're told how much information they actually have about the player: face, clothes, and vehicle. That's interesting: Will cop chases amount to more than outrunning slower cars and avoiding vision cones? Maybe if you're in a personal vehicle (like Aruthur's horse), you can swap outfits, ditch the car, then lose the cops in plain sight. That would instantly become the coolest thing I've done in a GTA game.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Y3s4w4jjRgun9FnaVpCbzZ" name="gta 6 guns girardi es9" alt="GTA 6 weapons: A close-up of Jason's custom Girardi ES9 on a table." src="https://cdn.mos.cms.futurecdn.net/Y3s4w4jjRgun9FnaVpCbzZ.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar)</span></figcaption></figure><p>It's about time GTA's worlds are as reactive as they are visually convincing. Rockstar's lavishly-crafted distractions tend to ring hollow—it's nice that GTA 5 lets you play golf and run a triathlon, but how many times did you actually do that?</p><p>If the point is to be immersed, I want reasons to live a convincing life in Vice City. Give me a hunger meter, make me better at punching if I work out (San Andreas-style), add stakes to my crime fantasy with debts to manage and a mortgage to pay monthly. Give me relationships to nurture and meaningful choices to make—preferably ones other than "kill this guy or don't."</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1561px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="LsHr4rMw8GyrqKod6RFD38" name="rdr2.jpg" alt="Red Dead Redemption 2" src="https://cdn.mos.cms.futurecdn.net/LsHr4rMw8GyrqKod6RFD38.jpg" mos="" align="middle" fullscreen="" width="1561" height="878" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar)</span></figcaption></figure><p>My strongest memories of the week I locked myself in a room to play RDR2 were the quiet moments between shootouts: helping strangers on a trail, getting sidetracked by rabbit hunts, browsing for horse treats in a general store. Getting from A to B in Rockstar's Old West generated stories, and for all its good qualities, GTA has never been good at this. The story of a journey in GTA is usually "I beelined to a waypoint in a very fast car, maybe buying a new gun on the way."</p><p>The flip side of introducing complexity to GTA is that some folks will be caught off guard (or put off) by new points of friction. I can see the "Why the hell do I need to worry about gas in GTA?!" posts coming from a mile away, but ya know, Rockstar is capable of accomodation. Maybe a batch of good ol' cheats will let folks put up all the guardrails, if that's their thing. Or wait for the inevitable PC version and mod it up.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/grand-theft-auto/gta-6-cars-need-gas-ok-im-finally-on-board/</link>
                                                                            <description>
                            <![CDATA[ It's about time GTA evolved. ]]>
                                                                                                            </description>
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                                                                        <pubDate>Wed, 19 Aug 2026 19:52:57 +0000</pubDate>                                                                                                                                <updated>Thu, 20 Aug 2026 00:36:30 +0000</updated>
                                                                                                                                            <category><![CDATA[Grand Theft Auto]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Action]]></category>
                                                                                                <author><![CDATA[ morgan.park@futurenet.com (Morgan Park) ]]></author>                    <dc:creator><![CDATA[ Morgan Park ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/VVB5GCgA3xLhkX8FVAWw5D.png ]]></dc:source>
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                                                            <media:credit><![CDATA[Rockstar]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Blinged out car.]]></media:description>                                                            <media:text><![CDATA[Blinged out car.]]></media:text>
                                <media:title type="plain"><![CDATA[Blinged out car.]]></media:title>
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                                <p>Grab a bucket, because GTA 6 is springing leaks in every direction. A group (individual?) called Cyberleek has been publishing <a href="https://www.pcgamer.com/games/grand-theft-auto/gta-6-video-leak-analysis-august-2026/" target="_blank">seemingly genuine clips</a> from Rockstar's latest for two days now, giving us our first glimpses of gameplay a week ahead of the big Netflix reveal happening on August 27.</p><p>There's electricity in the air around GTA 6—easily the most anticipated game in history—but I wasn't actually excited to play it until yesterday, when one of the leaked clips (which we won't be linking here, but isn't difficult to find) showed Jason, one of the game's dual protagonists, climbing into a car.</p><p>As he takes control, the UI shows what seems to be status symbols for the vehicle: its HP and its current gas. </p><p>Heeeelllllll yea. I hope you actually have to pull up to a gas pump and remember which side the tank is on. I hope you can stash a spare canister in the trunk, and I hope that canister will violently explode if it eats a bullet.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="RJ7JAhjr6C2dMDKQon9kPZ" name="gta 6 guns mp5 smg" alt="GTA 6 weapons: Lucia wearing glasses and a skull mask aiming an MP5-inspired SMG." src="https://cdn.mos.cms.futurecdn.net/RJ7JAhjr6C2dMDKQon9kPZ.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar)</span></figcaption></figure><p>Systems. Simulations! This is exactly the stuff that GTA needs to meaningfully evolve. </p><p>I loved all the crunchy little details of Red Dead Redemption 2 that inched it toward a proper life sim—eating, drinking, bathing, and camping under the stars. I was worried Rockstar would pull away from this kind of thinking after some folks complained endlessly about crafting bullets one at a time, only holding two guns, or how long it took to loot bodies.</p><p>The point was to introduce meaningful choices to Rockstar's low-friction power fantasies: Do I have time to loot bodies before the law shows up? How badly do I want better ammo? It doesn't seem like GTA 6 will be nearly as methodical, but I'm glad to recognize some of Arthur Morgan in Jason Duval.</p><p>Elsewhere in the leaks, we see options to "greet" or "taunt" locals. When the cops are called, we're told how much information they actually have about the player: face, clothes, and vehicle. That's interesting: Will cop chases amount to more than outrunning slower cars and avoiding vision cones? Maybe if you're in a personal vehicle (like Aruthur's horse), you can swap outfits, ditch the car, then lose the cops in plain sight. That would instantly become the coolest thing I've done in a GTA game.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Y3s4w4jjRgun9FnaVpCbzZ" name="gta 6 guns girardi es9" alt="GTA 6 weapons: A close-up of Jason's custom Girardi ES9 on a table." src="https://cdn.mos.cms.futurecdn.net/Y3s4w4jjRgun9FnaVpCbzZ.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar)</span></figcaption></figure><p>It's about time GTA's worlds are as reactive as they are visually convincing. Rockstar's lavishly-crafted distractions tend to ring hollow—it's nice that GTA 5 lets you play golf and run a triathlon, but how many times did you actually do that?</p><p>If the point is to be immersed, I want reasons to live a convincing life in Vice City. Give me a hunger meter, make me better at punching if I work out (San Andreas-style), add stakes to my crime fantasy with debts to manage and a mortgage to pay monthly. Give me relationships to nurture and meaningful choices to make—preferably ones other than "kill this guy or don't."</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1561px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="LsHr4rMw8GyrqKod6RFD38" name="rdr2.jpg" alt="Red Dead Redemption 2" src="https://cdn.mos.cms.futurecdn.net/LsHr4rMw8GyrqKod6RFD38.jpg" mos="" align="middle" fullscreen="" width="1561" height="878" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar)</span></figcaption></figure><p>My strongest memories of the week I locked myself in a room to play RDR2 were the quiet moments between shootouts: helping strangers on a trail, getting sidetracked by rabbit hunts, browsing for horse treats in a general store. Getting from A to B in Rockstar's Old West generated stories, and for all its good qualities, GTA has never been good at this. The story of a journey in GTA is usually "I beelined to a waypoint in a very fast car, maybe buying a new gun on the way."</p><p>The flip side of introducing complexity to GTA is that some folks will be caught off guard (or put off) by new points of friction. I can see the "Why the hell do I need to worry about gas in GTA?!" posts coming from a mile away, but ya know, Rockstar is capable of accomodation. Maybe a batch of good ol' cheats will let folks put up all the guardrails, if that's their thing. Or wait for the inevitable PC version and mod it up.</p>
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                                                            <title><![CDATA[ I modded GTA 5's NPCs to be punishable for their crimes, and also much more polite ]]></title>
                                                                                                <dc:content><![CDATA[ <div  class="fancy-box"><div class="fancy_box-title">Los Santos Customs</div><div class="fancy_box_body"><p class="fancy-box__body-text">I'm modding GTA 5 every day in a quest to either transform it into a PC version of GTA 6 or break it entirely. Come back tomorrow to find out what new horrible thing I've done to Rockstar's baby, or check out <a data-analytics-id="inline-link" href="https://www.pcgamer.com/games/grand-theft-auto/im-modding-gta-5-every-day-until-it-becomes-gta-6-or-breaks-starting-with-a-new-vehicle-and-enough-missiles-to-level-a-city-block/">what I got up to earlier</a>.</p></div></div><p>Grand Theft Auto 6 will, I am assured, have the greatest NPCs of all time. They will be perfect human simulacra, indistinguishable from the meaty lifeforms behind the controller.</p><p>My goal: to make GTA 5's barely-living NPCs an approximation of that. So I installed <em>two</em> mods: <a href="https://www.gta5-mods.com/el/scripts/editing-npc-check-on-player-v1-0" target="_blank">NPC Check On Player</a> and <a href="https://www.gta5-mods.com/scripts/npc-get-wanted-stars" target="_blank">NPCs Get Wanted Stars</a>. The former makes the citizens of Los Santos more polite—they will get out of their cars and check you are okay if they run you over. The latter makes them punishable when they are impolite—when they commit crimes, they will earn their own wanted stars, and find themselves pursued by cops.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="66UdXxCbt2yh8T3GLMyeDb" name="NPCS CHECK AND GET ARRESTED 2-0003" alt="Pursuing a wanted suspect." src="https://cdn.mos.cms.futurecdn.net/66UdXxCbt2yh8T3GLMyeDb.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Stop in the name of the law. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar)</span></figcaption></figure><p>I'll be honest, I mostly installed the NPC Check mod because I hoped it would compel them to stand still when they got wanted stars from hurting me, but hey, it does what it says on the tin. Get pancaked by a car and the driver will screech to a halt, get out, and walk over to check if you're okay. </p><p>The problem is that you can only say 'Yes, I'm fine,' which is not really what I want to say to a guy who has just run me over. Plus, the key to <em>say</em> you are fine is Y, which is also the key to go to sleep in my already-installed Roleplay Alone mod. I am constantly getting hit by cars, then falling asleep in the middle of the road as I try to convince the drivers I am okay, which I guess is good enough for them, as they immediately hop back in their rides and drive off.</p><p>NPCs Get Wanted Stars, though, is a bit more dramatic. Admittedly, GTA 5's non-playable inhabitants aren't exactly prone to random criminal acts, so you do have to bait them into it. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="iwurvKR453kdn5QGGJb3Bb" name="NPCS CHECK AND GET ARRESTED 2-0002" alt="A cop looks on as a cuffed suspect wanders off." src="https://cdn.mos.cms.futurecdn.net/iwurvKR453kdn5QGGJb3Bb.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Well. Bye. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar)</span></figcaption></figure><p>My advice? Run into them at a full sprint over and over again, until they (unreasonably) get mad enough to throw a punch at you. Ideally, do this in front of a police station, then sit back and smirk as the 5-0 chase down their perp, cuff them, and stand around rather confused about what, exactly, to do next, as if they've not been trained for outcomes that don't involve a bullet-riddled suspect.</p><p>The realism is off the charts.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-WQw9nX"></div>                            </div>                            <script src="https://kwizly.com/embed/WQw9nX.js" async></script><div class="product star-deal"><a data-dimension112="1b8a0f40-9b1d-11f1-b1ec-339046e19b58" data-action="Star Deal Block" data-label="GTA 6 guide" data-dimension48="GTA 6 guide" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:948px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="kkNtsnEsZiTdgmuFTn4pJ6" name="gta 6 raul bautista square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/kkNtsnEsZiTdgmuFTn4pJ6.jpg" mos="" align="middle" fullscreen="" width="948" height="948" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><div><span class="product__star-deal-label">Grand Theft Auto 6</span><p><a href="https://www.pcgamer.com/grand-theft-auto/gta-6-guide/" data-dimension112="1b8a0f40-9b1d-11f1-b1ec-339046e19b58" data-action="Star Deal Block" data-label="GTA 6 guide" data-dimension48="GTA 6 guide" data-dimension25=""><strong>GTA 6 guide</strong></a>: Everything we know<br><a href="https://www.pcgamer.com/games/grand-theft-auto/gta-6-pc-release-date/"><strong>GTA 6 PC release</strong></a>: When's it going to happen?<br><a href="https://www.pcgamer.com/games/grand-theft-auto/gta-6-pre-order-editions-standard-ultimate"><strong>GTA 6 editions</strong></a>: What's included at each price point<br><strong></strong><a href="https://www.pcgamer.com/gta-6-cars-list/" target="_blank"><strong>GTA 6 cars</strong></a>: The known garage lineup<br><a href="https://www.pcgamer.com/games/grand-theft-auto/gta-6-weapons-list/"><strong>GTA 6 guns</strong></a>: Confirmed arsenal so far</p></div></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/grand-theft-auto/i-modded-gta-5s-npcs-to-be-punishable-for-their-crimes-and-also-much-more-polite/</link>
                                                                            <description>
                            <![CDATA[ Oh, and I still keep falling asleep in the middle of the road. ]]>
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                                                                        <pubDate>Wed, 19 Aug 2026 17:00:00 +0000</pubDate>                                                                                                                                <updated>Fri, 21 Aug 2026 11:50:22 +0000</updated>
                                                                                                                                            <category><![CDATA[Grand Theft Auto]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Action]]></category>
                                                                                                <author><![CDATA[ joshua.wolens@futurenet.com (Joshua Wolens) ]]></author>                    <dc:creator><![CDATA[ Joshua Wolens ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/oYajqiFjn2Rwz4msxoLFyP.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;&lt;br&gt;&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Rockstar]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Franklin stands by as an NPC gets arrested.]]></media:description>                                                            <media:text><![CDATA[Franklin stands by as an NPC gets arrested.]]></media:text>
                                <media:title type="plain"><![CDATA[Franklin stands by as an NPC gets arrested.]]></media:title>
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                                <div  class="fancy-box"><div class="fancy_box-title">Los Santos Customs</div><div class="fancy_box_body"><p class="fancy-box__body-text">I'm modding GTA 5 every day in a quest to either transform it into a PC version of GTA 6 or break it entirely. Come back tomorrow to find out what new horrible thing I've done to Rockstar's baby, or check out <a data-analytics-id="inline-link" href="https://www.pcgamer.com/games/grand-theft-auto/im-modding-gta-5-every-day-until-it-becomes-gta-6-or-breaks-starting-with-a-new-vehicle-and-enough-missiles-to-level-a-city-block/">what I got up to earlier</a>.</p></div></div><p>Grand Theft Auto 6 will, I am assured, have the greatest NPCs of all time. They will be perfect human simulacra, indistinguishable from the meaty lifeforms behind the controller.</p><p>My goal: to make GTA 5's barely-living NPCs an approximation of that. So I installed <em>two</em> mods: <a href="https://www.gta5-mods.com/el/scripts/editing-npc-check-on-player-v1-0" target="_blank">NPC Check On Player</a> and <a href="https://www.gta5-mods.com/scripts/npc-get-wanted-stars" target="_blank">NPCs Get Wanted Stars</a>. The former makes the citizens of Los Santos more polite—they will get out of their cars and check you are okay if they run you over. The latter makes them punishable when they are impolite—when they commit crimes, they will earn their own wanted stars, and find themselves pursued by cops.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="66UdXxCbt2yh8T3GLMyeDb" name="NPCS CHECK AND GET ARRESTED 2-0003" alt="Pursuing a wanted suspect." src="https://cdn.mos.cms.futurecdn.net/66UdXxCbt2yh8T3GLMyeDb.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Stop in the name of the law. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar)</span></figcaption></figure><p>I'll be honest, I mostly installed the NPC Check mod because I hoped it would compel them to stand still when they got wanted stars from hurting me, but hey, it does what it says on the tin. Get pancaked by a car and the driver will screech to a halt, get out, and walk over to check if you're okay. </p><p>The problem is that you can only say 'Yes, I'm fine,' which is not really what I want to say to a guy who has just run me over. Plus, the key to <em>say</em> you are fine is Y, which is also the key to go to sleep in my already-installed Roleplay Alone mod. I am constantly getting hit by cars, then falling asleep in the middle of the road as I try to convince the drivers I am okay, which I guess is good enough for them, as they immediately hop back in their rides and drive off.</p><p>NPCs Get Wanted Stars, though, is a bit more dramatic. Admittedly, GTA 5's non-playable inhabitants aren't exactly prone to random criminal acts, so you do have to bait them into it. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="iwurvKR453kdn5QGGJb3Bb" name="NPCS CHECK AND GET ARRESTED 2-0002" alt="A cop looks on as a cuffed suspect wanders off." src="https://cdn.mos.cms.futurecdn.net/iwurvKR453kdn5QGGJb3Bb.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Well. Bye. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar)</span></figcaption></figure><p>My advice? Run into them at a full sprint over and over again, until they (unreasonably) get mad enough to throw a punch at you. Ideally, do this in front of a police station, then sit back and smirk as the 5-0 chase down their perp, cuff them, and stand around rather confused about what, exactly, to do next, as if they've not been trained for outcomes that don't involve a bullet-riddled suspect.</p><p>The realism is off the charts.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-WQw9nX"></div>                            </div>                            <script src="https://kwizly.com/embed/WQw9nX.js" async></script><div class="product star-deal"><a data-dimension112="1b8a0f40-9b1d-11f1-b1ec-339046e19b58" data-action="Star Deal Block" data-label="GTA 6 guide" data-dimension48="GTA 6 guide" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:948px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="kkNtsnEsZiTdgmuFTn4pJ6" name="gta 6 raul bautista square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/kkNtsnEsZiTdgmuFTn4pJ6.jpg" mos="" align="middle" fullscreen="" width="948" height="948" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><div><span class="product__star-deal-label">Grand Theft Auto 6</span><p><a href="https://www.pcgamer.com/grand-theft-auto/gta-6-guide/" data-dimension112="1b8a0f40-9b1d-11f1-b1ec-339046e19b58" data-action="Star Deal Block" data-label="GTA 6 guide" data-dimension48="GTA 6 guide" data-dimension25=""><strong>GTA 6 guide</strong></a>: Everything we know<br><a href="https://www.pcgamer.com/games/grand-theft-auto/gta-6-pc-release-date/"><strong>GTA 6 PC release</strong></a>: When's it going to happen?<br><a href="https://www.pcgamer.com/games/grand-theft-auto/gta-6-pre-order-editions-standard-ultimate"><strong>GTA 6 editions</strong></a>: What's included at each price point<br><strong></strong><a href="https://www.pcgamer.com/gta-6-cars-list/" target="_blank"><strong>GTA 6 cars</strong></a>: The known garage lineup<br><a href="https://www.pcgamer.com/games/grand-theft-auto/gta-6-weapons-list/"><strong>GTA 6 guns</strong></a>: Confirmed arsenal so far</p></div></div>
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                                                            <title><![CDATA[ Overwatch's newest Emerald rank is like a live grenade wedged between plat and diamond ]]></title>
                                                                                                <dc:content><![CDATA[ <p><a href="https://www.pcgamer.com/uk/overwatch/">Overwatch</a> season 4 introduced a rank reset and you know what that means, it's every cat, hog, and retired sniper for themselves as players desperately try to claw back to where they finished last season. As if that isn't stressful enough, we've also got a new rank on our hands. </p><p>Slotted between ranks Platinum and Diamond you can now find Emerald, the answer to the growing skill disparity between Plat and Diamond players. "As we've shown in the past, the majority of our players are in Gold and Platinum," the <a href="https://overwatch.blizzard.com/en-gb/news/patch-notes/" target="_blank">patch notes read</a>. "So adding a new rank closer to the middle of the skill curve gives many players a better sense of rank identity, a new goal to achieve, and increases fidelity in assessing skill for many players."</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="kyqA4KpdJhJ2uqA3NyPv3G" name="best overwatch characters season 2" alt="Overwatch tier list: Sierra, Cass, and Echo, firing at Emre, Freja, and Mauga ahead of them on Route 66." src="https://cdn.mos.cms.futurecdn.net/kyqA4KpdJhJ2uqA3NyPv3G.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Blizzard)</span></figcaption></figure><p>Season 4 is full of really smart changes, and this new rank is one of them. I completely agree that there needed to be a buffer between Plat and Diamond, as high plat and low diamond increasingly became a frantic free-for-all with players who had vastly different skills far too frequently grouped together. But the tradeoff seems to be that all this chaos is now neatly packed into Emerald. </p><p>I only played in a few Emerald games when I was placing all my roles, as I soon pushed past into Diamond and above, and all I can say is: thank god. Because I wouldn't have wanted to spend any more time there. </p><p>The games felt frantic, with players on both sides oscillating between making smart plays and really basic mistakes—I could never predict which way a team fight was going to go. Now, this makes sense when you think about the kind of players meant to be in Emerald: better than average but perhaps not quite equipped for the kind of teamwork and restraint you find in higher elos. But that doesn't make it any less frustrating. If I had a nickel for every unnecessary flank, panic ult, or repeated stagger I saw in those games, I wouldn't have to write about them anymore. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.51%;"><img id="xAPcJQWTXPH6qy4e7Wjeeg" name="roadhog-screenshot-003.jpg" alt="Overwatch 2 hero Roadhog" src="https://cdn.mos.cms.futurecdn.net/xAPcJQWTXPH6qy4e7Wjeeg.jpg" mos="" align="middle" fullscreen="" width="1920" height="1085" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Activision Blizzard)</span></figcaption></figure><p>Then there's the people. </p><p>This could just be my bad luck, but I saw a noticeable drop off in toxicity once I cleared Emerald. Now, this isn't everyone in a game, but there'd often be one person who just complained and whined the whole time, blaming everyone for their misfortunes instead of looking in the mirror. </p><p>I get that sometimes you can play the best game of your life and still not win, because at the end of the day Overwatch is a team game. If your team isn't up to it, there's only so far you can carry them, and that can be annoying. But also, the only person you have control over is yourself, and knowing that is half the battle in Overwatch. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="TRSk5yPC43KLDpEDrhbdg4" name="underwatch event" alt="Underwatch April Fools event" src="https://cdn.mos.cms.futurecdn.net/TRSk5yPC43KLDpEDrhbdg4.jpg" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Blizzard)</span></figcaption></figure><p>Let's say you have a tank who is constantly in the enemy backline despite not having a dive team, for example. It's definitely frustrating, especially when they have no clue about any line of sight angles, but you gotta work with what you have. So if I have a tank like that, you best believe I'm switching to dive, and more often than not changing to better fit the team around you instead of just whining will lead to a win. </p><p>It seems simple, but I was surprised to see how few people were willing to make that change, compromise, or admit that perhaps they're just not as good at a particular hero than they think they are. </p><p>Emerald has certainly made a name for itself in just a short time since its addition. Hopefully, the rank will mellow out as the season goes on, a rank reset always ushers in at least a little disorder, but that doesn't mean I don't feel bad for the players who are stuck in Emerald. From my experience, and from what I've heard from friends, it's a pretty dicey place to be right now, so god speed to anyone still in those mines. But rest assured, it's only up (or down) from there. </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-WQw9nX"></div>                            </div>                            <script src="https://kwizly.com/embed/WQw9nX.js" async></script><div class="product"><a data-dimension112="57228408-9be8-11f1-a68b-41b6eb9b3cfd" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="57228408-9be8-11f1-a68b-41b6eb9b3cfd" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/fps/overwatchs-newest-emerald-rank-is-like-a-live-grenade-wedged-between-plat-and-diamond/</link>
                                                                            <description>
                            <![CDATA[ Godspeed to all those hardstuck. ]]>
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                                                                        <pubDate>Wed, 19 Aug 2026 16:19:32 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[FPS]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Elie Gould ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/5HPuSiRgqza2PQESSqE7gG.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Elie is a news writer with an unhealthy love of horror games—even though their greatest fear is being chased. When they&#039;re not screaming or hiding, there&#039;s a good chance you&#039;ll find them testing their metal in metroidvanias or just admiring their Pokemon TCG collection. Elie has previously worked at TechRadar Gaming as a staff writer and studied at JOMEC in International Journalism and Documentaries – spending their free time filming short docs about Smash Bros. or any indie game that crossed their path.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[overwatch 2 wrecking ball bug]]></media:description>                                                            <media:text><![CDATA[overwatch 2 wrecking ball bug]]></media:text>
                                <media:title type="plain"><![CDATA[overwatch 2 wrecking ball bug]]></media:title>
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                                <p><a href="https://www.pcgamer.com/uk/overwatch/">Overwatch</a> season 4 introduced a rank reset and you know what that means, it's every cat, hog, and retired sniper for themselves as players desperately try to claw back to where they finished last season. As if that isn't stressful enough, we've also got a new rank on our hands. </p><p>Slotted between ranks Platinum and Diamond you can now find Emerald, the answer to the growing skill disparity between Plat and Diamond players. "As we've shown in the past, the majority of our players are in Gold and Platinum," the <a href="https://overwatch.blizzard.com/en-gb/news/patch-notes/" target="_blank">patch notes read</a>. "So adding a new rank closer to the middle of the skill curve gives many players a better sense of rank identity, a new goal to achieve, and increases fidelity in assessing skill for many players."</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="kyqA4KpdJhJ2uqA3NyPv3G" name="best overwatch characters season 2" alt="Overwatch tier list: Sierra, Cass, and Echo, firing at Emre, Freja, and Mauga ahead of them on Route 66." src="https://cdn.mos.cms.futurecdn.net/kyqA4KpdJhJ2uqA3NyPv3G.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Blizzard)</span></figcaption></figure><p>Season 4 is full of really smart changes, and this new rank is one of them. I completely agree that there needed to be a buffer between Plat and Diamond, as high plat and low diamond increasingly became a frantic free-for-all with players who had vastly different skills far too frequently grouped together. But the tradeoff seems to be that all this chaos is now neatly packed into Emerald. </p><p>I only played in a few Emerald games when I was placing all my roles, as I soon pushed past into Diamond and above, and all I can say is: thank god. Because I wouldn't have wanted to spend any more time there. </p><p>The games felt frantic, with players on both sides oscillating between making smart plays and really basic mistakes—I could never predict which way a team fight was going to go. Now, this makes sense when you think about the kind of players meant to be in Emerald: better than average but perhaps not quite equipped for the kind of teamwork and restraint you find in higher elos. But that doesn't make it any less frustrating. If I had a nickel for every unnecessary flank, panic ult, or repeated stagger I saw in those games, I wouldn't have to write about them anymore. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.51%;"><img id="xAPcJQWTXPH6qy4e7Wjeeg" name="roadhog-screenshot-003.jpg" alt="Overwatch 2 hero Roadhog" src="https://cdn.mos.cms.futurecdn.net/xAPcJQWTXPH6qy4e7Wjeeg.jpg" mos="" align="middle" fullscreen="" width="1920" height="1085" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Activision Blizzard)</span></figcaption></figure><p>Then there's the people. </p><p>This could just be my bad luck, but I saw a noticeable drop off in toxicity once I cleared Emerald. Now, this isn't everyone in a game, but there'd often be one person who just complained and whined the whole time, blaming everyone for their misfortunes instead of looking in the mirror. </p><p>I get that sometimes you can play the best game of your life and still not win, because at the end of the day Overwatch is a team game. If your team isn't up to it, there's only so far you can carry them, and that can be annoying. But also, the only person you have control over is yourself, and knowing that is half the battle in Overwatch. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="TRSk5yPC43KLDpEDrhbdg4" name="underwatch event" alt="Underwatch April Fools event" src="https://cdn.mos.cms.futurecdn.net/TRSk5yPC43KLDpEDrhbdg4.jpg" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Blizzard)</span></figcaption></figure><p>Let's say you have a tank who is constantly in the enemy backline despite not having a dive team, for example. It's definitely frustrating, especially when they have no clue about any line of sight angles, but you gotta work with what you have. So if I have a tank like that, you best believe I'm switching to dive, and more often than not changing to better fit the team around you instead of just whining will lead to a win. </p><p>It seems simple, but I was surprised to see how few people were willing to make that change, compromise, or admit that perhaps they're just not as good at a particular hero than they think they are. </p><p>Emerald has certainly made a name for itself in just a short time since its addition. Hopefully, the rank will mellow out as the season goes on, a rank reset always ushers in at least a little disorder, but that doesn't mean I don't feel bad for the players who are stuck in Emerald. From my experience, and from what I've heard from friends, it's a pretty dicey place to be right now, so god speed to anyone still in those mines. But rest assured, it's only up (or down) from there. </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-WQw9nX"></div>                            </div>                            <script src="https://kwizly.com/embed/WQw9nX.js" async></script><div class="product"><a data-dimension112="57228408-9be8-11f1-a68b-41b6eb9b3cfd" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="57228408-9be8-11f1-a68b-41b6eb9b3cfd" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
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                                                            <title><![CDATA[ GTA 6 leaks show a game that looks like more GTA, but not a revolution ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The exciting thing about Rockstar games is not that they have the most advanced technology behind them, the best stories, or the most avant-garde game systems. It's the extraordinary amount of work the studio invests into the little details that make up its big worlds. Red Dead Redemption's dynamic horse testicles (they shrink when it's cold) are a frequently-cited example of that commitment to the particulars.</p><p>A pair of videos purported to be <a href="https://www.pcgamer.com/games/grand-theft-auto/a-very-real-looking-gta-6-clip-and-maybe-the-full-map-just-leaked-online/">leaked GTA 6 gameplay surfaced online today</a>, and if they are legit (the immediate copyright takedowns suggest as much), they seem to confirm that GTA 6 is more of the same. The short clips obviously can't express the full scope of Rockstar's designs—and we don't know how recent they are—but there's nothing in them to indicate that GTA 6 will reinvent the open-world crime spree.</p><p>In one, the player shoots some hoops as protagonist Jason. It's cool that a basketball on the ground and a hoop nailed to the side of your house are not just static props. There's a system in place for shooting accurately, and the game tracks the number of shots made.</p><p>The other clip is a very typical GTA scene: The player makes a reckless turn in a car, gets clipped by a delivery truck, beats the delivery truck driver to death, and then goes on the run from incoming police.</p><p>It's possible that Rockstar has an ace up its sleeve, some new innovation that it's managed to keep a secret all these years. We still don't know what's going on with GTA Online or what the GTA roleplaying mod creators that Rockstar hired have been up to.</p><p>For now, though, my expectation is that GTA 6's appeal will again be the scale and concentration of detail that only budgets and timelines like Rockstar's can achieve: A bigger, higher-fidelity city with more possibilities, more consequences, more simulation.</p><p>That's enough to make me curious, but I wonder how next week's official GTA 6 gameplay reveal will be received if that's the case. This is the most anticipated game of all time. If it isn't transformative in some heretofore unknown way that is somehow both radically new <em>and</em> familiar to GTA fans, will it register as a disappointment to the <a href="https://www.pcgamer.com/games/grand-theft-auto/take-two-wont-reveal-raw-gta-6-preorder-numbers-because-it-doesnt-know-what-they-mean-its-just-never-happened-before/">"unprecedented" number of people</a> who've already preordered it? </p><p>If you've peeped that leaked footage, what's your take on it? And if you haven't seen the footage, which has been removed on copyright grounds everywhere we've seen it, <a href="https://www.pcgamer.com/games/grand-theft-auto/gta-6-video-leak-analysis-august-2026/">here are 15 details we noticed.</a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-WQw9nX"></div>                            </div>                            <script src="https://kwizly.com/embed/WQw9nX.js" async></script><div class="product star-deal"><a data-dimension112="fc6c0ca6-9b55-11f1-8a2f-0b886df6d0e0" data-action="Star Deal Block" data-label="GTA 6 guide" data-dimension48="GTA 6 guide" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1238px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="ZF5ZJsyvbhJRVSDmd9H3jA" name="gta 6 cover art square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/ZF5ZJsyvbhJRVSDmd9H3jA.jpg" mos="" align="middle" fullscreen="" width="1238" height="1238" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><div><span class="product__star-deal-label">Grand Theft Auto 6</span><p><a href="https://www.pcgamer.com/grand-theft-auto/gta-6-guide/" data-dimension112="fc6c0ca6-9b55-11f1-8a2f-0b886df6d0e0" data-action="Star Deal Block" data-label="GTA 6 guide" data-dimension48="GTA 6 guide" data-dimension25=""><strong>GTA 6 guide</strong></a>: Everything we know<br><strong></strong><a href="https://www.pcgamer.com/gta-6-cars-list/" target="_blank"><strong>GTA 6 cars</strong></a>: The garage lineup<br><strong></strong><a href="https://www.pcgamer.com/games/action/grand-theft-auto/gta6-characters/"><strong>GTA 6 characters</strong></a>: Your anti-hero cast<br><strong></strong><a href="https://www.pcgamer.com/games/grand-theft-auto/gta6-map/" target="_blank"><strong>GTA 6 map</strong>:</a> Confirmed Vice City locales<br><a href="https://www.pcgamer.com/games/grand-theft-auto/gta-6-pc-release-date/"><strong>GTA 6 PC release</strong></a>: When's it going to happen?</p></div></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/action/gta-6-leaks-show-a-game-that-looks-like-more-gta-but-not-a-revolution/</link>
                                                                            <description>
                            <![CDATA[ It sure doesn't look like the reinvention of the wheel(s). ]]>
                                                                                                            </description>
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                                                                        <pubDate>Tue, 18 Aug 2026 22:49:33 +0000</pubDate>                                                                                                                                <updated>Wed, 19 Aug 2026 01:20:04 +0000</updated>
                                                                                                                                            <category><![CDATA[Action]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                <author><![CDATA[ tyler@pcgamer.com (Tyler Wilde) ]]></author>                    <dc:creator><![CDATA[ Tyler Wilde ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/rGvfSUkSBEPzBAVS3jRh9E.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Tyler grew up in Silicon Valley during the &#039;80s and &#039;90s, playing games like Zork and Arkanoid on early PCs. He was later captivated by Myst, SimCity, Civilization, Command &amp; Conquer, all the shooters they call &quot;boomer shooters&quot; now, and PS1 classic Bushido Blade (that&#039;s right: he had Bleem!). Tyler joined PC Gamer in 2011, and today he&#039;s focused on the site&#039;s news coverage. His hobbies include amateur boxing and adding to his 1,200-plus hours in Rocket League.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Rockstar Games]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Grand Theft Auto 6 trailer still - meathead in shades and backwards ball cap riding a chopper]]></media:description>                                                            <media:text><![CDATA[Grand Theft Auto 6 trailer still - meathead in shades and backwards ball cap riding a chopper]]></media:text>
                                <media:title type="plain"><![CDATA[Grand Theft Auto 6 trailer still - meathead in shades and backwards ball cap riding a chopper]]></media:title>
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                            <![CDATA[
                            <article>
                                <p>The exciting thing about Rockstar games is not that they have the most advanced technology behind them, the best stories, or the most avant-garde game systems. It's the extraordinary amount of work the studio invests into the little details that make up its big worlds. Red Dead Redemption's dynamic horse testicles (they shrink when it's cold) are a frequently-cited example of that commitment to the particulars.</p><p>A pair of videos purported to be <a href="https://www.pcgamer.com/games/grand-theft-auto/a-very-real-looking-gta-6-clip-and-maybe-the-full-map-just-leaked-online/">leaked GTA 6 gameplay surfaced online today</a>, and if they are legit (the immediate copyright takedowns suggest as much), they seem to confirm that GTA 6 is more of the same. The short clips obviously can't express the full scope of Rockstar's designs—and we don't know how recent they are—but there's nothing in them to indicate that GTA 6 will reinvent the open-world crime spree.</p><p>In one, the player shoots some hoops as protagonist Jason. It's cool that a basketball on the ground and a hoop nailed to the side of your house are not just static props. There's a system in place for shooting accurately, and the game tracks the number of shots made.</p><p>The other clip is a very typical GTA scene: The player makes a reckless turn in a car, gets clipped by a delivery truck, beats the delivery truck driver to death, and then goes on the run from incoming police.</p><p>It's possible that Rockstar has an ace up its sleeve, some new innovation that it's managed to keep a secret all these years. We still don't know what's going on with GTA Online or what the GTA roleplaying mod creators that Rockstar hired have been up to.</p><p>For now, though, my expectation is that GTA 6's appeal will again be the scale and concentration of detail that only budgets and timelines like Rockstar's can achieve: A bigger, higher-fidelity city with more possibilities, more consequences, more simulation.</p><p>That's enough to make me curious, but I wonder how next week's official GTA 6 gameplay reveal will be received if that's the case. This is the most anticipated game of all time. If it isn't transformative in some heretofore unknown way that is somehow both radically new <em>and</em> familiar to GTA fans, will it register as a disappointment to the <a href="https://www.pcgamer.com/games/grand-theft-auto/take-two-wont-reveal-raw-gta-6-preorder-numbers-because-it-doesnt-know-what-they-mean-its-just-never-happened-before/">"unprecedented" number of people</a> who've already preordered it? </p><p>If you've peeped that leaked footage, what's your take on it? And if you haven't seen the footage, which has been removed on copyright grounds everywhere we've seen it, <a href="https://www.pcgamer.com/games/grand-theft-auto/gta-6-video-leak-analysis-august-2026/">here are 15 details we noticed.</a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-WQw9nX"></div>                            </div>                            <script src="https://kwizly.com/embed/WQw9nX.js" async></script><div class="product star-deal"><a data-dimension112="fc6c0ca6-9b55-11f1-8a2f-0b886df6d0e0" data-action="Star Deal Block" data-label="GTA 6 guide" data-dimension48="GTA 6 guide" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1238px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="ZF5ZJsyvbhJRVSDmd9H3jA" name="gta 6 cover art square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/ZF5ZJsyvbhJRVSDmd9H3jA.jpg" mos="" align="middle" fullscreen="" width="1238" height="1238" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><div><span class="product__star-deal-label">Grand Theft Auto 6</span><p><a href="https://www.pcgamer.com/grand-theft-auto/gta-6-guide/" data-dimension112="fc6c0ca6-9b55-11f1-8a2f-0b886df6d0e0" data-action="Star Deal Block" data-label="GTA 6 guide" data-dimension48="GTA 6 guide" data-dimension25=""><strong>GTA 6 guide</strong></a>: Everything we know<br><strong></strong><a href="https://www.pcgamer.com/gta-6-cars-list/" target="_blank"><strong>GTA 6 cars</strong></a>: The garage lineup<br><strong></strong><a href="https://www.pcgamer.com/games/action/grand-theft-auto/gta6-characters/"><strong>GTA 6 characters</strong></a>: Your anti-hero cast<br><strong></strong><a href="https://www.pcgamer.com/games/grand-theft-auto/gta6-map/" target="_blank"><strong>GTA 6 map</strong>:</a> Confirmed Vice City locales<br><a href="https://www.pcgamer.com/games/grand-theft-auto/gta-6-pc-release-date/"><strong>GTA 6 PC release</strong></a>: When's it going to happen?</p></div></div>
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                                                            <title><![CDATA[ 'Live-service is a red flag for us': Why one publisher is embracing an older kind of multiplayer hit: peer-to-peer, server browsers, and organic community ]]></title>
                                                                                                <dc:content><![CDATA[ <p>It's a frustrating thing to watch good games disappear. We've seen it happen <a href="https://www.pcgamer.com/games/action/extraction-shooter-the-cube-save-us-has-announced-its-shutting-down-just-three-weeks-after-it-launched/">time</a> and <a href="https://www.pcgamer.com/with-thousands-still-playing-this-extraction-shooter-is-shutting-down-after-barely-a-year-online/">time</a> and <a href="http://pcgamer.com/two-years-after-launch-live-service-dodgeball-game-knockout-city-is-shutting-down/">time</a> again: studios spend years on a cool multiplayer thing, bank on it being popular enough to become a live-service hit, then toss the entire project into the trash when that doesn't happen.</p><p>That could have been the fate of <a href="https://www.pcgamer.com/my-favorite-multiplayer-game-of-2023-so-far-is-basically-competitive-hitman/">Deceive Inc</a>, a 2023 'PvP Hitman' shooter that has attracted a passionate, but small community. Developer Sweet Bandits supported the game with substantial updates and microtransactions for over a year, but unfortunately shut down in 2024, leaving fans to assume Deceive Inc would one day disappear, too. Then last month, the <a href="https://www.pcgamer.com/games/fps/closed-game-studio-returns-to-un-live-service-its-game-with-community-servers-before-shutdown-we-dont-believe-deceive-inc-should-quietly-disappear/">unexpected happened</a>: an update on its Steam page announced that not only would Deceive Inc not be going offline, but work is underway on community server tools and mod support that will essentially give the game to the community, and keep it playable forever.</p><p>The update is not the work of Sweet Bandits, but an initiative of Deceive Inc's publisher, Tripwire Interactive. In an interview with PC Gamer, publishing director Bryan West explained why Tripwire—which also publishes the Chivalry games and makes the Killing Floor series—is going to such lengths to maintain a game that only a few people are playing.</p><p>"The core message is that Tripwire wants players to be able to enjoy our games for as long as they want to enjoy them. So we fight and claw to find a way to make that happen," West said.</p><p>"We don't want to leave our games in a broken state. It's a mandate from our leadership, and it's part of the reason why I'm happy to be with Tripwire."</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2gzq4CxJB2E4LgX76pkWJk" name="deceive inc servers" alt="decieve inc servers" src="https://cdn.mos.cms.futurecdn.net/2gzq4CxJB2E4LgX76pkWJk.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">A preview of the server tools coming to Deceive Inc. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Sweet Bandits)</span></figcaption></figure><p>Custom server tools and community browsers were once the norm for PC games, but in the age of matchmaking algorithms and expected cross-play functionality, multiplayer games are built around closed networking and dedicated servers. Undoing that process for Deceive Inc is not a small task, as West explains:</p><p>"It's several months of work for a very high-level engineer. It's not inconsequential, but in terms of the gains, I would say it's very important for Tripwire as a business that relies on its reputation with gamers. It's important for us to look at the long term and not the short term of how this is impacting our bottom line.</p><p>"We feel like being able to continue to sell Deceive, and not shut it down, is going to be a net win over the long haul," West said. "Plus, we get to look gamers in the eye, metaphorically, and say this is important to us. That when we sell you a game, you're able to continue playing it for as long as you want to."</p><p>Or to put it simply: "We have a lot of belief in Deceive Inc as a game, and we know that there's a community. We want to be able to continue selling it, to have it out there, to have people enjoy it."</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="8tSGaoAGr4tePQqznfW4Ah" name="ss_a672eeac6d37416cb75423fc86c65cd781f690d2.jpg" alt="One of the spies of Deceive Inc. delivers a potent uppercut to a foe's jaw." src="https://cdn.mos.cms.futurecdn.net/8tSGaoAGr4tePQqznfW4Ah.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Sweet Bandits)</span></figcaption></figure><h2 id="the-live-service-problem">The live service problem</h2><p>West described Deceive Inc as a learning experience for Tripwire. The publisher signed the game amidst the Covid boom, when folks were staying home playing games and investment was easier to come by. </p><p>"We poured our hearts and souls into it right alongside Sweet Bandits," West recounted. "Launch went well, but it obviously didn't blow up the way we had hoped. It presents itself as a more friendly game on the surface, but when you get into it, it's a very hardcore shooter at its core."</p><p>The conceit of Deceive Inc is spies versus spies: squads of three don civilian disguises and act like NPCs (similar to the old Assassin's Creed multiplayer modes) while completing tasks. When a match really comes together, it's one of the most unique competitive games I've ever played—channeling Hitman, SpyParty, and hero shooters all at once.</p><p>"Our hope was that an 'Among Us' perspective of hiding in plain sight and trying to use stealth would have been more of the meta," West said, "but when it got to the actual audience, it was apparent the shooter aspects took over."</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:42.40%;"><img id="6NHmsVc66quQA2us3txfTP" name="The Sneakiest.jpg" alt="Deceive Inc" src="https://cdn.mos.cms.futurecdn.net/6NHmsVc66quQA2us3txfTP.jpg" mos="" align="middle" fullscreen="" width="1920" height="814" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: PC Gamer, Tripwire)</span></figcaption></figure><p>That hardcore meta made the game less broadly accessible and matchmaking increasingly sweaty, but it "resonated with the people that figured out how to play, and three-plus years later, there's still a core community that gets together and runs sessions."</p><p>Before the studio's closure, Sweet Bandits and Tripwire made changes to aid new players, like bot matches and rules that discourage open combat, but "by that time it's really hard to recover."</p><p>"It's got that window, and unless you get extremely lucky, it's hard to ever recapture [momentum]," said West. "We love the game, and it has done well for us as a whole, but it was not enough to sustain a studio, even a small studio, in the live ops framework. That was a huge lesson for me."</p><p>The experience changed Tripwire's perspective on live-service games. What worked for Chivalry 2 won't work for other games, and as a decision maker, West is now more interested in products built to last.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="eiwbLccj2uQyaRUmpjJX4D" name="deceiveinc.jpg" alt="Woman holding sniper rifle in Deceive Inc." src="https://cdn.mos.cms.futurecdn.net/eiwbLccj2uQyaRUmpjJX4D.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Sweet Bandits Studios)</span></figcaption></figure><p>"As a publishing director reviewing stuff regularly, I'd say any small team that's looking to do that live-service model is a red flag for us," he said. "We are looking for and prioritizing games that either have peer-to-peer setups, or something like what we're doing with Deceive Inc right now, where it's more community server-run."</p><p>West calls it the "Valheim approach, where you can hook up however you want, and there's not that crazy ongoing cost. There will be big games and certain franchises where [live-service] makes sense, but on the whole, that's where we've pivoted our thinking."</p><p>Sounds like music to my ears. The old ways really do feel like the only way for inherently niche multiplayer games. For Deceive Inc—a complex, crunchy social stealth game—West reckons that firing up a custom server with friends will be not only a good option, but the best one.</p><p>"Call it its second life. The 'friend game night' type of game seems to be really coming into its own, and I think that is just a perfect way to experience Deceive, with a handful of friends on Discord giving each other grief," he said. "You might play it only once a month or something, but you've got your rotation of games you're playing, and it just fits in there. I think that's perfect."</p><p>Deceive Inc is <a href="https://store.steampowered.com/app/820520/Deceive_Inc/">still up on Steam</a> and very much alive. The beta for its custom server tools is coming sometime soon.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/gaming-industry/live-service-is-a-red-flag-for-us-why-one-publisher-is-embracing-an-older-kind-of-multiplayer-hit-peer-to-peer-server-browsers-and-organic-community/</link>
                                                                            <description>
                            <![CDATA[ Tripwire sees preservation as a responsibility. ]]>
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                                                                        <pubDate>Tue, 18 Aug 2026 21:26:23 +0000</pubDate>                                                                                                                                <updated>Tue, 18 Aug 2026 21:48:07 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming Industry]]></category>
                                                                                                <author><![CDATA[ morgan.park@futurenet.com (Morgan Park) ]]></author>                    <dc:creator><![CDATA[ Morgan Park ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/VVB5GCgA3xLhkX8FVAWw5D.png ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
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                                                            <media:credit><![CDATA[Tripwire Interactive]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Deceive Inc]]></media:description>                                                            <media:text><![CDATA[Deceive Inc]]></media:text>
                                <media:title type="plain"><![CDATA[Deceive Inc]]></media:title>
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                                <p>It's a frustrating thing to watch good games disappear. We've seen it happen <a href="https://www.pcgamer.com/games/action/extraction-shooter-the-cube-save-us-has-announced-its-shutting-down-just-three-weeks-after-it-launched/">time</a> and <a href="https://www.pcgamer.com/with-thousands-still-playing-this-extraction-shooter-is-shutting-down-after-barely-a-year-online/">time</a> and <a href="http://pcgamer.com/two-years-after-launch-live-service-dodgeball-game-knockout-city-is-shutting-down/">time</a> again: studios spend years on a cool multiplayer thing, bank on it being popular enough to become a live-service hit, then toss the entire project into the trash when that doesn't happen.</p><p>That could have been the fate of <a href="https://www.pcgamer.com/my-favorite-multiplayer-game-of-2023-so-far-is-basically-competitive-hitman/">Deceive Inc</a>, a 2023 'PvP Hitman' shooter that has attracted a passionate, but small community. Developer Sweet Bandits supported the game with substantial updates and microtransactions for over a year, but unfortunately shut down in 2024, leaving fans to assume Deceive Inc would one day disappear, too. Then last month, the <a href="https://www.pcgamer.com/games/fps/closed-game-studio-returns-to-un-live-service-its-game-with-community-servers-before-shutdown-we-dont-believe-deceive-inc-should-quietly-disappear/">unexpected happened</a>: an update on its Steam page announced that not only would Deceive Inc not be going offline, but work is underway on community server tools and mod support that will essentially give the game to the community, and keep it playable forever.</p><p>The update is not the work of Sweet Bandits, but an initiative of Deceive Inc's publisher, Tripwire Interactive. In an interview with PC Gamer, publishing director Bryan West explained why Tripwire—which also publishes the Chivalry games and makes the Killing Floor series—is going to such lengths to maintain a game that only a few people are playing.</p><p>"The core message is that Tripwire wants players to be able to enjoy our games for as long as they want to enjoy them. So we fight and claw to find a way to make that happen," West said.</p><p>"We don't want to leave our games in a broken state. It's a mandate from our leadership, and it's part of the reason why I'm happy to be with Tripwire."</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2gzq4CxJB2E4LgX76pkWJk" name="deceive inc servers" alt="decieve inc servers" src="https://cdn.mos.cms.futurecdn.net/2gzq4CxJB2E4LgX76pkWJk.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">A preview of the server tools coming to Deceive Inc. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Sweet Bandits)</span></figcaption></figure><p>Custom server tools and community browsers were once the norm for PC games, but in the age of matchmaking algorithms and expected cross-play functionality, multiplayer games are built around closed networking and dedicated servers. Undoing that process for Deceive Inc is not a small task, as West explains:</p><p>"It's several months of work for a very high-level engineer. It's not inconsequential, but in terms of the gains, I would say it's very important for Tripwire as a business that relies on its reputation with gamers. It's important for us to look at the long term and not the short term of how this is impacting our bottom line.</p><p>"We feel like being able to continue to sell Deceive, and not shut it down, is going to be a net win over the long haul," West said. "Plus, we get to look gamers in the eye, metaphorically, and say this is important to us. That when we sell you a game, you're able to continue playing it for as long as you want to."</p><p>Or to put it simply: "We have a lot of belief in Deceive Inc as a game, and we know that there's a community. We want to be able to continue selling it, to have it out there, to have people enjoy it."</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="8tSGaoAGr4tePQqznfW4Ah" name="ss_a672eeac6d37416cb75423fc86c65cd781f690d2.jpg" alt="One of the spies of Deceive Inc. delivers a potent uppercut to a foe's jaw." src="https://cdn.mos.cms.futurecdn.net/8tSGaoAGr4tePQqznfW4Ah.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Sweet Bandits)</span></figcaption></figure><h2 id="the-live-service-problem">The live service problem</h2><p>West described Deceive Inc as a learning experience for Tripwire. The publisher signed the game amidst the Covid boom, when folks were staying home playing games and investment was easier to come by. </p><p>"We poured our hearts and souls into it right alongside Sweet Bandits," West recounted. "Launch went well, but it obviously didn't blow up the way we had hoped. It presents itself as a more friendly game on the surface, but when you get into it, it's a very hardcore shooter at its core."</p><p>The conceit of Deceive Inc is spies versus spies: squads of three don civilian disguises and act like NPCs (similar to the old Assassin's Creed multiplayer modes) while completing tasks. When a match really comes together, it's one of the most unique competitive games I've ever played—channeling Hitman, SpyParty, and hero shooters all at once.</p><p>"Our hope was that an 'Among Us' perspective of hiding in plain sight and trying to use stealth would have been more of the meta," West said, "but when it got to the actual audience, it was apparent the shooter aspects took over."</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:42.40%;"><img id="6NHmsVc66quQA2us3txfTP" name="The Sneakiest.jpg" alt="Deceive Inc" src="https://cdn.mos.cms.futurecdn.net/6NHmsVc66quQA2us3txfTP.jpg" mos="" align="middle" fullscreen="" width="1920" height="814" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: PC Gamer, Tripwire)</span></figcaption></figure><p>That hardcore meta made the game less broadly accessible and matchmaking increasingly sweaty, but it "resonated with the people that figured out how to play, and three-plus years later, there's still a core community that gets together and runs sessions."</p><p>Before the studio's closure, Sweet Bandits and Tripwire made changes to aid new players, like bot matches and rules that discourage open combat, but "by that time it's really hard to recover."</p><p>"It's got that window, and unless you get extremely lucky, it's hard to ever recapture [momentum]," said West. "We love the game, and it has done well for us as a whole, but it was not enough to sustain a studio, even a small studio, in the live ops framework. That was a huge lesson for me."</p><p>The experience changed Tripwire's perspective on live-service games. What worked for Chivalry 2 won't work for other games, and as a decision maker, West is now more interested in products built to last.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="eiwbLccj2uQyaRUmpjJX4D" name="deceiveinc.jpg" alt="Woman holding sniper rifle in Deceive Inc." src="https://cdn.mos.cms.futurecdn.net/eiwbLccj2uQyaRUmpjJX4D.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Sweet Bandits Studios)</span></figcaption></figure><p>"As a publishing director reviewing stuff regularly, I'd say any small team that's looking to do that live-service model is a red flag for us," he said. "We are looking for and prioritizing games that either have peer-to-peer setups, or something like what we're doing with Deceive Inc right now, where it's more community server-run."</p><p>West calls it the "Valheim approach, where you can hook up however you want, and there's not that crazy ongoing cost. There will be big games and certain franchises where [live-service] makes sense, but on the whole, that's where we've pivoted our thinking."</p><p>Sounds like music to my ears. The old ways really do feel like the only way for inherently niche multiplayer games. For Deceive Inc—a complex, crunchy social stealth game—West reckons that firing up a custom server with friends will be not only a good option, but the best one.</p><p>"Call it its second life. The 'friend game night' type of game seems to be really coming into its own, and I think that is just a perfect way to experience Deceive, with a handful of friends on Discord giving each other grief," he said. "You might play it only once a month or something, but you've got your rotation of games you're playing, and it just fits in there. I think that's perfect."</p><p>Deceive Inc is <a href="https://store.steampowered.com/app/820520/Deceive_Inc/">still up on Steam</a> and very much alive. The beta for its custom server tools is coming sometime soon.</p>
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                                                            <title><![CDATA[ 15 details from the new GTA 6 leaks, including a possible morality system and stamina meter ]]></title>
                                                                                                <dc:content><![CDATA[ <p>A pair of clips purportedly showing <a href="https://www.pcgamer.com/grand-theft-auto-6/">Grand Theft Auto 6</a> gameplay footage have <a href="https://www.pcgamer.com/games/grand-theft-auto/a-very-real-looking-gta-6-clip-and-maybe-the-full-map-just-leaked-online/">appeared online</a>, along with several images of an in-game map of Leonida, the Florida-inspired state where GTA 6 takes place. </p><p>Rockstar has not confirmed whether or not the clips are genuine, but they look legit to our eyes, with the caveat that even if they are, they could come from an outdated build of the game. Both clips look like the kind of thing a tester would capture, in that they're relatively mundane gameplay scenes, not the type of stuff you'd see in a trailer.</p><p>In both clips, the player is controlling Jason, one of GTA 6's two protagonists. In one clip, the player shoots a basketball outside Jason's dilapidated waterfront home. In the other, their car gets clipped by a delivery truck, and then they go full road rage homicide on the poor delivery driver before scrambling to get away from incoming police. The clip ends just as the player drives up to a helicopter that looks ripe for stealing.</p><p>The clips are circulating through the usual social media channels, and some reuploads have already been taken down. We're not posting them here, but they're out there for the curious to find. </p><p>With the caveat again that we don't know the exact provenance or recency of these clips—a group called "Cyberleek" has taken credit for posting them—we've picked out the most notable details here. Our first official look at GTA 6 gameplay is scheduled to arrive next week, <a href="https://www.pcgamer.com/games/grand-theft-auto/the-first-gta-6-gameplay-reveal-will-debut-on-netflix-later-this-month-as-the-streaming-service-tries-yet-again-to-get-a-piece-of-that-videogame-pie/">first on Netflix</a>.</p><h2 id="wanted-level">Wanted level</h2><p>The wanted level can reach six stars: that's one more than in GTA 5! It appears beating a delivery driver to death with a pipe wrench will get you a mere two stars.</p><h2 id="police-id">Police ID</h2><p>When you commit a crime and the cops are after you, they ID you with three categories, as seen in the top right corner of the screen: your clothing (an icon shows a hanger), possibly your face or hair color (shown with a blank face icon), and your car (a car icon). Presumably changing your clothing or car (or repainting it as in other GTA games) while wanted can help you escape.</p><h2 id="stamina">Stamina</h2><p>From the moment Jason starts throwing punches at that angry delivery driver what appears to be a stamina meter starts depleting. When he starts beating him to death with a wrench, the stamina depletes all the way to zero. The edges of the screen start to vignette, and I'd wager no stamina means some sort of movement penalty.</p><h2 id="stealth">Stealth</h2><p>The cops pull up after Jason beats the Scoop driver to death, and we see something new to GTA here: a blue stealth indicator arrow that tracks how close the cops are to noticing the player. Based on how brazen the player is being, the time it takes to fully alert law enforcement seems pretty generous—maybe you can play GTA 6 stealthily, if you choose?</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="hdeMiFYpkbsjm8BsoXEiZC" name="gta 6 map locations" alt="GTA 6 map: Lucia and Jason leaning against a classic car, with Vice City in the background." src="https://cdn.mos.cms.futurecdn.net/hdeMiFYpkbsjm8BsoXEiZC.jpg" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">This is not a leaked image. This is an official image, as are all the rest on this page. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar)</span></figcaption></figure><h2 id="focus">Focus</h2><p>It looks like we'll be improving the traits of Jason and Lucia just like we did with Arthur Morgan in RDR2. We see Jason sink a basketball and gain +2% Focus. Called shot, but I'm guessing that trait has something to do with slo-mo bullet time.</p><h2 id="hoops">Hoops</h2><p>Speaking of basketball, when Jason is shooting hoops in his driveway, he uses a simple "press the button when the rings overlap" system.</p><h2 id="negative-karma">Negative karma</h2><p>GTA 6 might judge you for your actions in a similar way to Red Dead Redemption 2's karma system. As Jason pummels the delivery driver, we see a little devil icon on the right with a minus symbol. Sure looks like the evil side of a karma system. Interestingly, the symbol doesn't appear until he starts beating the unconscious man—perhaps the game won't judge you for starting fights with locals, but it will for senseless murder?</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="6CAhsDFoQqYseZHJtphvSM" name="gta 6 cars VAPID_BUGGY" alt="GTA 6 cars: The Vapid Buggy driving down a muddy road." src="https://cdn.mos.cms.futurecdn.net/6CAhsDFoQqYseZHJtphvSM.jpg" mos="" align="middle" fullscreen="1" width="3840" height="2160" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/6CAhsDFoQqYseZHJtphvSM.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar)</span></figcaption></figure><h2 id="cars-have-a-gas-and-engine-meter">Cars have a gas and engine meter</h2><p>Fill 'er up! Looks like you'll need to monitor your vehicle's gas level (a popular mod for GTA 5 lets you do this, so I guess Rockstar incorporated it fully into GTA 6) and engine condition. The trunk and bed of the car also shows "loadout" and "storage 0/4" menu options.</p><h2 id="money-and-budget">Money and budget</h2><p>In the hoops clip, we see Jason has two dollar amounts shown in the upper right corner: $39 (presumably his cash on hand) and $1,643 next to a house icon. The circle around the house is filled only a tiny bit, so that could indicate that he's got rent due, or perhaps that's how much money he's got stashed in the bank (similar to how it works in GTA Online).</p><h2 id="fake-brands-spotted">Fake brands spotted</h2><p>Sea Shark (jetski), Scoop (delivery company), 24/7 Supermarket, Arrow (gas station), Hamilton Private Health Clinic (last word is blurry, but "clinic" fits), Fast Pass EMS (on an ambulance).</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="eU374yjBR4mcz6f56rn7cD" name="VINTAGE_VICE_CITY_PACK_EXCLUSIVE_LOOKS_04" alt="Lucia eats martini olives." src="https://cdn.mos.cms.futurecdn.net/eU374yjBR4mcz6f56rn7cD.jpg" mos="" align="middle" fullscreen="1" width="3840" height="2160" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/eU374yjBR4mcz6f56rn7cD.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar)</span></figcaption></figure><h2 id="tunes">Tunes</h2><p>The song in the second clip is Impact by SG Lewis, Robin, and Channel Tres—pretty apropos for slamming a car into a delivery truck. You can listen to it on <a href="https://www.youtube.com/watch?v=UzZRABmvfjM" target="_blank">YouTube</a>.</p><h2 id="player-character-locations-shown">Player character locations shown</h2><p>The map image leak shows a car icon with a "J" over it. It appears this image was taken while the player was inhabiting Lucia (the arrow indicating the player location is over the water, so Lucia might be on a boat or aircraft), and the map shows the location of Jason elsewhere in Leonida. This is a change from GTA 5, where you didn't know where the other playable characters were on the map unless you swapped into them or happened to run into them.</p><h2 id="racetracks">Racetracks</h2><p>The map leak shows what looks like several small race tracks across Leonida: racing cars could be an activity or a way to make money.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="bmnpL6XQBPKDEsoQVy7acD" name="ULTIMATE_EDITION_SAFEHOUSE_VEHICLES_01" alt="Beach house with car and motorbike." src="https://cdn.mos.cms.futurecdn.net/bmnpL6XQBPKDEsoQVy7acD.jpg" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar)</span></figcaption></figure><h2 id="jason-s-house-location">Jason's house location</h2><p>Jason's house is shown on the map, too: it's in southern Leonida on one of the islands of the Keys.</p><h2 id="military-base">Military base</h2><p>I'm wondering if the airport shown at the very end of the Keys is the military base. There's a large airport shown in Vice City, so this smaller airport could be the place to steal fighter jets: though it'd be quite a long drive if you wanted to take a tank into downtown Vice City.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/grand-theft-auto/gta-6-video-leak-analysis-august-2026/</link>
                                                                            <description>
                            <![CDATA[ A fresh set of GTA 6 leaks has sloshed onto the internet. Their authenticity is unknown, but they look real—here's what we've gleaned from them. ]]>
                                                                                                            </description>
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                                                                        <pubDate>Tue, 18 Aug 2026 20:10:52 +0000</pubDate>                                                                                                                                <updated>Tue, 18 Aug 2026 21:48:07 +0000</updated>
                                                                                                                                            <category><![CDATA[Grand Theft Auto]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Action]]></category>
                                                                                                <author><![CDATA[ clivingston@pcgamer.com (Christopher Livingston) ]]></author>                    <dc:creator><![CDATA[ Christopher Livingston ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/vMPWcamtj9aoVBYFtt2Hp7.png ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
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                <cf:isPaid>false</cf:isPaid>
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                                                            <media:credit><![CDATA[Rockstar Games]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Jason, one of the protagonists of GTA 6, holding a phone.]]></media:description>                                                            <media:text><![CDATA[Jason, one of the protagonists of GTA 6, holding a phone.]]></media:text>
                                <media:title type="plain"><![CDATA[Jason, one of the protagonists of GTA 6, holding a phone.]]></media:title>
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                            <![CDATA[
                            <article>
                                <p>A pair of clips purportedly showing <a href="https://www.pcgamer.com/grand-theft-auto-6/">Grand Theft Auto 6</a> gameplay footage have <a href="https://www.pcgamer.com/games/grand-theft-auto/a-very-real-looking-gta-6-clip-and-maybe-the-full-map-just-leaked-online/">appeared online</a>, along with several images of an in-game map of Leonida, the Florida-inspired state where GTA 6 takes place. </p><p>Rockstar has not confirmed whether or not the clips are genuine, but they look legit to our eyes, with the caveat that even if they are, they could come from an outdated build of the game. Both clips look like the kind of thing a tester would capture, in that they're relatively mundane gameplay scenes, not the type of stuff you'd see in a trailer.</p><p>In both clips, the player is controlling Jason, one of GTA 6's two protagonists. In one clip, the player shoots a basketball outside Jason's dilapidated waterfront home. In the other, their car gets clipped by a delivery truck, and then they go full road rage homicide on the poor delivery driver before scrambling to get away from incoming police. The clip ends just as the player drives up to a helicopter that looks ripe for stealing.</p><p>The clips are circulating through the usual social media channels, and some reuploads have already been taken down. We're not posting them here, but they're out there for the curious to find. </p><p>With the caveat again that we don't know the exact provenance or recency of these clips—a group called "Cyberleek" has taken credit for posting them—we've picked out the most notable details here. Our first official look at GTA 6 gameplay is scheduled to arrive next week, <a href="https://www.pcgamer.com/games/grand-theft-auto/the-first-gta-6-gameplay-reveal-will-debut-on-netflix-later-this-month-as-the-streaming-service-tries-yet-again-to-get-a-piece-of-that-videogame-pie/">first on Netflix</a>.</p><h2 id="wanted-level">Wanted level</h2><p>The wanted level can reach six stars: that's one more than in GTA 5! It appears beating a delivery driver to death with a pipe wrench will get you a mere two stars.</p><h2 id="police-id">Police ID</h2><p>When you commit a crime and the cops are after you, they ID you with three categories, as seen in the top right corner of the screen: your clothing (an icon shows a hanger), possibly your face or hair color (shown with a blank face icon), and your car (a car icon). Presumably changing your clothing or car (or repainting it as in other GTA games) while wanted can help you escape.</p><h2 id="stamina">Stamina</h2><p>From the moment Jason starts throwing punches at that angry delivery driver what appears to be a stamina meter starts depleting. When he starts beating him to death with a wrench, the stamina depletes all the way to zero. The edges of the screen start to vignette, and I'd wager no stamina means some sort of movement penalty.</p><h2 id="stealth">Stealth</h2><p>The cops pull up after Jason beats the Scoop driver to death, and we see something new to GTA here: a blue stealth indicator arrow that tracks how close the cops are to noticing the player. Based on how brazen the player is being, the time it takes to fully alert law enforcement seems pretty generous—maybe you can play GTA 6 stealthily, if you choose?</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="hdeMiFYpkbsjm8BsoXEiZC" name="gta 6 map locations" alt="GTA 6 map: Lucia and Jason leaning against a classic car, with Vice City in the background." src="https://cdn.mos.cms.futurecdn.net/hdeMiFYpkbsjm8BsoXEiZC.jpg" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">This is not a leaked image. This is an official image, as are all the rest on this page. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar)</span></figcaption></figure><h2 id="focus">Focus</h2><p>It looks like we'll be improving the traits of Jason and Lucia just like we did with Arthur Morgan in RDR2. We see Jason sink a basketball and gain +2% Focus. Called shot, but I'm guessing that trait has something to do with slo-mo bullet time.</p><h2 id="hoops">Hoops</h2><p>Speaking of basketball, when Jason is shooting hoops in his driveway, he uses a simple "press the button when the rings overlap" system.</p><h2 id="negative-karma">Negative karma</h2><p>GTA 6 might judge you for your actions in a similar way to Red Dead Redemption 2's karma system. As Jason pummels the delivery driver, we see a little devil icon on the right with a minus symbol. Sure looks like the evil side of a karma system. Interestingly, the symbol doesn't appear until he starts beating the unconscious man—perhaps the game won't judge you for starting fights with locals, but it will for senseless murder?</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="6CAhsDFoQqYseZHJtphvSM" name="gta 6 cars VAPID_BUGGY" alt="GTA 6 cars: The Vapid Buggy driving down a muddy road." src="https://cdn.mos.cms.futurecdn.net/6CAhsDFoQqYseZHJtphvSM.jpg" mos="" align="middle" fullscreen="1" width="3840" height="2160" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/6CAhsDFoQqYseZHJtphvSM.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar)</span></figcaption></figure><h2 id="cars-have-a-gas-and-engine-meter">Cars have a gas and engine meter</h2><p>Fill 'er up! Looks like you'll need to monitor your vehicle's gas level (a popular mod for GTA 5 lets you do this, so I guess Rockstar incorporated it fully into GTA 6) and engine condition. The trunk and bed of the car also shows "loadout" and "storage 0/4" menu options.</p><h2 id="money-and-budget">Money and budget</h2><p>In the hoops clip, we see Jason has two dollar amounts shown in the upper right corner: $39 (presumably his cash on hand) and $1,643 next to a house icon. The circle around the house is filled only a tiny bit, so that could indicate that he's got rent due, or perhaps that's how much money he's got stashed in the bank (similar to how it works in GTA Online).</p><h2 id="fake-brands-spotted">Fake brands spotted</h2><p>Sea Shark (jetski), Scoop (delivery company), 24/7 Supermarket, Arrow (gas station), Hamilton Private Health Clinic (last word is blurry, but "clinic" fits), Fast Pass EMS (on an ambulance).</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="eU374yjBR4mcz6f56rn7cD" name="VINTAGE_VICE_CITY_PACK_EXCLUSIVE_LOOKS_04" alt="Lucia eats martini olives." src="https://cdn.mos.cms.futurecdn.net/eU374yjBR4mcz6f56rn7cD.jpg" mos="" align="middle" fullscreen="1" width="3840" height="2160" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/eU374yjBR4mcz6f56rn7cD.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar)</span></figcaption></figure><h2 id="tunes">Tunes</h2><p>The song in the second clip is Impact by SG Lewis, Robin, and Channel Tres—pretty apropos for slamming a car into a delivery truck. You can listen to it on <a href="https://www.youtube.com/watch?v=UzZRABmvfjM" target="_blank">YouTube</a>.</p><h2 id="player-character-locations-shown">Player character locations shown</h2><p>The map image leak shows a car icon with a "J" over it. It appears this image was taken while the player was inhabiting Lucia (the arrow indicating the player location is over the water, so Lucia might be on a boat or aircraft), and the map shows the location of Jason elsewhere in Leonida. This is a change from GTA 5, where you didn't know where the other playable characters were on the map unless you swapped into them or happened to run into them.</p><h2 id="racetracks">Racetracks</h2><p>The map leak shows what looks like several small race tracks across Leonida: racing cars could be an activity or a way to make money.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="bmnpL6XQBPKDEsoQVy7acD" name="ULTIMATE_EDITION_SAFEHOUSE_VEHICLES_01" alt="Beach house with car and motorbike." src="https://cdn.mos.cms.futurecdn.net/bmnpL6XQBPKDEsoQVy7acD.jpg" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar)</span></figcaption></figure><h2 id="jason-s-house-location">Jason's house location</h2><p>Jason's house is shown on the map, too: it's in southern Leonida on one of the islands of the Keys.</p><h2 id="military-base">Military base</h2><p>I'm wondering if the airport shown at the very end of the Keys is the military base. There's a large airport shown in Vice City, so this smaller airport could be the place to steal fighter jets: though it'd be quite a long drive if you wanted to take a tank into downtown Vice City.</p>
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                                                            <title><![CDATA[ I modded GTA 5 into a life-sim RPG with mining, foraging, a mini-economy, and the ability to fall asleep in the middle of the road ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Grand Theft Auto 6 will, I'm assured, be the most immersive videogame of all time. You simply won't be able to discern reality from fiction anymore. Your gaze will drift from your television, to outside, to the television, to outside, and the sheer fidelity of Rockstar's opus will be such that you can no longer tell the slightest difference between the two. You will utterly lose your mind. It's gonna be great.</p><p>GTA 5, though? Hardly immersive at all by comparison. If I'm going to successfully mod this game into GTA 6, I'm going to need to rectify that. So I did. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="MjCY5JMCKRpfLVT6Guf94e" name="ROLEPLAY ALONE-0002" alt="Franklin mines." src="https://cdn.mos.cms.futurecdn.net/MjCY5JMCKRpfLVT6Guf94e.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar)</span></figcaption></figure><p>I have installed <a href="https://www.gta5-mods.com/scripts/roleplay-alone" target="_blank">Roleplay Alone</a>, a mod which turns Rockstar's crime sandbox into a sort of pseudo life sim, filled with all manner of strange little jobs for Michael, Franklin, and Trevor to get up to. Thrill as you mine various ores! Marvel as you package and distribute cannabis! Be amazed as you smelt things at a cement mixer somehow!</p><p>I immediately set about my new labours. Franklin, in a $3000 cashmere jumper, manifested a two-handed mattock and began chipping away at some rocks. He did this with one hand for reasons of either incredible strength or limited animations. </p><p>This took some time. So long, in fact, that Franklin got a little bit tired according to Roleplay Alone's newly-added energy meter. I found a rhythm: convert a few boulders to ore, then tap Y to crumple to the floor, fully clothed—as if struck down by an assassin's bullet—to regain my depleted energy. Fortunately, the various hard-hatted men in the quarry did not mind that A) I was mining all their rocks or B) sleeping on the floor.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ovgFxN3UDrHg5zpsbtfq6e" name="ROLEPLAY ALONE-0003" alt="Franklin sleeps." src="https://cdn.mos.cms.futurecdn.net/ovgFxN3UDrHg5zpsbtfq6e.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar)</span></figcaption></figure><p>Is GTA 5 rendered uncannily immersive by Roleplay Alone? Well. No. But it is very entertaining to set the game's protagonists to blue-collar tasks like mining and ore-smelting, and even more entertaining when you're doing something completely different, forget what the Y key does now, and find yourself collapsed asleep in the road like the world's most narcoleptic crime lord. </p><p>I do not think I will spend a lot of time mining—if for no other reason than doing it for about 15 minutes netted me only enough fake currency to buy a burger—but it's good to know I <em>could</em>. Just like I <em>could</em> in real life. Maybe.</p><p>And besides, I can fish now.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:853px;"><p class="vanilla-image-block" style="padding-top:56.27%;"><img id="CuR9LTouacnznrpMawyi3" name="MetroCut-ezgif.com-optimize" alt="Franklin fishes." src="https://cdn.mos.cms.futurecdn.net/CuR9LTouacnznrpMawyi3.gif" mos="" align="middle" fullscreen="" width="853" height="480" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar)</span></figcaption></figure> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/grand-theft-auto/i-modded-gta-5-into-a-life-sim-rpg-with-mining-foraging-a-mini-economy-and-the-ability-to-fall-asleep-in-the-middle-of-the-road/</link>
                                                                            <description>
                            <![CDATA[ Which is what it's always been missing. ]]>
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                                                                        <pubDate>Tue, 18 Aug 2026 17:00:00 +0000</pubDate>                                                                                                                                <updated>Fri, 21 Aug 2026 11:50:07 +0000</updated>
                                                                                                                                            <category><![CDATA[Grand Theft Auto]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Action]]></category>
                                                                                                <author><![CDATA[ joshua.wolens@futurenet.com (Joshua Wolens) ]]></author>                    <dc:creator><![CDATA[ Joshua Wolens ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/oYajqiFjn2Rwz4msxoLFyP.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;&lt;br&gt;&lt;/p&gt; ]]></dc:description>
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                                <media:title type="plain"><![CDATA[Split image showing Franklin mining, sleeping, and using an ATM. A sleeping emoji overlays his face in the sleeping section.]]></media:title>
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                                <p>Grand Theft Auto 6 will, I'm assured, be the most immersive videogame of all time. You simply won't be able to discern reality from fiction anymore. Your gaze will drift from your television, to outside, to the television, to outside, and the sheer fidelity of Rockstar's opus will be such that you can no longer tell the slightest difference between the two. You will utterly lose your mind. It's gonna be great.</p><p>GTA 5, though? Hardly immersive at all by comparison. If I'm going to successfully mod this game into GTA 6, I'm going to need to rectify that. So I did. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="MjCY5JMCKRpfLVT6Guf94e" name="ROLEPLAY ALONE-0002" alt="Franklin mines." src="https://cdn.mos.cms.futurecdn.net/MjCY5JMCKRpfLVT6Guf94e.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar)</span></figcaption></figure><p>I have installed <a href="https://www.gta5-mods.com/scripts/roleplay-alone" target="_blank">Roleplay Alone</a>, a mod which turns Rockstar's crime sandbox into a sort of pseudo life sim, filled with all manner of strange little jobs for Michael, Franklin, and Trevor to get up to. Thrill as you mine various ores! Marvel as you package and distribute cannabis! Be amazed as you smelt things at a cement mixer somehow!</p><p>I immediately set about my new labours. Franklin, in a $3000 cashmere jumper, manifested a two-handed mattock and began chipping away at some rocks. He did this with one hand for reasons of either incredible strength or limited animations. </p><p>This took some time. So long, in fact, that Franklin got a little bit tired according to Roleplay Alone's newly-added energy meter. I found a rhythm: convert a few boulders to ore, then tap Y to crumple to the floor, fully clothed—as if struck down by an assassin's bullet—to regain my depleted energy. Fortunately, the various hard-hatted men in the quarry did not mind that A) I was mining all their rocks or B) sleeping on the floor.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ovgFxN3UDrHg5zpsbtfq6e" name="ROLEPLAY ALONE-0003" alt="Franklin sleeps." src="https://cdn.mos.cms.futurecdn.net/ovgFxN3UDrHg5zpsbtfq6e.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar)</span></figcaption></figure><p>Is GTA 5 rendered uncannily immersive by Roleplay Alone? Well. No. But it is very entertaining to set the game's protagonists to blue-collar tasks like mining and ore-smelting, and even more entertaining when you're doing something completely different, forget what the Y key does now, and find yourself collapsed asleep in the road like the world's most narcoleptic crime lord. </p><p>I do not think I will spend a lot of time mining—if for no other reason than doing it for about 15 minutes netted me only enough fake currency to buy a burger—but it's good to know I <em>could</em>. Just like I <em>could</em> in real life. Maybe.</p><p>And besides, I can fish now.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:853px;"><p class="vanilla-image-block" style="padding-top:56.27%;"><img id="CuR9LTouacnznrpMawyi3" name="MetroCut-ezgif.com-optimize" alt="Franklin fishes." src="https://cdn.mos.cms.futurecdn.net/CuR9LTouacnznrpMawyi3.gif" mos="" align="middle" fullscreen="" width="853" height="480" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar)</span></figcaption></figure>
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                                                            <title><![CDATA[ The memory crisis led me down a rabbit hole into nations forming rival factions to secure the flow of computer chips and AI, with names that wouldn't sound out of place in a Command & Conquer reboot ]]></title>
                                                                                                <dc:content><![CDATA[ <p>PC gaming has a problem: high prices for a key component, due to an unforeseen surge of interest. We're in the thick of it, with no light at the end of the tunnel just yet, as supply will take a very long time to catch up to the outsized demand.</p><p>Wait, haven't we been here before?! </p><p>Sure we have, lots of times. We're likely to get here again, too, as politicians around the globe have turned the semiconductor biz hewn of globalisation into something to be controlled and influenced by newly-minted factions with names you'd expect to see in a new Command & Conquer game: Pax Silica and WAICO. </p><p>Hey, when are they making another of those games? Anyways, global silicon gangs. They're a thing now.</p><p>So, why is PC gaming so susceptible to the whims of global politics and trade? You don't have to go far back through the annals of PC Gamer to find the last time we spoke of some huge problem in PC gaming that sounds awfully similar to the memory crisis we're in today. Most recently, the closure and subsequent disruption of the Strait of Hormuz.</p><p>Our Jacob Fox recently <a href="https://www.pcgamer.com/hardware/heres-how-the-iran-war-is-hitting-key-supplies-for-components-according-to-supply-chain-experts/#section-what-s-to-come" target="_blank">spoke to various supply chain experts</a> to gauge the impact of the US attack on Iran and subsequent closure of the Strait of Hormuz. He summarises it having an impact on Helium, sulphuric acid, PPE resin, aluminium, and naphtha. Each one used in some part of the semiconductor manufacturing process, affecting both chips and PCBs.</p><p>"You could see, in a worst case, allocation, scarcity-of-supply scenario where we're going to be choosing to focus on AI infrastructure versus consumer needs," Exiger SVP of Product Level Intelligence Derek Lemke told Jacob in May.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="7xquTCEj9rPgLMQRa4eJ95" name="ventus-3x-2" alt="An MSI RTX 5080 in white installed in a gaming PC." src="https://cdn.mos.cms.futurecdn.net/7xquTCEj9rPgLMQRa4eJ95.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Not just for gaming, after all. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Prior to this action by US President Donald Trump, he imposed tariffs on a range of countries and goods, which in turn increased prices for the companies producing them and leading to higher sticker prices. That is, before being <a href="https://www.theguardian.com/us-news/2026/may/27/trump-administration-tariff-refunds" target="_blank">roundly rebuked by US Supreme Court</a> and the <a href="https://www.pcgamer.com/hardware/cooling/arctic-announces-price-rollback-thanks-to-a-us-gov-tariff-refund-which-will-continue-until-every-single-dollar-arctic-received-has-been-paid-back-to-our-customers/" target="_blank">funds returned</a>.</p><p>Before that, the covid-19 pandemic. As the world came to a standstill and people moved away from offices and into their homes, demand for computers, consoles, standing desks, and exercise bikes erupted. Moreover, semiconductors were finally seen as a hot commodity by governments, and any weak links in supply chains were being interrogated, leading to the Biden administration and EU both announcing legislation to bring more cutting-edge semiconductor manufacturing to home soil. </p><p>Cutting-edge semiconductors that PC gaming is dependent on for many meaningful performance leaps over the years. PC gaming companies are some of the first to make the leap to bleeding-edge technologies, such as AMD when it rushed to utilise TSMC's 7 nm process for a competitive advantage for its CPUs and GPUs.</p><p>Neither US or EU legislation seemed to do much alone, by the way. <a href="https://www.theguardian.com/us-news/2025/mar/31/trump-order-chips-act" target="_blank">Trump renegotiated the CHIPS Act</a> and EU member states called for a second spin on the EU Chips Act, with the first attempt now <a href="https://www.pcgamer.com/hardware/much-of-the-value-creation-in-the-semiconductor-industry-is-occurring-outside-the-eu-says-eu-member-states-and-they-want-a-fresh-plan-to-claw-some-chips-back/" target="_blank">deemed by European Court auditors to be "overly ambitious."</a> Though both have played a part in refamiliarising politicians with semiconductor supply chains in a way that has led to some big and strange developments more recently. We'll get to those shortly.</p><p>While <em>that </em>crisis was developing<em>, </em>PC gaming was in a more acute pickle due to outsized demand for graphics cards for cryptocurrency. At-home cryptocurrency mining had already had an effect on PC gaming with the first GPU shortage of 2017-18, though it was really from 2020 that things got bad. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:66.67%;"><img id="TLjaUkRPbBQAvhSWoAL5h8" name="Mining_PC.jpg" alt="GPU mining rig setup" src="https://cdn.mos.cms.futurecdn.net/TLjaUkRPbBQAvhSWoAL5h8.jpg" mos="" align="middle" fullscreen="" width="1920" height="1280" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">A cryptocurrency mining rig back from the days when that was actually a thing one could do. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Лечение Наркомании, Pixabay)</span></figcaption></figure><p>This continued through to 2022, when ethereum, the most popular cryptocurrency that could be mined on consumer-grade hardware (GPUs, rather than ASICs) shifted away from mining and <a href="https://www.pcgamer.com/the-merge-to-end-cryptocurrency-mining-on-gaming-gpus-wont-come-until-2022/" target="_blank">turned to what's known as 'proof-of-stake'</a>. Thus ending one of the worst periods in PC gaming that I covered personally—until today, anyways.</p><p>"If you break down to the DNA level of what goes into a chip, and you can look at the silicon that goes into the wafer, you can look at the metals and minerals that go into the circuitry, to some extent, every single one of those inputs has been hamstrung in some way," said Dr. Goldsby, a supply chain expert.</p><p>"So here we've got demand, on the one hand, that's just off the charts. And we've got the supply chain that is handicapped by virtue of getting access to materials, very constrained production capacity, and then slow transportation connecting the dots. You add it all up, and that's where we are right now."</p><p>Sound familiar? I'm not talking talking to Dr. Goldsby about the current memory crisis; this is from <a href="https://www.pcgamer.com/why-you-still-cant-buy-a-graphics-cards-according-to-a-supply-chain-expert/" target="_blank">an article I wrote back in 2021</a> on why it was so difficult to buy a graphics card at that time. It's about the increase in demand from cryptocurrency miners at the same time as covid-19 supply issues. These are similar forces, the same patterns, that lead us to the mess we're back in again today.</p><p>I'm preaching to the choir. PC gamers having a solid understanding of the importance of supply chains and semiconductor technologies, it seems even exceeding many politicians, because it directly affects them. These things have an impact on their hobby, both good and bad, from better-performing processors to today's inflated prices.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="wP8M3ZHVKYPMYd3Zm6QKCB" name="pcg_site_thumbnail_split (1) (2)" alt="SK hynix, Samsung, and Micron signs in front of company buildings." src="https://cdn.mos.cms.futurecdn.net/wP8M3ZHVKYPMYd3Zm6QKCB.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">The three major memory manufacturers: SK hynix, Samsung, and Micron. </span><span class="credit" itemprop="copyrightHolder">(Image credit: SeongJoon Cho / Bloomberg via Getty Images (left) | JHVEPhoto via Getty Images (middle) | David Paul Morris/Bloomberg via Getty Images (right))</span></figcaption></figure><p>Back to the present day, and we're looking at increased demand from AI, datacentres built out on an enormous scale (that's very unpopular, for good reason), and a reliance on three (excluding the latest Chinese wildcard, CXMT) major memory companies that have often appeared to resist large-scale plans for new facilities for producing and packaging memory chips to counter sudden increased demand due to fears of an oversupply and crashing prices.</p><p>Despite some amount of unpopularity with the public for how AI models are trained, run, and their output, governments are betting their countries' economic growth on AI. Datacentres are seen to be of an outsized import to a country's national interests. Take the UK government, for example, which is labelling these 'Nationally Significant Infrastructure Projects (NSIP) and <a href="https://www.gov.uk/government/news/fastest-infrastructure-building-in-a-generation-as-planning-rules-overhauled" target="_blank">rolling out new legislation</a> to avoid parts of the otherwise lengthy planning process. You don't want a datacentre whirring by your house all hours of the day? Well, tough.</p><p>All leading to political action on supply chains that spans continents, not countries. As I've been looking into the forces that manipulate the global semiconductor industry, I've stumbled across one recently formed organisation that hopes to have an impact on that very same thing: Pax Silica. </p><p>Yeah, it's really called that. They even have a motto: "Securing the silicon supply chain."</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1456px;"><p class="vanilla-image-block" style="padding-top:55.84%;"><img id="Kw8sNsFQYusbLrgdRs5CXe" name="1787066195.jpg" alt="The definition of Pax Silica, as written on the Pax Silica website." src="https://cdn.mos.cms.futurecdn.net/Kw8sNsFQYusbLrgdRs5CXe.jpg" mos="" align="middle" fullscreen="" width="1456" height="813" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Pax Silica)</span></figcaption></figure><p>Where else could a name as lofty and Roman come from other than the United States? <a href="https://paxsilica.org/" target="_blank">Organised by the US Department of State</a>, but <a href="https://www.state.gov/pax-silica/#signatories" target="_blank">signed by 24 countries</a>, many of whom joined in December, 2025, the Pax Silica is an organisation that intends to secure "AI and supply chain security" and to advance "new economic security consensus among allies and trusted partners." </p><div><blockquote><p>If the 20th century ran on oil and steel, the 21st century runs on compute and the minerals that feed it.</p><p>Jacob Helberg, US Under Secretary for Economic Affair</p></blockquote></div><p>Of the many countries involved in the agreement—including the US, EU, South Korea, India, Israel, UK, Singapore, Philippines, Netherlands, Japan, and Qatar—the powerhouse of global semiconductor manufacturing, Taiwan, is only a <a href="https://www.state.gov/releases/under-secretary-for-economic-affairs/2026/01/joint-statement-on-the-pax-silica-declaration-and-u-s-taiwan-economic-security-cooperation/" target="_blank">"non-signatory participant"</a>.</p><p>"If the 20th century ran on oil and steel, the 21st century runs on compute and the minerals that feed it," says Jacob Helberg, US Under Secretary for Economic Affairs. "This historic declaration hails a new economic security consensus ensuring aligned partners build the AI ecosystem of tomorrow—from energy and critical minerals to high-end manufacturing and models."</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:8164px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="nwB65iKBZ4hBuPNB2RWtPk" name="GettyImages-2252028024" alt="Undersecretary of State Jacob Helberg Convenes The Pax Silica Summit at Donald J. Trump Institute of Peace on December 12, 2025 in Washington, DC." src="https://cdn.mos.cms.futurecdn.net/nwB65iKBZ4hBuPNB2RWtPk.jpg" mos="" align="middle" fullscreen="" width="8164" height="4592" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tasos Katopodis/Getty Images for Undersecretary of State for Economic Affairs Jacob Helberg)</span></figcaption></figure><p>The idea being that frontier foundation AI models, semiconductors, infrastructure, manufacturing facilities, minerals, and the energy to run the lot are to be shared between signatories, and signatories are expected to collaborate on the next big thing. </p><p>There's a strong sense of addressing national security and righting wrongs in the name of "fair competition" throughout its founding documents. Nations are expected to coordinate responses to "overcapacity and dumping so that supply chains remain secure, resilient, and innovative over time" and "protect sensitive technologies and critical infrastructure from undue access or control by countries of concern."</p><p>You start to see where there's some tension coming in, right? It's not all about building fiber-optic cables to connect the world together in one big livestreamed kumbaya singalong. </p><p>There's more tension bubbling around Pax Silica, too. What of the countries that didn't sign up to it? On July 19, 2026, some of them <a href="https://www.reuters.com/world/asia-pacific/chinas-xi-promotes-chinas-commitment-ai-access-speech-shanghai-conference-2026-07-17/" target="_blank">announced their own organisation</a> with a <em>very</em> similar sounding brief: The World Artificial Intelligence Cooperation Organization, or WAICO, stationed in Shanghai.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:7561px;"><p class="vanilla-image-block" style="padding-top:57.48%;"><img id="Vnb6AoxXTkaX8nKyQ7L5nR" name="GettyImages-2285713337" alt="Chinese Foreign Minster Wang Yi, leads other signatories to sign the Agreement on the Establishment of The World Artificial Intelligence Cooperation Organization in Beijing, China." src="https://cdn.mos.cms.futurecdn.net/Vnb6AoxXTkaX8nKyQ7L5nR.jpg" mos="" align="middle" fullscreen="" width="7561" height="4346" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Getty Images)</span></figcaption></figure><p>WAICO aims to be a cooperative agreement on AI, computing, and sharing frontier AI models among members that may have limited access to their own or other key players', such as those made by large US companies. WAICO was originally floated by China, and counts Russia among its backers, but says it is operating in the interests of the 'Global South', which includes many developing nations, and <a href="https://bricscouncil.ru/en/analytics/waico-and-brics-chto-novaya-vsemirnaya-organizatsiya-v-sfere-ii-oznachaet-dlya-obyedineniya" target="_blank">BRICS</a>, though India is a BRICS member and a signatory of Pax Silica, not WAICO. Kazakhstan is oddly in both groups.</p><p>Essentially, you have the US-backed faction on one side and the China-backed faction on the other. Two rival factions trying to control the flow of chips and advancement of AI models across the globe. Both sides want to play a pivotal role in shaping AI and tussling with one another over whose vision for the future is best. </p><p>It's been reported in the past couple of days that the US is preparing to tell countries they must pick a side in this, too, with <a href="https://www.reuters.com/world/china/us-tell-partners-they-must-pick-sides-ai-race-with-china-2026-08-14/" target="_blank">Reuters reporting countries could be barred</a> from the US-led faction after having joined the one in Shanghai. Someone better tell Kazakhstan, then.</p><p>It's all politics at the end of the day, but politics that play a role in how viable our own hobby remains. Trump's tariffs are a prime example of when politics interfere with PCs, as are efforts to build more chips on US soil, even if costs to produce said chips <a href="https://www.cnbc.com/2026/07/22/trump-pressure-ai-chips-us-tsmc-margins.html" target="_blank">are subsequently higher as a result</a>. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="q6MaBaAkjiHrKigW72ui2f" name="Intel fab 2" alt="Intel engineers inspect a lithography machine" src="https://cdn.mos.cms.futurecdn.net/q6MaBaAkjiHrKigW72ui2f.jpg" mos="" align="middle" fullscreen="" width="1280" height="720" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Intel)</span></figcaption></figure><p>PC gaming is a tiny speck being blown this way and that by these gargantuan powers, riding the global semiconductor trade that operates on talent and resources moving across the globe. When it comes to the affordability or availability of cutting-edge semiconductors, it's clear that nations are thinking plenty about AI capacity and a lot less about everyday consumers.</p><p>Neither group's messaging appears to take much heed of arguments against another technological arms race, which is sure to further damage the environment and use even more energy than it does already today. These are two groups that feel they can't take their foot off the gas and let the other 'win', but as a result will lead to us all losing to climate change in the long run.</p><p>So, if you're hoping the pressures that led to the memory crisis would ease as more capacity came online, that may offer short-term relief, but we're not out of the woods yet. It looks like we're only just kicking into a new gear when it comes to resource guarding semiconductors, fabs, and rare earth minerals—and all in the name of AI. Ugh.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/hardware/the-memory-crisis-led-me-down-a-rabbit-hole-into-nations-forming-rival-factions-to-secure-the-flow-of-computer-chips-and-ai-with-names-that-wouldnt-sound-out-of-place-in-a-command-and-conquer-reboot/</link>
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                            <![CDATA[ Will you do your part for the Pax Silica or swear allegiance to WAICO? ]]>
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                                                                        <pubDate>Tue, 18 Aug 2026 16:30:51 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Hardware]]></category>
                                                                                                                    <dc:creator><![CDATA[ Jacob Ridley ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/2YNigoLXbckPdRPDe3stwA.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Jacob earned his first byline writing for his own tech blog, before graduating to breaking things professionally at PCGamesN, where he was one half of a popular weekly YouTube show. Joining PC Gamer in 2020, Jacob is now managing editor of the hardware team, and you&#039;ll usually find him testing the latest components or building a gaming PC. He says he&#039;s determined to build a fort as big as a house out of case boxes. Jacob enjoys heading out of the office to report from floors, benches, and, if he&#039;s lucky, plush press rooms at the biggest tech shows, such as Computex and CES.&lt;br&gt;&lt;/p&gt;&lt;p&gt;When he&#039;s not writing about components, you&#039;ll find Jacob trying to get away from the modern world as fast as possible by bike and pitching up camp in murky woods.&lt;/p&gt; ]]></dc:description>
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                                <p>PC gaming has a problem: high prices for a key component, due to an unforeseen surge of interest. We're in the thick of it, with no light at the end of the tunnel just yet, as supply will take a very long time to catch up to the outsized demand.</p><p>Wait, haven't we been here before?! </p><p>Sure we have, lots of times. We're likely to get here again, too, as politicians around the globe have turned the semiconductor biz hewn of globalisation into something to be controlled and influenced by newly-minted factions with names you'd expect to see in a new Command & Conquer game: Pax Silica and WAICO. </p><p>Hey, when are they making another of those games? Anyways, global silicon gangs. They're a thing now.</p><p>So, why is PC gaming so susceptible to the whims of global politics and trade? You don't have to go far back through the annals of PC Gamer to find the last time we spoke of some huge problem in PC gaming that sounds awfully similar to the memory crisis we're in today. Most recently, the closure and subsequent disruption of the Strait of Hormuz.</p><p>Our Jacob Fox recently <a href="https://www.pcgamer.com/hardware/heres-how-the-iran-war-is-hitting-key-supplies-for-components-according-to-supply-chain-experts/#section-what-s-to-come" target="_blank">spoke to various supply chain experts</a> to gauge the impact of the US attack on Iran and subsequent closure of the Strait of Hormuz. He summarises it having an impact on Helium, sulphuric acid, PPE resin, aluminium, and naphtha. Each one used in some part of the semiconductor manufacturing process, affecting both chips and PCBs.</p><p>"You could see, in a worst case, allocation, scarcity-of-supply scenario where we're going to be choosing to focus on AI infrastructure versus consumer needs," Exiger SVP of Product Level Intelligence Derek Lemke told Jacob in May.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="7xquTCEj9rPgLMQRa4eJ95" name="ventus-3x-2" alt="An MSI RTX 5080 in white installed in a gaming PC." src="https://cdn.mos.cms.futurecdn.net/7xquTCEj9rPgLMQRa4eJ95.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Not just for gaming, after all. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Prior to this action by US President Donald Trump, he imposed tariffs on a range of countries and goods, which in turn increased prices for the companies producing them and leading to higher sticker prices. That is, before being <a href="https://www.theguardian.com/us-news/2026/may/27/trump-administration-tariff-refunds" target="_blank">roundly rebuked by US Supreme Court</a> and the <a href="https://www.pcgamer.com/hardware/cooling/arctic-announces-price-rollback-thanks-to-a-us-gov-tariff-refund-which-will-continue-until-every-single-dollar-arctic-received-has-been-paid-back-to-our-customers/" target="_blank">funds returned</a>.</p><p>Before that, the covid-19 pandemic. As the world came to a standstill and people moved away from offices and into their homes, demand for computers, consoles, standing desks, and exercise bikes erupted. Moreover, semiconductors were finally seen as a hot commodity by governments, and any weak links in supply chains were being interrogated, leading to the Biden administration and EU both announcing legislation to bring more cutting-edge semiconductor manufacturing to home soil. </p><p>Cutting-edge semiconductors that PC gaming is dependent on for many meaningful performance leaps over the years. PC gaming companies are some of the first to make the leap to bleeding-edge technologies, such as AMD when it rushed to utilise TSMC's 7 nm process for a competitive advantage for its CPUs and GPUs.</p><p>Neither US or EU legislation seemed to do much alone, by the way. <a href="https://www.theguardian.com/us-news/2025/mar/31/trump-order-chips-act" target="_blank">Trump renegotiated the CHIPS Act</a> and EU member states called for a second spin on the EU Chips Act, with the first attempt now <a href="https://www.pcgamer.com/hardware/much-of-the-value-creation-in-the-semiconductor-industry-is-occurring-outside-the-eu-says-eu-member-states-and-they-want-a-fresh-plan-to-claw-some-chips-back/" target="_blank">deemed by European Court auditors to be "overly ambitious."</a> Though both have played a part in refamiliarising politicians with semiconductor supply chains in a way that has led to some big and strange developments more recently. We'll get to those shortly.</p><p>While <em>that </em>crisis was developing<em>, </em>PC gaming was in a more acute pickle due to outsized demand for graphics cards for cryptocurrency. At-home cryptocurrency mining had already had an effect on PC gaming with the first GPU shortage of 2017-18, though it was really from 2020 that things got bad. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:66.67%;"><img id="TLjaUkRPbBQAvhSWoAL5h8" name="Mining_PC.jpg" alt="GPU mining rig setup" src="https://cdn.mos.cms.futurecdn.net/TLjaUkRPbBQAvhSWoAL5h8.jpg" mos="" align="middle" fullscreen="" width="1920" height="1280" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">A cryptocurrency mining rig back from the days when that was actually a thing one could do. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Лечение Наркомании, Pixabay)</span></figcaption></figure><p>This continued through to 2022, when ethereum, the most popular cryptocurrency that could be mined on consumer-grade hardware (GPUs, rather than ASICs) shifted away from mining and <a href="https://www.pcgamer.com/the-merge-to-end-cryptocurrency-mining-on-gaming-gpus-wont-come-until-2022/" target="_blank">turned to what's known as 'proof-of-stake'</a>. Thus ending one of the worst periods in PC gaming that I covered personally—until today, anyways.</p><p>"If you break down to the DNA level of what goes into a chip, and you can look at the silicon that goes into the wafer, you can look at the metals and minerals that go into the circuitry, to some extent, every single one of those inputs has been hamstrung in some way," said Dr. Goldsby, a supply chain expert.</p><p>"So here we've got demand, on the one hand, that's just off the charts. And we've got the supply chain that is handicapped by virtue of getting access to materials, very constrained production capacity, and then slow transportation connecting the dots. You add it all up, and that's where we are right now."</p><p>Sound familiar? I'm not talking talking to Dr. Goldsby about the current memory crisis; this is from <a href="https://www.pcgamer.com/why-you-still-cant-buy-a-graphics-cards-according-to-a-supply-chain-expert/" target="_blank">an article I wrote back in 2021</a> on why it was so difficult to buy a graphics card at that time. It's about the increase in demand from cryptocurrency miners at the same time as covid-19 supply issues. These are similar forces, the same patterns, that lead us to the mess we're back in again today.</p><p>I'm preaching to the choir. PC gamers having a solid understanding of the importance of supply chains and semiconductor technologies, it seems even exceeding many politicians, because it directly affects them. These things have an impact on their hobby, both good and bad, from better-performing processors to today's inflated prices.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="wP8M3ZHVKYPMYd3Zm6QKCB" name="pcg_site_thumbnail_split (1) (2)" alt="SK hynix, Samsung, and Micron signs in front of company buildings." src="https://cdn.mos.cms.futurecdn.net/wP8M3ZHVKYPMYd3Zm6QKCB.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">The three major memory manufacturers: SK hynix, Samsung, and Micron. </span><span class="credit" itemprop="copyrightHolder">(Image credit: SeongJoon Cho / Bloomberg via Getty Images (left) | JHVEPhoto via Getty Images (middle) | David Paul Morris/Bloomberg via Getty Images (right))</span></figcaption></figure><p>Back to the present day, and we're looking at increased demand from AI, datacentres built out on an enormous scale (that's very unpopular, for good reason), and a reliance on three (excluding the latest Chinese wildcard, CXMT) major memory companies that have often appeared to resist large-scale plans for new facilities for producing and packaging memory chips to counter sudden increased demand due to fears of an oversupply and crashing prices.</p><p>Despite some amount of unpopularity with the public for how AI models are trained, run, and their output, governments are betting their countries' economic growth on AI. Datacentres are seen to be of an outsized import to a country's national interests. Take the UK government, for example, which is labelling these 'Nationally Significant Infrastructure Projects (NSIP) and <a href="https://www.gov.uk/government/news/fastest-infrastructure-building-in-a-generation-as-planning-rules-overhauled" target="_blank">rolling out new legislation</a> to avoid parts of the otherwise lengthy planning process. You don't want a datacentre whirring by your house all hours of the day? Well, tough.</p><p>All leading to political action on supply chains that spans continents, not countries. As I've been looking into the forces that manipulate the global semiconductor industry, I've stumbled across one recently formed organisation that hopes to have an impact on that very same thing: Pax Silica. </p><p>Yeah, it's really called that. They even have a motto: "Securing the silicon supply chain."</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1456px;"><p class="vanilla-image-block" style="padding-top:55.84%;"><img id="Kw8sNsFQYusbLrgdRs5CXe" name="1787066195.jpg" alt="The definition of Pax Silica, as written on the Pax Silica website." src="https://cdn.mos.cms.futurecdn.net/Kw8sNsFQYusbLrgdRs5CXe.jpg" mos="" align="middle" fullscreen="" width="1456" height="813" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Pax Silica)</span></figcaption></figure><p>Where else could a name as lofty and Roman come from other than the United States? <a href="https://paxsilica.org/" target="_blank">Organised by the US Department of State</a>, but <a href="https://www.state.gov/pax-silica/#signatories" target="_blank">signed by 24 countries</a>, many of whom joined in December, 2025, the Pax Silica is an organisation that intends to secure "AI and supply chain security" and to advance "new economic security consensus among allies and trusted partners." </p><div><blockquote><p>If the 20th century ran on oil and steel, the 21st century runs on compute and the minerals that feed it.</p><p>Jacob Helberg, US Under Secretary for Economic Affair</p></blockquote></div><p>Of the many countries involved in the agreement—including the US, EU, South Korea, India, Israel, UK, Singapore, Philippines, Netherlands, Japan, and Qatar—the powerhouse of global semiconductor manufacturing, Taiwan, is only a <a href="https://www.state.gov/releases/under-secretary-for-economic-affairs/2026/01/joint-statement-on-the-pax-silica-declaration-and-u-s-taiwan-economic-security-cooperation/" target="_blank">"non-signatory participant"</a>.</p><p>"If the 20th century ran on oil and steel, the 21st century runs on compute and the minerals that feed it," says Jacob Helberg, US Under Secretary for Economic Affairs. "This historic declaration hails a new economic security consensus ensuring aligned partners build the AI ecosystem of tomorrow—from energy and critical minerals to high-end manufacturing and models."</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:8164px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="nwB65iKBZ4hBuPNB2RWtPk" name="GettyImages-2252028024" alt="Undersecretary of State Jacob Helberg Convenes The Pax Silica Summit at Donald J. Trump Institute of Peace on December 12, 2025 in Washington, DC." src="https://cdn.mos.cms.futurecdn.net/nwB65iKBZ4hBuPNB2RWtPk.jpg" mos="" align="middle" fullscreen="" width="8164" height="4592" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tasos Katopodis/Getty Images for Undersecretary of State for Economic Affairs Jacob Helberg)</span></figcaption></figure><p>The idea being that frontier foundation AI models, semiconductors, infrastructure, manufacturing facilities, minerals, and the energy to run the lot are to be shared between signatories, and signatories are expected to collaborate on the next big thing. </p><p>There's a strong sense of addressing national security and righting wrongs in the name of "fair competition" throughout its founding documents. Nations are expected to coordinate responses to "overcapacity and dumping so that supply chains remain secure, resilient, and innovative over time" and "protect sensitive technologies and critical infrastructure from undue access or control by countries of concern."</p><p>You start to see where there's some tension coming in, right? It's not all about building fiber-optic cables to connect the world together in one big livestreamed kumbaya singalong. </p><p>There's more tension bubbling around Pax Silica, too. What of the countries that didn't sign up to it? On July 19, 2026, some of them <a href="https://www.reuters.com/world/asia-pacific/chinas-xi-promotes-chinas-commitment-ai-access-speech-shanghai-conference-2026-07-17/" target="_blank">announced their own organisation</a> with a <em>very</em> similar sounding brief: The World Artificial Intelligence Cooperation Organization, or WAICO, stationed in Shanghai.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:7561px;"><p class="vanilla-image-block" style="padding-top:57.48%;"><img id="Vnb6AoxXTkaX8nKyQ7L5nR" name="GettyImages-2285713337" alt="Chinese Foreign Minster Wang Yi, leads other signatories to sign the Agreement on the Establishment of The World Artificial Intelligence Cooperation Organization in Beijing, China." src="https://cdn.mos.cms.futurecdn.net/Vnb6AoxXTkaX8nKyQ7L5nR.jpg" mos="" align="middle" fullscreen="" width="7561" height="4346" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Getty Images)</span></figcaption></figure><p>WAICO aims to be a cooperative agreement on AI, computing, and sharing frontier AI models among members that may have limited access to their own or other key players', such as those made by large US companies. WAICO was originally floated by China, and counts Russia among its backers, but says it is operating in the interests of the 'Global South', which includes many developing nations, and <a href="https://bricscouncil.ru/en/analytics/waico-and-brics-chto-novaya-vsemirnaya-organizatsiya-v-sfere-ii-oznachaet-dlya-obyedineniya" target="_blank">BRICS</a>, though India is a BRICS member and a signatory of Pax Silica, not WAICO. Kazakhstan is oddly in both groups.</p><p>Essentially, you have the US-backed faction on one side and the China-backed faction on the other. Two rival factions trying to control the flow of chips and advancement of AI models across the globe. Both sides want to play a pivotal role in shaping AI and tussling with one another over whose vision for the future is best. </p><p>It's been reported in the past couple of days that the US is preparing to tell countries they must pick a side in this, too, with <a href="https://www.reuters.com/world/china/us-tell-partners-they-must-pick-sides-ai-race-with-china-2026-08-14/" target="_blank">Reuters reporting countries could be barred</a> from the US-led faction after having joined the one in Shanghai. Someone better tell Kazakhstan, then.</p><p>It's all politics at the end of the day, but politics that play a role in how viable our own hobby remains. Trump's tariffs are a prime example of when politics interfere with PCs, as are efforts to build more chips on US soil, even if costs to produce said chips <a href="https://www.cnbc.com/2026/07/22/trump-pressure-ai-chips-us-tsmc-margins.html" target="_blank">are subsequently higher as a result</a>. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="q6MaBaAkjiHrKigW72ui2f" name="Intel fab 2" alt="Intel engineers inspect a lithography machine" src="https://cdn.mos.cms.futurecdn.net/q6MaBaAkjiHrKigW72ui2f.jpg" mos="" align="middle" fullscreen="" width="1280" height="720" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Intel)</span></figcaption></figure><p>PC gaming is a tiny speck being blown this way and that by these gargantuan powers, riding the global semiconductor trade that operates on talent and resources moving across the globe. When it comes to the affordability or availability of cutting-edge semiconductors, it's clear that nations are thinking plenty about AI capacity and a lot less about everyday consumers.</p><p>Neither group's messaging appears to take much heed of arguments against another technological arms race, which is sure to further damage the environment and use even more energy than it does already today. These are two groups that feel they can't take their foot off the gas and let the other 'win', but as a result will lead to us all losing to climate change in the long run.</p><p>So, if you're hoping the pressures that led to the memory crisis would ease as more capacity came online, that may offer short-term relief, but we're not out of the woods yet. It looks like we're only just kicking into a new gear when it comes to resource guarding semiconductors, fabs, and rare earth minerals—and all in the name of AI. Ugh.</p>
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                                                            <title><![CDATA[ Star Wars: Galactic Racer's multiplayer 'tour' mode is a chaotic arcade racer spliced with a MOBA, and that somehow works brilliantly ]]></title>
                                                                                                <dc:content><![CDATA[ <p>I had the pleasure of playing <a href="https://www.pcgamer.com/games/racing/star-wars-galactic-racers-singleplayer-is-a-clever-roguelike-gauntlet-i-could-easily-sink-hours-into/">Star Wars: Galactic Racer recently</a>—it's an upcoming racing game by Fuse Games, a studio filled with Burnout alumni, and while I was intrigued by the roguelike elements of its singleplayer campaign, the real standout to me is its online multiplayer, which is doing something that I would otherwise call ill-advised: Making it a MOBA. Sort of.</p><p>When I say the mode's been spliced with a MOBA, I mean that a ton of elements—buildcrafting, match-specific progression, and personal player economy (the more credits you get, the faster you'll scale over the competition)—are similar. It's a little like Overwatch's Stadium mode, which used a lot of familiar MOBA itemisation without the inclusion of lanes or towers.</p><p>Now, to be clear, there will be online modes without any of these elements—but given it was the mode Fuse had me playing, the "tour" mode was clearly the one Fuse Games is the most eager to show off. And I can see why, it's genuinely unique.</p><p>Here's how it works: 12 players (or eight, if you're doing podracing) fight across six planets. The comparisons start in the character select screen—the racers. These are starting kits that have different loadouts. For instance, characters with a Survivor loadout start with a shield, a bonus to their speed that gets lost the first time you crash in a race, and a boost whenever that shield breaks.</p><p>But it filters into the actual round-by-round structure, too. After the end of each race in the tour, players get to upgrade their ride's base stats, as well as choose from a selection of parts—borrowed from the roguelike nature of the singleplayer campaign—that can let them cobble together a build throughout a race.</p><p>For instance, I had a decent amount of luck speccing into a ramjet (a long-lasting boost that makes your ride hard to control) build with abilities that synergised with each other. In one race, I had one ability where my ramjet's cooldown was significantly reduced, and another where my non-ramjet boost was instantly refilled whenever I spent it, allowing me to bounce back and forth.</p><p>You can also snag abilities, like the aforementioned shield, on this screen. These really vary, from torpedoes to flamethrowers—as well as parts that give you elemental resistances, which might factor in based on the planets you'll be visiting during the tour—more on those, later.</p><p>To buy any of these, though, you need credits, which can be earned from one of two ways. Just placing in a race gets you a payout, but you can also snag them by betting on yourself—calling whether you'll place within one of three brackets. In a 12-person race, these are top nine, top six, and top three.</p><p>But there are <em>also </em>bounties present in the pod racing version of tours, which give you bonuses for playing in certain ways. For instance, in one round, I went heavy on abilities that could give me eliminations—and snagged an appropriate bounty to match.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/xY6ZiuZyTV3xSKgYFWTiaX.png" alt="Images from supplied b-roll of Star Wars: Galactic Racer, showing the race betting and character selection screens." /><figcaption><small role="credit">Fuse Games / Lucasfilm</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/xPTLL5kFmDcQGmVSQdjtnX.png" alt="Images from supplied b-roll of Star Wars: Galactic Racer, showing the race betting and character selection screens." /><figcaption><small role="credit">Fuse Games / Lucasfilm</small></figcaption></figure></figure><p>This is all part of creative director Kieran Crimmins' vision of a game that balances both player agency and depth. He tells me: "Player agency [means] every choice that you make, whether it be the vehicle that you pick, the upgrade that you pick, the permanent bump to your stats, the parts that you pick, the character that you pick in multiplayer, or the play style that you pick—all those things have to make an actual difference to whether you can win or lose. </p><p>"That's what creates that agency to feel like, if you make a mistake, it's your fault, and the game isn't doing something to sabotage you. But also, it lets you strategize and be competitive in a kind of a way that you wouldn't necessarily have been able to do in other racing games out there."</p><p>In terms of systems depth, he notes that "the game needs to be easy to pick up so that you can play and enjoy yourself straight away. But then all those systems have to have a physical depth, a mechanical depth." And given the absolute feast of modifiers and parts on display, I think there'll be plenty of opportunity for mastery.</p><div><blockquote><p>It lets you strategize and be competitive in a kind of a way that you wouldn't necessarily have been able to do in other racing games out there."</p><p>Kieran Crimmins, creative director</p></blockquote></div><p>Though none of that's mandatory if you'd like to hop in and play, says Lucasfilm Games executive producer Craig Derrick: "I think some people want to come in and just play with their friends," he says. "It's inherent in the DNA of the game, and so I think that's just as important as just being able to have a fun experience against one another and see who comes out the winner."</p><p>The result is, to be clear, incredibly chaotic, but it's a heck of a lot of fun. The only real complaint, other than getting absolutely trashed, were the environmental factors—certain races had, for instance, acid pits which would ruin your day if you even squeaked a pixel of your ride into them. </p><p>In another planet, a building cold status effect could be shucked off by dipping through a narrow heat vent. Which often led to pod racer pile-ups—hilarious, but not exactly great-feeling if you want to win.</p><p>Which, as someone who was spending an embarrassing amount of time at the back (skill issue, I know) felt a little at-odds with the design at play. The destructive, fast-paced, arcade racer feeling often bumped its head against the other elements that were urging me to be competitive. </p><p>The game's also missing a catch-up mechanic and, again, I only know this because I was getting my butt handed to me. <em>However, </em>in a racer where you can get instagibbed without warning, some way to nudge back into the runnings would be nice—plenty (some would argue most) of my destructions were my fault, but there were a few that I couldn't have reasonably seen coming without eyes in the back of my head.</p><p>These are all problems of balance, though, and balance can always be fixed when the full game comes out October 6. The tour mode itself felt slapshot, chaotic, but also deeply engaging—and I'll be thirsty to dig my claws into its systems even more. </p><div class="product"><a data-dimension112="cb06451c-9b0c-11f1-bfa1-8be9729cf98b" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="cb06451c-9b0c-11f1-bfa1-8be9729cf98b" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/racing/star-wars-galactic-racers-multiplayer-tour-mode-is-a-chaotic-arcade-racer-spliced-with-a-moba-and-that-somehow-works-brilliantly/</link>
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                            <![CDATA[ Going on tour. ]]>
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                                                                        <pubDate>Tue, 18 Aug 2026 13:57:51 +0000</pubDate>                                                                                                                                <updated>Tue, 18 Aug 2026 14:15:37 +0000</updated>
                                                                                                                                            <category><![CDATA[Racing]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                <author><![CDATA[ harvey.randall@futurenet.com (Harvey Randall) ]]></author>                    <dc:creator><![CDATA[ Harvey Randall ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/Rws7mDGqrkaXrNKCH4jZ2D.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;&lt;br&gt;&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Fuse Games / Lucasfilm]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A screenshot of a multiplayer victory screen at the end of a preview build of Star Wars: Galactic Racer]]></media:description>                                                            <media:text><![CDATA[A screenshot of a multiplayer victory screen at the end of a preview build of Star Wars: Galactic Racer]]></media:text>
                                <media:title type="plain"><![CDATA[A screenshot of a multiplayer victory screen at the end of a preview build of Star Wars: Galactic Racer]]></media:title>
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                                <p>I had the pleasure of playing <a href="https://www.pcgamer.com/games/racing/star-wars-galactic-racers-singleplayer-is-a-clever-roguelike-gauntlet-i-could-easily-sink-hours-into/">Star Wars: Galactic Racer recently</a>—it's an upcoming racing game by Fuse Games, a studio filled with Burnout alumni, and while I was intrigued by the roguelike elements of its singleplayer campaign, the real standout to me is its online multiplayer, which is doing something that I would otherwise call ill-advised: Making it a MOBA. Sort of.</p><p>When I say the mode's been spliced with a MOBA, I mean that a ton of elements—buildcrafting, match-specific progression, and personal player economy (the more credits you get, the faster you'll scale over the competition)—are similar. It's a little like Overwatch's Stadium mode, which used a lot of familiar MOBA itemisation without the inclusion of lanes or towers.</p><p>Now, to be clear, there will be online modes without any of these elements—but given it was the mode Fuse had me playing, the "tour" mode was clearly the one Fuse Games is the most eager to show off. And I can see why, it's genuinely unique.</p><p>Here's how it works: 12 players (or eight, if you're doing podracing) fight across six planets. The comparisons start in the character select screen—the racers. These are starting kits that have different loadouts. For instance, characters with a Survivor loadout start with a shield, a bonus to their speed that gets lost the first time you crash in a race, and a boost whenever that shield breaks.</p><p>But it filters into the actual round-by-round structure, too. After the end of each race in the tour, players get to upgrade their ride's base stats, as well as choose from a selection of parts—borrowed from the roguelike nature of the singleplayer campaign—that can let them cobble together a build throughout a race.</p><p>For instance, I had a decent amount of luck speccing into a ramjet (a long-lasting boost that makes your ride hard to control) build with abilities that synergised with each other. In one race, I had one ability where my ramjet's cooldown was significantly reduced, and another where my non-ramjet boost was instantly refilled whenever I spent it, allowing me to bounce back and forth.</p><p>You can also snag abilities, like the aforementioned shield, on this screen. These really vary, from torpedoes to flamethrowers—as well as parts that give you elemental resistances, which might factor in based on the planets you'll be visiting during the tour—more on those, later.</p><p>To buy any of these, though, you need credits, which can be earned from one of two ways. Just placing in a race gets you a payout, but you can also snag them by betting on yourself—calling whether you'll place within one of three brackets. In a 12-person race, these are top nine, top six, and top three.</p><p>But there are <em>also </em>bounties present in the pod racing version of tours, which give you bonuses for playing in certain ways. For instance, in one round, I went heavy on abilities that could give me eliminations—and snagged an appropriate bounty to match.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/xY6ZiuZyTV3xSKgYFWTiaX.png" alt="Images from supplied b-roll of Star Wars: Galactic Racer, showing the race betting and character selection screens." /><figcaption><small role="credit">Fuse Games / Lucasfilm</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/xPTLL5kFmDcQGmVSQdjtnX.png" alt="Images from supplied b-roll of Star Wars: Galactic Racer, showing the race betting and character selection screens." /><figcaption><small role="credit">Fuse Games / Lucasfilm</small></figcaption></figure></figure><p>This is all part of creative director Kieran Crimmins' vision of a game that balances both player agency and depth. He tells me: "Player agency [means] every choice that you make, whether it be the vehicle that you pick, the upgrade that you pick, the permanent bump to your stats, the parts that you pick, the character that you pick in multiplayer, or the play style that you pick—all those things have to make an actual difference to whether you can win or lose. </p><p>"That's what creates that agency to feel like, if you make a mistake, it's your fault, and the game isn't doing something to sabotage you. But also, it lets you strategize and be competitive in a kind of a way that you wouldn't necessarily have been able to do in other racing games out there."</p><p>In terms of systems depth, he notes that "the game needs to be easy to pick up so that you can play and enjoy yourself straight away. But then all those systems have to have a physical depth, a mechanical depth." And given the absolute feast of modifiers and parts on display, I think there'll be plenty of opportunity for mastery.</p><div><blockquote><p>It lets you strategize and be competitive in a kind of a way that you wouldn't necessarily have been able to do in other racing games out there."</p><p>Kieran Crimmins, creative director</p></blockquote></div><p>Though none of that's mandatory if you'd like to hop in and play, says Lucasfilm Games executive producer Craig Derrick: "I think some people want to come in and just play with their friends," he says. "It's inherent in the DNA of the game, and so I think that's just as important as just being able to have a fun experience against one another and see who comes out the winner."</p><p>The result is, to be clear, incredibly chaotic, but it's a heck of a lot of fun. The only real complaint, other than getting absolutely trashed, were the environmental factors—certain races had, for instance, acid pits which would ruin your day if you even squeaked a pixel of your ride into them. </p><p>In another planet, a building cold status effect could be shucked off by dipping through a narrow heat vent. Which often led to pod racer pile-ups—hilarious, but not exactly great-feeling if you want to win.</p><p>Which, as someone who was spending an embarrassing amount of time at the back (skill issue, I know) felt a little at-odds with the design at play. The destructive, fast-paced, arcade racer feeling often bumped its head against the other elements that were urging me to be competitive. </p><p>The game's also missing a catch-up mechanic and, again, I only know this because I was getting my butt handed to me. <em>However, </em>in a racer where you can get instagibbed without warning, some way to nudge back into the runnings would be nice—plenty (some would argue most) of my destructions were my fault, but there were a few that I couldn't have reasonably seen coming without eyes in the back of my head.</p><p>These are all problems of balance, though, and balance can always be fixed when the full game comes out October 6. The tour mode itself felt slapshot, chaotic, but also deeply engaging—and I'll be thirsty to dig my claws into its systems even more. </p><div class="product"><a data-dimension112="cb06451c-9b0c-11f1-bfa1-8be9729cf98b" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="cb06451c-9b0c-11f1-bfa1-8be9729cf98b" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
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                                                            <title><![CDATA[ 10 tips from a World of Warcraft art lead for getting started creating amazing houses in WoW ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Blizzard principal artist and lead designer Jay Huang used to make his living creating the "props" that make up World of Warcraft's living spaces. Now he designs the systems that allow players to do the same thing with WoW's new player housing feature.</p><p>The game's recent patch 12.1, The Curse of Ula'tek, added a huge pile of new housing decor and features for players to create with. For example, it added the ability to use "blueprints," saved rooms or house interiors or exteriors, to allow novices to copy the work of player designers to use in their own spaces. </p><p>But getting started as a new creator can be intimidating when people are making literal works of art in WoW housing. Below, Huang offers his best tips for getting started as a newbie.</p><h2 id="1-start-by-finding-a-reference-image">1. Start by finding a reference image</h2><p>"Even artists like to know what something looks like," Huang says. "What exactly do you want to make? Find an example of it. Even spaceships have structures, and reasons why they're built that way." The image will help you figure out what pieces of decor you might be able to use to replicate what you see.</p><h2 id="2-don-t-judge-yourself-based-on-others-work">2. Don't judge yourself based on others' work</h2><p>Blizzard's housing team has an internal sharing channel where they pass around people's amazing work, he says.</p><p>"Daily, minute-ly, people are just dropping, 'Did you see this??' We see tutorials. We see posts we can't even read, because they're in a different language. It's just awesome, and we love it," he says. It's also sometimes intimidating.</p><p>"I see a lot of TikToks where it's like, 'I liked my own build, until I saw this build. Now I feel like I want to throw my build out.' Or people are saying, 'I don't even know where to start.' Just look at a building or something that you like the vibe of, then just start trying to copy, then add your own flair to it."</p><div><blockquote><p>Break up the space. Don't just go, 'It's a square, thusly, I need to decorate it as a square.' That's not necessarily true.</p></blockquote></div><p>Some of the rooms provided in housing are enormous, Huang says.</p><p>"Break up the space. Don't just go, 'It's a square, thusly, I need to decorate it as a square.' That's not necessarily true," he says. "Decorating an empty concept is harder than a room that's already got all these nooks and crannies that you can just put something in. It doesn't feel like you're starting from square one, a blank slate."</p><p>Some of the new artisan rooms for sale for neighborhood endeavor-task coupons in patch 12.1 help that problem by providing rooms with smaller niches to decorate. Creators have also been sharing blueprint codes usable by other players, which launched as a feature in 12.1, to create the bare bones of rooms that are already divided up or styled in a particular way.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="xJek3q3GNEwCXuqYKu2Y3f" name="start of house decorating tutorial" alt="World of Warcraft screenshot" src="https://cdn.mos.cms.futurecdn.net/xJek3q3GNEwCXuqYKu2Y3f.jpg" mos="" align="middle" fullscreen="1" width="3840" height="2160" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/xJek3q3GNEwCXuqYKu2Y3f.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Blizzard)</span></figcaption></figure><h2 id="3-pick-smaller-rooms-to-start-and-break-bigger-ones-into-smaller-spaces">3. Pick smaller rooms to start, and break bigger ones into smaller spaces</h2><p>"Use partitions and pillars and platforms," he says. "It's thinking like Lincoln Logs or Legos—how do I use these things to break up that open-concept space? There's no wrong way to decorate, but I think sometimes it makes it harder if you go straight to the details right off the bat."</p><p>Picking smaller rooms definitely helps. "It's hard to slap in a big room and go, 'It just feels empty.' Well yeah, because you put in an auditorium, and you put one bed in there," he says.</p><h2 id="4-look-at-your-reference-image-and-figure-out-proportions">4. Look at your reference image and figure out proportions</h2><p>"If you're building a gnome house, things shouldn't feel all crazy, bulky and huge, with large open spaces. It should feel like it fits a gnome." Your image and those proportions can also help you figure out the right lighting, he says.</p><h2 id="5-add-layers-easily-with-repetition">5. Add layers easily with repetition</h2><p>"Repeating elements are a really quick way to add detail without overthinking," Huang says. "When you think of cathedrals, is it a giant empty space? No, they have pillars, and those pillars repeat, and repeat, and repeat. Where are the patterns, what are the proportions, how is it lit to get that vibe, and then what are the general colors?"</p><h2 id="6-limit-your-color-palette">6. Limit your color palette</h2><div><blockquote><p>...You're probably using too many colors at first.</p></blockquote></div><p>Speaking of colors, Huang recommends 2-4 colors maximum.</p><p>"It's really easy to just rainbow vomit all over the place, and then be like, 'Hey, why doesn't it feel cohesive?' It's because you're probably using too many colors at first. It's better to get two or three or four colors working. Then you kind of sprinkle in some of the other rainbow colors to add in that variety."</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="RgShmF8Zfr3CY4TH2DWHtf" name="Copy of housing player made bar" alt="World of Warcraft screenshot" src="https://cdn.mos.cms.futurecdn.net/RgShmF8Zfr3CY4TH2DWHtf.jpg" mos="" align="middle" fullscreen="1" width="3840" height="2160" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/RgShmF8Zfr3CY4TH2DWHtf.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Blizzard)</span></figcaption></figure><h2 id="7-even-as-you-limit-the-colors-don-t-be-scared-of-variety-in-style">7. Even as you limit the colors, don't be scared of variety in style</h2><p>"When you decorate your own house, you're not buying all your furniture from Crate and Barrel. Something's from IKEA, and it's not all the same style," he says. "They don't need to be. When you're building, they don't need to be all of the same culture. When you're decorating a Kobold space, throw a Naga thing in that Kobold thing."</p><h2 id="8-turn-your-decor-upside-down">8. Turn your decor upside-down</h2><p>One way advanced housing players create their masterworks is by kitbashing, or combining different pieces of decor together to make new things. In Advanced Mode, you can embed objects within objects to use just the bits you need. Huang uses a statue he once created as a prop designer, now available as decor, as an example. It's a statue of a pandaren on a turtle, with a fountain.</p><div><blockquote><p>Use the backs of things, the bottoms, flip things upside down</p></blockquote></div><p>"Somebody might go, 'Okay, this is what it is,' and they'll just slap it down as a statue," he says. "But somebody might scale it or shrink it, flip it upside down to just use the water. Look at every prop for not what it is, but what it could be. You can clip things. We gave that to you on purpose. Something clipped into something else, looks like something else."</p><p>The easiest way to start seeing what the possibilities might be are to turn decor items over and look at them from all angles.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="UN9NW4jg7y4EWBkyYd5cS9" name="Lead - Gbits Bastion build" alt="A WoW house interior with a stone floor and a cool color scheme." src="https://cdn.mos.cms.futurecdn.net/UN9NW4jg7y4EWBkyYd5cS9.jpg" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Mikanikos' Aerie, a Bastion-themed build by the author. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Blizzard/Heather Newman)</span></figcaption></figure><p>"Use the backs of things, the bottoms, flip things upside down," Huang says. Kitbashing gives player-creators more freedom than even the game's own designers have. If designers smash things together, it's considered an "art crime"—something that takes away from the intended vibe of an object, he says.</p><p>"But our players, they can do whatever they want, because honestly—I mean, just look at the stuff they've made! It speaks for itself," Huang says.</p><p><em>Sneak peek: He says that developers have seen how often players like to use water effects in their creations, and they're looking for ways to make that easier.</em></p><h2 id="9-use-dyes">9. Use dyes</h2><p>Using the dye system lets you change the color of objects, and as a bonus, they mostly work on cheaper neighborhood-vendor items.</p><p>"Dying adds an extra element to the props, changing how they look," he says. "I've seen people take doors, mass dye them all the same color, and they turn them into wall panels or stoves."</p><p><em>Sneak peek: Huang says developers are looking into a way for players to turn off the interactable qualities of items like doors, so that people can make them static for uses like these.</em></p><h2 id="10-when-you-re-ready-think-about-turning-housing-into-an-art-medium">10. When you're ready, think about turning housing into an art medium</h2><div><blockquote><p>I saw a Van Gogh. I saw the Mona Lisa. Very awesome.</p></blockquote></div><p>Huang says he's incredibly impressed by the mural work that creators have made, turning WoW housing into a literal canvas featuring everything from South Park to KPop Demon Hunters, Michael Jordan to villain Xal'atath's feet. </p><p>"They're literally using it to paint things. I saw a Van Gogh. I saw the Mona Lisa. Very awesome," he says, and he encourages people to break things. Past bugs that players have exploited went on to become housing features. "We're lucky enough that this feature is not player-power driven, so we don't have to be the fun police. We're trying to always remain open."</p><p><em>One last sneak peek: More holiday decor is coming, he says. "We know that it is awesome to see you guys make the Christmas trees, but we have one. It's coming."</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/world-of-warcraft/10-tips-from-a-world-of-warcraft-art-lead-for-getting-started-creating-amazing-houses-in-wow/</link>
                                                                            <description>
                            <![CDATA[ Make your house a home with advice from Blizzard artist Jay Huang. ]]>
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                                                                        <pubDate>Mon, 17 Aug 2026 23:12:09 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[World of Warcraft]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[MMO]]></category>
                                                                                                                    <dc:creator><![CDATA[ Heather Newman ]]></dc:creator>                                                                                                        <dc:description><![CDATA[ null ]]></dc:description>
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                                                            <media:credit><![CDATA[Blizzard/Heather Newman]]></media:credit>
                                                                                                                                                                        <media:description><![CDATA[The &quot;Bionics Boutique&quot; in a house designed by the author.]]></media:description>                                                            <media:text><![CDATA[World of Warcraft screenshot]]></media:text>
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                                <p>Blizzard principal artist and lead designer Jay Huang used to make his living creating the "props" that make up World of Warcraft's living spaces. Now he designs the systems that allow players to do the same thing with WoW's new player housing feature.</p><p>The game's recent patch 12.1, The Curse of Ula'tek, added a huge pile of new housing decor and features for players to create with. For example, it added the ability to use "blueprints," saved rooms or house interiors or exteriors, to allow novices to copy the work of player designers to use in their own spaces. </p><p>But getting started as a new creator can be intimidating when people are making literal works of art in WoW housing. Below, Huang offers his best tips for getting started as a newbie.</p><h2 id="1-start-by-finding-a-reference-image">1. Start by finding a reference image</h2><p>"Even artists like to know what something looks like," Huang says. "What exactly do you want to make? Find an example of it. Even spaceships have structures, and reasons why they're built that way." The image will help you figure out what pieces of decor you might be able to use to replicate what you see.</p><h2 id="2-don-t-judge-yourself-based-on-others-work">2. Don't judge yourself based on others' work</h2><p>Blizzard's housing team has an internal sharing channel where they pass around people's amazing work, he says.</p><p>"Daily, minute-ly, people are just dropping, 'Did you see this??' We see tutorials. We see posts we can't even read, because they're in a different language. It's just awesome, and we love it," he says. It's also sometimes intimidating.</p><p>"I see a lot of TikToks where it's like, 'I liked my own build, until I saw this build. Now I feel like I want to throw my build out.' Or people are saying, 'I don't even know where to start.' Just look at a building or something that you like the vibe of, then just start trying to copy, then add your own flair to it."</p><div><blockquote><p>Break up the space. Don't just go, 'It's a square, thusly, I need to decorate it as a square.' That's not necessarily true.</p></blockquote></div><p>Some of the rooms provided in housing are enormous, Huang says.</p><p>"Break up the space. Don't just go, 'It's a square, thusly, I need to decorate it as a square.' That's not necessarily true," he says. "Decorating an empty concept is harder than a room that's already got all these nooks and crannies that you can just put something in. It doesn't feel like you're starting from square one, a blank slate."</p><p>Some of the new artisan rooms for sale for neighborhood endeavor-task coupons in patch 12.1 help that problem by providing rooms with smaller niches to decorate. Creators have also been sharing blueprint codes usable by other players, which launched as a feature in 12.1, to create the bare bones of rooms that are already divided up or styled in a particular way.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="xJek3q3GNEwCXuqYKu2Y3f" name="start of house decorating tutorial" alt="World of Warcraft screenshot" src="https://cdn.mos.cms.futurecdn.net/xJek3q3GNEwCXuqYKu2Y3f.jpg" mos="" align="middle" fullscreen="1" width="3840" height="2160" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/xJek3q3GNEwCXuqYKu2Y3f.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Blizzard)</span></figcaption></figure><h2 id="3-pick-smaller-rooms-to-start-and-break-bigger-ones-into-smaller-spaces">3. Pick smaller rooms to start, and break bigger ones into smaller spaces</h2><p>"Use partitions and pillars and platforms," he says. "It's thinking like Lincoln Logs or Legos—how do I use these things to break up that open-concept space? There's no wrong way to decorate, but I think sometimes it makes it harder if you go straight to the details right off the bat."</p><p>Picking smaller rooms definitely helps. "It's hard to slap in a big room and go, 'It just feels empty.' Well yeah, because you put in an auditorium, and you put one bed in there," he says.</p><h2 id="4-look-at-your-reference-image-and-figure-out-proportions">4. Look at your reference image and figure out proportions</h2><p>"If you're building a gnome house, things shouldn't feel all crazy, bulky and huge, with large open spaces. It should feel like it fits a gnome." Your image and those proportions can also help you figure out the right lighting, he says.</p><h2 id="5-add-layers-easily-with-repetition">5. Add layers easily with repetition</h2><p>"Repeating elements are a really quick way to add detail without overthinking," Huang says. "When you think of cathedrals, is it a giant empty space? No, they have pillars, and those pillars repeat, and repeat, and repeat. Where are the patterns, what are the proportions, how is it lit to get that vibe, and then what are the general colors?"</p><h2 id="6-limit-your-color-palette">6. Limit your color palette</h2><div><blockquote><p>...You're probably using too many colors at first.</p></blockquote></div><p>Speaking of colors, Huang recommends 2-4 colors maximum.</p><p>"It's really easy to just rainbow vomit all over the place, and then be like, 'Hey, why doesn't it feel cohesive?' It's because you're probably using too many colors at first. It's better to get two or three or four colors working. Then you kind of sprinkle in some of the other rainbow colors to add in that variety."</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="RgShmF8Zfr3CY4TH2DWHtf" name="Copy of housing player made bar" alt="World of Warcraft screenshot" src="https://cdn.mos.cms.futurecdn.net/RgShmF8Zfr3CY4TH2DWHtf.jpg" mos="" align="middle" fullscreen="1" width="3840" height="2160" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/RgShmF8Zfr3CY4TH2DWHtf.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Blizzard)</span></figcaption></figure><h2 id="7-even-as-you-limit-the-colors-don-t-be-scared-of-variety-in-style">7. Even as you limit the colors, don't be scared of variety in style</h2><p>"When you decorate your own house, you're not buying all your furniture from Crate and Barrel. Something's from IKEA, and it's not all the same style," he says. "They don't need to be. When you're building, they don't need to be all of the same culture. When you're decorating a Kobold space, throw a Naga thing in that Kobold thing."</p><h2 id="8-turn-your-decor-upside-down">8. Turn your decor upside-down</h2><p>One way advanced housing players create their masterworks is by kitbashing, or combining different pieces of decor together to make new things. In Advanced Mode, you can embed objects within objects to use just the bits you need. Huang uses a statue he once created as a prop designer, now available as decor, as an example. It's a statue of a pandaren on a turtle, with a fountain.</p><div><blockquote><p>Use the backs of things, the bottoms, flip things upside down</p></blockquote></div><p>"Somebody might go, 'Okay, this is what it is,' and they'll just slap it down as a statue," he says. "But somebody might scale it or shrink it, flip it upside down to just use the water. Look at every prop for not what it is, but what it could be. You can clip things. We gave that to you on purpose. Something clipped into something else, looks like something else."</p><p>The easiest way to start seeing what the possibilities might be are to turn decor items over and look at them from all angles.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="UN9NW4jg7y4EWBkyYd5cS9" name="Lead - Gbits Bastion build" alt="A WoW house interior with a stone floor and a cool color scheme." src="https://cdn.mos.cms.futurecdn.net/UN9NW4jg7y4EWBkyYd5cS9.jpg" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Mikanikos' Aerie, a Bastion-themed build by the author. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Blizzard/Heather Newman)</span></figcaption></figure><p>"Use the backs of things, the bottoms, flip things upside down," Huang says. Kitbashing gives player-creators more freedom than even the game's own designers have. If designers smash things together, it's considered an "art crime"—something that takes away from the intended vibe of an object, he says.</p><p>"But our players, they can do whatever they want, because honestly—I mean, just look at the stuff they've made! It speaks for itself," Huang says.</p><p><em>Sneak peek: He says that developers have seen how often players like to use water effects in their creations, and they're looking for ways to make that easier.</em></p><h2 id="9-use-dyes">9. Use dyes</h2><p>Using the dye system lets you change the color of objects, and as a bonus, they mostly work on cheaper neighborhood-vendor items.</p><p>"Dying adds an extra element to the props, changing how they look," he says. "I've seen people take doors, mass dye them all the same color, and they turn them into wall panels or stoves."</p><p><em>Sneak peek: Huang says developers are looking into a way for players to turn off the interactable qualities of items like doors, so that people can make them static for uses like these.</em></p><h2 id="10-when-you-re-ready-think-about-turning-housing-into-an-art-medium">10. When you're ready, think about turning housing into an art medium</h2><div><blockquote><p>I saw a Van Gogh. I saw the Mona Lisa. Very awesome.</p></blockquote></div><p>Huang says he's incredibly impressed by the mural work that creators have made, turning WoW housing into a literal canvas featuring everything from South Park to KPop Demon Hunters, Michael Jordan to villain Xal'atath's feet. </p><p>"They're literally using it to paint things. I saw a Van Gogh. I saw the Mona Lisa. Very awesome," he says, and he encourages people to break things. Past bugs that players have exploited went on to become housing features. "We're lucky enough that this feature is not player-power driven, so we don't have to be the fun police. We're trying to always remain open."</p><p><em>One last sneak peek: More holiday decor is coming, he says. "We know that it is awesome to see you guys make the Christmas trees, but we have one. It's coming."</em></p>
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                                                            <title><![CDATA[ I'm modding GTA 5 every day until it becomes GTA 6 or breaks, starting with a new vehicle and enough missiles to level a city block ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Well, we've been hornswoggled again. They did it. They're <em>doing</em> it. Rockstar is, as we speak, putting the finishing touches on Grand Theft Auto 6, the Final Videogame, but icing you and me out entirely. No Xbox or PlayStation? Enjoy pressing your nose against the glass of your console-owning neighbours as they find themselves delighted and transformed by the world's first $500,000,000,000,000 entertainment product.</p><p>I say: no. Not today, Sam (or maybe Dan) Houser. Every day, I am going to add a new mod to Grand Theft Auto 5, until it either becomes GTA 6 or collapses under its own terrible weight. If the mountain won't come to Muhammad, Muhammad will slowly alter a separate, but nearer mountain until it's indistinguishable from the one he wanted. </p><p>Today, day one, is mostly about learning. I have plenty of experience modding, but only really in games designed for it. I get the impression Rockstar would prefer no one change its babies, and so modding GTA 5 feels iffy and ramshackle: a process of gathering .asi files and hacky tools and crowbarring your way into the game's guts. Also, all the mods' instructions consist of a .txt file that says 'put mods'. Great. Excellent. Thank you.</p><p>It's a learning experience. So, to learn, and to start slow, I figured I would begin with something simple: a new vehicle. A fresh set of wheels to cruise the hot tarmac of Los Santos. It needed to be fast, stylish, fashionable, and stand out at least a little from the usual bric-a-brac of sedans and sports cars that litter Rockstar's fake-LA.</p><p>I settled on the <a href="https://www.gta5-mods.com/vehicles/hq-16-sam-china" target="_blank">HQ-16</a> (simplified Chinese: 红旗-16; traditional Chinese: 紅旗-16; pinyin: Hóng Qí-16; lit. 'Red Banner-16'; NATO reporting name: CH-SA-16) Chinese medium-range surface-to-air missile (SAM), developed by the Shanghai Academy of Spaceflight Technology*. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="KTbL82mrGwTt9NkRraw4BJ" name="vlcsnap-2026-08-14-16h14m11s226" alt="SAM truck in Los Santos." src="https://cdn.mos.cms.futurecdn.net/KTbL82mrGwTt9NkRraw4BJ.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">This screenshot was taken a little after the adventures described here, so please interpret that blue health bar as a <em>sneak preview</em>. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar)</span></figcaption></figure><p>I mostly did this because I wanted to familiarise myself with tools like <a href="https://openiv.com/" target="_blank">OpenIV</a> and make sure I could configure a mod <em>and</em> a few dependencies without everything blowing up in my face. I partly did it because I wanted to expose the people of Beverly Hills to the full might of the China Aerospace Science and Technology Corporation and the military of Pakistan. They've been coddled for too long.</p><p>Even more partly, I did it because a mod that was meant to change Franklin into Chester Bennington from Linkin Park kept making the game crash.</p><p>It worked. Before long, Los Santos was engulfed in waves of Shanghai Academic fire. Celebrity homes? Gone. Celebrity cars? Gone. Cops? Immolated. Their helicopters? Destroying those is literally what this vehicle is for. I was a one-man army in the truck of a regular several-men army, and the cops could do nothing to stop me. At least, until one of them attempted to pull me from my car—placing them right next to the driver's door when one of my many missiles found its way home to the small of his back.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:540px;"><p class="vanilla-image-block" style="padding-top:56.11%;"><img id="Xi4Vo2XsR6sTK8aefFfCYN" name="GTA" alt="SAM truck gets hit by own rocket." src="https://cdn.mos.cms.futurecdn.net/Xi4Vo2XsR6sTK8aefFfCYN.gif" mos="" align="middle" fullscreen="" width="540" height="303" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Artist's recreation. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar)</span></figcaption></figure><p>I bet this never happened when the Shanghai Academy of Spaceflight Technology and China Aerospace Science and Technology Corporation were testing this thing.</p><p>But my lessons are complete. I can mod GTA 5 without destroying anything. Today, a destructive truck. Tomorrow? Something more. Tune in to find out what.</p><p>*Thank you Wikipedia.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-exV5JO"></div>                            </div>                            <script src="https://kwizly.com/embed/exV5JO.js" async></script><div class="product star-deal"><a data-dimension112="c429bfc2-97f5-11f1-a447-131ca8e6d566" data-action="Star Deal Block" data-label="GTA 6 guide" data-dimension48="GTA 6 guide" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1238px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="ZF5ZJsyvbhJRVSDmd9H3jA" name="gta 6 cover art square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/ZF5ZJsyvbhJRVSDmd9H3jA.jpg" mos="" align="middle" fullscreen="" width="1238" height="1238" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><div><span class="product__star-deal-label">Grand Theft Auto 6</span><p><a href="https://www.pcgamer.com/grand-theft-auto/gta-6-guide/" data-dimension112="c429bfc2-97f5-11f1-a447-131ca8e6d566" data-action="Star Deal Block" data-label="GTA 6 guide" data-dimension48="GTA 6 guide" data-dimension25=""><strong>GTA 6 guide</strong></a>: Everything we know<br><strong></strong><a href="https://www.pcgamer.com/gta-6-cars-list/" target="_blank"><strong>GTA 6 cars</strong></a>: The garage lineup<br><strong></strong><a href="https://www.pcgamer.com/games/action/grand-theft-auto/gta6-characters/"><strong>GTA 6 characters</strong></a>: Your anti-hero cast<br><strong></strong><a href="https://www.pcgamer.com/games/grand-theft-auto/gta6-map/" target="_blank"><strong>GTA 6 map</strong>:</a> Confirmed Vice City locales<br><a href="https://www.pcgamer.com/games/grand-theft-auto/gta-6-pc-release-date/"><strong>GTA 6 PC release</strong></a>: When's it going to happen?</p></div></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/grand-theft-auto/im-modding-gta-5-every-day-until-it-becomes-gta-6-or-breaks-starting-with-a-new-vehicle-and-enough-missiles-to-level-a-city-block/</link>
                                                                            <description>
                            <![CDATA[ Baby steps. ]]>
                                                                                                            </description>
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                                                                        <pubDate>Mon, 17 Aug 2026 17:00:00 +0000</pubDate>                                                                                                                                <updated>Fri, 21 Aug 2026 11:54:29 +0000</updated>
                                                                                                                                            <category><![CDATA[Grand Theft Auto]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Action]]></category>
                                                                                                <author><![CDATA[ joshua.wolens@futurenet.com (Joshua Wolens) ]]></author>                    <dc:creator><![CDATA[ Joshua Wolens ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/oYajqiFjn2Rwz4msxoLFyP.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;&lt;br&gt;&lt;/p&gt; ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
                <cf:isPaid>false</cf:isPaid>
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                                                            <media:credit><![CDATA[Rockstar / SkylineGTRFreak]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Trevor flanked by two pictures of the HQ-16 anti-air truck.]]></media:description>                                                            <media:text><![CDATA[Trevor flanked by two pictures of the HQ-16 anti-air truck.]]></media:text>
                                <media:title type="plain"><![CDATA[Trevor flanked by two pictures of the HQ-16 anti-air truck.]]></media:title>
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                            <![CDATA[
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                                <p>Well, we've been hornswoggled again. They did it. They're <em>doing</em> it. Rockstar is, as we speak, putting the finishing touches on Grand Theft Auto 6, the Final Videogame, but icing you and me out entirely. No Xbox or PlayStation? Enjoy pressing your nose against the glass of your console-owning neighbours as they find themselves delighted and transformed by the world's first $500,000,000,000,000 entertainment product.</p><p>I say: no. Not today, Sam (or maybe Dan) Houser. Every day, I am going to add a new mod to Grand Theft Auto 5, until it either becomes GTA 6 or collapses under its own terrible weight. If the mountain won't come to Muhammad, Muhammad will slowly alter a separate, but nearer mountain until it's indistinguishable from the one he wanted. </p><p>Today, day one, is mostly about learning. I have plenty of experience modding, but only really in games designed for it. I get the impression Rockstar would prefer no one change its babies, and so modding GTA 5 feels iffy and ramshackle: a process of gathering .asi files and hacky tools and crowbarring your way into the game's guts. Also, all the mods' instructions consist of a .txt file that says 'put mods'. Great. Excellent. Thank you.</p><p>It's a learning experience. So, to learn, and to start slow, I figured I would begin with something simple: a new vehicle. A fresh set of wheels to cruise the hot tarmac of Los Santos. It needed to be fast, stylish, fashionable, and stand out at least a little from the usual bric-a-brac of sedans and sports cars that litter Rockstar's fake-LA.</p><p>I settled on the <a href="https://www.gta5-mods.com/vehicles/hq-16-sam-china" target="_blank">HQ-16</a> (simplified Chinese: 红旗-16; traditional Chinese: 紅旗-16; pinyin: Hóng Qí-16; lit. 'Red Banner-16'; NATO reporting name: CH-SA-16) Chinese medium-range surface-to-air missile (SAM), developed by the Shanghai Academy of Spaceflight Technology*. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="KTbL82mrGwTt9NkRraw4BJ" name="vlcsnap-2026-08-14-16h14m11s226" alt="SAM truck in Los Santos." src="https://cdn.mos.cms.futurecdn.net/KTbL82mrGwTt9NkRraw4BJ.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">This screenshot was taken a little after the adventures described here, so please interpret that blue health bar as a <em>sneak preview</em>. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar)</span></figcaption></figure><p>I mostly did this because I wanted to familiarise myself with tools like <a href="https://openiv.com/" target="_blank">OpenIV</a> and make sure I could configure a mod <em>and</em> a few dependencies without everything blowing up in my face. I partly did it because I wanted to expose the people of Beverly Hills to the full might of the China Aerospace Science and Technology Corporation and the military of Pakistan. They've been coddled for too long.</p><p>Even more partly, I did it because a mod that was meant to change Franklin into Chester Bennington from Linkin Park kept making the game crash.</p><p>It worked. Before long, Los Santos was engulfed in waves of Shanghai Academic fire. Celebrity homes? Gone. Celebrity cars? Gone. Cops? Immolated. Their helicopters? Destroying those is literally what this vehicle is for. I was a one-man army in the truck of a regular several-men army, and the cops could do nothing to stop me. At least, until one of them attempted to pull me from my car—placing them right next to the driver's door when one of my many missiles found its way home to the small of his back.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:540px;"><p class="vanilla-image-block" style="padding-top:56.11%;"><img id="Xi4Vo2XsR6sTK8aefFfCYN" name="GTA" alt="SAM truck gets hit by own rocket." src="https://cdn.mos.cms.futurecdn.net/Xi4Vo2XsR6sTK8aefFfCYN.gif" mos="" align="middle" fullscreen="" width="540" height="303" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Artist's recreation. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar)</span></figcaption></figure><p>I bet this never happened when the Shanghai Academy of Spaceflight Technology and China Aerospace Science and Technology Corporation were testing this thing.</p><p>But my lessons are complete. I can mod GTA 5 without destroying anything. Today, a destructive truck. Tomorrow? Something more. Tune in to find out what.</p><p>*Thank you Wikipedia.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-exV5JO"></div>                            </div>                            <script src="https://kwizly.com/embed/exV5JO.js" async></script><div class="product star-deal"><a data-dimension112="c429bfc2-97f5-11f1-a447-131ca8e6d566" data-action="Star Deal Block" data-label="GTA 6 guide" data-dimension48="GTA 6 guide" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1238px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="ZF5ZJsyvbhJRVSDmd9H3jA" name="gta 6 cover art square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/ZF5ZJsyvbhJRVSDmd9H3jA.jpg" mos="" align="middle" fullscreen="" width="1238" height="1238" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><div><span class="product__star-deal-label">Grand Theft Auto 6</span><p><a href="https://www.pcgamer.com/grand-theft-auto/gta-6-guide/" data-dimension112="c429bfc2-97f5-11f1-a447-131ca8e6d566" data-action="Star Deal Block" data-label="GTA 6 guide" data-dimension48="GTA 6 guide" data-dimension25=""><strong>GTA 6 guide</strong></a>: Everything we know<br><strong></strong><a href="https://www.pcgamer.com/gta-6-cars-list/" target="_blank"><strong>GTA 6 cars</strong></a>: The garage lineup<br><strong></strong><a href="https://www.pcgamer.com/games/action/grand-theft-auto/gta6-characters/"><strong>GTA 6 characters</strong></a>: Your anti-hero cast<br><strong></strong><a href="https://www.pcgamer.com/games/grand-theft-auto/gta6-map/" target="_blank"><strong>GTA 6 map</strong>:</a> Confirmed Vice City locales<br><a href="https://www.pcgamer.com/games/grand-theft-auto/gta-6-pc-release-date/"><strong>GTA 6 PC release</strong></a>: When's it going to happen?</p></div></div>
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                                                            <title><![CDATA[ Beastfolk Barber is an adorable hairdressing sim that offers up more than just shop talk ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Of all the other professions I never quite saw myself as a hairdresser, I'm simply not creative enough and my small talk leaves a lot to be desired. But I was still willing to give it a go (within the safe confines of a game) because <a href="https://store.steampowered.com/app/4093320/Beastfolk_Barber/" target="_blank">Beastfolk Barber</a> just looked too cute to pass up on. </p><p>The premise is simple: you play as Freddie, the owner of a small hair salon in Starfish City, where beastfolk now outnumber humans. So to keep up with the changing clientele Freddie rebrands her shop for beastfolk and snags herself a magical mirror in hopes to beat out the competition who have more money and employees at their disposal.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="8U8aYp4f3jRwix4TMLoty4" name="Beastfolk Barber screenshots" alt="Beastfolk Barber screenshots" src="https://cdn.mos.cms.futurecdn.net/8U8aYp4f3jRwix4TMLoty4.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: SIGONO INC. )</span></figcaption></figure><p>Any time a client sits down ready to get their haircut you can use the mirror to show them up to three hairstyles they might like. This way they can get a feel for a hairdo before any hair is chopped off. But the catch is that they won't always tell you out right which one they prefer. </p><p>It's up to you to keep track of the options you present them with and their reactions to them and come to a decision of which one is best for them all on your own. You are a professional hairdresser after all. </p><p>Luckily, it's not too hard to suss people out, I managed to please every customer who walked through my doors, except for the owl. But he was really grumpy to begin with, and looking back on our interaction I think he may have been a really shady criminal. You see Beastfolk Barber has more going on than just cutting people's hair with little minigames, there's actually more to these beastfolk than just looks. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/uHkXu7o6VJUMRko3Vi6m45.jpg" alt="Beastfolk Barber screenshots" /><figcaption><small role="credit">SIGONO INC. </small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/55PxFPADwKGeUjgXvmQdt4.jpg" alt="Beastfolk Barber screenshots" /><figcaption><small role="credit">SIGONO INC. </small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/u9EeiS8c8jLLzbGFzNpqF5.jpg" alt="Beastfolk Barber screenshots" /><figcaption><small role="credit">SIGONO INC. </small></figcaption></figure></figure><p>Everyone who sits in your chair has something going on in their personal life and they really want to talk to you about it. Whether it be chasing the guy of their dreams, getting ready for a tough family reunion, or trying to push legislation through the senate to try and adjust age limits for various beastfolk. </p><p>It was the two headed dragon, Luca and Varo, who brought this issue to my attention. Apparently every beastfolk has to go by human rules and regulations. For example, bees don't live long enough to access their government pension (which is 65 in this world; we should all be so lucky) and mice have to wait over half their lifespan for a chance to vote. But Luca and Varo are trying to change this, and apparently needed the help of a good haircut to get their confidence up to do so. </p><p>On top of all the civil unrest and shady business Freddie also has to deal with a demonic presence called Edi who's also in need of a haircut. But being a demon, their request is not exactly straight forward. First off, they won't pay in cash, instead opting to grant you one re-do, magically erasing or changing whatever thing you wish for. Secondly, in order to get a chance to cut your hair you need to prove your skill by acquiring 10 regulars. </p><p>Sadly, the demo ended before I could make any real headway with the task, but I think I did a good enough job for at least three clients to return to my salon. I guess the proof will be in the pudding once the full game releases in the future, hopefully we won't have to wait too long. </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-WQw9nX"></div>                            </div>                            <script src="https://kwizly.com/embed/WQw9nX.js" async></script><div class="product"><a data-dimension112="2ea7607a-9a58-11f1-96d5-cd05986b0f85" data-action="Deal Block" data-label="Steam sale dates" data-dimension48="Steam sale dates" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:550px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="dmLfcTEceHMYUpsciYxiDT" name="steam rpgs" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/dmLfcTEceHMYUpsciYxiDT.jpg" mos="" align="middle" fullscreen="" width="550" height="550" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/steam-sale-dates/" target="_blank" data-dimension112="2ea7607a-9a58-11f1-96d5-cd05986b0f85" data-action="Deal Block" data-label="Steam sale dates" data-dimension48="Steam sale dates" data-dimension25=""><strong>Steam sale dates</strong></a>: When's the next event?<br><a href="https://www.pcgamer.com/epic-games-store-free-games-list/" target="_blank"><strong>Epic Store free games</strong></a>: What's free right now?<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: The best freebies you can grab<br><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank"><strong>2026 games</strong></a>: This year's upcoming releases<br><a href="https://www.pcgamer.com/the-best-free-games-on-steam/" target="_blank"><strong>Free Steam games</strong></a>: No purchase necessary</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/sim/beastfolk-barber-is-an-adorable-hairdressing-sim-that-offers-up-more-than-just-shop-talk/</link>
                                                                            <description>
                            <![CDATA[ I turned up for the hairdressing and stayed for the juicy goss. ]]>
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                                                                        <pubDate>Mon, 17 Aug 2026 16:37:59 +0000</pubDate>                                                                                                                                <updated>Mon, 17 Aug 2026 17:14:44 +0000</updated>
                                                                                                                                            <category><![CDATA[Sim]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Elie Gould ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/5HPuSiRgqza2PQESSqE7gG.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Elie is a news writer with an unhealthy love of horror games—even though their greatest fear is being chased. When they&#039;re not screaming or hiding, there&#039;s a good chance you&#039;ll find them testing their metal in metroidvanias or just admiring their Pokemon TCG collection. Elie has previously worked at TechRadar Gaming as a staff writer and studied at JOMEC in International Journalism and Documentaries – spending their free time filming short docs about Smash Bros. or any indie game that crossed their path.&lt;/p&gt; ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
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                                                            <media:credit><![CDATA[SIGONO INC. ]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Beastfolk Barber screenshots]]></media:description>                                                            <media:text><![CDATA[Beastfolk Barber screenshots]]></media:text>
                                <media:title type="plain"><![CDATA[Beastfolk Barber screenshots]]></media:title>
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                            <article>
                                <p>Of all the other professions I never quite saw myself as a hairdresser, I'm simply not creative enough and my small talk leaves a lot to be desired. But I was still willing to give it a go (within the safe confines of a game) because <a href="https://store.steampowered.com/app/4093320/Beastfolk_Barber/" target="_blank">Beastfolk Barber</a> just looked too cute to pass up on. </p><p>The premise is simple: you play as Freddie, the owner of a small hair salon in Starfish City, where beastfolk now outnumber humans. So to keep up with the changing clientele Freddie rebrands her shop for beastfolk and snags herself a magical mirror in hopes to beat out the competition who have more money and employees at their disposal.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="8U8aYp4f3jRwix4TMLoty4" name="Beastfolk Barber screenshots" alt="Beastfolk Barber screenshots" src="https://cdn.mos.cms.futurecdn.net/8U8aYp4f3jRwix4TMLoty4.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: SIGONO INC. )</span></figcaption></figure><p>Any time a client sits down ready to get their haircut you can use the mirror to show them up to three hairstyles they might like. This way they can get a feel for a hairdo before any hair is chopped off. But the catch is that they won't always tell you out right which one they prefer. </p><p>It's up to you to keep track of the options you present them with and their reactions to them and come to a decision of which one is best for them all on your own. You are a professional hairdresser after all. </p><p>Luckily, it's not too hard to suss people out, I managed to please every customer who walked through my doors, except for the owl. But he was really grumpy to begin with, and looking back on our interaction I think he may have been a really shady criminal. You see Beastfolk Barber has more going on than just cutting people's hair with little minigames, there's actually more to these beastfolk than just looks. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/uHkXu7o6VJUMRko3Vi6m45.jpg" alt="Beastfolk Barber screenshots" /><figcaption><small role="credit">SIGONO INC. </small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/55PxFPADwKGeUjgXvmQdt4.jpg" alt="Beastfolk Barber screenshots" /><figcaption><small role="credit">SIGONO INC. </small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/u9EeiS8c8jLLzbGFzNpqF5.jpg" alt="Beastfolk Barber screenshots" /><figcaption><small role="credit">SIGONO INC. </small></figcaption></figure></figure><p>Everyone who sits in your chair has something going on in their personal life and they really want to talk to you about it. Whether it be chasing the guy of their dreams, getting ready for a tough family reunion, or trying to push legislation through the senate to try and adjust age limits for various beastfolk. </p><p>It was the two headed dragon, Luca and Varo, who brought this issue to my attention. Apparently every beastfolk has to go by human rules and regulations. For example, bees don't live long enough to access their government pension (which is 65 in this world; we should all be so lucky) and mice have to wait over half their lifespan for a chance to vote. But Luca and Varo are trying to change this, and apparently needed the help of a good haircut to get their confidence up to do so. </p><p>On top of all the civil unrest and shady business Freddie also has to deal with a demonic presence called Edi who's also in need of a haircut. But being a demon, their request is not exactly straight forward. First off, they won't pay in cash, instead opting to grant you one re-do, magically erasing or changing whatever thing you wish for. Secondly, in order to get a chance to cut your hair you need to prove your skill by acquiring 10 regulars. </p><p>Sadly, the demo ended before I could make any real headway with the task, but I think I did a good enough job for at least three clients to return to my salon. I guess the proof will be in the pudding once the full game releases in the future, hopefully we won't have to wait too long. </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-WQw9nX"></div>                            </div>                            <script src="https://kwizly.com/embed/WQw9nX.js" async></script><div class="product"><a data-dimension112="2ea7607a-9a58-11f1-96d5-cd05986b0f85" data-action="Deal Block" data-label="Steam sale dates" data-dimension48="Steam sale dates" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:550px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="dmLfcTEceHMYUpsciYxiDT" name="steam rpgs" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/dmLfcTEceHMYUpsciYxiDT.jpg" mos="" align="middle" fullscreen="" width="550" height="550" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/steam-sale-dates/" target="_blank" data-dimension112="2ea7607a-9a58-11f1-96d5-cd05986b0f85" data-action="Deal Block" data-label="Steam sale dates" data-dimension48="Steam sale dates" data-dimension25=""><strong>Steam sale dates</strong></a>: When's the next event?<br><a href="https://www.pcgamer.com/epic-games-store-free-games-list/" target="_blank"><strong>Epic Store free games</strong></a>: What's free right now?<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: The best freebies you can grab<br><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank"><strong>2026 games</strong></a>: This year's upcoming releases<br><a href="https://www.pcgamer.com/the-best-free-games-on-steam/" target="_blank"><strong>Free Steam games</strong></a>: No purchase necessary</p></div>
                                                            </article>
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                                                            <title><![CDATA[ Steam Week in Review: Here are the 32 Steam games brave enough to release on GTA 6 day ]]></title>
                                                                                                <dc:content><![CDATA[ <p><a href="https://store.steampowered.com/app/4018330/Lord_of_Undead/">Lord of Undead</a> is a "grim" third-person RPG about building an army of vicious zombies in order to maliciously raze the villages of mortals. The goal is to defeat peace and innocence, all the better for evil to prevail. You also get to build houses. It sounds pretty fun and, as far as I can tell, it's the second most popular game releasing on November 19 behind GTA 6.</p><p>Lord of Undead does have some advantages. The most obvious is that GTA 6 isn't coming to PC. It also has the most "Follows" of all Steam games releasing that day. Follows are different to wishlists: to follow a game is to see news and announcements about it in your news and updates feed, but you won't receive a notification when it releases. Wishlist data isn't public, but follows, for some reason, is.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="jsJXnbbeVvYSY8YWhLh7KS" name="lordofundead" alt="A horned creature stands before a grand mountain range" src="https://cdn.mos.cms.futurecdn.net/jsJXnbbeVvYSY8YWhLh7KS.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Lord of Undead </span><span class="credit" itemprop="copyrightHolder">(Image credit: Megame LLC)</span></figcaption></figure><p>Lord of Undead has a fairly impressive 2,649 follows right now, slightly more than Parry Survivor, which enjoys 2,062. <a href="https://store.steampowered.com/app/4540130/Parry_Survivor/">Parry Survivor</a> stars a school-uniformed anime character who must fend off waves of masked boys. It's from the creator of Kunkun League, Black Gunner Wukong and Evolve or Die, all of which have between 150 and 450 "very positive" reviews.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="RoaHhjiYytqhBeusJsUTrm" name="parry" alt="A woman punches a masked figure in the face" src="https://cdn.mos.cms.futurecdn.net/RoaHhjiYytqhBeusJsUTrm.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Parry Simulator </span><span class="credit" itemprop="copyrightHolder">(Image credit: Seal)</span></figcaption></figure><p>We have other games to look forward to as well: at least 30 more. <a href="https://store.steampowered.com/app/4370100/Cute_Country/">Cute Country</a> has 736 follows and is described on its Steam page as "super cute cure simulation operation single machine masterpiece" (I think it's basically a city builder with mobile game RPG elements). Then, with 123 follows is Phantom Vice Auto, which Chris Livingston has <a href="https://www.pcgamer.com/games/action/relax-pc-gamers-were-not-getting-gta-6-on-november-19-but-weve-got-um-phantom-vice-auto-launching-the-same-day-on-steam/">already written about</a>.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="v2Sio6QitqnBdfeatXMq5b" name="cutecountry" alt="Five characters stand before a big castle" src="https://cdn.mos.cms.futurecdn.net/v2Sio6QitqnBdfeatXMq5b.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Cute Country </span><span class="credit" itemprop="copyrightHolder">(Image credit: 米学长工作室)</span></figcaption></figure><p>Looking further afield, <a href="https://store.steampowered.com/app/4895840/Man_Simulator/">Man Simulator</a> has a modest 9 follows. It's a "comedy simulator" where you get to be a slobbish middle-aged man: there's lawnmowing, fishing, hammering, wood chopping, barbequing, beer drinking, and it promises "meme-style presentation and humor".</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Tfiqe8nu4XBNj6XgZUwzAB" name="mansimulator" alt="A first-person perspective on lawn mowing" src="https://cdn.mos.cms.futurecdn.net/Tfiqe8nu4XBNj6XgZUwzAB.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Man Simulator </span><span class="credit" itemprop="copyrightHolder">(Image credit: Garazh Studio)</span></figcaption></figure><p>And it wouldn't be a day on Steam, let alone GTA 6 launch day, without yet another first-person horror game. <a href="https://store.steampowered.com/app/4450660/Flick/" target="_blank">Flick</a> is "a first-person body-cam horror game scientifically engineered to spike feelings of dread", which may help to alleviate our feelings of FOMO.</p><p>What else? Let's just list 'em shall we:</p><ul><li>Lord of Undead</li><li>Parry Survivor</li><li>Cute Country</li><li>Phantom Vice Auto</li><li>Flick</li><li>Moba Team Manager</li><li>Astro Industry Wars</li><li>The Creator: Live Together</li><li>Dig! Dig! Dino!</li><li>Iona's Island</li><li>Blyte</li><li>Boom Rush: Desert OPS</li><li>Core Logistics</li><li>Sokobomb</li><li>树人：中国班主任</li><li>Veil Breach: Raven County</li><li>Neo Light</li><li>Man Simulator</li><li>Desert Island Time</li><li>Utopium</li><li>Cats and Pillos</li><li>Anomaly Corp.</li><li>Dungeon Cooking</li><li>Divine Move</li><li>Maximum Security Boyfriend</li><li>G.E.M. Grab & Exit</li><li>Sweet KOL (extremely NSFW!)</li><li>Black Market Space Station Shop Simulator</li><li>Crowns & Tiles</li><li>Space Tenacity</li><li>Ship Shape Slam!!!</li><li>Pavel Repin's #tacticalunderground (DLC)</li></ul><p>Curiously, there are actually <em>more</em> games releasing on November 19 than the day before and after (six on the 18th and 12 on the 20th). The same is true the Thursday before (27) and the Thursday after (5). </p><p>Will major publishers release anything close to GTA 6? And I'm talking, through the entirety of November? So far, according to our list of <a href="https://www.pcgamer.com/games/new-pc-games-2026/">upcoming 2026 PC games</a>, not really, though <a href="https://www.pcgamer.com/games/grand-theft-auto/despite-another-big-delay-devolver-is-still-hell-bent-on-releasing-a-game-on-the-same-day-as-grand-theft-auto-6-you-cant-escape-us/">Devolver keeps promising it will</a>.</p><h2 id="top-steam-games-by-revenue-august-4-11">Top Steam games by revenue (August 4 - 11)</h2><div ><table><thead><tr><th class="firstcol " ><p><strong>Rank</strong></p></th><th  ><p><strong>Game</strong></p></th></tr></thead><tbody><tr><td class="firstcol " ><p>1</p></td><td  ><p>Apex Legends</p></td></tr><tr><td class="firstcol " ><p>2</p></td><td  ><p>Counter-Strike 2</p></td></tr><tr><td class="firstcol " ><p>3</p></td><td  ><p>Big Walk</p></td></tr><tr><td class="firstcol " ><p>4</p></td><td  ><p>Dota 2</p></td></tr><tr><td class="firstcol " ><p>5</p></td><td  ><p>Marvel Tōkon: Fighting Souls</p></td></tr><tr><td class="firstcol " ><p>6</p></td><td  ><p>Cyberpunk 2077</p></td></tr><tr><td class="firstcol " ><p>7</p></td><td  ><p>Iron Nest</p></td></tr><tr><td class="firstcol " ><p>8</p></td><td  ><p>Marvel Rivals</p></td></tr><tr><td class="firstcol " ><p>9 </p></td><td  ><p>ReStory: Chill Electronics Repairs</p></td></tr><tr><td class="firstcol " ><p>10</p></td><td  ><p>Palworld</p></td></tr></tbody></table></div><p>Soulslike extraction RPG Mistfall Hunter disappeared from the top 10 after debuting in at number 3 last week (it ranked 12th, so <em>almost</em>). </p><p>Another interesting fact gleaned from just outside the top 10 is that Gears of War: E-Day came in at number 11, which is—as far as I can tell—the highest its reached since Steam pre-orders started on June 7. By contrast, Forza Horizon 6 hit number 4 on the revenue charts during the week pre-orders commenced. </p><p>I don't mean to seem like I'm ragging on Microsoft—I'm happy to do so for more important reasons—but Halo: Campaign Evolved has dropped pretty severely, coming in at 69 after enjoying 5th place last week. Assassin's Creed: Black Flag, by contrast, is dropping much more slowly.</p><p>It's neat to see Big Walk rank so highly, and it was overall a big week for niche Steam indies: Iron Nest is a heavy turret simulator and ReStory is about fixing old electronics.</p><h2 id="last-week-s-steam-deep-cuts">Last week's Steam deep cuts</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:54.69%;"><img id="F3F2KziF5h9N9GFdrHK5cR" name="memoirium" alt="A ghostly figure stands in a graveyard" src="https://cdn.mos.cms.futurecdn.net/F3F2KziF5h9N9GFdrHK5cR.jpg" mos="" align="middle" fullscreen="" width="1920" height="1050" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: GoldenGratus)</span></figcaption></figure><div class="product"><a data-dimension112="37e8d958-99c6-11f1-a433-65d1efa3923c" data-action="Deal Block" data-label="Memoirium" data-dimension48="Memoirium" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:54.69%;"><img id="TJkn7g4cy9JnTCNf5nQ6DY" name="memoirium2" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/TJkn7g4cy9JnTCNf5nQ6DY.jpg" mos="" align="middle" fullscreen="" width="1920" height="1050" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://store.steampowered.com/app/3294440/Memoirium/" target="_blank" data-dimension112="37e8d958-99c6-11f1-a433-65d1efa3923c" data-action="Deal Block" data-label="Memoirium" data-dimension48="Memoirium" data-dimension25=""><strong>Memoirium</strong></a><strong> | August 14</strong></p><p>This is a fascinating Philippines-developed Soulslike which, despite its obvious early 3D stylings, has the most distinctive art style I've seen in a while. It plays very much like Dark Souls, but the landscapes are bizarre: both vaguely familiar and totally alien. If you can tolerate some slightly stiff combat, it's definitely worth a look.</p></div><div class="product"><a data-dimension112="37e8d9b2-99c6-11f1-97c0-3587b765b7e5" data-action="Deal Block" data-label="Future Knight" data-dimension48="Future Knight" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="AcxZhXce3NSYLEADRfHNJ4" name="futureknight" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/AcxZhXce3NSYLEADRfHNJ4.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://store.steampowered.com/app/4235410/Future_Knight/" target="_blank" data-dimension112="37e8d9b2-99c6-11f1-97c0-3587b765b7e5" data-action="Deal Block" data-label="Future Knight" data-dimension48="Future Knight" data-dimension25=""><strong>Future Knight</strong></a><strong> | August 14</strong></p><p>Future Knight is a fairly straightforward 2D shoot 'em up, but the art style does <em>a lot </em>of heavy lifting. "The game takes place inside the technology of a calculator and a liquid crystal display," reads the Steam description, and the developers have done a stunning job achieving that effect.</p></div><div class="product"><a data-dimension112="37e8da16-99c6-11f1-8a5b-0f8da5c8f1df" data-action="Deal Block" data-label="Sandustry" data-dimension48="Sandustry" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="6ypq8eoUHKpbmBku7U3wXn" name="sandustry" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6ypq8eoUHKpbmBku7U3wXn.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://store.steampowered.com/app/2764460/Sandustry/" target="_blank" data-dimension112="37e8da16-99c6-11f1-8a5b-0f8da5c8f1df" data-action="Deal Block" data-label="Sandustry" data-dimension48="Sandustry" data-dimension25=""><strong>Sandustry</strong></a><strong> | August 14     </strong></p><p>Here's another resource extraction and production chain sim, and apparently a pretty good example of one: it's attracted over 1,400 "overwhelmingly positive" reviews since launch. It mixes the sidelong pixel art exploration of Terraria with the efficiency-prizing puzzling of Factorio.</p></div><div class="product"><a data-dimension112="37e8da70-99c6-11f1-88ce-13823bb2d11d" data-action="Deal Block" data-label="The Cave Diver" data-dimension48="The Cave Diver" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="wHVncXGg5S3fMUgdjkg3SU" name="thecavediver" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/wHVncXGg5S3fMUgdjkg3SU.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://store.steampowered.com/app/3004390/The_Cave_Diver/" target="_blank" data-dimension112="37e8da70-99c6-11f1-88ce-13823bb2d11d" data-action="Deal Block" data-label="The Cave Diver" data-dimension48="The Cave Diver" data-dimension25=""><strong>The Cave Diver</strong></a><strong> | August 13</strong></p><p>Based on a terrifying meme, The Cave Diver is about maneuvering a human body through an increasingly narrow and awkwardly angled cave network. It's a "rage game" in the mould of Baby Steps and Getting Over It, but also, honestly, an especially potent horror game.</p></div><h2 id="steam-review-of-the-week-2">Steam review of the week</h2><p>"EA didn't finish the game so I'm not finishing this revi"</p><p><strong>Phantom</strong>, on the <a href="https://store.steampowered.com/app/3940610/EA_SPORTS_Madden_NFL_27/" target="_blank">new Madden game</a>, which is copping an absolute flogging by Steam users.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/gaming-industry/steam-week-in-review-here-are-the-32-steam-games-brave-enough-to-release-on-gta-6-day/</link>
                                                                            <description>
                            <![CDATA[ All the interesting Steam facts for the week ending August 16. ]]>
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                                                                        <pubDate>Mon, 17 Aug 2026 01:43:59 +0000</pubDate>                                                                                                                                <updated>Wed, 19 Aug 2026 10:36:06 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming Industry]]></category>
                                                                                                <author><![CDATA[ shaun.prescott@futurenet.com (Shaun Prescott) ]]></author>                    <dc:creator><![CDATA[ Shaun Prescott ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/W7q4asCziYRHUEennZcpyC.png ]]></dc:source>
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                                                            <media:credit><![CDATA[Radioactive Tick Games | Garazh Studio | Inqdrop Studios]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Three wildly varying figures from three different videogames]]></media:description>                                                            <media:text><![CDATA[Three wildly varying figures from three different videogames]]></media:text>
                                <media:title type="plain"><![CDATA[Three wildly varying figures from three different videogames]]></media:title>
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                                <p><a href="https://store.steampowered.com/app/4018330/Lord_of_Undead/">Lord of Undead</a> is a "grim" third-person RPG about building an army of vicious zombies in order to maliciously raze the villages of mortals. The goal is to defeat peace and innocence, all the better for evil to prevail. You also get to build houses. It sounds pretty fun and, as far as I can tell, it's the second most popular game releasing on November 19 behind GTA 6.</p><p>Lord of Undead does have some advantages. The most obvious is that GTA 6 isn't coming to PC. It also has the most "Follows" of all Steam games releasing that day. Follows are different to wishlists: to follow a game is to see news and announcements about it in your news and updates feed, but you won't receive a notification when it releases. Wishlist data isn't public, but follows, for some reason, is.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="jsJXnbbeVvYSY8YWhLh7KS" name="lordofundead" alt="A horned creature stands before a grand mountain range" src="https://cdn.mos.cms.futurecdn.net/jsJXnbbeVvYSY8YWhLh7KS.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Lord of Undead </span><span class="credit" itemprop="copyrightHolder">(Image credit: Megame LLC)</span></figcaption></figure><p>Lord of Undead has a fairly impressive 2,649 follows right now, slightly more than Parry Survivor, which enjoys 2,062. <a href="https://store.steampowered.com/app/4540130/Parry_Survivor/">Parry Survivor</a> stars a school-uniformed anime character who must fend off waves of masked boys. It's from the creator of Kunkun League, Black Gunner Wukong and Evolve or Die, all of which have between 150 and 450 "very positive" reviews.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="RoaHhjiYytqhBeusJsUTrm" name="parry" alt="A woman punches a masked figure in the face" src="https://cdn.mos.cms.futurecdn.net/RoaHhjiYytqhBeusJsUTrm.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Parry Simulator </span><span class="credit" itemprop="copyrightHolder">(Image credit: Seal)</span></figcaption></figure><p>We have other games to look forward to as well: at least 30 more. <a href="https://store.steampowered.com/app/4370100/Cute_Country/">Cute Country</a> has 736 follows and is described on its Steam page as "super cute cure simulation operation single machine masterpiece" (I think it's basically a city builder with mobile game RPG elements). Then, with 123 follows is Phantom Vice Auto, which Chris Livingston has <a href="https://www.pcgamer.com/games/action/relax-pc-gamers-were-not-getting-gta-6-on-november-19-but-weve-got-um-phantom-vice-auto-launching-the-same-day-on-steam/">already written about</a>.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="v2Sio6QitqnBdfeatXMq5b" name="cutecountry" alt="Five characters stand before a big castle" src="https://cdn.mos.cms.futurecdn.net/v2Sio6QitqnBdfeatXMq5b.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Cute Country </span><span class="credit" itemprop="copyrightHolder">(Image credit: 米学长工作室)</span></figcaption></figure><p>Looking further afield, <a href="https://store.steampowered.com/app/4895840/Man_Simulator/">Man Simulator</a> has a modest 9 follows. It's a "comedy simulator" where you get to be a slobbish middle-aged man: there's lawnmowing, fishing, hammering, wood chopping, barbequing, beer drinking, and it promises "meme-style presentation and humor".</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Tfiqe8nu4XBNj6XgZUwzAB" name="mansimulator" alt="A first-person perspective on lawn mowing" src="https://cdn.mos.cms.futurecdn.net/Tfiqe8nu4XBNj6XgZUwzAB.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Man Simulator </span><span class="credit" itemprop="copyrightHolder">(Image credit: Garazh Studio)</span></figcaption></figure><p>And it wouldn't be a day on Steam, let alone GTA 6 launch day, without yet another first-person horror game. <a href="https://store.steampowered.com/app/4450660/Flick/" target="_blank">Flick</a> is "a first-person body-cam horror game scientifically engineered to spike feelings of dread", which may help to alleviate our feelings of FOMO.</p><p>What else? Let's just list 'em shall we:</p><ul><li>Lord of Undead</li><li>Parry Survivor</li><li>Cute Country</li><li>Phantom Vice Auto</li><li>Flick</li><li>Moba Team Manager</li><li>Astro Industry Wars</li><li>The Creator: Live Together</li><li>Dig! Dig! Dino!</li><li>Iona's Island</li><li>Blyte</li><li>Boom Rush: Desert OPS</li><li>Core Logistics</li><li>Sokobomb</li><li>树人：中国班主任</li><li>Veil Breach: Raven County</li><li>Neo Light</li><li>Man Simulator</li><li>Desert Island Time</li><li>Utopium</li><li>Cats and Pillos</li><li>Anomaly Corp.</li><li>Dungeon Cooking</li><li>Divine Move</li><li>Maximum Security Boyfriend</li><li>G.E.M. Grab & Exit</li><li>Sweet KOL (extremely NSFW!)</li><li>Black Market Space Station Shop Simulator</li><li>Crowns & Tiles</li><li>Space Tenacity</li><li>Ship Shape Slam!!!</li><li>Pavel Repin's #tacticalunderground (DLC)</li></ul><p>Curiously, there are actually <em>more</em> games releasing on November 19 than the day before and after (six on the 18th and 12 on the 20th). The same is true the Thursday before (27) and the Thursday after (5). </p><p>Will major publishers release anything close to GTA 6? And I'm talking, through the entirety of November? So far, according to our list of <a href="https://www.pcgamer.com/games/new-pc-games-2026/">upcoming 2026 PC games</a>, not really, though <a href="https://www.pcgamer.com/games/grand-theft-auto/despite-another-big-delay-devolver-is-still-hell-bent-on-releasing-a-game-on-the-same-day-as-grand-theft-auto-6-you-cant-escape-us/">Devolver keeps promising it will</a>.</p><h2 id="top-steam-games-by-revenue-august-4-11">Top Steam games by revenue (August 4 - 11)</h2><div ><table><thead><tr><th class="firstcol " ><p><strong>Rank</strong></p></th><th  ><p><strong>Game</strong></p></th></tr></thead><tbody><tr><td class="firstcol " ><p>1</p></td><td  ><p>Apex Legends</p></td></tr><tr><td class="firstcol " ><p>2</p></td><td  ><p>Counter-Strike 2</p></td></tr><tr><td class="firstcol " ><p>3</p></td><td  ><p>Big Walk</p></td></tr><tr><td class="firstcol " ><p>4</p></td><td  ><p>Dota 2</p></td></tr><tr><td class="firstcol " ><p>5</p></td><td  ><p>Marvel Tōkon: Fighting Souls</p></td></tr><tr><td class="firstcol " ><p>6</p></td><td  ><p>Cyberpunk 2077</p></td></tr><tr><td class="firstcol " ><p>7</p></td><td  ><p>Iron Nest</p></td></tr><tr><td class="firstcol " ><p>8</p></td><td  ><p>Marvel Rivals</p></td></tr><tr><td class="firstcol " ><p>9 </p></td><td  ><p>ReStory: Chill Electronics Repairs</p></td></tr><tr><td class="firstcol " ><p>10</p></td><td  ><p>Palworld</p></td></tr></tbody></table></div><p>Soulslike extraction RPG Mistfall Hunter disappeared from the top 10 after debuting in at number 3 last week (it ranked 12th, so <em>almost</em>). </p><p>Another interesting fact gleaned from just outside the top 10 is that Gears of War: E-Day came in at number 11, which is—as far as I can tell—the highest its reached since Steam pre-orders started on June 7. By contrast, Forza Horizon 6 hit number 4 on the revenue charts during the week pre-orders commenced. </p><p>I don't mean to seem like I'm ragging on Microsoft—I'm happy to do so for more important reasons—but Halo: Campaign Evolved has dropped pretty severely, coming in at 69 after enjoying 5th place last week. Assassin's Creed: Black Flag, by contrast, is dropping much more slowly.</p><p>It's neat to see Big Walk rank so highly, and it was overall a big week for niche Steam indies: Iron Nest is a heavy turret simulator and ReStory is about fixing old electronics.</p><h2 id="last-week-s-steam-deep-cuts">Last week's Steam deep cuts</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:54.69%;"><img id="F3F2KziF5h9N9GFdrHK5cR" name="memoirium" alt="A ghostly figure stands in a graveyard" src="https://cdn.mos.cms.futurecdn.net/F3F2KziF5h9N9GFdrHK5cR.jpg" mos="" align="middle" fullscreen="" width="1920" height="1050" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: GoldenGratus)</span></figcaption></figure><div class="product"><a data-dimension112="37e8d958-99c6-11f1-a433-65d1efa3923c" data-action="Deal Block" data-label="Memoirium" data-dimension48="Memoirium" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:54.69%;"><img id="TJkn7g4cy9JnTCNf5nQ6DY" name="memoirium2" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/TJkn7g4cy9JnTCNf5nQ6DY.jpg" mos="" align="middle" fullscreen="" width="1920" height="1050" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://store.steampowered.com/app/3294440/Memoirium/" target="_blank" data-dimension112="37e8d958-99c6-11f1-a433-65d1efa3923c" data-action="Deal Block" data-label="Memoirium" data-dimension48="Memoirium" data-dimension25=""><strong>Memoirium</strong></a><strong> | August 14</strong></p><p>This is a fascinating Philippines-developed Soulslike which, despite its obvious early 3D stylings, has the most distinctive art style I've seen in a while. It plays very much like Dark Souls, but the landscapes are bizarre: both vaguely familiar and totally alien. If you can tolerate some slightly stiff combat, it's definitely worth a look.</p></div><div class="product"><a data-dimension112="37e8d9b2-99c6-11f1-97c0-3587b765b7e5" data-action="Deal Block" data-label="Future Knight" data-dimension48="Future Knight" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="AcxZhXce3NSYLEADRfHNJ4" name="futureknight" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/AcxZhXce3NSYLEADRfHNJ4.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://store.steampowered.com/app/4235410/Future_Knight/" target="_blank" data-dimension112="37e8d9b2-99c6-11f1-97c0-3587b765b7e5" data-action="Deal Block" data-label="Future Knight" data-dimension48="Future Knight" data-dimension25=""><strong>Future Knight</strong></a><strong> | August 14</strong></p><p>Future Knight is a fairly straightforward 2D shoot 'em up, but the art style does <em>a lot </em>of heavy lifting. "The game takes place inside the technology of a calculator and a liquid crystal display," reads the Steam description, and the developers have done a stunning job achieving that effect.</p></div><div class="product"><a data-dimension112="37e8da16-99c6-11f1-8a5b-0f8da5c8f1df" data-action="Deal Block" data-label="Sandustry" data-dimension48="Sandustry" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="6ypq8eoUHKpbmBku7U3wXn" name="sandustry" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6ypq8eoUHKpbmBku7U3wXn.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://store.steampowered.com/app/2764460/Sandustry/" target="_blank" data-dimension112="37e8da16-99c6-11f1-8a5b-0f8da5c8f1df" data-action="Deal Block" data-label="Sandustry" data-dimension48="Sandustry" data-dimension25=""><strong>Sandustry</strong></a><strong> | August 14     </strong></p><p>Here's another resource extraction and production chain sim, and apparently a pretty good example of one: it's attracted over 1,400 "overwhelmingly positive" reviews since launch. It mixes the sidelong pixel art exploration of Terraria with the efficiency-prizing puzzling of Factorio.</p></div><div class="product"><a data-dimension112="37e8da70-99c6-11f1-88ce-13823bb2d11d" data-action="Deal Block" data-label="The Cave Diver" data-dimension48="The Cave Diver" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="wHVncXGg5S3fMUgdjkg3SU" name="thecavediver" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/wHVncXGg5S3fMUgdjkg3SU.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://store.steampowered.com/app/3004390/The_Cave_Diver/" target="_blank" data-dimension112="37e8da70-99c6-11f1-88ce-13823bb2d11d" data-action="Deal Block" data-label="The Cave Diver" data-dimension48="The Cave Diver" data-dimension25=""><strong>The Cave Diver</strong></a><strong> | August 13</strong></p><p>Based on a terrifying meme, The Cave Diver is about maneuvering a human body through an increasingly narrow and awkwardly angled cave network. It's a "rage game" in the mould of Baby Steps and Getting Over It, but also, honestly, an especially potent horror game.</p></div><h2 id="steam-review-of-the-week-2">Steam review of the week</h2><p>"EA didn't finish the game so I'm not finishing this revi"</p><p><strong>Phantom</strong>, on the <a href="https://store.steampowered.com/app/3940610/EA_SPORTS_Madden_NFL_27/" target="_blank">new Madden game</a>, which is copping an absolute flogging by Steam users.</p>
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                                                            <title><![CDATA[ Request for comment: Which way did you go when you reached the controversial ending of Mass Effect 3? ]]></title>
                                                                                                <dc:content><![CDATA[ <p>At the finale of Deus Ex: Human Revolution you choose which button to press to trigger one of its endings while an AI explains the differences between them. It was not a well-liked way to wrap up the game, and when just over six months later Mass Effect 3 came along with a remarkably similar structure for its ending we were all a bit baffled it came down to this. Three games' worth of agonizing decisions would all be resolved by the simple mechanistic choice of a button press?</p><p>It wasn't the only thing about Mass Effect 3 people found worth complaining about, but it was right up there. It remained a pain point even after the free extended cut DLC expanded the endings to make them a little more satisfying, and a fourth option where you refuse to choose was added to satisfy players who got to the end and wanted to flip a middle finger at the whole arbitrary concept.</p><p>The other three options were to destroy the Reapers, with the downside that all synthetic life including the geth and EDI would also be wiped out, to control the Reapers, with the downside that Shepard would have to become one, and to synthesize all organic and synthetic life in the galaxy, with the downside that it worked by baffling space magic.</p><p>It's been over a decade now since Mass Effect 3 came out and our blood has dropped below boiling point, so hopefully we can look back on it without cartoon smoke coming out of our ears and have a sensible discussion about what we chose and why. I've finished the trilogy three times now and pressed all three buttons, but which did you choose—or did you refuse to choose at all—and were you satisfied by the ending you got?</p> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/rpg/request-for-comment-which-way-did-you-go-when-you-reached-the-controversial-ending-of-mass-effect-3/</link>
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                            <![CDATA[ When it was time to decide the fate of the galaxy, did you pick red, blue, green, or other? ]]>
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                                                                        <pubDate>Mon, 17 Aug 2026 01:01:49 +0000</pubDate>                                                                                                                                <updated>Mon, 17 Aug 2026 01:05:01 +0000</updated>
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                                                                                                                    <dc:creator><![CDATA[ Jody Macgregor ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/3SnLWZBtqUMSAffCn6DvAD.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Jody&#039;s first computer was a Commodore 64, so he remembers having to use a code wheel to play Pool of Radiance. A former music journalist who interviewed everyone from Giorgio Moroder to Trent Reznor, Jody also co-hosted Australia&#039;s first radio show about videogames, &lt;a href=&quot;https://zedgamesau.net/tag/jody-macgregor&quot; target=&quot;_blank&quot;&gt;Zed Games&lt;/a&gt;. He&#039;s written for &lt;a href=&quot;https://www.rockpapershotgun.com/authors/jody-macgregor&quot; target=&quot;_blank&quot;&gt;Rock Paper Shotgun&lt;/a&gt;, The Big Issue, &lt;a href=&quot;https://www.gamesradar.com/author/jody-macgregor/&quot; target=&quot;_blank&quot;&gt;GamesRadar&lt;/a&gt;, &lt;a href=&quot;http://www.zam.com/author/jody-macgregor&quot; target=&quot;_blank&quot;&gt;Zam&lt;/a&gt;, &lt;a href=&quot;https://web.archive.org/web/20170606042647/http://www.glixel.com/contributor/jody-macgregor&quot; target=&quot;_blank&quot;&gt;Glixel&lt;/a&gt;, &lt;a href=&quot;https://fiveoutoftenmagazine.com/downloads/issue-16-identity/&quot; target=&quot;_blank&quot;&gt;Five Out of Ten Magazine&lt;/a&gt;, and &lt;a href=&quot;https://web.archive.org/web/20171009125722/https://www.playboy.com/authors/jody-macgregor&quot; target=&quot;_blank&quot;&gt;Playboy.com&lt;/a&gt;, whose cheques with the bunny logo made for fun conversations at the bank. Jody&#039;s first article for PC Gamer was about the &lt;a href=&quot;https://www.pcgamer.com/the-audio-of-alien-isolation/&quot;&gt;audio of Alien Isolation&lt;/a&gt;, published in 2015, and since then he&#039;s written about &lt;a href=&quot;https://www.pcgamer.com/why-silent-hill-belongs-on-pc/&quot;&gt;why Silent Hill belongs on PC&lt;/a&gt;, &lt;a href=&quot;https://www.pcgamer.com/10-years-on-recettear-an-item-shops-tale-is-still-the-best-fantasy-shopkeeper-tycoon-game/&quot;&gt;why Recettear: An Item Shop&#039;s Tale is the best fantasy shopkeeper tycoon game&lt;/a&gt;, and &lt;a href=&quot;https://www.pcgamer.com/there-is-so-so-much-weird-shit-in-lost-ark/&quot;&gt;how weird Lost Ark can get&lt;/a&gt;. Jody edited PC Gamer Indie from 2017 to 2018, and he eventually lived up to his promise to play every Warhammer videogame.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[An AI presents itself as a glowing digital child]]></media:description>                                                            <media:text><![CDATA[An AI presents itself as a glowing digital child]]></media:text>
                                <media:title type="plain"><![CDATA[An AI presents itself as a glowing digital child]]></media:title>
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                                <p>At the finale of Deus Ex: Human Revolution you choose which button to press to trigger one of its endings while an AI explains the differences between them. It was not a well-liked way to wrap up the game, and when just over six months later Mass Effect 3 came along with a remarkably similar structure for its ending we were all a bit baffled it came down to this. Three games' worth of agonizing decisions would all be resolved by the simple mechanistic choice of a button press?</p><p>It wasn't the only thing about Mass Effect 3 people found worth complaining about, but it was right up there. It remained a pain point even after the free extended cut DLC expanded the endings to make them a little more satisfying, and a fourth option where you refuse to choose was added to satisfy players who got to the end and wanted to flip a middle finger at the whole arbitrary concept.</p><p>The other three options were to destroy the Reapers, with the downside that all synthetic life including the geth and EDI would also be wiped out, to control the Reapers, with the downside that Shepard would have to become one, and to synthesize all organic and synthetic life in the galaxy, with the downside that it worked by baffling space magic.</p><p>It's been over a decade now since Mass Effect 3 came out and our blood has dropped below boiling point, so hopefully we can look back on it without cartoon smoke coming out of our ears and have a sensible discussion about what we chose and why. I've finished the trilogy three times now and pressed all three buttons, but which did you choose—or did you refuse to choose at all—and were you satisfied by the ending you got?</p>
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                                                            <title><![CDATA[ David Brevik, creator of Diablo, reveals the 'worst ending' to any game he's played:  'But I really love the game. It's amazing' ]]></title>
                                                                                                <dc:content><![CDATA[ <div  class="fancy-box"><div class="fancy_box-title">Disk Cleanup</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="DEwkbfkEmfdtjT5P9ybme" name="logo_disk_cleanup" caption="" alt="Disk Cleanup logo" src="https://cdn.mos.cms.futurecdn.net/DEwkbfkEmfdtjT5P9ybme.png" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p class="fancy-box__body-text">Welcome to <a data-analytics-id="inline-link" href="https://www.pcgamer.com/uk/tag/disk-cleanup/" target="_blank">Disk Cleanup</a>, our regular weekend feature delving into the PCs of PC gaming luminaries. Come back every weekend to read a new interview, digging into the important questions, like "How tidy is your desktop?" and "What game will you never uninstall?"</p></div></div><p>David Brevik's gaming history began before the arrival of the IBM PC. The veteran designer grew up playing games like Lode Runner and <a href="https://www.pcgamer.com/the-oregon-trail/"><u>The Oregon Trail</u></a> on the Apple II. "One that comes to mind right away is the original <a href="https://www.pcgamer.com/uk/wizardry/"><u>Wizardry</u></a>," Brevik says. "That had a huge impact on me. That was on the Apple II Plus, and I loved that game."</p><p>Studying computer science at college, Brevik worked at numerous software and games companies before cofounding Condor, where he designed games like NFL Quarterback Club and Justice League Task Force. It was with Condor that Brevik pitched Diablo to then-publishers Blizzard Entertainment. After Blizzard acquired Condor and the studio was renamed Blizzard North, Diablo was released with the expectation of modest sales. Instead, the ARPG would become one of the most influential games of all time.</p><p>Brevik left Blizzard in 2003 and has since designed games like <a href="https://www.pcgamer.com/games/mmo/cult-online-action-rpg-marvel-heroes-after-more-than-eight-years-offline-has-player-run-servers-at-last/"><u>Marvel Heroes</u></a> and <a href="https://www.pcgamer.com/uk/it-lurks-below/"><u>It Lurks Below</u></a>. Today, Brevik is President of Skystone Games, which has published games such as <a href="https://www.pcgamer.com/uk/tiny-bookshop/"><u>Tiny Bookshop</u></a> and <a href="https://www.pcgamer.com/games/rpg/mistfall-hunters-demo-might-finally-convince-me-a-souls-sicko-to-give-extraction-games-a-proper-go-even-if-its-more-modern-god-of-war-than-nightreign/"><u>Mistfall Hunter</u></a>. But he took a break from searching for the next big hit to guide me through the isometric dungeon of his Steam library.</p><h2 id="what-game-are-you-currently-playing-2">What game are you currently playing?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1713px;"><p class="vanilla-image-block" style="padding-top:54.29%;"><img id="95oQCbzJtqHwhKrLBVaRhb" name="MARVELHEROES_02.jpg" alt="Ghost Rider" src="https://cdn.mos.cms.futurecdn.net/95oQCbzJtqHwhKrLBVaRhb.jpg" mos="" align="middle" fullscreen="" width="1713" height="930" attribution="" endorsement="" class="inline"></p></div></div></figure><p>Strangely, a game that I'm playing the most recently is an old game of mine. I made this game called Marvel Heroes, which was in the 2010-12 range, and it's an ARPG with the Marvel superheroes. I originally went to that company to be the creative director, but over a period of a few years I became the CEO of the company, so I barely worked on the game for a while. I had to hire another replacement creative director, but I was still very involved in the project. </p><p>Eventually I left the company. Being a CEO was basically raising money. I like making games. The point was, not long after I left, the company went out of business and the game shut down. It was a game that I spent many years of my career working on, and nobody could ever play it again.</p><p>Along came some die-hard fans who ended up making their own server for the client, and they resurrected the game. So I've been playing this resurrected version of Marvel Heroes on this fan-made server. That's been really fun. Mainly I've been doing it a lot with the community. I was very involved with the community when I was playing. Made a lot of great friends, and I would stream the game almost every night.</p><p>It was a little weird because, after I left, they changed the game. They had one more giant update that changed Marvel Heroes [from] the way it was originally designed. They released it on console and made an update to the PC version and changed it to Marvel Heroes Omega …. A lot of the characters changed when they made this Omega update. They changed away from skill-tree builds to a more modern more casual version of the skill trees.</p><p>It's just been a real treat. It definitely has problems. I would I would prefer that there were more things to do, a deeper endgame besides just grind[ing] for a couple special items. But I think that overall, that it's still just really fun, even if you just play a couple of the characters. There's like 60 something different characters you can play.</p><p>Some of the characters that I really enjoyed originally, I didn't enjoy as much in the new version. Some of the Omega version characters I like a lot more, and probably the character I've been playing most is Thing. But I really enjoy Iron Fist and Deadpool and Elektra and Thor.</p><h2 id="what-was-the-previous-game-you-played-and-is-it-still-installed-2">What was the previous game you played, and is it still installed?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1307px;"><p class="vanilla-image-block" style="padding-top:56.08%;"><img id="VotK2HMKGRUbqfCph2VdcX" name="minecraft.jpg" alt="Minecraft official artwork - Steve and Alyx stand on a grassy hill made of cubes with a sheep, creeper, zombie, skeleton, and pig." src="https://cdn.mos.cms.futurecdn.net/VotK2HMKGRUbqfCph2VdcX.jpg" mos="" align="middle" fullscreen="" width="1307" height="733" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Mojang)</span></figcaption></figure><p>I had been on yet another <a href="https://www.pcgamer.com/uk/minecraft/"><u>Minecraft</u></a> kick. We were starting a new server and, I often play Minecraft with my family and friends.  All my kids are grown up. In fact, my very youngest goes off to college in about a month [and] my second eldest kid has a kid of her own, so I'm a grandpa.</p><p>But we get together and we make a server from scratch and play as a family. And we've been playing for a very long time, so when there's an update or the moment hits us, we'll end up starting a new server. I'm definitely the most hardcore of people. I love making all the different machines you can make and making giant contraptions for the server.</p><p>It's also changed a little bit. It's been this weird, almost cyclical thing where at first we were playing together and I had to guide them through the game a lot, and then they were too cool for school and wanted to do their own thing but really needed my help a lot. And then it was like 'Oh, we can play together again'.</p><h2 id="what-is-the-oldest-game-by-release-date-currently-installed-on-your-pc-2">What is the oldest game (by release date) currently installed on your PC?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1193px;"><p class="vanilla-image-block" style="padding-top:56.24%;"><img id="FkZEB9K5JLLgAFh8Yecoqi" name="eye" alt="A monster in a dungeon" src="https://cdn.mos.cms.futurecdn.net/FkZEB9K5JLLgAFh8Yecoqi.jpg" mos="" align="middle" fullscreen="" width="1193" height="671" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: SNEG)</span></figcaption></figure><p>I loved Eye of the Beholder. I mean I love/hate Eye of the Beholder. I hadn't played it in a long time, and there was some other came recently that I was that reminded me of it. I was like 'Oh, I should go back and try it again'.</p><p>Eye of the Beholder was, in 1991, one of the best games that I'd ever played. I was super into it. The graphics, the immersion. This is pre-Wolfenstein [3D], so 3D stuff was not really a thing. But this had some fake 3D-style graphics that you were taking a party through a dungeon, and it was turn-based and grid-based. </p><p>I had mapped out all the levels on graph paper. I was really into it. And then at the end, I killed the final boss, and a little dialogue box pops up and says "Congratulations, you win!" or whatever. Then quits to desktop. </p><p>So that's the worst ending of any game I've ever played. But I really love the game. It's amazing.</p><h2 id="what-is-the-highest-number-of-hours-you-have-in-any-given-game-according-to-steam-2">What is the highest number of hours you have in any given game, according to Steam?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="zRmet3a6WzNKWgonQTnd3c" name="20180729193858_1.jpg" alt="A spaceship flying past a blue planet" src="https://cdn.mos.cms.futurecdn.net/zRmet3a6WzNKWgonQTnd3c.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Hello Games)</span></figcaption></figure><p>It turns out that [in] Marvel Heroes I have 540 hours, but there's a bunch of others. Right behind that is my other game It Lurks Below. I have 529 hours in that. And <a href="https://www.pcgamer.com/uk/no-man-s-sky/"><u>No Man's Sky</u></a>, I have 400-something hours in that.</p><p>I like space games, so they kind of had me at hello, and I just found it fascinating. I loved going around the galaxy, exploring planets, finding things, building bases all over the universe, hunting for special ships, and they've had so many updates. I keep coming back for all of thee updates when they add new content. </p><p>It's just been something I've really enjoyed. I enjoyed the combat in the game, the dogfighting-style combat …. I didn't really like the story very much. It's kind of out there too. It was supposed to be maybe a highbrow thing or something, but I just couldn't really understand what it was. I couldn't relate to the story in any way. </p><p>I got it right on launch or whatever and I played it, and then would put it away, and then a new update would come and I'd play it some more, and every time an update comes, I play another 25-50 hours.</p><h2 id="what-game-will-you-never-ever-uninstall-2">What game will you never, ever uninstall?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="opbkG5p8xpgjcCp7QjmNZi" name="1.jpg" alt="Everquest key art" src="https://cdn.mos.cms.futurecdn.net/opbkG5p8xpgjcCp7QjmNZi.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Daybreak Games, Keith Parkinson)</span></figcaption></figure><p>I have <a href="https://www.pcgamer.com/everquest/"><u>EverQuest</u></a> still installed, and that's something I go back and play every now and then. And I played so many hours. Of all the games, that's by far and away—even though it's not part of the Steam library—the game that I put the most hours into. Maybe that or <a href="https://www.pcgamer.com/uk/games/mmo/world-of-warcraft/"><u>World of Warcraft</u></a>. But both of them I spent many years of my life playing, and my wife and I would play together, so we'd play every day for years and years. I forget my playtime, but it was years of playtime. I have thousands of hours in EverQuest.</p><p>I even play the EQ '99, which is the old version of the game, the original game plus maybe the one expansion. Some of the [servers] are two expansions. I still go back and play that quite a bit. Level up characters now and then.</p><p>Even though it's maybe the ugliest game in the world at this point, I still really love that game. It was such a unique experience. It's like trying to explain Star Wars to somebody that wasn't there in the theatre for the first time. We'd never seen anything like Star Wars, and it was the same with EverQuest.</p><p>Even though it was totally painful, a total nightmare, and everybody's got like the most horrific stories from playing EverQuest….  I had done a dragon run with my necromancer, and I had bound myself right near where the entrance [to] the dragon was, so that when I died in the dragon run, I could just run back. </p><p>But the dragon run was a total disaster and there were these giants that you had to clear to the to get to the dragon first. I died fighting the dragon, and it turned out that it had taken so long that the giants respawned and I [had] bound myself right where the giants were. So I would respawn and a giant would kill me, and I would respawn, and the giant would kill me. I didn't know what to do. I ended up unplugging my internet.</p><h2 id="what-s-a-piece-of-non-gaming-software-installed-on-your-pc-that-you-simply-couldn-t-live-without">What's a piece of non-gaming software installed on your PC that you simply couldn't live without?</h2><p><a href="https://visualstudio.microsoft.com/vs/features/game-development/"><u>Visual Studio</u></a>. I still do a lot of programming. I still make a lot of prototypes. I still dream of someday making games again. So that is something that's still installed. </p><p>I still program almost every single day … I work on lots of different prototypes for game ideas that I have, and someday maybe I'll have the time to actually work on one. But right now, I'm so busy that I don't have the time to dedicate to making a project.</p><h2 id="generally-how-tidy-is-your-desktop-screen">Generally, how tidy is your desktop screen?</h2><p>It's a complete mess. I have icons for games in one corner. I have tools I use for game development and other things in the middle. Other things that I have. I have the Adobe Creative Suite and other things that I can't live without. I've got all the Microsoft tools. And then I have some mobile games that I play, I'll have PC versions of those.</p><p>I have notes that are all over my desktop of different projects that are going on. Notes, feedback, all sorts of stuff. I give feedback on a lot of games and lot of ideas that people have. They ask me to give them feedback on stuff, and so I'll write up lots of notes.</p><p>I probably have 300 icons on my desktop. It's a mess.</p><div class="product"><a data-dimension112="67e0792e-97f3-11f1-8eab-3ff26a1db666" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="67e0792e-97f3-11f1-8eab-3ff26a1db666" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/gaming-industry/david-brevik-creator-of-diablo-reveals-the-worst-ending-to-any-game-hes-played-but-i-really-love-the-game-its-amazing/</link>
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                            <![CDATA[ The legendary game designer guides us through the games on his PC. ]]>
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                                                                        <pubDate>Sun, 16 Aug 2026 17:00:00 +0000</pubDate>                                                                                                                                <updated>Mon, 17 Aug 2026 09:15:24 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming Industry]]></category>
                                                                                                                    <dc:creator><![CDATA[ Rick Lane ]]></dc:creator>                                                                                                        <dc:description><![CDATA[ &lt;p&gt;Rick has been fascinated by PC gaming since he was seven years old, when he used to sneak into his dad&#039;s home office for covert sessions of Doom. He grew up on a diet of similarly unsuitable games, with favourites including Quake, Thief, Half-Life and Deus Ex. Between 2013 and 2022, Rick was games editor of Custom PC magazine and associated website &lt;a href=&quot;http://bit-tech.net/&quot; target=&quot;_blank&quot;&gt;bit-tech.net&lt;/a&gt;. But he&#039;s always kept one foot in freelance games journalism, writing for publications like Edge, Eurogamer, the Guardian and, naturally, PC Gamer. While he&#039;ll play anything that can be controlled with a keyboard and mouse, he has a particular passion for first-person shooters and immersive sims.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Daybreak]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[David Brevik in front of an Everquest backdrop]]></media:description>                                                            <media:text><![CDATA[David Brevik in front of an Everquest backdrop]]></media:text>
                                <media:title type="plain"><![CDATA[David Brevik in front of an Everquest backdrop]]></media:title>
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                                <div  class="fancy-box"><div class="fancy_box-title">Disk Cleanup</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="DEwkbfkEmfdtjT5P9ybme" name="logo_disk_cleanup" caption="" alt="Disk Cleanup logo" src="https://cdn.mos.cms.futurecdn.net/DEwkbfkEmfdtjT5P9ybme.png" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p class="fancy-box__body-text">Welcome to <a data-analytics-id="inline-link" href="https://www.pcgamer.com/uk/tag/disk-cleanup/" target="_blank">Disk Cleanup</a>, our regular weekend feature delving into the PCs of PC gaming luminaries. Come back every weekend to read a new interview, digging into the important questions, like "How tidy is your desktop?" and "What game will you never uninstall?"</p></div></div><p>David Brevik's gaming history began before the arrival of the IBM PC. The veteran designer grew up playing games like Lode Runner and <a href="https://www.pcgamer.com/the-oregon-trail/"><u>The Oregon Trail</u></a> on the Apple II. "One that comes to mind right away is the original <a href="https://www.pcgamer.com/uk/wizardry/"><u>Wizardry</u></a>," Brevik says. "That had a huge impact on me. That was on the Apple II Plus, and I loved that game."</p><p>Studying computer science at college, Brevik worked at numerous software and games companies before cofounding Condor, where he designed games like NFL Quarterback Club and Justice League Task Force. It was with Condor that Brevik pitched Diablo to then-publishers Blizzard Entertainment. After Blizzard acquired Condor and the studio was renamed Blizzard North, Diablo was released with the expectation of modest sales. Instead, the ARPG would become one of the most influential games of all time.</p><p>Brevik left Blizzard in 2003 and has since designed games like <a href="https://www.pcgamer.com/games/mmo/cult-online-action-rpg-marvel-heroes-after-more-than-eight-years-offline-has-player-run-servers-at-last/"><u>Marvel Heroes</u></a> and <a href="https://www.pcgamer.com/uk/it-lurks-below/"><u>It Lurks Below</u></a>. Today, Brevik is President of Skystone Games, which has published games such as <a href="https://www.pcgamer.com/uk/tiny-bookshop/"><u>Tiny Bookshop</u></a> and <a href="https://www.pcgamer.com/games/rpg/mistfall-hunters-demo-might-finally-convince-me-a-souls-sicko-to-give-extraction-games-a-proper-go-even-if-its-more-modern-god-of-war-than-nightreign/"><u>Mistfall Hunter</u></a>. But he took a break from searching for the next big hit to guide me through the isometric dungeon of his Steam library.</p><h2 id="what-game-are-you-currently-playing-2">What game are you currently playing?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1713px;"><p class="vanilla-image-block" style="padding-top:54.29%;"><img id="95oQCbzJtqHwhKrLBVaRhb" name="MARVELHEROES_02.jpg" alt="Ghost Rider" src="https://cdn.mos.cms.futurecdn.net/95oQCbzJtqHwhKrLBVaRhb.jpg" mos="" align="middle" fullscreen="" width="1713" height="930" attribution="" endorsement="" class="inline"></p></div></div></figure><p>Strangely, a game that I'm playing the most recently is an old game of mine. I made this game called Marvel Heroes, which was in the 2010-12 range, and it's an ARPG with the Marvel superheroes. I originally went to that company to be the creative director, but over a period of a few years I became the CEO of the company, so I barely worked on the game for a while. I had to hire another replacement creative director, but I was still very involved in the project. </p><p>Eventually I left the company. Being a CEO was basically raising money. I like making games. The point was, not long after I left, the company went out of business and the game shut down. It was a game that I spent many years of my career working on, and nobody could ever play it again.</p><p>Along came some die-hard fans who ended up making their own server for the client, and they resurrected the game. So I've been playing this resurrected version of Marvel Heroes on this fan-made server. That's been really fun. Mainly I've been doing it a lot with the community. I was very involved with the community when I was playing. Made a lot of great friends, and I would stream the game almost every night.</p><p>It was a little weird because, after I left, they changed the game. They had one more giant update that changed Marvel Heroes [from] the way it was originally designed. They released it on console and made an update to the PC version and changed it to Marvel Heroes Omega …. A lot of the characters changed when they made this Omega update. They changed away from skill-tree builds to a more modern more casual version of the skill trees.</p><p>It's just been a real treat. It definitely has problems. I would I would prefer that there were more things to do, a deeper endgame besides just grind[ing] for a couple special items. But I think that overall, that it's still just really fun, even if you just play a couple of the characters. There's like 60 something different characters you can play.</p><p>Some of the characters that I really enjoyed originally, I didn't enjoy as much in the new version. Some of the Omega version characters I like a lot more, and probably the character I've been playing most is Thing. But I really enjoy Iron Fist and Deadpool and Elektra and Thor.</p><h2 id="what-was-the-previous-game-you-played-and-is-it-still-installed-2">What was the previous game you played, and is it still installed?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1307px;"><p class="vanilla-image-block" style="padding-top:56.08%;"><img id="VotK2HMKGRUbqfCph2VdcX" name="minecraft.jpg" alt="Minecraft official artwork - Steve and Alyx stand on a grassy hill made of cubes with a sheep, creeper, zombie, skeleton, and pig." src="https://cdn.mos.cms.futurecdn.net/VotK2HMKGRUbqfCph2VdcX.jpg" mos="" align="middle" fullscreen="" width="1307" height="733" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Mojang)</span></figcaption></figure><p>I had been on yet another <a href="https://www.pcgamer.com/uk/minecraft/"><u>Minecraft</u></a> kick. We were starting a new server and, I often play Minecraft with my family and friends.  All my kids are grown up. In fact, my very youngest goes off to college in about a month [and] my second eldest kid has a kid of her own, so I'm a grandpa.</p><p>But we get together and we make a server from scratch and play as a family. And we've been playing for a very long time, so when there's an update or the moment hits us, we'll end up starting a new server. I'm definitely the most hardcore of people. I love making all the different machines you can make and making giant contraptions for the server.</p><p>It's also changed a little bit. It's been this weird, almost cyclical thing where at first we were playing together and I had to guide them through the game a lot, and then they were too cool for school and wanted to do their own thing but really needed my help a lot. And then it was like 'Oh, we can play together again'.</p><h2 id="what-is-the-oldest-game-by-release-date-currently-installed-on-your-pc-2">What is the oldest game (by release date) currently installed on your PC?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1193px;"><p class="vanilla-image-block" style="padding-top:56.24%;"><img id="FkZEB9K5JLLgAFh8Yecoqi" name="eye" alt="A monster in a dungeon" src="https://cdn.mos.cms.futurecdn.net/FkZEB9K5JLLgAFh8Yecoqi.jpg" mos="" align="middle" fullscreen="" width="1193" height="671" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: SNEG)</span></figcaption></figure><p>I loved Eye of the Beholder. I mean I love/hate Eye of the Beholder. I hadn't played it in a long time, and there was some other came recently that I was that reminded me of it. I was like 'Oh, I should go back and try it again'.</p><p>Eye of the Beholder was, in 1991, one of the best games that I'd ever played. I was super into it. The graphics, the immersion. This is pre-Wolfenstein [3D], so 3D stuff was not really a thing. But this had some fake 3D-style graphics that you were taking a party through a dungeon, and it was turn-based and grid-based. </p><p>I had mapped out all the levels on graph paper. I was really into it. And then at the end, I killed the final boss, and a little dialogue box pops up and says "Congratulations, you win!" or whatever. Then quits to desktop. </p><p>So that's the worst ending of any game I've ever played. But I really love the game. It's amazing.</p><h2 id="what-is-the-highest-number-of-hours-you-have-in-any-given-game-according-to-steam-2">What is the highest number of hours you have in any given game, according to Steam?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="zRmet3a6WzNKWgonQTnd3c" name="20180729193858_1.jpg" alt="A spaceship flying past a blue planet" src="https://cdn.mos.cms.futurecdn.net/zRmet3a6WzNKWgonQTnd3c.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Hello Games)</span></figcaption></figure><p>It turns out that [in] Marvel Heroes I have 540 hours, but there's a bunch of others. Right behind that is my other game It Lurks Below. I have 529 hours in that. And <a href="https://www.pcgamer.com/uk/no-man-s-sky/"><u>No Man's Sky</u></a>, I have 400-something hours in that.</p><p>I like space games, so they kind of had me at hello, and I just found it fascinating. I loved going around the galaxy, exploring planets, finding things, building bases all over the universe, hunting for special ships, and they've had so many updates. I keep coming back for all of thee updates when they add new content. </p><p>It's just been something I've really enjoyed. I enjoyed the combat in the game, the dogfighting-style combat …. I didn't really like the story very much. It's kind of out there too. It was supposed to be maybe a highbrow thing or something, but I just couldn't really understand what it was. I couldn't relate to the story in any way. </p><p>I got it right on launch or whatever and I played it, and then would put it away, and then a new update would come and I'd play it some more, and every time an update comes, I play another 25-50 hours.</p><h2 id="what-game-will-you-never-ever-uninstall-2">What game will you never, ever uninstall?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="opbkG5p8xpgjcCp7QjmNZi" name="1.jpg" alt="Everquest key art" src="https://cdn.mos.cms.futurecdn.net/opbkG5p8xpgjcCp7QjmNZi.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Daybreak Games, Keith Parkinson)</span></figcaption></figure><p>I have <a href="https://www.pcgamer.com/everquest/"><u>EverQuest</u></a> still installed, and that's something I go back and play every now and then. And I played so many hours. Of all the games, that's by far and away—even though it's not part of the Steam library—the game that I put the most hours into. Maybe that or <a href="https://www.pcgamer.com/uk/games/mmo/world-of-warcraft/"><u>World of Warcraft</u></a>. But both of them I spent many years of my life playing, and my wife and I would play together, so we'd play every day for years and years. I forget my playtime, but it was years of playtime. I have thousands of hours in EverQuest.</p><p>I even play the EQ '99, which is the old version of the game, the original game plus maybe the one expansion. Some of the [servers] are two expansions. I still go back and play that quite a bit. Level up characters now and then.</p><p>Even though it's maybe the ugliest game in the world at this point, I still really love that game. It was such a unique experience. It's like trying to explain Star Wars to somebody that wasn't there in the theatre for the first time. We'd never seen anything like Star Wars, and it was the same with EverQuest.</p><p>Even though it was totally painful, a total nightmare, and everybody's got like the most horrific stories from playing EverQuest….  I had done a dragon run with my necromancer, and I had bound myself right near where the entrance [to] the dragon was, so that when I died in the dragon run, I could just run back. </p><p>But the dragon run was a total disaster and there were these giants that you had to clear to the to get to the dragon first. I died fighting the dragon, and it turned out that it had taken so long that the giants respawned and I [had] bound myself right where the giants were. So I would respawn and a giant would kill me, and I would respawn, and the giant would kill me. I didn't know what to do. I ended up unplugging my internet.</p><h2 id="what-s-a-piece-of-non-gaming-software-installed-on-your-pc-that-you-simply-couldn-t-live-without">What's a piece of non-gaming software installed on your PC that you simply couldn't live without?</h2><p><a href="https://visualstudio.microsoft.com/vs/features/game-development/"><u>Visual Studio</u></a>. I still do a lot of programming. I still make a lot of prototypes. I still dream of someday making games again. So that is something that's still installed. </p><p>I still program almost every single day … I work on lots of different prototypes for game ideas that I have, and someday maybe I'll have the time to actually work on one. But right now, I'm so busy that I don't have the time to dedicate to making a project.</p><h2 id="generally-how-tidy-is-your-desktop-screen">Generally, how tidy is your desktop screen?</h2><p>It's a complete mess. I have icons for games in one corner. I have tools I use for game development and other things in the middle. Other things that I have. I have the Adobe Creative Suite and other things that I can't live without. I've got all the Microsoft tools. And then I have some mobile games that I play, I'll have PC versions of those.</p><p>I have notes that are all over my desktop of different projects that are going on. Notes, feedback, all sorts of stuff. I give feedback on a lot of games and lot of ideas that people have. They ask me to give them feedback on stuff, and so I'll write up lots of notes.</p><p>I probably have 300 icons on my desktop. It's a mess.</p><div class="product"><a data-dimension112="67e0792e-97f3-11f1-8eab-3ff26a1db666" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="67e0792e-97f3-11f1-8eab-3ff26a1db666" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
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                                                            <title><![CDATA[ Where's the weirdest place you've heard videogame music? ]]></title>
                                                                                                <dc:content><![CDATA[ <div  class="fancy-box"><div class="fancy_box-title">Critical Hit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="WcCZiWMVteuU25phgoBuD8" name="critical-hit-boxout-badge" caption="" alt="Critical Hit column logo" src="https://cdn.mos.cms.futurecdn.net/WcCZiWMVteuU25phgoBuD8.png" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p class="fancy-box__body-text">Welcome to <a data-analytics-id="inline-link" href="https://www.pcgamer.com/tag/critical-hit/" target="_blank">Critical Hit</a>, where I (or someone else on the PC Gamer team) celebrate and lament all things videogame music, audio design, and the ways our favourite games make our ears tingle.</p></div></div><p>Videogame music is ridiculously good, a behemoth that encompasses just about every damn genre out there. Orchestral, rock, metal, pop, hip-hop—you name it, there's absolutely a composer out there who has penned something absolutely fire within that genre. </p><p>But despite the stellar bangers that so many videogames are putting out, it still feels like they're mostly contained within the gaming zeitgeist. Which means that whenever I end up hearing tracks in <em>the real world, </em>I get some of the most insane whiplash imaginable. </p><p>I remember a helluva long time ago watching some random British television show with my Mum—maybe some kind of home improvement show, it was a long time ago okay? My memory is terrible—and being completely bamboozled by the inclusion of music from The Sims 2. Turns out I'm not the only one who's had that experience, as a Reddit post from six years ago shows that The Sims music appears in all kinds of random television shows. America's Next Top Model, German home improvement shows, kids baking shows. It's everywhere!</p><p>For me, the absolute weirdest place I've heard videogame music, though, is my local pub of all places. I'd popped in for a chill Sunday afternoon pint and a bite to eat, only to get to the bar, turn to my partner and ask: "Wait a second, is this <em>L.A. Noire??" </em>Sure enough, the buttery-smooth jazz number was the main theme for L.A. Noire. Which is an excellent choice for a low-key weekend vibe, don't get me wrong. But it was also the last place I ever expected to hear anything like it.</p><p>What about you though? Where's the weirdest place your ears have bore witness to a videogame track? A hospital? It would definitely be weird to hear it in a hospital, I reckon. Make sure to drop a comment and let me know.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/wheres-the-weirdest-place-youve-heard-videogame-music/</link>
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                            <![CDATA[ Why does hearing it in public places feel so… wrong? ]]>
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                                                                        <pubDate>Sun, 16 Aug 2026 17:00:00 +0000</pubDate>                                                                                                                                <updated>Mon, 17 Aug 2026 01:26:46 +0000</updated>
                                                                                                                                            <category><![CDATA[Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Mollie Taylor ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/W9VNF2qWSreZXDkwcVR2tF.png ]]></dc:source>
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                                                            <media:credit><![CDATA[Square Enix]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Aerith singing in Final Fantasy 7.]]></media:description>                                                            <media:text><![CDATA[Aerith singing in Final Fantasy 7.]]></media:text>
                                <media:title type="plain"><![CDATA[Aerith singing in Final Fantasy 7.]]></media:title>
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                                <div  class="fancy-box"><div class="fancy_box-title">Critical Hit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="WcCZiWMVteuU25phgoBuD8" name="critical-hit-boxout-badge" caption="" alt="Critical Hit column logo" src="https://cdn.mos.cms.futurecdn.net/WcCZiWMVteuU25phgoBuD8.png" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p class="fancy-box__body-text">Welcome to <a data-analytics-id="inline-link" href="https://www.pcgamer.com/tag/critical-hit/" target="_blank">Critical Hit</a>, where I (or someone else on the PC Gamer team) celebrate and lament all things videogame music, audio design, and the ways our favourite games make our ears tingle.</p></div></div><p>Videogame music is ridiculously good, a behemoth that encompasses just about every damn genre out there. Orchestral, rock, metal, pop, hip-hop—you name it, there's absolutely a composer out there who has penned something absolutely fire within that genre. </p><p>But despite the stellar bangers that so many videogames are putting out, it still feels like they're mostly contained within the gaming zeitgeist. Which means that whenever I end up hearing tracks in <em>the real world, </em>I get some of the most insane whiplash imaginable. </p><p>I remember a helluva long time ago watching some random British television show with my Mum—maybe some kind of home improvement show, it was a long time ago okay? My memory is terrible—and being completely bamboozled by the inclusion of music from The Sims 2. Turns out I'm not the only one who's had that experience, as a Reddit post from six years ago shows that The Sims music appears in all kinds of random television shows. America's Next Top Model, German home improvement shows, kids baking shows. It's everywhere!</p><p>For me, the absolute weirdest place I've heard videogame music, though, is my local pub of all places. I'd popped in for a chill Sunday afternoon pint and a bite to eat, only to get to the bar, turn to my partner and ask: "Wait a second, is this <em>L.A. Noire??" </em>Sure enough, the buttery-smooth jazz number was the main theme for L.A. Noire. Which is an excellent choice for a low-key weekend vibe, don't get me wrong. But it was also the last place I ever expected to hear anything like it.</p><p>What about you though? Where's the weirdest place your ears have bore witness to a videogame track? A hospital? It would definitely be weird to hear it in a hospital, I reckon. Make sure to drop a comment and let me know.</p>
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                                                            <title><![CDATA[ Iron Nest is the best 'Battleship' game I've played in years—and it doesn't even have boats ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Who knew that all I needed to be interested in maths was the command of a five-thousand-tonne artillery battery? If only my secondary school teacher had known. Turns out that the ticking clock of exam pressure is a hell of a lot less motivating than the boom of artillery shells growing ever closer, as enemy gunners zero in on your position, trying to blast your colossal cannon to kingdom come before you blast them.</p><div  class="fancy-box"><div class="fancy_box-title">Play This Right Now</div><div class="fancy_box_body"><p class="fancy-box__body-text">Welcome to Play This Right Now, the site version of our weekly newsletter in which we celebrate a new game, update, or DLC that we think is well worth checking out. You can <a data-analytics-id="inline-link" href="https://www.pcgamer.com/newsletter/" target="_blank">subscribe to the newsletter</a> at the link if you want to get our thoughts about a new videogame happening direct to your inbox every Thursday.</p></div></div><p>But <a href="https://store.steampowered.com/app/2950790/IRON_NEST_Heavy_Turret_Simulator/" target="_blank">Iron Nest</a> is a similar test of mental endurance. You hustle and bustle around your one-man gun emplacement, triangulating degrees and distances, praying that your next shell won't sail clear over the target, leaving you scratching your head as to which vital calculation you somehow messed up. It's an addictive challenge, bolstered by an array of wonderfully tactile gadgets and gizmos.</p><p>Sure, it's an artillery simulator of sorts, but it's more like one of the best versions of <a href="https://en.wikipedia.org/wiki/Battleship_(game)" target="_blank">Battleship</a> you'll ever play. It's about employing what you know and learn through each shot, to track down enemy positions and destroy them, often before they destroy you. And it's hard to overstate how satisfying it is when you land a shell squarely on-target, <em>especially</em> when it's the payoff for 10 minutes spent messing about with machines and the map table.</p><p>So who are you shooting? Iron Nest is set in an alternate-history version of 1920s Spain in which the Kingdom of Castille somehow got their mitts on a gigantic, city-levelling artillery piece, and is using it to maintain their grip on power. That's your job: shoot what they tell you, or don't. As the lone denizen of the Iron Nest—save for one presumably very deaf cat—your job is operating the battery by yourself.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/g9AMM8iQM5QwqqE8s9kVvF.jpg" alt="Iron Nest - Map" /><figcaption><small role="credit">Dominik Latos, Nick Nieuwoudt</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/w8sEv8PbiasUbz4UiVdESF.jpg" alt="Iron Nest - Requisition terminal" /><figcaption><small role="credit">Dominik Latos, Nick Nieuwoudt</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Pav2HdrcZtZsYfgS9KAqDG.jpg" alt="Iron Nest - Newspaper" /><figcaption><small role="credit">Dominik Latos, Nick Nieuwoudt</small></figcaption></figure></figure><p>You have to read the teleprinter and note vital info on your clipboard. Use the map table and its elaborate array of markers, coloured pencils, and measuring devices to triangulate enemy positions. You're inputting distance into a machine to calculate barrel elevation—which prints off a cute little firing solution ticket—and wheeling the gun on its axis to the correct bearing. And when all is prepared, you're flipping switches as if arming a nuke, and pulling the handle to take your shot.</p><p>There's just so much <em>gravity </em>to Iron Nest, in fiddling with its tactile machines and gadgets, but also in the methodical step-by-step that plays out before each firing. Despite its initial learning curve, before long the pre-shot preparation becomes a bit of a ritual, a process you refine through repetition and gain mastery with. It's strangely relaxing for a game about obliterating enemies with explosive ordinance.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/ZK3z2A8nA8k" allowfullscreen></iframe></div></div><p>And as you gain mastery, Iron Nest unfurls even more. You unlock a requisition station that lets you satisfyingly stamp cards to buy recon plane flyovers and different shell types, but it adds a new challenge element as you try to spend the bare minimum possible, relying on your smarts to bridge the gap.</p><p>You unlock a second barrel, letting you hit two targets in quick succession. That is, if you're able to juggle the calculations and tweaks you have to make between each firing without your brain melting. And thanks to its procedurally-generated objectives, with enemy positions changing even when you replay a mission, plus medals for performance, Iron Nest has a lot of replayability.</p><div><blockquote><p>Its playground of tactile tools and machines makes it appealing to simulation fans of all stripes</p></blockquote></div><p>The only thing Iron Nest is lacking is co-op. It would be ridiculously fun to run around the gun with a friend, but the game is already a pretty incredible achievement considering it was built by one guy. It'd also be a great candidate for a <a href="https://www.youtube.com/watch?v=LGaD4Ienq3k" target="_blank">Battleship-style</a> head-to-head mode, where two Iron Nests try to triangulate and destroy each other, but multiplayer is listed on Iron Nest's roadmap, so maybe we can look forward to that.</p><p>While I'm still very excited for next year's <a href="https://store.steampowered.com/app/2956040/PVKK_Planetenverteidigungskanonenkommandant/" target="_blank">PVKK: Planetenverteidigungskanonenkommandant</a> (*gasps for breath*) which sees you commanding an orbital defense cannon, Iron Nest is the best artillery game I've tried. Its playground of tactile tools and machines makes it appealing to simulation fans of all stripes, while its smart yet addictive gun-prep formula feels almost endlessly repeatable, as you strive for that elusive yet satisfying sense of mastery.</p><div class="product"><a data-dimension112="8d627f1c-9703-11f1-a32e-652eccb824fb" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="8d627f1c-9703-11f1-a32e-652eccb824fb" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/sim/iron-nest-is-the-best-battleship-game-ive-played-in-years-and-it-doesnt-even-have-boats/</link>
                                                                            <description>
                            <![CDATA[ Use your smarts to locate enemies and meticulously plot firing solutions. ]]>
                                                                                                            </description>
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                                                                        <pubDate>Sun, 16 Aug 2026 16:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Sim]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Sean Martin ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/rw7hUY3Y2mxZJtwx3ePdwF.png ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
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                                                            <media:credit><![CDATA[Dominik Latos, Nick Nieuwoudt]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Iron Nest - The cabin]]></media:description>                                                            <media:text><![CDATA[Iron Nest - The cabin]]></media:text>
                                <media:title type="plain"><![CDATA[Iron Nest - The cabin]]></media:title>
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                                <p>Who knew that all I needed to be interested in maths was the command of a five-thousand-tonne artillery battery? If only my secondary school teacher had known. Turns out that the ticking clock of exam pressure is a hell of a lot less motivating than the boom of artillery shells growing ever closer, as enemy gunners zero in on your position, trying to blast your colossal cannon to kingdom come before you blast them.</p><div  class="fancy-box"><div class="fancy_box-title">Play This Right Now</div><div class="fancy_box_body"><p class="fancy-box__body-text">Welcome to Play This Right Now, the site version of our weekly newsletter in which we celebrate a new game, update, or DLC that we think is well worth checking out. You can <a data-analytics-id="inline-link" href="https://www.pcgamer.com/newsletter/" target="_blank">subscribe to the newsletter</a> at the link if you want to get our thoughts about a new videogame happening direct to your inbox every Thursday.</p></div></div><p>But <a href="https://store.steampowered.com/app/2950790/IRON_NEST_Heavy_Turret_Simulator/" target="_blank">Iron Nest</a> is a similar test of mental endurance. You hustle and bustle around your one-man gun emplacement, triangulating degrees and distances, praying that your next shell won't sail clear over the target, leaving you scratching your head as to which vital calculation you somehow messed up. It's an addictive challenge, bolstered by an array of wonderfully tactile gadgets and gizmos.</p><p>Sure, it's an artillery simulator of sorts, but it's more like one of the best versions of <a href="https://en.wikipedia.org/wiki/Battleship_(game)" target="_blank">Battleship</a> you'll ever play. It's about employing what you know and learn through each shot, to track down enemy positions and destroy them, often before they destroy you. And it's hard to overstate how satisfying it is when you land a shell squarely on-target, <em>especially</em> when it's the payoff for 10 minutes spent messing about with machines and the map table.</p><p>So who are you shooting? Iron Nest is set in an alternate-history version of 1920s Spain in which the Kingdom of Castille somehow got their mitts on a gigantic, city-levelling artillery piece, and is using it to maintain their grip on power. That's your job: shoot what they tell you, or don't. As the lone denizen of the Iron Nest—save for one presumably very deaf cat—your job is operating the battery by yourself.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/g9AMM8iQM5QwqqE8s9kVvF.jpg" alt="Iron Nest - Map" /><figcaption><small role="credit">Dominik Latos, Nick Nieuwoudt</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/w8sEv8PbiasUbz4UiVdESF.jpg" alt="Iron Nest - Requisition terminal" /><figcaption><small role="credit">Dominik Latos, Nick Nieuwoudt</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Pav2HdrcZtZsYfgS9KAqDG.jpg" alt="Iron Nest - Newspaper" /><figcaption><small role="credit">Dominik Latos, Nick Nieuwoudt</small></figcaption></figure></figure><p>You have to read the teleprinter and note vital info on your clipboard. Use the map table and its elaborate array of markers, coloured pencils, and measuring devices to triangulate enemy positions. You're inputting distance into a machine to calculate barrel elevation—which prints off a cute little firing solution ticket—and wheeling the gun on its axis to the correct bearing. And when all is prepared, you're flipping switches as if arming a nuke, and pulling the handle to take your shot.</p><p>There's just so much <em>gravity </em>to Iron Nest, in fiddling with its tactile machines and gadgets, but also in the methodical step-by-step that plays out before each firing. Despite its initial learning curve, before long the pre-shot preparation becomes a bit of a ritual, a process you refine through repetition and gain mastery with. It's strangely relaxing for a game about obliterating enemies with explosive ordinance.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/ZK3z2A8nA8k" allowfullscreen></iframe></div></div><p>And as you gain mastery, Iron Nest unfurls even more. You unlock a requisition station that lets you satisfyingly stamp cards to buy recon plane flyovers and different shell types, but it adds a new challenge element as you try to spend the bare minimum possible, relying on your smarts to bridge the gap.</p><p>You unlock a second barrel, letting you hit two targets in quick succession. That is, if you're able to juggle the calculations and tweaks you have to make between each firing without your brain melting. And thanks to its procedurally-generated objectives, with enemy positions changing even when you replay a mission, plus medals for performance, Iron Nest has a lot of replayability.</p><div><blockquote><p>Its playground of tactile tools and machines makes it appealing to simulation fans of all stripes</p></blockquote></div><p>The only thing Iron Nest is lacking is co-op. It would be ridiculously fun to run around the gun with a friend, but the game is already a pretty incredible achievement considering it was built by one guy. It'd also be a great candidate for a <a href="https://www.youtube.com/watch?v=LGaD4Ienq3k" target="_blank">Battleship-style</a> head-to-head mode, where two Iron Nests try to triangulate and destroy each other, but multiplayer is listed on Iron Nest's roadmap, so maybe we can look forward to that.</p><p>While I'm still very excited for next year's <a href="https://store.steampowered.com/app/2956040/PVKK_Planetenverteidigungskanonenkommandant/" target="_blank">PVKK: Planetenverteidigungskanonenkommandant</a> (*gasps for breath*) which sees you commanding an orbital defense cannon, Iron Nest is the best artillery game I've tried. Its playground of tactile tools and machines makes it appealing to simulation fans of all stripes, while its smart yet addictive gun-prep formula feels almost endlessly repeatable, as you strive for that elusive yet satisfying sense of mastery.</p><div class="product"><a data-dimension112="8d627f1c-9703-11f1-a32e-652eccb824fb" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="8d627f1c-9703-11f1-a32e-652eccb824fb" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
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                                                            <title><![CDATA[ Marvel Tōkon's simple but effective combo trials are an elegant tutorial solution that I wish more fighting games had ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The humble combo trial is a time-honoured tradition in fighting games. It's a quick and relatively easy way of trying out a new character, feeling out their general flow and kit in a low-pressure environment.</p><p>They are, also, fundamentally useless. The combos in question are rarely optimal, and often devolve into simply playing Simon Says a dozen times before throwing yourself to the wolves of online matchmaking and hoping for the best. I can't speak for anyone else, but I rarely retain any of the stuff I pick up during combo trials, and usually end up defaulting to the likes of Dustloop or trusted YouTube tutorials to figure out how to <em>actually </em>play a character.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="sz3T373ahk7hQHJZ4zaZ5e" name="20260806224135_2" alt="Marvel Tokon: Fighting Souls" src="https://cdn.mos.cms.futurecdn.net/sz3T373ahk7hQHJZ4zaZ5e.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: PlayStation Publishing LLC)</span></figcaption></figure><p>That doesn't exactly change in Marvel Tōkon. It still presents you with basic moves, combos, and assist combos that you'll do once and move on from, the likelihood of carrying them over into real scenarios next to zero. But Tōkon also includes something that I really like, and sincerely wish other fighting games included: a series of challenges that force you to think about the tools you've been given, and how best to implement them.</p><p>Each character trial in Tōkon wraps up with five "Level-Up Missions". Instead of laying out all the inputs for you, the missions instead present you with a handful of criteria and leave you to cook up the combos yourself. Maybe you need to start or end with a certain string, or ensure you're throwing in a particular move or hitting a certain damage threshold during the combo.</p><p>In reality, it's something you can probably just go ahead and look up if you really don't want to bother with it. But I like the fact that, even with the inclusion of basic combo trials, the Level-Up Mission is something that tries to challenge you to cook something up yourself. It's arguably one of the best parts about a fighting game–even if everybody ends up using the same BnBs and optimal combos in the end, figuring things out and playing around with a character's kit is a great way to understand their fundamentals even if you don't come to the most min-maxxed conclusion.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="SPYPhc8eNnjRkHMjjWVpac" name="20260814123405_1" alt="Marvel Tokon: Fighting Souls" src="https://cdn.mos.cms.futurecdn.net/SPYPhc8eNnjRkHMjjWVpac.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: PlayStation Publishing LLC)</span></figcaption></figure><p>And the best part is, these Level-Up Missions are <em>genuinely tough. </em>While the early stages mostly require you to start with a string, add one move, and end with a certain damage number, the later ones stack far more requirements on you. That's when you really have to start thinking about things like your meter, assists, jump cancels, and damage scaling to squeeze the absolute most you can out of these challenges.</p><p>Again, are these Level-Up Missions going to have much impact once you get out there against real players? Probably not, but they at least require you to interact with the systems that Tōkon throws at you. Especially in a fighting game, where tutorialisation is still kinda rubbish and mostly consists of multiple text boxes bombarding your brain all at once, sitting down and puzzling out how to really maximise my damage in one combo—including whatever parameters Tōkon wants from me—at least helped stuff stick a helluva lot more than it would have otherwise. </p><p>Having a relatively open-ended goal and then handing you the entire toolkit to accomplish it instead of simply following a piece of paper feels much closer to how fighting games actually shake out in real time. Tōkon's Level-Up Missions are such a simple yet smart way to navigate it, I hope it's a feature more fighting games crib from in the future.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/fighting/marvel-tokons-simple-but-effective-combo-trials-are-an-elegant-tutorial-solution-that-i-wish-more-fighting-games-had/</link>
                                                                            <description>
                            <![CDATA[ Make me use my noggin, please. ]]>
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                                                                        <pubDate>Sun, 16 Aug 2026 15:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Fighting]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Mollie Taylor ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/W9VNF2qWSreZXDkwcVR2tF.png ]]></dc:source>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Marvel Tokon: Fighting Souls]]></media:description>                                                            <media:text><![CDATA[Marvel Tokon: Fighting Souls]]></media:text>
                                <media:title type="plain"><![CDATA[Marvel Tokon: Fighting Souls]]></media:title>
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                                <p>The humble combo trial is a time-honoured tradition in fighting games. It's a quick and relatively easy way of trying out a new character, feeling out their general flow and kit in a low-pressure environment.</p><p>They are, also, fundamentally useless. The combos in question are rarely optimal, and often devolve into simply playing Simon Says a dozen times before throwing yourself to the wolves of online matchmaking and hoping for the best. I can't speak for anyone else, but I rarely retain any of the stuff I pick up during combo trials, and usually end up defaulting to the likes of Dustloop or trusted YouTube tutorials to figure out how to <em>actually </em>play a character.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="sz3T373ahk7hQHJZ4zaZ5e" name="20260806224135_2" alt="Marvel Tokon: Fighting Souls" src="https://cdn.mos.cms.futurecdn.net/sz3T373ahk7hQHJZ4zaZ5e.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: PlayStation Publishing LLC)</span></figcaption></figure><p>That doesn't exactly change in Marvel Tōkon. It still presents you with basic moves, combos, and assist combos that you'll do once and move on from, the likelihood of carrying them over into real scenarios next to zero. But Tōkon also includes something that I really like, and sincerely wish other fighting games included: a series of challenges that force you to think about the tools you've been given, and how best to implement them.</p><p>Each character trial in Tōkon wraps up with five "Level-Up Missions". Instead of laying out all the inputs for you, the missions instead present you with a handful of criteria and leave you to cook up the combos yourself. Maybe you need to start or end with a certain string, or ensure you're throwing in a particular move or hitting a certain damage threshold during the combo.</p><p>In reality, it's something you can probably just go ahead and look up if you really don't want to bother with it. But I like the fact that, even with the inclusion of basic combo trials, the Level-Up Mission is something that tries to challenge you to cook something up yourself. It's arguably one of the best parts about a fighting game–even if everybody ends up using the same BnBs and optimal combos in the end, figuring things out and playing around with a character's kit is a great way to understand their fundamentals even if you don't come to the most min-maxxed conclusion.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="SPYPhc8eNnjRkHMjjWVpac" name="20260814123405_1" alt="Marvel Tokon: Fighting Souls" src="https://cdn.mos.cms.futurecdn.net/SPYPhc8eNnjRkHMjjWVpac.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: PlayStation Publishing LLC)</span></figcaption></figure><p>And the best part is, these Level-Up Missions are <em>genuinely tough. </em>While the early stages mostly require you to start with a string, add one move, and end with a certain damage number, the later ones stack far more requirements on you. That's when you really have to start thinking about things like your meter, assists, jump cancels, and damage scaling to squeeze the absolute most you can out of these challenges.</p><p>Again, are these Level-Up Missions going to have much impact once you get out there against real players? Probably not, but they at least require you to interact with the systems that Tōkon throws at you. Especially in a fighting game, where tutorialisation is still kinda rubbish and mostly consists of multiple text boxes bombarding your brain all at once, sitting down and puzzling out how to really maximise my damage in one combo—including whatever parameters Tōkon wants from me—at least helped stuff stick a helluva lot more than it would have otherwise. </p><p>Having a relatively open-ended goal and then handing you the entire toolkit to accomplish it instead of simply following a piece of paper feels much closer to how fighting games actually shake out in real time. Tōkon's Level-Up Missions are such a simple yet smart way to navigate it, I hope it's a feature more fighting games crib from in the future.</p>
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                                                            <title><![CDATA[ I played the economic simulator that could 'make a convert out of Karl Marx himself' to see if it could convert me ]]></title>
                                                                                                <dc:content><![CDATA[ <p>They called me mad. They called me a fool. They said it would never work—my plan to build a business empire on the back of a single department store that sold three products and a silica mine. 'You'll bankrupt us!' yelled red-faced advisors. They saw no wisdom in my schemes at all.</p><p>And, frankly, they were correct. Fair play to those guys. We are very bankrupt now.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="NyHY3LshxP2RzmuzuFXZPc" name="2026-08-13 10-46-57-0001" alt="Stats, graphs, and a lot of UI in Capitalism Plus." src="https://cdn.mos.cms.futurecdn.net/NyHY3LshxP2RzmuzuFXZPc.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Enlight Softwaer)</span></figcaption></figure><p>In 1995, PC Gamer—a monthly journal about computer videogames—issued a challenge to me directly. In the back-most pages of its 22nd issue, it tucked away an ad for a then-new game called <a href="https://store.steampowered.com/app/450120/Capitalism_Plus/">Capitalism</a>. "Good enough to make a convert out of Karl Marx himself," declared an included testimonial from, yes, PC Gamer.</p><p>I was too busy being two years old to issue a response at the time, but I'm here now. As one of surely very few people who have <a href="https://www.pcgamer.com/games/visual-novel/the-communist-manifesto-a-visual-novel-review/">reviewed The Communist Manifesto</a> for a major gaming publication, I want to know: can it <em>convert me</em>? And more than that, can it offer a way forward? Can I find, in Capitalism's thicket of spreadsheets and input/output graphs, a solution to our current economic and social malaise? I accept your challenge, PC Gamer from 31 years ago.</p><h2 id="business-101">Business 101</h2><p>Capitalism—the game—does not work how you expect it to. For one thing, it is not on Earth. It happens on a procedurally generated pseudo-region of an Earth-like planet that you can spin up with every new game. Want to build the free market on a vast archipelago? By all means. A single, contiguous mega-landmass? Absolutely. The only guarantee is that, wherever you end, it will look nothing like anywhere that exists on our actual planet. Also, cities like Lisbon and Chicago will end up a short walk from each other, much like they are in real life.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="XMEiruxwjuGvk8RSLKR2jc" name="2026-08-13 10-46-57-0002" alt="Stats, graphs, and a lot of UI in Capitalism Plus." src="https://cdn.mos.cms.futurecdn.net/XMEiruxwjuGvk8RSLKR2jc.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Enlight Softwaer)</span></figcaption></figure><p>I admit it, my first forays into the world of business were <em>jazz capitalism</em>. I was hitting buttons and trying things out without much regard for structure or logic. I built a department store in central Jakarta (next to Tehran) and filled it literally, exclusively with laundry detergent.</p><p>This was not just an idle whim. Capitalism is big on the supply chain, strangely, which means all the goods you sell have to come from somewhere. The wares I flogged in my department store were sourced from Jakarta's nearest seaport, and the things Jakarta's nearest seaport had to offer were: cookies, leather shoes, and detergent.</p><p>Were the people of Jakarta buying my suds? Absolutely the hell not. They could not have been <em>less</em> interested, even as the industrious worker-bees in the department store's purchasing unit accumulated more and more boxes of the stuff, gradually entombing my sales team like soapy pharaohs. Supply outstripped demand by a gazillion to one. I was making negative $80,000 a year. </p><p>I asked myself what Warren Buffett would do and decided the answer was probably 'keep digging'. I added the cookies and leather shoes to my department store's roster of goods, turning it into one of those malls—you know the ones—that occupies an entire city block and sells three unrelated products. If this didn't work, the game was broken.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="dpEDdC3BZ3K9t7u2U9E5jc" name="2026-08-13 10-46-57-0004" alt="Stats, graphs, and a lot of UI in Capitalism Plus." src="https://cdn.mos.cms.futurecdn.net/dpEDdC3BZ3K9t7u2U9E5jc.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Enlight Softwaer)</span></figcaption></figure><p>There was, happily, more demand for shoes and cookies than laundry detergent, which is to say I was selling literally any of the former at all. Nevertheless, my expansion into the footwear and baked goods sectors had taken its toll. In spite of the new products' relative success, I was now making negative $300,000 a year. I added an advertising unit to my department store and partnered with a TV station.</p><p>This either helped or, more likely, coincided with an entirely unrelated change in my fortunes, because my annual profit suddenly skyrocketed to an incredible <em>negative $3,000 </em>a year. I went mad. I built an R&D Centre, a silica mine, and a new department store—this one selling CPUs, silica (a lot of silica about) and raw tobacco. Had I maybe started trying to sell directly to consumers raw materials I was meant to use in my own factories? Perhaps! Was I nevertheless now making an utterly inexplicable $400,000 a year? Yes!</p><p>I could only ride the high for so long. Eventually, my objectively boneheaded business decisions ricocheted back on me. The people of Bombay (where my second store was) were not interested in bulk-purchasing silica or computer chips, the fools, and even adding another advertising department didn't help. Though I did partner <em>that </em>advertising department with a newspaper rather than a TV station, and we all know traditional media is dead.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="XSrDBt867HGWWiFWdhUDjc" name="2026-08-13 10-46-57-0005" alt="Stats, graphs, and a lot of UI in Capitalism Plus." src="https://cdn.mos.cms.futurecdn.net/XSrDBt867HGWWiFWdhUDjc.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Enlight Softwaer)</span></figcaption></figure><p>It wasn't long before the game told me I was out of cash in a Nickelodeon font.</p><h2 id="visions-of-the-past">Visions of the past</h2><p>Here is the serious part of the article: Capitalism is genuinely rather fascinating. It is the crystallised end of history—that moment of triumphalism that marked the end of the Cold War and the seemingly final victory of liberal capitalism over all its foes. Its pregenerated scenarios, which you can play if you don't want to generate a random world for yourself, have names like The Fall Of The Berlin Wall and The Emerging Dragon (yes, it's about China).</p><p>It presents a vision of the world where consciously-held ideology is dead. In its place, ranks of men with big phones and suits chasing ever-greater numbers on ever-bigger spreadsheets—the "dog-eat-dog" world of capitalism. Was it good? No. Was it bad? No. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="pbYyWdQ8XhJKTxR4QYY5jc" name="2026-08-13 10-46-57-0006" alt="Stats, graphs, and a lot of UI in Capitalism Plus." src="https://cdn.mos.cms.futurecdn.net/pbYyWdQ8XhJKTxR4QYY5jc.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Enlight Softwaer)</span></figcaption></figure><p>Capitalism, the game, does not sing the praises of capitalism the concept, nor does it criticise it. In this way, it reflects its era: good and bad were outdated—relics of a past where people deluded themselves by believing in things rather than chasing stuff that is concrete and consumable. Humanity had outgrown the distractions of faith and ideology. Now it could focus on reality, and the accumulation of CPUs and silica.</p><p>And air conditioners.</p><h2 id="the-aircon-king-of-guangzhou">The aircon king of Guangzhou</h2><p>My attempts to grow fat from detergent sales had run aground, but I did learn some things in that first run. Mostly, what I learnt—right there at the end—was 'hey, there's a button here to change the price of the things I sell'.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="poWg3LNfiTARrToeEj7Zec" name="2026-08-13 10-46-57-0003" alt="Stats, graphs, and a lot of UI in Capitalism Plus." src="https://cdn.mos.cms.futurecdn.net/poWg3LNfiTARrToeEj7Zec.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Enlight Softwaer)</span></figcaption></figure><p>So I tried again, and a little bit slower this time. In Guangzhou (near Adelaide), I erected a department store, sourcing a thick gush of shampoo from the nearby port and selling it to anyone with hair. Crucially, this time I paid attention to things like 'product quality' and 'price'. The shampoo I was sourcing was a fair bit better than what Guangzhou already had access to, and by fidgeting with the price-per-bottle I could establish a neat equilibrium between supply and demand. Before long, I was making a stable $500,000 in annual profit.</p><p>What else did the port have to offer? Air conditioners and jumpers ('sweaters,' to our American readers). Guangzhou was hot; I suspected aircon demand would be high. I funnelled them into my department store.</p><p>It turned out I could charge essentially whatever the hell I wanted and get away with it. Demand was too strong to deter. I was charging people double what I was paying for them and raking it in. Before long, I got the jumpers on the shelves too, which inscrutably sold like hot cakes at the same time as the aircon units did—though, in credit to Capitalism's simulation, I am fairly sure the aircons sold better in summer, and vice versa for jumpers.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="zJugmexAyUDgzdAafkyTb5" name="2026-08-13 10-46-57-0002" alt="A lot of UI in Capitalism Plus." src="https://cdn.mos.cms.futurecdn.net/zJugmexAyUDgzdAafkyTb5.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Enlight Software)</span></figcaption></figure><p>I was making $5,000,000 a year. I built factories, invented the video camera, purchased my competitors' jeans and sold them at a mark-up. I even started mining silica again, just for old times' sake. Pretty quickly, I hit $12 million a year. Which is kind of where I left it, since it rapidly became apparent I was simply too good at Capitalism for anything funny to happen ever again.</p><p>I'll say this, though: I like Capitalism (the game) a lot. The depth of its simulation is impressive, and not even 'for a game from 1995'. It just <em>is</em>. Here is a toy free market that consistently surprised me with the things it took into account and the things it asked <em>me</em> to take into account, from climate and environment to the nitty-gritty of the supply chain to the precise number and arrangement of business units in each of my outlets. It's a good time, if you are also the kind of person who gets excited by a nice spreadsheet.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="scwsofUKp2a7NnV5LNyZp5" name="2026-08-13 10-46-57-0001" alt="A lot of UI in Capitalism Plus." src="https://cdn.mos.cms.futurecdn.net/scwsofUKp2a7NnV5LNyZp5.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Enlight Software)</span></figcaption></figure><h2 id="total-conversion">Total conversion</h2><p>Am I converted? Well, apparently I could be making $12 million a year in shampoo sales, which is only slightly less than I make writing about videogames, so maybe. I'm certainly into the game itself, which is probably the most I can reasonably ask of an entertainment product from three decades ago.</p><p>Does Capitalism, with its sepia snapshot of a period of post-Cold War triumphalism, represent a way forward for our current period of deep societal stagnation? Well, not quite. Capitalism captures not so much <em>actual things that happened</em> so much as it captures a vibe that existed in a select few places during a vanishingly small period of time. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="7TA9aSvEEuzrxYKQ3ZRw46" name="2026-08-13 10-46-57-0003" alt="A lot of UI in Capitalism Plus." src="https://cdn.mos.cms.futurecdn.net/7TA9aSvEEuzrxYKQ3ZRw46.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Enlight Software)</span></figcaption></figure><p>You couldn't return to it if you wanted to—it was a product of a historical juncture, and no amount of nostalgia for an era when things <em>felt</em> better (whether they actually were is perhaps debatable) will change that.</p><p>Unless, of course, you start selling air conditioners.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/sim/i-played-the-economic-simulator-that-could-make-a-convert-out-of-karl-marx-himself-to-see-if-it-could-convert-me/</link>
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                            <![CDATA[ Though I'm not Karl Marx, just in case you're confused. ]]>
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                                                                        <pubDate>Sun, 16 Aug 2026 15:00:00 +0000</pubDate>                                                                                                                                <updated>Mon, 17 Aug 2026 17:14:44 +0000</updated>
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                                                                                                <author><![CDATA[ joshua.wolens@futurenet.com (Joshua Wolens) ]]></author>                    <dc:creator><![CDATA[ Joshua Wolens ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/oYajqiFjn2Rwz4msxoLFyP.png ]]></dc:source>
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                                                                                                                                                                                                                                    <media:description><![CDATA[A smug business guy flanked on each side by screenshots of Capitalism Plus.]]></media:description>                                                            <media:text><![CDATA[A smug business guy flanked on each side by screenshots of Capitalism Plus.]]></media:text>
                                <media:title type="plain"><![CDATA[A smug business guy flanked on each side by screenshots of Capitalism Plus.]]></media:title>
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                                <p>They called me mad. They called me a fool. They said it would never work—my plan to build a business empire on the back of a single department store that sold three products and a silica mine. 'You'll bankrupt us!' yelled red-faced advisors. They saw no wisdom in my schemes at all.</p><p>And, frankly, they were correct. Fair play to those guys. We are very bankrupt now.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="NyHY3LshxP2RzmuzuFXZPc" name="2026-08-13 10-46-57-0001" alt="Stats, graphs, and a lot of UI in Capitalism Plus." src="https://cdn.mos.cms.futurecdn.net/NyHY3LshxP2RzmuzuFXZPc.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Enlight Softwaer)</span></figcaption></figure><p>In 1995, PC Gamer—a monthly journal about computer videogames—issued a challenge to me directly. In the back-most pages of its 22nd issue, it tucked away an ad for a then-new game called <a href="https://store.steampowered.com/app/450120/Capitalism_Plus/">Capitalism</a>. "Good enough to make a convert out of Karl Marx himself," declared an included testimonial from, yes, PC Gamer.</p><p>I was too busy being two years old to issue a response at the time, but I'm here now. As one of surely very few people who have <a href="https://www.pcgamer.com/games/visual-novel/the-communist-manifesto-a-visual-novel-review/">reviewed The Communist Manifesto</a> for a major gaming publication, I want to know: can it <em>convert me</em>? And more than that, can it offer a way forward? Can I find, in Capitalism's thicket of spreadsheets and input/output graphs, a solution to our current economic and social malaise? I accept your challenge, PC Gamer from 31 years ago.</p><h2 id="business-101">Business 101</h2><p>Capitalism—the game—does not work how you expect it to. For one thing, it is not on Earth. It happens on a procedurally generated pseudo-region of an Earth-like planet that you can spin up with every new game. Want to build the free market on a vast archipelago? By all means. A single, contiguous mega-landmass? Absolutely. The only guarantee is that, wherever you end, it will look nothing like anywhere that exists on our actual planet. Also, cities like Lisbon and Chicago will end up a short walk from each other, much like they are in real life.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="XMEiruxwjuGvk8RSLKR2jc" name="2026-08-13 10-46-57-0002" alt="Stats, graphs, and a lot of UI in Capitalism Plus." src="https://cdn.mos.cms.futurecdn.net/XMEiruxwjuGvk8RSLKR2jc.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Enlight Softwaer)</span></figcaption></figure><p>I admit it, my first forays into the world of business were <em>jazz capitalism</em>. I was hitting buttons and trying things out without much regard for structure or logic. I built a department store in central Jakarta (next to Tehran) and filled it literally, exclusively with laundry detergent.</p><p>This was not just an idle whim. Capitalism is big on the supply chain, strangely, which means all the goods you sell have to come from somewhere. The wares I flogged in my department store were sourced from Jakarta's nearest seaport, and the things Jakarta's nearest seaport had to offer were: cookies, leather shoes, and detergent.</p><p>Were the people of Jakarta buying my suds? Absolutely the hell not. They could not have been <em>less</em> interested, even as the industrious worker-bees in the department store's purchasing unit accumulated more and more boxes of the stuff, gradually entombing my sales team like soapy pharaohs. Supply outstripped demand by a gazillion to one. I was making negative $80,000 a year. </p><p>I asked myself what Warren Buffett would do and decided the answer was probably 'keep digging'. I added the cookies and leather shoes to my department store's roster of goods, turning it into one of those malls—you know the ones—that occupies an entire city block and sells three unrelated products. If this didn't work, the game was broken.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="dpEDdC3BZ3K9t7u2U9E5jc" name="2026-08-13 10-46-57-0004" alt="Stats, graphs, and a lot of UI in Capitalism Plus." src="https://cdn.mos.cms.futurecdn.net/dpEDdC3BZ3K9t7u2U9E5jc.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Enlight Softwaer)</span></figcaption></figure><p>There was, happily, more demand for shoes and cookies than laundry detergent, which is to say I was selling literally any of the former at all. Nevertheless, my expansion into the footwear and baked goods sectors had taken its toll. In spite of the new products' relative success, I was now making negative $300,000 a year. I added an advertising unit to my department store and partnered with a TV station.</p><p>This either helped or, more likely, coincided with an entirely unrelated change in my fortunes, because my annual profit suddenly skyrocketed to an incredible <em>negative $3,000 </em>a year. I went mad. I built an R&D Centre, a silica mine, and a new department store—this one selling CPUs, silica (a lot of silica about) and raw tobacco. Had I maybe started trying to sell directly to consumers raw materials I was meant to use in my own factories? Perhaps! Was I nevertheless now making an utterly inexplicable $400,000 a year? Yes!</p><p>I could only ride the high for so long. Eventually, my objectively boneheaded business decisions ricocheted back on me. The people of Bombay (where my second store was) were not interested in bulk-purchasing silica or computer chips, the fools, and even adding another advertising department didn't help. Though I did partner <em>that </em>advertising department with a newspaper rather than a TV station, and we all know traditional media is dead.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="XSrDBt867HGWWiFWdhUDjc" name="2026-08-13 10-46-57-0005" alt="Stats, graphs, and a lot of UI in Capitalism Plus." src="https://cdn.mos.cms.futurecdn.net/XSrDBt867HGWWiFWdhUDjc.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Enlight Softwaer)</span></figcaption></figure><p>It wasn't long before the game told me I was out of cash in a Nickelodeon font.</p><h2 id="visions-of-the-past">Visions of the past</h2><p>Here is the serious part of the article: Capitalism is genuinely rather fascinating. It is the crystallised end of history—that moment of triumphalism that marked the end of the Cold War and the seemingly final victory of liberal capitalism over all its foes. Its pregenerated scenarios, which you can play if you don't want to generate a random world for yourself, have names like The Fall Of The Berlin Wall and The Emerging Dragon (yes, it's about China).</p><p>It presents a vision of the world where consciously-held ideology is dead. In its place, ranks of men with big phones and suits chasing ever-greater numbers on ever-bigger spreadsheets—the "dog-eat-dog" world of capitalism. Was it good? No. Was it bad? No. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="pbYyWdQ8XhJKTxR4QYY5jc" name="2026-08-13 10-46-57-0006" alt="Stats, graphs, and a lot of UI in Capitalism Plus." src="https://cdn.mos.cms.futurecdn.net/pbYyWdQ8XhJKTxR4QYY5jc.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Enlight Softwaer)</span></figcaption></figure><p>Capitalism, the game, does not sing the praises of capitalism the concept, nor does it criticise it. In this way, it reflects its era: good and bad were outdated—relics of a past where people deluded themselves by believing in things rather than chasing stuff that is concrete and consumable. Humanity had outgrown the distractions of faith and ideology. Now it could focus on reality, and the accumulation of CPUs and silica.</p><p>And air conditioners.</p><h2 id="the-aircon-king-of-guangzhou">The aircon king of Guangzhou</h2><p>My attempts to grow fat from detergent sales had run aground, but I did learn some things in that first run. Mostly, what I learnt—right there at the end—was 'hey, there's a button here to change the price of the things I sell'.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="poWg3LNfiTARrToeEj7Zec" name="2026-08-13 10-46-57-0003" alt="Stats, graphs, and a lot of UI in Capitalism Plus." src="https://cdn.mos.cms.futurecdn.net/poWg3LNfiTARrToeEj7Zec.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Enlight Softwaer)</span></figcaption></figure><p>So I tried again, and a little bit slower this time. In Guangzhou (near Adelaide), I erected a department store, sourcing a thick gush of shampoo from the nearby port and selling it to anyone with hair. Crucially, this time I paid attention to things like 'product quality' and 'price'. The shampoo I was sourcing was a fair bit better than what Guangzhou already had access to, and by fidgeting with the price-per-bottle I could establish a neat equilibrium between supply and demand. Before long, I was making a stable $500,000 in annual profit.</p><p>What else did the port have to offer? Air conditioners and jumpers ('sweaters,' to our American readers). Guangzhou was hot; I suspected aircon demand would be high. I funnelled them into my department store.</p><p>It turned out I could charge essentially whatever the hell I wanted and get away with it. Demand was too strong to deter. I was charging people double what I was paying for them and raking it in. Before long, I got the jumpers on the shelves too, which inscrutably sold like hot cakes at the same time as the aircon units did—though, in credit to Capitalism's simulation, I am fairly sure the aircons sold better in summer, and vice versa for jumpers.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="zJugmexAyUDgzdAafkyTb5" name="2026-08-13 10-46-57-0002" alt="A lot of UI in Capitalism Plus." src="https://cdn.mos.cms.futurecdn.net/zJugmexAyUDgzdAafkyTb5.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Enlight Software)</span></figcaption></figure><p>I was making $5,000,000 a year. I built factories, invented the video camera, purchased my competitors' jeans and sold them at a mark-up. I even started mining silica again, just for old times' sake. Pretty quickly, I hit $12 million a year. Which is kind of where I left it, since it rapidly became apparent I was simply too good at Capitalism for anything funny to happen ever again.</p><p>I'll say this, though: I like Capitalism (the game) a lot. The depth of its simulation is impressive, and not even 'for a game from 1995'. It just <em>is</em>. Here is a toy free market that consistently surprised me with the things it took into account and the things it asked <em>me</em> to take into account, from climate and environment to the nitty-gritty of the supply chain to the precise number and arrangement of business units in each of my outlets. It's a good time, if you are also the kind of person who gets excited by a nice spreadsheet.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="scwsofUKp2a7NnV5LNyZp5" name="2026-08-13 10-46-57-0001" alt="A lot of UI in Capitalism Plus." src="https://cdn.mos.cms.futurecdn.net/scwsofUKp2a7NnV5LNyZp5.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Enlight Software)</span></figcaption></figure><h2 id="total-conversion">Total conversion</h2><p>Am I converted? Well, apparently I could be making $12 million a year in shampoo sales, which is only slightly less than I make writing about videogames, so maybe. I'm certainly into the game itself, which is probably the most I can reasonably ask of an entertainment product from three decades ago.</p><p>Does Capitalism, with its sepia snapshot of a period of post-Cold War triumphalism, represent a way forward for our current period of deep societal stagnation? Well, not quite. Capitalism captures not so much <em>actual things that happened</em> so much as it captures a vibe that existed in a select few places during a vanishingly small period of time. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="7TA9aSvEEuzrxYKQ3ZRw46" name="2026-08-13 10-46-57-0003" alt="A lot of UI in Capitalism Plus." src="https://cdn.mos.cms.futurecdn.net/7TA9aSvEEuzrxYKQ3ZRw46.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Enlight Software)</span></figcaption></figure><p>You couldn't return to it if you wanted to—it was a product of a historical juncture, and no amount of nostalgia for an era when things <em>felt</em> better (whether they actually were is perhaps debatable) will change that.</p><p>Unless, of course, you start selling air conditioners.</p>
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                                                            <title><![CDATA[ Poll: Do you turn your PC off at night? ]]></title>
                                                                                                <dc:content><![CDATA[ <p>An electrician once told me that turning your computer off and then on again uses more electricity than just leaving it on for hours, an oversimplification if not an outright lie that I believed for years. While it is true that turning your PC off and on puts wear and tear on the components, so does leaving it on for hours and hours.</p><p>Now that turning a PC on takes an amount of time so miniscule you don't even have a chance to get a drink before it's ready to go, there's no good excuse for adding to your power bill by leaving it on. Of course, we do things we have no good excuse for all the time, like starting another campaign as Karl Franz in Total War: Warhammer despite all the other campaigns we haven't even tried yet.</p><p>Where do you stand on this, the most divisive issue in PC gaming this side of Dragon Age 2's relative position in the series tier list? Our strategic director Evan Lahti is team turn if off, because any more hours his PC is on are hours dust is being sucked into the system. Meanwhile, our US news lead Andy Chalk got into the habit of leaving his on back when he ran a BBS and still does. Our former hardware editor Jarred Walton used to turn his desktop PC off because its RGB lights were too bright, but would leave his laptop on, necessitating the addition of a third option to my otherwise neat poll.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-OdRAAe"></div>                            </div>                            <script src="https://kwizly.com/embed/OdRAAe.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/hardware/poll-do-you-turn-your-pc-off-at-night/</link>
                                                                            <description>
                            <![CDATA[ Sleep mode counts as leaving it on. ]]>
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                                                                        <pubDate>Sun, 16 Aug 2026 04:53:38 +0000</pubDate>                                                                                                                                <updated>Sun, 16 Aug 2026 12:36:24 +0000</updated>
                                                                                                                                            <category><![CDATA[Hardware]]></category>
                                                                                                                    <dc:creator><![CDATA[ Jody Macgregor ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/3SnLWZBtqUMSAffCn6DvAD.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Jody&#039;s first computer was a Commodore 64, so he remembers having to use a code wheel to play Pool of Radiance. A former music journalist who interviewed everyone from Giorgio Moroder to Trent Reznor, Jody also co-hosted Australia&#039;s first radio show about videogames, &lt;a href=&quot;https://zedgamesau.net/tag/jody-macgregor&quot; target=&quot;_blank&quot;&gt;Zed Games&lt;/a&gt;. He&#039;s written for &lt;a href=&quot;https://www.rockpapershotgun.com/authors/jody-macgregor&quot; target=&quot;_blank&quot;&gt;Rock Paper Shotgun&lt;/a&gt;, The Big Issue, &lt;a href=&quot;https://www.gamesradar.com/author/jody-macgregor/&quot; target=&quot;_blank&quot;&gt;GamesRadar&lt;/a&gt;, &lt;a href=&quot;http://www.zam.com/author/jody-macgregor&quot; target=&quot;_blank&quot;&gt;Zam&lt;/a&gt;, &lt;a href=&quot;https://web.archive.org/web/20170606042647/http://www.glixel.com/contributor/jody-macgregor&quot; target=&quot;_blank&quot;&gt;Glixel&lt;/a&gt;, &lt;a href=&quot;https://fiveoutoftenmagazine.com/downloads/issue-16-identity/&quot; target=&quot;_blank&quot;&gt;Five Out of Ten Magazine&lt;/a&gt;, and &lt;a href=&quot;https://web.archive.org/web/20171009125722/https://www.playboy.com/authors/jody-macgregor&quot; target=&quot;_blank&quot;&gt;Playboy.com&lt;/a&gt;, whose cheques with the bunny logo made for fun conversations at the bank. Jody&#039;s first article for PC Gamer was about the &lt;a href=&quot;https://www.pcgamer.com/the-audio-of-alien-isolation/&quot;&gt;audio of Alien Isolation&lt;/a&gt;, published in 2015, and since then he&#039;s written about &lt;a href=&quot;https://www.pcgamer.com/why-silent-hill-belongs-on-pc/&quot;&gt;why Silent Hill belongs on PC&lt;/a&gt;, &lt;a href=&quot;https://www.pcgamer.com/10-years-on-recettear-an-item-shops-tale-is-still-the-best-fantasy-shopkeeper-tycoon-game/&quot;&gt;why Recettear: An Item Shop&#039;s Tale is the best fantasy shopkeeper tycoon game&lt;/a&gt;, and &lt;a href=&quot;https://www.pcgamer.com/there-is-so-so-much-weird-shit-in-lost-ark/&quot;&gt;how weird Lost Ark can get&lt;/a&gt;. Jody edited PC Gamer Indie from 2017 to 2018, and he eventually lived up to his promise to play every Warhammer videogame.&lt;/p&gt; ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
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                                                            <media:credit><![CDATA[Nightdive]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A glowing keyboard attached to an early version of the Shodan AI]]></media:description>                                                            <media:text><![CDATA[A glowing keyboard attached to an early version of the Shodan AI]]></media:text>
                                <media:title type="plain"><![CDATA[A glowing keyboard attached to an early version of the Shodan AI]]></media:title>
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                                <p>An electrician once told me that turning your computer off and then on again uses more electricity than just leaving it on for hours, an oversimplification if not an outright lie that I believed for years. While it is true that turning your PC off and on puts wear and tear on the components, so does leaving it on for hours and hours.</p><p>Now that turning a PC on takes an amount of time so miniscule you don't even have a chance to get a drink before it's ready to go, there's no good excuse for adding to your power bill by leaving it on. Of course, we do things we have no good excuse for all the time, like starting another campaign as Karl Franz in Total War: Warhammer despite all the other campaigns we haven't even tried yet.</p><p>Where do you stand on this, the most divisive issue in PC gaming this side of Dragon Age 2's relative position in the series tier list? Our strategic director Evan Lahti is team turn if off, because any more hours his PC is on are hours dust is being sucked into the system. Meanwhile, our US news lead Andy Chalk got into the habit of leaving his on back when he ran a BBS and still does. Our former hardware editor Jarred Walton used to turn his desktop PC off because its RGB lights were too bright, but would leave his laptop on, necessitating the addition of a third option to my otherwise neat poll.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-OdRAAe"></div>                            </div>                            <script src="https://kwizly.com/embed/OdRAAe.js" async></script>
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                                                            <title><![CDATA[ I got so freaked out by the fact that Gordon Freeman is canonically 27 that I decided to find out how old all the other classic FPS protagonists are, and it didn't make me feel better ]]></title>
                                                                                                <dc:content><![CDATA[ <p>When I first played Half-Life at the tender age of 11, I found it a terrifying experience. Admittedly, I was scared of pretty much everything at 11. Wasps, heights, loud noises, football (or more specifically, everyone finding out how <em>bad </em>I was at football). I was an anxious child all around. Hence, playing an interactive disaster movie filled with weird aliens was an intense experience and lashings of violence was an intense experience.</p><p>Now I'm rapidly approaching 40, the idea of Half-Life being in any way scary seems ridiculous, especially when you compare it to modern horror games and actual real-life terrors like tax returns. But there is <em>one </em>part of Half-Life that still frightens me, and it appears right at the start of the game. Midway through the introductory tram ride, five words and a number appear on the screen:</p><p><em>SUBJECT: Gordon Freeman. Male, Age 27.</em></p><p>Every time I see this caption, it seems wrong, like it must be a typo. Surely Gordon Freeman is older than 27. I mean <em>look at this man</em>. That’s a fella in his mid-thirties at the youngest. </p><p>To be clear, this isn't a notion I've developed recently. I've always believed this. I must have seen the caption countless times, but it never really sank in, because I was busy watching all the scenery and cool scripted sequences that you get during that tram ride. </p><p>Basically, Freeman's youthfulness weirds me out. It also led me to wonder: how old are all the other '90s FPS protagonists? Is DoomGuy actually DoomBoy? Is B.J. Blazkowicz short for 'Baby Junior Blazkowicz?'. Is Duke Nukem even allowed to enter a strip club? </p><p>Riddled with doubt, I decided to try to find out the age of as many '90s shooter heroes as I could. The answers proved pretty surprising, and in some cases, instructive about game design.</p><h2 id="b-j-blazkowicz-wolfenstein-3-d">B.J Blazkowicz (<a href="https://www.pcgamer.com/uk/wolfenstein-3d/">Wolfenstein 3-D</a>)</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:957px;"><p class="vanilla-image-block" style="padding-top:56.22%;"><img id="8q5ohX6oQwovPJUnTLhmaM" name="wolf3d" alt="BJ kicking a nazi." src="https://cdn.mos.cms.futurecdn.net/8q5ohX6oQwovPJUnTLhmaM.png" mos="" align="middle" fullscreen="" width="957" height="538" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: id Software)</span></figcaption></figure><p>Let's start with an easy one. William Joseph Blazkowicz has surprisingly extensive lore for a video game character created in the eighties. According to the <a href="https://wolfenstein.fandom.com/wiki/William_J._Blazkowicz_(Classic)"><u>Wolfenstein Wiki</u></a>, Blazkowicz was born on August 11, 1911. Canonically, the events of Wolfenstein 3-D take place in 1943, meaning that Blazkowicz is 32-33 when he takes down MechaHitler.</p><p>The Wiki also states that B.J. is canonically the grandfather of Commander Keen and an ancestor of DoomGuy, which is a fun bit of trivia.</p><h2 id="kyle-katarn-star-wars-dark-forces">Kyle Katarn (<a href="https://www.pcgamer.com/star-wars-dark-forces-remaster-review/">Star Wars: Dark Forces</a>)</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2046px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="r8FmPrRFUb4HTb92YBgXTj" name="JK1.jpg" alt="Kyle Katarn looking at you while holding his blue lightsaber." src="https://cdn.mos.cms.futurecdn.net/r8FmPrRFUb4HTb92YBgXTj.jpg" mos="" align="middle" fullscreen="" width="2046" height="1151" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Raven Software)</span></figcaption></figure><p>I'm gonna skip Doom and Duke for the moment and deal with another straightforward case. Kyle Katarn is the protagonist of Star Wars: Dark Forces and <a href="https://www.pcgamer.com/uk/star-wars-jedi-knight/"><u>Star Wars: Jedi Knight—Dark Forces 2</u></a>. (And also <a href="https://www.pcgamer.com/uk/star-wars-jedi-knight-ii-jedi-outcast/"><u>Jedi Outcast</u></a> and, in a secondary role, <a href="https://www.pcgamer.com/uk/star-wars-jedi-academy/"><u>Jedi Academy</u></a>, but those are noughties games). Because Katarn is a Star Wars character, and because Star Wars fans are, shall we say, fastidious, it's straightforward enough to find out Katarn's age.</p><p>According to <a href="https://starwars.fandom.com/wiki/Kyle_Katarn"><u>Wookiepedia</u></a>, Katarn was born in 23 BBY (That's before the Battle of Yavin—the concluding act of the OG Star Wars—for non-Star Wars heads). Before Rogue One changed the canon, Katarn was the original thief of the Death Star plans which occurred in the same year as the Battle of Yavin. That makes him 23 at the outset of Dark Forces. He was 28 in Jedi Knight, and 35 in Jedi Outcast. Each of these facts is like a needle being pushed into my ageing body.</p><h2 id="cate-archer-the-operative-no-one-lives-forever">Cate Archer (<a href="https://www.pcgamer.com/no-one-lives-forever-review/">The Operative: No One Lives Forever</a>)</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1600px;"><p class="vanilla-image-block" style="padding-top:56.38%;"><img id="ZuPKy5qhFAamarbnCHVsF4" name="no one lives forever.jpg" alt="No One Lives Forever" src="https://cdn.mos.cms.futurecdn.net/ZuPKy5qhFAamarbnCHVsF4.jpg" mos="" align="middle" fullscreen="" width="1600" height="902" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: No One Lives Forever)</span></figcaption></figure><p>Strictly speaking, No One Lives Forever is a noughties shooter, releasing in 2000. But spiritually it is 100% a nineties FPS, and for that reason I'm going to include it.</p><p>Like Katarn, finding out Archer's age is easy enough, as Monolith gave her a detailed backstory. The <a href="https://nolf.fandom.com/wiki/Cate_Archer"><u>NOLF Fandom Wiki</u></a> says she was born in 1942. The events of the original NOLF take place in 1967, making her 25 when she becomes a superspy for UNITY. Like James Bond, Archer is apparently also natively Scottish, born in Glasgow.</p><h2 id="prisoner-426-unreal">Prisoner 426 (Unreal)</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2465px;"><p class="vanilla-image-block" style="padding-top:56.27%;"><img id="hp6sBDgzQ68oDYtE6h97rC" name="prisoner 849" alt="Prisoner 849 standing in the dark." src="https://cdn.mos.cms.futurecdn.net/hp6sBDgzQ68oDYtE6h97rC.jpg" mos="" align="middle" fullscreen="" width="2465" height="1387" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Epic Games)</span></figcaption></figure><p>Another easy one, albeit for different reasons. Unreal's nameless protagonist is also an ageless protagonist. Since Unreal's player character can be customised both in character model and gender, Epic never specified an age for them either. In short, Prisoner 426 is as old as you want them to be (so for me, 57).</p><h2 id="caleb-blood-blood-2-the-chosen">Caleb (<a href="https://www.pcgamer.com/uk/blood-fresh-supply/">Blood</a>, Blood 2: The Chosen)</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2878px;"><p class="vanilla-image-block" style="padding-top:56.12%;"><img id="ZD37P8gnirMYzPXnvkjnXR" name="caleb" alt="Caleb with a lit Zippo lighter" src="https://cdn.mos.cms.futurecdn.net/ZD37P8gnirMYzPXnvkjnXR.jpg" mos="" align="middle" fullscreen="" width="2878" height="1615" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Monolith Productions)</span></figcaption></figure><p>The age of Blood's revenant protagonist is somewhat dependent on perspective. According to the <a href="https://blood-wiki.org/index.php/Caleb"><u>Blood wiki</u></a>, Caleb was born in 1847 (in Texas, apparently). Since the events of Blood take place in 1928, this would make him a sprightly 81 years old by chronology. </p><p><em>However</em>, Caleb is murdered by his demonic master Tchernobog at some point between 1871 and 1928, so <em>biologically </em>he's likely significantly younger than his chronological age. Amusingly, Blood 2 takes place in 2028, which means Caleb would be 181 years old during the events of that game.</p><h2 id="doomguy-doom">DoomGuy: (<a href="https://www.pcgamer.com/uk/doom/">Doom</a>)</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="hGepsyz5Aiffh5UJCnSbjN" name="doom cover" alt="Doom (1993) key art depicting Doom Guy shooting at hordes of demons clawing at him from below." src="https://cdn.mos.cms.futurecdn.net/hGepsyz5Aiffh5UJCnSbjN.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: id Software)</span></figcaption></figure><p>Here's where things start to get tricky. Unlike his (alleged) ancestor B.J. Blazkowicz, DoomGuy does not have a specified age. It's generally assumed he's somewhere in his mid-thirties—mainly because the face at the bottom of the screen looks like it's <em>seen some shit</em>.</p><p>But I took a punt and reached out to John Romero, Doom's co-creator, and asked him whether, either publicly or privately, id Software ever determined a specific age for DoomGuy?</p><p>Romero quickly got back to me with a reply. Unfortunately, it appears id never officially pinned it down. "No, we didn’t invent Doomguy’s age, or Ranger’s," Romero wrote in response. "I think it’s assumed they are mid-to-late 20s."</p><p>If you're wondering who the hell Ranger is, well, spoilers for the next entry.</p><h2 id="ranger-quake-quake-3">Ranger (<a href="https://www.pcgamer.com/uk/quake/">Quake</a>, <a href="https://www.pcgamer.com/uk/quake-iii-arena/">Quake 3</a>)</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1778px;"><p class="vanilla-image-block" style="padding-top:56.92%;"><img id="SuSvpZzWcjb8QsFPR2XSug" name="ranger" alt="Ranger's head, grimacing" src="https://cdn.mos.cms.futurecdn.net/SuSvpZzWcjb8QsFPR2XSug.jpg" mos="" align="middle" fullscreen="" width="1778" height="1012" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bethesda)</span></figcaption></figure><p>As Romero mentions above, id Software never specified an age for Quake's protagonist as they didn't with Doom. That would seem to be the end of that rabbit hole. <em>However</em>, Ranger also appears in 1999's Quake 3 <em>and </em>2022's <a href="https://www.pcgamer.com/quake-champions/"><u>Quake Champions</u></a>. </p><p>Quake 3 isn't all that helpful in determining Ranger's age. But Quake Champions is. According to the lore added by QC, Ranger is actually a Vietnam veteran, having served in the US military up to 1975. </p><p>According to the Quake timeline, the events of Quake are concurrent with the game's release—1996, which means 21 years elapse between Ranger's return from Vietnam and the events of Quake. </p><p>Unfortunately, the timeline doesn't specify when Ranger signed up to fight, or how old he was when he did. But the youngest he could (legally) have been to sign up was 17. The US began active combat operations in 1965, so it's unlikely that he would have served <em>before </em>then, and the implication seems to be that Ranger did his tour(s) of 'Nam in the early '70s. Quake Champions also includes a photograph of Ranger and his family taken in 1978, in which he looks to be in his mid-to-late twenties—though he could be older.</p><p>All of which suggests that Ranger is either a mid fortysomething or an early fiftysomething during the events of Quake, which would make him the oldest still-living protagonist on this list.</p><h2 id="duke-nukem-duke-nukem-3d">Duke Nukem (<a href="https://www.pcgamer.com/duke-nukem-3d/">Duke Nukem 3D</a>)</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:53.13%;"><img id="QZ68RDQHQ4r497UUQuRpDY" name="duk3.jpg" alt="Duke Nukem with big guns" src="https://cdn.mos.cms.futurecdn.net/QZ68RDQHQ4r497UUQuRpDY.jpg" mos="" align="middle" fullscreen="" width="1920" height="1020" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: 3D Realms)</span></figcaption></figure><p>I've saved the most interesting case until last. There are a couple of ages banded about for Duke Nukem online. But most of those are for Duke Nukem Forever, and they suggest he's somewhere between 45 and 47 during the events of that game. The source for those isn't clear, however, and in any case, we really want the age Duke was during the events of Duke Nukem 3D.</p><p>To try to pin it down, I sent an email to Scott Miller, the founder of Apogee Software (later 3D Realms) the developer of Duke Nukem's 3D. He quickly responded with this: </p><p>"When I and Todd Replogle first came up with the Duke Nukem character, there were two things I decided to never reveal: what year the game took place in, and how old Duke was," Miller wrote. "I never wanted to say, for example, that the game took place in 2004, because whenever you nail down a date it often comes back to haunt you when you pass that calendar date in real life (eg. 2001: A Space Odyssey).</p><p>"So never in the Duke storyverse is a date mentioned. As for his age it was the same thinking—if we had mentioned his age in a game, would we need to keep aging him for every succeeding game? So, I just wanted to fully avoid these issues. But, in my mind, Duke was in his mid-30s".</p><p>In short, Duke is forever a man in his prime, which is only fitting for the character.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/fps/i-got-so-freaked-out-by-the-fact-that-gordon-freeman-is-canonically-27-that-i-decided-to-find-out-how-old-all-the-other-classic-fps-protagonists-are-and-it-didnt-make-me-feel-better/</link>
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                            <![CDATA[ Time, Dr Freeman? ]]>
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                                                                        <pubDate>Sat, 15 Aug 2026 16:32:47 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[FPS]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Rick Lane ]]></dc:creator>                                                                                                        <dc:description><![CDATA[ &lt;p&gt;Rick has been fascinated by PC gaming since he was seven years old, when he used to sneak into his dad&#039;s home office for covert sessions of Doom. He grew up on a diet of similarly unsuitable games, with favourites including Quake, Thief, Half-Life and Deus Ex. Between 2013 and 2022, Rick was games editor of Custom PC magazine and associated website &lt;a href=&quot;http://bit-tech.net/&quot; target=&quot;_blank&quot;&gt;bit-tech.net&lt;/a&gt;. But he&#039;s always kept one foot in freelance games journalism, writing for publications like Edge, Eurogamer, the Guardian and, naturally, PC Gamer. While he&#039;ll play anything that can be controlled with a keyboard and mouse, he has a particular passion for first-person shooters and immersive sims.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Valve]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Gordon Freeman illustration from wallpaper released for Half-Life&#039;s 25th anniversary rerelease.]]></media:description>                                                            <media:text><![CDATA[Gordon Freeman illustration from wallpaper released for Half-Life&#039;s 25th anniversary rerelease.]]></media:text>
                                <media:title type="plain"><![CDATA[Gordon Freeman illustration from wallpaper released for Half-Life&#039;s 25th anniversary rerelease.]]></media:title>
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                                <p>When I first played Half-Life at the tender age of 11, I found it a terrifying experience. Admittedly, I was scared of pretty much everything at 11. Wasps, heights, loud noises, football (or more specifically, everyone finding out how <em>bad </em>I was at football). I was an anxious child all around. Hence, playing an interactive disaster movie filled with weird aliens was an intense experience and lashings of violence was an intense experience.</p><p>Now I'm rapidly approaching 40, the idea of Half-Life being in any way scary seems ridiculous, especially when you compare it to modern horror games and actual real-life terrors like tax returns. But there is <em>one </em>part of Half-Life that still frightens me, and it appears right at the start of the game. Midway through the introductory tram ride, five words and a number appear on the screen:</p><p><em>SUBJECT: Gordon Freeman. Male, Age 27.</em></p><p>Every time I see this caption, it seems wrong, like it must be a typo. Surely Gordon Freeman is older than 27. I mean <em>look at this man</em>. That’s a fella in his mid-thirties at the youngest. </p><p>To be clear, this isn't a notion I've developed recently. I've always believed this. I must have seen the caption countless times, but it never really sank in, because I was busy watching all the scenery and cool scripted sequences that you get during that tram ride. </p><p>Basically, Freeman's youthfulness weirds me out. It also led me to wonder: how old are all the other '90s FPS protagonists? Is DoomGuy actually DoomBoy? Is B.J. Blazkowicz short for 'Baby Junior Blazkowicz?'. Is Duke Nukem even allowed to enter a strip club? </p><p>Riddled with doubt, I decided to try to find out the age of as many '90s shooter heroes as I could. The answers proved pretty surprising, and in some cases, instructive about game design.</p><h2 id="b-j-blazkowicz-wolfenstein-3-d">B.J Blazkowicz (<a href="https://www.pcgamer.com/uk/wolfenstein-3d/">Wolfenstein 3-D</a>)</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:957px;"><p class="vanilla-image-block" style="padding-top:56.22%;"><img id="8q5ohX6oQwovPJUnTLhmaM" name="wolf3d" alt="BJ kicking a nazi." src="https://cdn.mos.cms.futurecdn.net/8q5ohX6oQwovPJUnTLhmaM.png" mos="" align="middle" fullscreen="" width="957" height="538" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: id Software)</span></figcaption></figure><p>Let's start with an easy one. William Joseph Blazkowicz has surprisingly extensive lore for a video game character created in the eighties. According to the <a href="https://wolfenstein.fandom.com/wiki/William_J._Blazkowicz_(Classic)"><u>Wolfenstein Wiki</u></a>, Blazkowicz was born on August 11, 1911. Canonically, the events of Wolfenstein 3-D take place in 1943, meaning that Blazkowicz is 32-33 when he takes down MechaHitler.</p><p>The Wiki also states that B.J. is canonically the grandfather of Commander Keen and an ancestor of DoomGuy, which is a fun bit of trivia.</p><h2 id="kyle-katarn-star-wars-dark-forces">Kyle Katarn (<a href="https://www.pcgamer.com/star-wars-dark-forces-remaster-review/">Star Wars: Dark Forces</a>)</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2046px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="r8FmPrRFUb4HTb92YBgXTj" name="JK1.jpg" alt="Kyle Katarn looking at you while holding his blue lightsaber." src="https://cdn.mos.cms.futurecdn.net/r8FmPrRFUb4HTb92YBgXTj.jpg" mos="" align="middle" fullscreen="" width="2046" height="1151" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Raven Software)</span></figcaption></figure><p>I'm gonna skip Doom and Duke for the moment and deal with another straightforward case. Kyle Katarn is the protagonist of Star Wars: Dark Forces and <a href="https://www.pcgamer.com/uk/star-wars-jedi-knight/"><u>Star Wars: Jedi Knight—Dark Forces 2</u></a>. (And also <a href="https://www.pcgamer.com/uk/star-wars-jedi-knight-ii-jedi-outcast/"><u>Jedi Outcast</u></a> and, in a secondary role, <a href="https://www.pcgamer.com/uk/star-wars-jedi-academy/"><u>Jedi Academy</u></a>, but those are noughties games). Because Katarn is a Star Wars character, and because Star Wars fans are, shall we say, fastidious, it's straightforward enough to find out Katarn's age.</p><p>According to <a href="https://starwars.fandom.com/wiki/Kyle_Katarn"><u>Wookiepedia</u></a>, Katarn was born in 23 BBY (That's before the Battle of Yavin—the concluding act of the OG Star Wars—for non-Star Wars heads). Before Rogue One changed the canon, Katarn was the original thief of the Death Star plans which occurred in the same year as the Battle of Yavin. That makes him 23 at the outset of Dark Forces. He was 28 in Jedi Knight, and 35 in Jedi Outcast. Each of these facts is like a needle being pushed into my ageing body.</p><h2 id="cate-archer-the-operative-no-one-lives-forever">Cate Archer (<a href="https://www.pcgamer.com/no-one-lives-forever-review/">The Operative: No One Lives Forever</a>)</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1600px;"><p class="vanilla-image-block" style="padding-top:56.38%;"><img id="ZuPKy5qhFAamarbnCHVsF4" name="no one lives forever.jpg" alt="No One Lives Forever" src="https://cdn.mos.cms.futurecdn.net/ZuPKy5qhFAamarbnCHVsF4.jpg" mos="" align="middle" fullscreen="" width="1600" height="902" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: No One Lives Forever)</span></figcaption></figure><p>Strictly speaking, No One Lives Forever is a noughties shooter, releasing in 2000. But spiritually it is 100% a nineties FPS, and for that reason I'm going to include it.</p><p>Like Katarn, finding out Archer's age is easy enough, as Monolith gave her a detailed backstory. The <a href="https://nolf.fandom.com/wiki/Cate_Archer"><u>NOLF Fandom Wiki</u></a> says she was born in 1942. The events of the original NOLF take place in 1967, making her 25 when she becomes a superspy for UNITY. Like James Bond, Archer is apparently also natively Scottish, born in Glasgow.</p><h2 id="prisoner-426-unreal">Prisoner 426 (Unreal)</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2465px;"><p class="vanilla-image-block" style="padding-top:56.27%;"><img id="hp6sBDgzQ68oDYtE6h97rC" name="prisoner 849" alt="Prisoner 849 standing in the dark." src="https://cdn.mos.cms.futurecdn.net/hp6sBDgzQ68oDYtE6h97rC.jpg" mos="" align="middle" fullscreen="" width="2465" height="1387" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Epic Games)</span></figcaption></figure><p>Another easy one, albeit for different reasons. Unreal's nameless protagonist is also an ageless protagonist. Since Unreal's player character can be customised both in character model and gender, Epic never specified an age for them either. In short, Prisoner 426 is as old as you want them to be (so for me, 57).</p><h2 id="caleb-blood-blood-2-the-chosen">Caleb (<a href="https://www.pcgamer.com/uk/blood-fresh-supply/">Blood</a>, Blood 2: The Chosen)</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2878px;"><p class="vanilla-image-block" style="padding-top:56.12%;"><img id="ZD37P8gnirMYzPXnvkjnXR" name="caleb" alt="Caleb with a lit Zippo lighter" src="https://cdn.mos.cms.futurecdn.net/ZD37P8gnirMYzPXnvkjnXR.jpg" mos="" align="middle" fullscreen="" width="2878" height="1615" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Monolith Productions)</span></figcaption></figure><p>The age of Blood's revenant protagonist is somewhat dependent on perspective. According to the <a href="https://blood-wiki.org/index.php/Caleb"><u>Blood wiki</u></a>, Caleb was born in 1847 (in Texas, apparently). Since the events of Blood take place in 1928, this would make him a sprightly 81 years old by chronology. </p><p><em>However</em>, Caleb is murdered by his demonic master Tchernobog at some point between 1871 and 1928, so <em>biologically </em>he's likely significantly younger than his chronological age. Amusingly, Blood 2 takes place in 2028, which means Caleb would be 181 years old during the events of that game.</p><h2 id="doomguy-doom">DoomGuy: (<a href="https://www.pcgamer.com/uk/doom/">Doom</a>)</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="hGepsyz5Aiffh5UJCnSbjN" name="doom cover" alt="Doom (1993) key art depicting Doom Guy shooting at hordes of demons clawing at him from below." src="https://cdn.mos.cms.futurecdn.net/hGepsyz5Aiffh5UJCnSbjN.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: id Software)</span></figcaption></figure><p>Here's where things start to get tricky. Unlike his (alleged) ancestor B.J. Blazkowicz, DoomGuy does not have a specified age. It's generally assumed he's somewhere in his mid-thirties—mainly because the face at the bottom of the screen looks like it's <em>seen some shit</em>.</p><p>But I took a punt and reached out to John Romero, Doom's co-creator, and asked him whether, either publicly or privately, id Software ever determined a specific age for DoomGuy?</p><p>Romero quickly got back to me with a reply. Unfortunately, it appears id never officially pinned it down. "No, we didn’t invent Doomguy’s age, or Ranger’s," Romero wrote in response. "I think it’s assumed they are mid-to-late 20s."</p><p>If you're wondering who the hell Ranger is, well, spoilers for the next entry.</p><h2 id="ranger-quake-quake-3">Ranger (<a href="https://www.pcgamer.com/uk/quake/">Quake</a>, <a href="https://www.pcgamer.com/uk/quake-iii-arena/">Quake 3</a>)</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1778px;"><p class="vanilla-image-block" style="padding-top:56.92%;"><img id="SuSvpZzWcjb8QsFPR2XSug" name="ranger" alt="Ranger's head, grimacing" src="https://cdn.mos.cms.futurecdn.net/SuSvpZzWcjb8QsFPR2XSug.jpg" mos="" align="middle" fullscreen="" width="1778" height="1012" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bethesda)</span></figcaption></figure><p>As Romero mentions above, id Software never specified an age for Quake's protagonist as they didn't with Doom. That would seem to be the end of that rabbit hole. <em>However</em>, Ranger also appears in 1999's Quake 3 <em>and </em>2022's <a href="https://www.pcgamer.com/quake-champions/"><u>Quake Champions</u></a>. </p><p>Quake 3 isn't all that helpful in determining Ranger's age. But Quake Champions is. According to the lore added by QC, Ranger is actually a Vietnam veteran, having served in the US military up to 1975. </p><p>According to the Quake timeline, the events of Quake are concurrent with the game's release—1996, which means 21 years elapse between Ranger's return from Vietnam and the events of Quake. </p><p>Unfortunately, the timeline doesn't specify when Ranger signed up to fight, or how old he was when he did. But the youngest he could (legally) have been to sign up was 17. The US began active combat operations in 1965, so it's unlikely that he would have served <em>before </em>then, and the implication seems to be that Ranger did his tour(s) of 'Nam in the early '70s. Quake Champions also includes a photograph of Ranger and his family taken in 1978, in which he looks to be in his mid-to-late twenties—though he could be older.</p><p>All of which suggests that Ranger is either a mid fortysomething or an early fiftysomething during the events of Quake, which would make him the oldest still-living protagonist on this list.</p><h2 id="duke-nukem-duke-nukem-3d">Duke Nukem (<a href="https://www.pcgamer.com/duke-nukem-3d/">Duke Nukem 3D</a>)</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:53.13%;"><img id="QZ68RDQHQ4r497UUQuRpDY" name="duk3.jpg" alt="Duke Nukem with big guns" src="https://cdn.mos.cms.futurecdn.net/QZ68RDQHQ4r497UUQuRpDY.jpg" mos="" align="middle" fullscreen="" width="1920" height="1020" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: 3D Realms)</span></figcaption></figure><p>I've saved the most interesting case until last. There are a couple of ages banded about for Duke Nukem online. But most of those are for Duke Nukem Forever, and they suggest he's somewhere between 45 and 47 during the events of that game. The source for those isn't clear, however, and in any case, we really want the age Duke was during the events of Duke Nukem 3D.</p><p>To try to pin it down, I sent an email to Scott Miller, the founder of Apogee Software (later 3D Realms) the developer of Duke Nukem's 3D. He quickly responded with this: </p><p>"When I and Todd Replogle first came up with the Duke Nukem character, there were two things I decided to never reveal: what year the game took place in, and how old Duke was," Miller wrote. "I never wanted to say, for example, that the game took place in 2004, because whenever you nail down a date it often comes back to haunt you when you pass that calendar date in real life (eg. 2001: A Space Odyssey).</p><p>"So never in the Duke storyverse is a date mentioned. As for his age it was the same thinking—if we had mentioned his age in a game, would we need to keep aging him for every succeeding game? So, I just wanted to fully avoid these issues. But, in my mind, Duke was in his mid-30s".</p><p>In short, Duke is forever a man in his prime, which is only fitting for the character.</p>
                                                            </article>
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                                                            <title><![CDATA[ EverQuest Legends is the only MMO that could hook me in 2026 ]]></title>
                                                                                                <dc:content><![CDATA[ <div  class="fancy-box"><div class="fancy_box-title">Terminally Online</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="PgGhmt5pTtxusaQQX3dHPF" name="logo_terminally" caption="" alt="The Terminally Online logo." src="https://cdn.mos.cms.futurecdn.net/PgGhmt5pTtxusaQQX3dHPF.png" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p class="fancy-box__body-text">This is <a data-analytics-id="inline-link" href="https://www.pcgamer.com/tag/terminally-online/" target="_blank">Terminally Online</a>:<strong> </strong>PC Gamer's very own MMO column. Every other week, I'll be sharing my thoughts on the genre, interviewing fellow MMO-heads like me, taking a deep-dive into mechanics we've all taken for granted, and, occasionally, bringing in guest writers to talk about their MMO of choice. Like our own Joshua Wolens, who checked out Everquest Legends and liked it a whole lot.</p></div></div><p>Here are my memories of EverQuest in the year 1999. Me, six years old, pondering race and class options as my father offered guidance over my shoulder. His character was a gnome magician; I did not like the idea of being short. I settled on a half-elf, possibly because they looked the most like me, and named him Karokan. Dad, perhaps, chose my class and god for me, as I remember neither.</p><p>Then West Freeport. Then paralysing, all-consuming fear. The videogame worlds I had experienced before all felt finite. EverQuest, by contrast, felt incomprehensibly vast. I was scared of dying, sure—of the dreaded corpse run—but I was more scared of simply getting lost. I felt certain that if I strayed far from the city I would plunge into a fathomless ocean of map and never return. So I spent hours fighting rats and orc centurions outside the gates, dad's efforts to coax me out further than the East Commonlands confounded. I stayed home. I loved every second (hey, I was six).</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="diDv9ds7eBjofPGhx7RTJ" name="EQL-0" alt="Karokan enters EverQuest." src="https://cdn.mos.cms.futurecdn.net/diDv9ds7eBjofPGhx7RTJ.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/diDv9ds7eBjofPGhx7RTJ.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Daybreak)</span></figcaption></figure><p>The promise of EverQuest Legends, which released late last month, is simple: you can go home again. EverQuest in its infancy has been lovingly reconstructed. Its graphics are bright and rigid, its mechanics slow-going. Its UI does not feel contiguous or, really, designed. It sits scattered across your monitor as if surprised by a gust of wind. It's EverQuest (mostly) as the old-heads remember it, not as it endures, heroically, in the year 2026.</p><h2 id="i-used-to-live-here">I used to live here</h2><p>The weird thing is that this has already been done. In fact, it's still being done. <a href="https://www.project1999.com/">Project 1999</a> is a fantastic free-to-play version of classic EverQuest that operates with Daybreak's explicit permission. If you want to nose around the game as it was back in the day, you can do it for free. Why fork out the $20 and recurring $10 sub for Legends?</p><p>Because for most people, these are fundamentally different propositions. Project 1999 has its check-in-daily stalwarts, no doubt, but for most people it is something you sign into once, get your shot of nostalgia, and stop thinking about until you want another one about five to seven years later. For those who never touched OG EverQuest, it's a historical curiosity. You can visit home, but you probably won't stay.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="dQ3NXopZcGgQLHdRw3MRa" name="EQL-2" alt="The magician guildmaster." src="https://cdn.mos.cms.futurecdn.net/dQ3NXopZcGgQLHdRw3MRa.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/dQ3NXopZcGgQLHdRw3MRa.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Daybreak)</span></figcaption></figure><p>Legends, meanwhile, aims to keep you there. It's original EverQuest, yes, but only mostly as you know it. No more corpse runs, a tweaked and soloable MMO experience, in-game <em>maps</em>(!?)—all these things and more exist to fan your nostalgic curiosity into a full-blown dedication to this revitalized 27-year-old game.</p><p>Does it work? I think so. Make no mistake: the list of people for whom EverQuest Legends is <em>not</em> will forever be longer than the list of people for whom it <em>is</em>, but Game Jawn, a new studio comprised of EverQuest fans-turned-developers, has been smart in what cruft it's cut out and what it's left in place. This EverQuest has grown kinder in its dotage—it is more prone to hand out the candy pellet of a level up and forgive your mistakes in combat. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="7i4jSvY2Z53AF4k4xbTHx" name="EQL-4" alt="Fighting a bat." src="https://cdn.mos.cms.futurecdn.net/7i4jSvY2Z53AF4k4xbTHx.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/7i4jSvY2Z53AF4k4xbTHx.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Daybreak)</span></figcaption></figure><p>It's a game I've found myself dipping into at lunchtimes and on idle evenings. I can take a wander, marvel at some places, think 'hey I remember that,' and slaughter enough helpless creatures to net myself a level up. It is a satisfying, undemanding loop, despite the classic MMO trappings.</p><p>At the same time, it's still crusty as hell in ways that will charm you, if you're a certain sort of person. Your walk speed is glacial, you have approximately 4,600 distinct equipment slots on your body, and the game's MUD roots are still visible right there on its face—in the way you CONSIDER potential enemies, run WHO commands to check if pals are online, and play the entire game with one eye on the chat window. It feels sometimes inscrutable but never, at least in my time with it, cruel, where the rigorously old-school experience of Project 1999 is perfectly happy to send you scuttling off naked on a corpse run.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="xELjuveFC9iwgK5ZDWNfp" name="EQL-5" alt="Fighting an orc." src="https://cdn.mos.cms.futurecdn.net/xELjuveFC9iwgK5ZDWNfp.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/xELjuveFC9iwgK5ZDWNfp.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Daybreak)</span></figcaption></figure><p>It is an MMO for MUD enjoyers and Morrowind perverts—no longer hard, but still authentically idiosyncratic. It is for people who can't truly enjoy something that doesn't demand you wrap your mind around it first. It is a charming struggle. It is the Linux of MMOs.</p><p>There are people for whom that paragraph is practically engineered in a lab to repulse them. We call those people 'most people'. But for the rest of us? For me? Legends is probably the only kind of MMO that stands a chance of hooking me in 2026. My six-year-old self would be delighted.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-exV5JO"></div>                            </div>                            <script src="https://kwizly.com/embed/exV5JO.js" async></script><div class="product"><a data-dimension112="4973fa14-9637-11f1-926a-317d6cd0f3fe" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="4973fa14-9637-11f1-926a-317d6cd0f3fe" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/mmo/everquest-legends-is-the-only-mmo-that-could-hook-me-in-2026/</link>
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                            <![CDATA[ Admittedly, I am a very specific type of guy. ]]>
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                                                                        <pubDate>Sat, 15 Aug 2026 16:00:00 +0000</pubDate>                                                                                                                                <updated>Sat, 15 Aug 2026 22:21:39 +0000</updated>
                                                                                                                                            <category><![CDATA[MMO]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                <author><![CDATA[ joshua.wolens@futurenet.com (Joshua Wolens) ]]></author>                    <dc:creator><![CDATA[ Joshua Wolens ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/oYajqiFjn2Rwz4msxoLFyP.png ]]></dc:source>
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                                                            <media:credit><![CDATA[Daybreak]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[EverQuest Legends keyarts showing heroes posing, with the Terminally Online tag in the top right corner]]></media:description>                                                            <media:text><![CDATA[EverQuest Legends keyarts showing heroes posing, with the Terminally Online tag in the top right corner]]></media:text>
                                <media:title type="plain"><![CDATA[EverQuest Legends keyarts showing heroes posing, with the Terminally Online tag in the top right corner]]></media:title>
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                            <![CDATA[
                            <article>
                                <div  class="fancy-box"><div class="fancy_box-title">Terminally Online</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="PgGhmt5pTtxusaQQX3dHPF" name="logo_terminally" caption="" alt="The Terminally Online logo." src="https://cdn.mos.cms.futurecdn.net/PgGhmt5pTtxusaQQX3dHPF.png" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p class="fancy-box__body-text">This is <a data-analytics-id="inline-link" href="https://www.pcgamer.com/tag/terminally-online/" target="_blank">Terminally Online</a>:<strong> </strong>PC Gamer's very own MMO column. Every other week, I'll be sharing my thoughts on the genre, interviewing fellow MMO-heads like me, taking a deep-dive into mechanics we've all taken for granted, and, occasionally, bringing in guest writers to talk about their MMO of choice. Like our own Joshua Wolens, who checked out Everquest Legends and liked it a whole lot.</p></div></div><p>Here are my memories of EverQuest in the year 1999. Me, six years old, pondering race and class options as my father offered guidance over my shoulder. His character was a gnome magician; I did not like the idea of being short. I settled on a half-elf, possibly because they looked the most like me, and named him Karokan. Dad, perhaps, chose my class and god for me, as I remember neither.</p><p>Then West Freeport. Then paralysing, all-consuming fear. The videogame worlds I had experienced before all felt finite. EverQuest, by contrast, felt incomprehensibly vast. I was scared of dying, sure—of the dreaded corpse run—but I was more scared of simply getting lost. I felt certain that if I strayed far from the city I would plunge into a fathomless ocean of map and never return. So I spent hours fighting rats and orc centurions outside the gates, dad's efforts to coax me out further than the East Commonlands confounded. I stayed home. I loved every second (hey, I was six).</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="diDv9ds7eBjofPGhx7RTJ" name="EQL-0" alt="Karokan enters EverQuest." src="https://cdn.mos.cms.futurecdn.net/diDv9ds7eBjofPGhx7RTJ.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/diDv9ds7eBjofPGhx7RTJ.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Daybreak)</span></figcaption></figure><p>The promise of EverQuest Legends, which released late last month, is simple: you can go home again. EverQuest in its infancy has been lovingly reconstructed. Its graphics are bright and rigid, its mechanics slow-going. Its UI does not feel contiguous or, really, designed. It sits scattered across your monitor as if surprised by a gust of wind. It's EverQuest (mostly) as the old-heads remember it, not as it endures, heroically, in the year 2026.</p><h2 id="i-used-to-live-here">I used to live here</h2><p>The weird thing is that this has already been done. In fact, it's still being done. <a href="https://www.project1999.com/">Project 1999</a> is a fantastic free-to-play version of classic EverQuest that operates with Daybreak's explicit permission. If you want to nose around the game as it was back in the day, you can do it for free. Why fork out the $20 and recurring $10 sub for Legends?</p><p>Because for most people, these are fundamentally different propositions. Project 1999 has its check-in-daily stalwarts, no doubt, but for most people it is something you sign into once, get your shot of nostalgia, and stop thinking about until you want another one about five to seven years later. For those who never touched OG EverQuest, it's a historical curiosity. You can visit home, but you probably won't stay.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="dQ3NXopZcGgQLHdRw3MRa" name="EQL-2" alt="The magician guildmaster." src="https://cdn.mos.cms.futurecdn.net/dQ3NXopZcGgQLHdRw3MRa.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/dQ3NXopZcGgQLHdRw3MRa.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Daybreak)</span></figcaption></figure><p>Legends, meanwhile, aims to keep you there. It's original EverQuest, yes, but only mostly as you know it. No more corpse runs, a tweaked and soloable MMO experience, in-game <em>maps</em>(!?)—all these things and more exist to fan your nostalgic curiosity into a full-blown dedication to this revitalized 27-year-old game.</p><p>Does it work? I think so. Make no mistake: the list of people for whom EverQuest Legends is <em>not</em> will forever be longer than the list of people for whom it <em>is</em>, but Game Jawn, a new studio comprised of EverQuest fans-turned-developers, has been smart in what cruft it's cut out and what it's left in place. This EverQuest has grown kinder in its dotage—it is more prone to hand out the candy pellet of a level up and forgive your mistakes in combat. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="7i4jSvY2Z53AF4k4xbTHx" name="EQL-4" alt="Fighting a bat." src="https://cdn.mos.cms.futurecdn.net/7i4jSvY2Z53AF4k4xbTHx.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/7i4jSvY2Z53AF4k4xbTHx.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Daybreak)</span></figcaption></figure><p>It's a game I've found myself dipping into at lunchtimes and on idle evenings. I can take a wander, marvel at some places, think 'hey I remember that,' and slaughter enough helpless creatures to net myself a level up. It is a satisfying, undemanding loop, despite the classic MMO trappings.</p><p>At the same time, it's still crusty as hell in ways that will charm you, if you're a certain sort of person. Your walk speed is glacial, you have approximately 4,600 distinct equipment slots on your body, and the game's MUD roots are still visible right there on its face—in the way you CONSIDER potential enemies, run WHO commands to check if pals are online, and play the entire game with one eye on the chat window. It feels sometimes inscrutable but never, at least in my time with it, cruel, where the rigorously old-school experience of Project 1999 is perfectly happy to send you scuttling off naked on a corpse run.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="xELjuveFC9iwgK5ZDWNfp" name="EQL-5" alt="Fighting an orc." src="https://cdn.mos.cms.futurecdn.net/xELjuveFC9iwgK5ZDWNfp.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/xELjuveFC9iwgK5ZDWNfp.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Daybreak)</span></figcaption></figure><p>It is an MMO for MUD enjoyers and Morrowind perverts—no longer hard, but still authentically idiosyncratic. It is for people who can't truly enjoy something that doesn't demand you wrap your mind around it first. It is a charming struggle. It is the Linux of MMOs.</p><p>There are people for whom that paragraph is practically engineered in a lab to repulse them. We call those people 'most people'. But for the rest of us? For me? Legends is probably the only kind of MMO that stands a chance of hooking me in 2026. My six-year-old self would be delighted.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-exV5JO"></div>                            </div>                            <script src="https://kwizly.com/embed/exV5JO.js" async></script><div class="product"><a data-dimension112="4973fa14-9637-11f1-926a-317d6cd0f3fe" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="4973fa14-9637-11f1-926a-317d6cd0f3fe" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
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                                                            <title><![CDATA[ RPG companions need to be hateable, otherwise nobody's going to love them ]]></title>
                                                                                                <dc:content><![CDATA[ <div  class="fancy-box"><div class="fancy_box-title">Dungeon Master</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ckZUwfxbakq5yXMJMfSmBW" name="logo_dungeon" caption="" alt="The Dungeon Master column logo" src="https://cdn.mos.cms.futurecdn.net/ckZUwfxbakq5yXMJMfSmBW.png" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p class="fancy-box__body-text">Welcome to <a data-analytics-id="inline-link" href="https://www.pcgamer.com/uk/tag/dungeon-master-column/" target="_blank">Dungeon Master</a>, PC Gamer's regular RPG column. This week, Harvey Randall is once more stepping onto this site to argue that you should make your RPG companions obstructive, flawed little nightmares, or you're passing up storytelling gold.</p></div></div><p>In my Honour Mode playthrough of <a href="https://www.pcgamer.com/baldur-s-gate-3/">Baldur's Gate 3</a>, I romanced Gale—<a href="https://www.pcgamer.com/gale-is-one-of-baldurs-gate-3s-best-romancesand-im-tired-of-pretending-hes-not/">you can see my full thoughts on our under-appreciated wizard boy here</a>. What solidified him as one of my all-time RPG romances, however, wasn't his wit or his very nice hair. It was a conversation in which he acted like a petty little bastard.</p><p>After your first amorous night together, Gale—like any self-conscious bloke might do—asks you how he performed in the bedroom. If you respond: "It was fine," he fully has a sulk, stopping just short of making a thread on r/AITA.</p><p>"Nobody weeps because the weather is fine," he says while his voice actor, Tim Downie, puts as much quiet, brooding petulance as he can into his words. "No monarchs were overthrown because their ruling was fine. No artworks were burned because they were masterpieces, but merely <em>fine</em>." </p><p>Then he threatens to blow himself up, calling himself "a fragile vessel in which to place potentially world-ending power. Perhaps it would be better to not shake such a vessel." </p><p>I want to point out, Gale <em>sucks </em>for this—it's an absolutely toxic, unpleasant, and thorny response to being told you were just acceptable in the bedroom, so much so that it horseshoes around to being meme-able. But it also cemented why I liked his romance, why I liked him—because it makes him three-dimensional, fleshed-out.</p><p>It helps that it works for his character, too. Gale was essentially groomed by the god of magic. In his first relationship since trying to impress someone who has complete and utter power over him, he's going to be sensitive to criticism. Especially after his ex told him to blow himself up—his insecurity is believably petty, because he's measuring himself to perfection. </p><p>It's this willingness for companion characters to be unpleasant that makes BG3's cast fly off the screen. Larian's writers weren't afraid of people hating or disliking their characters—many of them are actively hostile to you, or have moments where they can turn against you entirely. And the more I thought about it, the more I've come to realise that that is, in fact, the point.</p><h2 id="hate-love-relationships">Hate-love relationships</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="pf3vxbYCY8FEHHWi6sirQB" name="baldurs-gate-3-laezel.jpg" alt="Baldur's Gate 3 - Lae'Zel looks disaproving" src="https://cdn.mos.cms.futurecdn.net/pf3vxbYCY8FEHHWi6sirQB.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Larian Studios)</span></figcaption></figure><p>The strength of any RPG's structure, story-wise, is in its genre conventions. Simply put, most RPGs have the following set of circumstances:</p><ul><li>There is a world-ending threat (or at least, something that will muck stuff up on the regional/continent level).</li><li>You have companions who'll accompany you on all your adventures.</li></ul><p>Now, if you're a writer, you might think to yourself: Well, I better make these people bearable to get along with. If you're going to be spending 50-100 hours with somebody, they need to be pleasant to be around. And while that has to be true of some of your party members—an RPG cast benefits from having a Karlach, Minsc, Tali, or Wynne in it—it's a terrible assumption to make for your entire crew.</p><p>It's throwing away gold, for one: You have a reason to put the most eclectic, weird mix of strangers into a huge 'get along or the world ends' t-shirt. Characters who'd otherwise have absolutely zero reason to so much as <em>look</em> at each other, who would otherwise hate<em> </em>each other, must interact for the greater good.</p><p>This friction is<em> </em>the fuel for any great RPG—no, more than that. It's why they work in the first place. The grinding of flaw against flaw is the mill that makes the bread of some of the genre's best banter. Take Alistair and Morrigan for instance. On paper, these characters would be the worst two to form a party with. But you should put them next to each other, because Morrigan's dry cynicism and Alistair's cheerful wit is extraordinarily entertaining when they're inches from ripping each other's throats out.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="kLfxGssHRQ7GMbT6D4mHV3" name="Veilguard gender 4" alt="Taash stares, sorrowfully, off the screen in Dragon Age: The Veilguard." src="https://cdn.mos.cms.futurecdn.net/kLfxGssHRQ7GMbT6D4mHV3.png" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bioware / EA)</span></figcaption></figure><p>And listen, I hate to harp on Dragon Age: The Veilguard <a href="https://www.pcgamer.com/games/we-cant-keep-making-videogame-stories-for-players-who-arent-paying-attention-to-them/">more than I already have</a>—especially since, given the development hell it went through, its writers may have wanted to do more with its cast, but simply couldn't. But it's unfortunately a good illustrative example of where this goes wrong. </p><p>As our own Lauren Morton pointed out, the <a href="https://www.pcgamer.com/games/dragon-age/the-veilguard-is-the-first-dragon-age-game-where-my-companions-dont-care-enough-about-anything-to-argue-with-me/">cast doesn't argue with you</a>, they don't bicker with each other, they don't have conflicting or impactful beliefs that dent the narrative (or your opinion of them) in any way. </p><p>They are all just blandly kind of likeable—or if they <em>are</em> unpleasant, they're unpleasant in ways that are vaguely-defined and blurry around the edges. Taash comes the closest to having an abrasive personality, and at the end of everything, they're really just sort of headstrong and opinionated in a way that'll make some people annoyed. And because of the story's resistance towards engaging in darker themes, they just come across as immature. </p><p>In a way, Veilguard's characters feel like empty vessels designed for the indistinct glob of fandom to project onto. Large fanfiction nets built to trawl for as many diehards as possible—and don't get me wrong, I've nothing against fanfiction. On the contrary, I think if your game has the sauce, you're going to have a smut-happy fandom whipped into an eager frenzy. </p><p>But there's a level of insecurity that radiates off characters who are built this way, a Netflix-esque, focus-tested glazed-over look in their eyes. And it's why I just can't love them. </p><h2 id="it-s-all-about-bias-baby">It's all about bias, baby</h2><p>Human beings are weird creatures. We'll project emotions and feelings onto inanimate objects if we have to—slap a pair of googly eyes on a roomba, and guarantee you'll come up with a nickname for it within the week, if not the next hour. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="5MxYXtbdaY3pSFz8MfpnKW" name="Dragon Age  Origins Screenshot 2024.05.28 - 08.13.28.78" alt="Morrigan, the Witch of the Wilds, in Dragon Age: Origins" src="https://cdn.mos.cms.futurecdn.net/5MxYXtbdaY3pSFz8MfpnKW.png" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>This affection for imperfection applies to how we form social relationships, as well. There's a name for it—the "Halo effect". Basically, if you form a positive opinion of someone, you're more likely to rationalise or dismiss their less pleasant behaviour further down the line. </p><p>The dark side of this is that we sometimes overlook awful behaviour from the people we love—but it's not an inherently terrible thing. Human beings are messy, we're flawed, we make mistakes, and if we didn't have a little softness for the people we care about, we probably wouldn't get much done. Giving grace to those closest to us is natural.</p><p>And I think this is why RPG characters that are thorny, unpleasant, and flawed tend to be treated with more affection than ones that are written to be frictionless—they map to a more accurate experience of what it's like to actually be friends with somebody. </p><p>You form an initial impression of them, negative or positive, and then when you get to know them better—when you're all socially bonded—the emotional systems we've developed for group cohesion kick in and give you the same chemical punt. Without those flaws to challenge our impressions of that NPC, they don't feel "real" in the same way.</p><div><blockquote><p>[Flawed characters] map to a more accurate experience of what it's like to actually be friends with somebody. "</p></blockquote></div><p>There's even some science backing this up. <a href="https://psmag.com/social-justice/pulitzer-prizes-journalism-reporting-your-brain-on-story-why-narratives-win-our-hearts-and-minds-79824/">Studies have shown that oxytocin</a>, a chemical responsible for social bonding, kicks in when we read stories. Much of the same neurological processes we use to form connections in real life apply to a stellar narrative, too—it's why people get so attached, and why a good yarn can bring you to tears.</p><p>Which, I think, is why frictionless RPGs characters just don't work. If you don't create the same feeling of growing attached to someone—a strong first impression, later counterbalanced by discovering flaws or virtues—then there's an uncanniness to it that forces us to disconnect.</p><p>The term "immersion" gets bandied around a lot, but it really applies here. The success of a good story, particularly a character-focused one, is in how it pulls you in—and if I don't feel like I'm playing an RPG with real, vivid characters who I might dislike on occasion, I'm going to start tuning out.</p><p>You need to add scenes that rub people the wrong way—actions that are genuinely questionable, beliefs that are genuinely unpleasant. Not for every character, and not to every harsh extent, but that variety is still mandatory. In other words, in order for them to be loved, you need to be okay with your RPG characters being hated. </p><div class="product"><a data-dimension112="a88fcc34-97d7-11f1-8eba-d514ac6c5fcd" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="a88fcc34-97d7-11f1-8eba-d514ac6c5fcd" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/rpg/rpg-companions-need-to-be-hateable-otherwise-nobodys-going-to-love-them/</link>
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                            <![CDATA[ You're in this together. ]]>
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                                                                        <pubDate>Sat, 15 Aug 2026 15:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[RPG]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                <author><![CDATA[ harvey.randall@futurenet.com (Harvey Randall) ]]></author>                    <dc:creator><![CDATA[ Harvey Randall ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/Rws7mDGqrkaXrNKCH4jZ2D.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;&lt;br&gt;&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Larian Studios]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Gale, from Baldur&#039;s Gate 3, looks over his shoulder in a sorrowful way - with the Dungeon Master logo overlaid on top.]]></media:description>                                                            <media:text><![CDATA[Gale, from Baldur&#039;s Gate 3, looks over his shoulder in a sorrowful way - with the Dungeon Master logo overlaid on top.]]></media:text>
                                <media:title type="plain"><![CDATA[Gale, from Baldur&#039;s Gate 3, looks over his shoulder in a sorrowful way - with the Dungeon Master logo overlaid on top.]]></media:title>
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                                <div  class="fancy-box"><div class="fancy_box-title">Dungeon Master</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ckZUwfxbakq5yXMJMfSmBW" name="logo_dungeon" caption="" alt="The Dungeon Master column logo" src="https://cdn.mos.cms.futurecdn.net/ckZUwfxbakq5yXMJMfSmBW.png" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p class="fancy-box__body-text">Welcome to <a data-analytics-id="inline-link" href="https://www.pcgamer.com/uk/tag/dungeon-master-column/" target="_blank">Dungeon Master</a>, PC Gamer's regular RPG column. This week, Harvey Randall is once more stepping onto this site to argue that you should make your RPG companions obstructive, flawed little nightmares, or you're passing up storytelling gold.</p></div></div><p>In my Honour Mode playthrough of <a href="https://www.pcgamer.com/baldur-s-gate-3/">Baldur's Gate 3</a>, I romanced Gale—<a href="https://www.pcgamer.com/gale-is-one-of-baldurs-gate-3s-best-romancesand-im-tired-of-pretending-hes-not/">you can see my full thoughts on our under-appreciated wizard boy here</a>. What solidified him as one of my all-time RPG romances, however, wasn't his wit or his very nice hair. It was a conversation in which he acted like a petty little bastard.</p><p>After your first amorous night together, Gale—like any self-conscious bloke might do—asks you how he performed in the bedroom. If you respond: "It was fine," he fully has a sulk, stopping just short of making a thread on r/AITA.</p><p>"Nobody weeps because the weather is fine," he says while his voice actor, Tim Downie, puts as much quiet, brooding petulance as he can into his words. "No monarchs were overthrown because their ruling was fine. No artworks were burned because they were masterpieces, but merely <em>fine</em>." </p><p>Then he threatens to blow himself up, calling himself "a fragile vessel in which to place potentially world-ending power. Perhaps it would be better to not shake such a vessel." </p><p>I want to point out, Gale <em>sucks </em>for this—it's an absolutely toxic, unpleasant, and thorny response to being told you were just acceptable in the bedroom, so much so that it horseshoes around to being meme-able. But it also cemented why I liked his romance, why I liked him—because it makes him three-dimensional, fleshed-out.</p><p>It helps that it works for his character, too. Gale was essentially groomed by the god of magic. In his first relationship since trying to impress someone who has complete and utter power over him, he's going to be sensitive to criticism. Especially after his ex told him to blow himself up—his insecurity is believably petty, because he's measuring himself to perfection. </p><p>It's this willingness for companion characters to be unpleasant that makes BG3's cast fly off the screen. Larian's writers weren't afraid of people hating or disliking their characters—many of them are actively hostile to you, or have moments where they can turn against you entirely. And the more I thought about it, the more I've come to realise that that is, in fact, the point.</p><h2 id="hate-love-relationships">Hate-love relationships</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="pf3vxbYCY8FEHHWi6sirQB" name="baldurs-gate-3-laezel.jpg" alt="Baldur's Gate 3 - Lae'Zel looks disaproving" src="https://cdn.mos.cms.futurecdn.net/pf3vxbYCY8FEHHWi6sirQB.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Larian Studios)</span></figcaption></figure><p>The strength of any RPG's structure, story-wise, is in its genre conventions. Simply put, most RPGs have the following set of circumstances:</p><ul><li>There is a world-ending threat (or at least, something that will muck stuff up on the regional/continent level).</li><li>You have companions who'll accompany you on all your adventures.</li></ul><p>Now, if you're a writer, you might think to yourself: Well, I better make these people bearable to get along with. If you're going to be spending 50-100 hours with somebody, they need to be pleasant to be around. And while that has to be true of some of your party members—an RPG cast benefits from having a Karlach, Minsc, Tali, or Wynne in it—it's a terrible assumption to make for your entire crew.</p><p>It's throwing away gold, for one: You have a reason to put the most eclectic, weird mix of strangers into a huge 'get along or the world ends' t-shirt. Characters who'd otherwise have absolutely zero reason to so much as <em>look</em> at each other, who would otherwise hate<em> </em>each other, must interact for the greater good.</p><p>This friction is<em> </em>the fuel for any great RPG—no, more than that. It's why they work in the first place. The grinding of flaw against flaw is the mill that makes the bread of some of the genre's best banter. Take Alistair and Morrigan for instance. On paper, these characters would be the worst two to form a party with. But you should put them next to each other, because Morrigan's dry cynicism and Alistair's cheerful wit is extraordinarily entertaining when they're inches from ripping each other's throats out.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="kLfxGssHRQ7GMbT6D4mHV3" name="Veilguard gender 4" alt="Taash stares, sorrowfully, off the screen in Dragon Age: The Veilguard." src="https://cdn.mos.cms.futurecdn.net/kLfxGssHRQ7GMbT6D4mHV3.png" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bioware / EA)</span></figcaption></figure><p>And listen, I hate to harp on Dragon Age: The Veilguard <a href="https://www.pcgamer.com/games/we-cant-keep-making-videogame-stories-for-players-who-arent-paying-attention-to-them/">more than I already have</a>—especially since, given the development hell it went through, its writers may have wanted to do more with its cast, but simply couldn't. But it's unfortunately a good illustrative example of where this goes wrong. </p><p>As our own Lauren Morton pointed out, the <a href="https://www.pcgamer.com/games/dragon-age/the-veilguard-is-the-first-dragon-age-game-where-my-companions-dont-care-enough-about-anything-to-argue-with-me/">cast doesn't argue with you</a>, they don't bicker with each other, they don't have conflicting or impactful beliefs that dent the narrative (or your opinion of them) in any way. </p><p>They are all just blandly kind of likeable—or if they <em>are</em> unpleasant, they're unpleasant in ways that are vaguely-defined and blurry around the edges. Taash comes the closest to having an abrasive personality, and at the end of everything, they're really just sort of headstrong and opinionated in a way that'll make some people annoyed. And because of the story's resistance towards engaging in darker themes, they just come across as immature. </p><p>In a way, Veilguard's characters feel like empty vessels designed for the indistinct glob of fandom to project onto. Large fanfiction nets built to trawl for as many diehards as possible—and don't get me wrong, I've nothing against fanfiction. On the contrary, I think if your game has the sauce, you're going to have a smut-happy fandom whipped into an eager frenzy. </p><p>But there's a level of insecurity that radiates off characters who are built this way, a Netflix-esque, focus-tested glazed-over look in their eyes. And it's why I just can't love them. </p><h2 id="it-s-all-about-bias-baby">It's all about bias, baby</h2><p>Human beings are weird creatures. We'll project emotions and feelings onto inanimate objects if we have to—slap a pair of googly eyes on a roomba, and guarantee you'll come up with a nickname for it within the week, if not the next hour. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="5MxYXtbdaY3pSFz8MfpnKW" name="Dragon Age  Origins Screenshot 2024.05.28 - 08.13.28.78" alt="Morrigan, the Witch of the Wilds, in Dragon Age: Origins" src="https://cdn.mos.cms.futurecdn.net/5MxYXtbdaY3pSFz8MfpnKW.png" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>This affection for imperfection applies to how we form social relationships, as well. There's a name for it—the "Halo effect". Basically, if you form a positive opinion of someone, you're more likely to rationalise or dismiss their less pleasant behaviour further down the line. </p><p>The dark side of this is that we sometimes overlook awful behaviour from the people we love—but it's not an inherently terrible thing. Human beings are messy, we're flawed, we make mistakes, and if we didn't have a little softness for the people we care about, we probably wouldn't get much done. Giving grace to those closest to us is natural.</p><p>And I think this is why RPG characters that are thorny, unpleasant, and flawed tend to be treated with more affection than ones that are written to be frictionless—they map to a more accurate experience of what it's like to actually be friends with somebody. </p><p>You form an initial impression of them, negative or positive, and then when you get to know them better—when you're all socially bonded—the emotional systems we've developed for group cohesion kick in and give you the same chemical punt. Without those flaws to challenge our impressions of that NPC, they don't feel "real" in the same way.</p><div><blockquote><p>[Flawed characters] map to a more accurate experience of what it's like to actually be friends with somebody. "</p></blockquote></div><p>There's even some science backing this up. <a href="https://psmag.com/social-justice/pulitzer-prizes-journalism-reporting-your-brain-on-story-why-narratives-win-our-hearts-and-minds-79824/">Studies have shown that oxytocin</a>, a chemical responsible for social bonding, kicks in when we read stories. Much of the same neurological processes we use to form connections in real life apply to a stellar narrative, too—it's why people get so attached, and why a good yarn can bring you to tears.</p><p>Which, I think, is why frictionless RPGs characters just don't work. If you don't create the same feeling of growing attached to someone—a strong first impression, later counterbalanced by discovering flaws or virtues—then there's an uncanniness to it that forces us to disconnect.</p><p>The term "immersion" gets bandied around a lot, but it really applies here. The success of a good story, particularly a character-focused one, is in how it pulls you in—and if I don't feel like I'm playing an RPG with real, vivid characters who I might dislike on occasion, I'm going to start tuning out.</p><p>You need to add scenes that rub people the wrong way—actions that are genuinely questionable, beliefs that are genuinely unpleasant. Not for every character, and not to every harsh extent, but that variety is still mandatory. In other words, in order for them to be loved, you need to be okay with your RPG characters being hated. </p><div class="product"><a data-dimension112="a88fcc34-97d7-11f1-8eba-d514ac6c5fcd" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="a88fcc34-97d7-11f1-8eba-d514ac6c5fcd" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
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                                                            <title><![CDATA[ The bigwigs who want AI-generated NPCs and writing think you're too dumb to appreciate a good story—don't prove them right ]]></title>
                                                                                                <dc:content><![CDATA[ <p>As I sit here, watching Saber Interactive's CEO <a href="https://www.pcgamer.com/software/ai/saber-interactive-denies-replacing-writer-with-chatgpt-on-its-new-driving-game-but-says-it-will-use-ai-as-the-number-of-passengers-in-the-game-is-infinite/">have a normal one</a> about how generative AI dialogue can totally improve videogames, I can't help but grit my teeth in the same, enamel-grinding fashion I have ever since companies like Ubisoft started promising a future <a href="https://www.pcgamer.com/gaming-industry/ubisoft-says-ai-is-as-big-a-revolution-for-our-industry-as-the-shift-to-3d-its-magical-ai-npcs-are-out-of-prototyping-and-you-bet-its-got-all-our-studios-working-with-the-tech/">with AI-powered "neo-NPCs."</a></p><p>If you'd believe the hype, these things are potentially good on paper, right? We live in a development environment where the ambitions of big-budget open world games are far outstripping their cost—wouldn't it simply be marvellous if you could populate a world with infinite dialogue chains and storylines?</p><p>In practice, the result is… pretty middling. While yes, some of the <a href="https://www.pcgamer.com/i-spoke-to-an-nvidia-ai-powered-npc-about-his-ramen-and-his-responses-were-frighteningly-good/">isolated tech demos</a> we've seen have been impressive, the actual implementation of those we've seen in videogames, such <a href="https://www.pcgamer.com/games/sim/mmo-life-sim-seeds-ai-powered-avatars-prove-once-again-that-nothing-shatters-immersion-quicker-than-crappy-chatbot-dialogue/">as the life sim Seed</a>, or Inzoi, which <a href="https://www.pcgamer.com/games/life-sim/inzois-smart-zoi-ai-system-sounds-great-on-paper-but-seeing-it-in-a-live-demo-didnt-exactly-wow-me/">tried to pilot "smart Zois"</a>, fell flat. </p><p>Even when they're a source of entertainment, that fun is mostly found in the process of <a href="https://www.pcgamer.com/games/rpg/wuxia-mmo-where-winds-meet-is-full-of-ai-chatbot-npcs-and-people-are-doing-all-the-standard-obscene-stuff-to-them-i-made-him-think-that-my-character-was-pregnant-with-his-child/">making them believe they're pregnant</a>—and listen, I love toys. Putting aside my general distaste for generative AI, I don't think that every single videogame that comes out has to be a work of art. Toys are fine, you can smash action figures together and have a lovely time.</p><p>But that's not been the pitch, has it? <a href="https://www.pcgamer.com/software/ai/convai-aims-to-put-an-end-to-basic-one-line-npcs-with-ai-but-says-it-needs-more-high-quality-writers-and-artists-not-less-to-get-it-done/">Convai, an AI NPC start-up</a>, wants to avoid a world without games where background "characters are given one line and repeat that one line over and over again, maybe two lines at best."</p><p><a href="https://www.pcgamer.com/gaming-industry/ubisoft-says-ai-is-as-big-a-revolution-for-our-industry-as-the-shift-to-3d-its-magical-ai-npcs-are-out-of-prototyping-and-you-bet-its-got-all-our-studios-working-with-the-tech/">Ubisoft wants</a> "fully personalised and immersive experiences", where its neo-NPCs <a href="https://www.pcgamer.com/gaming-industry/ubisoft-insists-yet-again-that-its-uncanny-ai-generated-neo-npcs-will-make-games-more-alive-and-richer-whatever-that-means/">make games</a> "more alive and richer," whatever that means. Meaning Machine, a company that's <a href="https://www.pcgamer.com/software/ai/company-that-makes-generative-ai-powered-npcs-reports-that-95-percent-of-players-enjoy-their-generative-ai-powered-npcs/">pioneering reactive battle banter,</a> is pushing for narrative-based games which are entirely powered by the tech. The dream <em>is, </em>in a lot of places, to use AI to try and tell stories.</p><p>The problem is, this pipe dream fails at the conceptual level, because this just isn't how good storytelling works. These people don't get it. And if they do get it? They think you're dumb. They think you're dumb as bricks.</p><h2 id="in-defense-of-miscellany">In defense of miscellany</h2><p>The main lie to the idea is the implication that background details, specifically what NPCs in said background <em>say</em>, aren't of any great importance. This couldn't be further from the truth.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.30%;"><img id="mzG29vGkcJThfTFXPqs5rY" name="cyberpunk-2077-ray-reconstruction-non-path-traced.jpg" alt="Cyberpunk 2077 Ray Reconstruction enabled without Path Tracing" src="https://cdn.mos.cms.futurecdn.net/mzG29vGkcJThfTFXPqs5rY.jpg" mos="" align="middle" fullscreen="" width="1920" height="1081" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: CDPR)</span></figcaption></figure><p>One of videogames' biggest strengths is the ability to divorce themselves from pacing. Not entirely, mind—a singleplayer game with a linear narrative is still going to care about pacing a great deal. But an open-world game can take the time to establish, create, and put forward background details that would otherwise bog a story in any other medium down.</p><p>There are more obvious examples. Say, a town crier in a fantasy RPG telling you about some far-flung event you'll likely be dealing with—but there are more subtle instances of this sort of thing working brilliantly. My favourite example by far are <a href="https://youtu.be/OuH5lw0-RSE?list=PLMlEOMdjfuIS7cxhd1Mg_ISXqM9TSo80A">Cyberpunk 2077's adverts</a>, which are tailor-made to invoke the exact right amount of corporate overstimulation and dread in you as you muddle around Night City.</p><p>In a game with a stand-out story, all of these hundreds of little opportunities will be leveraged powerfully to draw you in—they can do more than just hand you information about the plot, they can create a sense of scale or place. Combat barks can characterise an enemy faction, journal entries can flesh out a culture, and so on.</p><p>The perception that these qualities in a game's overarching script are somehow "less important" is just completely backwards—they're the backbone on which the rest of the story lies. And even when they're not exactly award-winning, this background chatter still creates a game's sense of character.</p><p>Imagine a world in which lines like "Do you get up to the cloud district very often? Oh what am I saying, of course you don't " or "I used to be an adventurer like you, but then I took an arrow to the knee" had been scraped out and replaced with the ability to, like, make them think you're Abraham Lincoln reincarnated, or something.</p><div><blockquote><p>Background chatter, combat barks, NPC dialogue, side-quests, it all matters."</p></blockquote></div><p>Heck, the fact that you're probably summoning to mind videogames with hilarious or immersion-breaking background natter proves my point, right? You're <em>already </em>able to tell when it's gone wrong. </p><p><a href="https://www.pcgamer.com/uk/starfield/">Starfield's</a> setting feels bland and dull when compared to something like <a href="https://www.pcgamer.com/uk/fallout-new-vegas/">New Vegas</a> not just because of its main yarn, but because in the latter, its locations and background babble are hand-crafted and designed to surprise you, and in the former, procedurally-generated planets lie next to grey and perfunctory cities with all the rough edges sanded off. </p><p>Even just being placed <em>next </em>to a bunch of crap that wasn't hand-made causes Starfield to feel shallower as a result. Now imagine if all of those cities had AI-generated NPCs with disconnected, jilted, random stories to tell you—stories you couldn't even have a shared laugh at with your mate when they were bad. Does that sound better?</p><p>In this sense, the idea that AI-generated NPCs are some miracle fix that will give smaller studios the ability to tell stories in bigger worlds just completely falls apart, because those worlds are only made to <em>feel </em>big and textured because of thousands of little scripts that are laboriously written out by hand. </p><p>At the risk of stating the obvious, you can't just skip over that hard work and expect the same results! There's far more creativity in all the smaller choices a team of writers makes than the broad, conceptual idea that started them off. Background chatter, combat barks, NPC dialogue, side-quests, it all matters.</p><h2 id="they-think-you-can-t-tell-the-difference">They think you can't tell the difference</h2><p>The reason these bigwigs think they can get this crap past you has a lot to do with the same, broader, executive misunderstandings of what makes good art: People. It's a sentiment that was echoed by <a href="https://www.pcgamer.com/gaming-industry/dev-at-id-software-says-microsoft-burned-a-lot-of-bridges-in-the-industry-they-fundamentally-dont-understand-art-they-dont-understand-games/">id Software's baffled Chris Hays</a>, who has been watching Microsoft push statement after statement that the studio was still the same id Software, even after half of its staff were laid off. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="HFMQmTEwNH6nkDVGaMJtJK" name="20230925105414_1.jpg" alt="An image of V putting up his hand to Reed, a stern agent from Cyberpunk 2077: Phantom Liberty." src="https://cdn.mos.cms.futurecdn.net/HFMQmTEwNH6nkDVGaMJtJK.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: CD Projekt Red)</span></figcaption></figure><p>Or take EA's head honchos, who Dragon Age creator David Gaider <a href="https://www.pcgamer.com/games/rpg/dragon-age-creator-says-ea-execs-thought-bioware-fans-would-eat-whatever-slop-they-were-given-since-the-nerds-in-the-cave-would-always-show-up-for-an-rpg-because-it-was-an-rpg/">said believed</a> "you made an RPG and the nerds in the cave would always show up for an RPG, because it was an RPG." It's no coincidence that Gaider, ostensibly responsible for one of gaming's best fantasy settings, was pre-emptively exhausted at the idea of <a href="https://www.pcgamer.com/ai-generated-story-and-dialogue-is-not-going-to-work-says-dragon-age-creator-david-gaider-a-lot-of-effort-is-going-to-be-wasted-on-this/">AI-generated story back in 2023</a>.</p><p>Nor is it a coincidence that Cyberpunk's quest director was <a href="https://www.pcgamer.com/games/rpg/cyberpunks-quest-director-says-cd-projekt-red-has-experimented-with-generative-ai-but-theres-still-a-gigantic-really-long-way-to-go-before-ai-npcs-are-as-good-as-scripted-characters/">unimpressed by the technology, </a>or Larian's head writer, who called its output <a href="https://www.pcgamer.com/games/rpg/larians-head-writer-has-a-simple-answer-for-how-ai-generated-text-helps-development-it-doesnt-thanks-to-its-best-output-being-a-3-10-at-best-worse-than-his-worst-drafts/">worse than their worst drafts</a>. People who know what actually makes a story good aren't cringing at generative AI because they're luddites whose jobs are being threatened—if it was able to put something compelling together, they'd spot it. </p><p>They think it's garbage because it's garbage, and they don't want to have a hand in feeding you garbage. It's really that simple.</p><p>The biggest insult of suits peddling this crap is the idea that you just don't care. That you don't care if the music you're listening to is crap, <a href="https://www.pcgamer.com/games/call-of-duty/call-of-duty-admits-its-using-generative-ai-to-help-develop-some-in-game-assets-and-suddenly-all-those-poorly-made-calling-cards-make-sense/">you don't care if their games look hideous</a>, and that you don't care if a game's story leaves you confused and hollow. They believe that you will merrily accept the substitute of a bunch of keys being jangled in front of your face over something that was carefully hand-crafted to make you feel something.</p><p>To those people, videogames are products. Hasbro thinks it can spit out another Baldur's Gate just by <a href="https://www.pcgamer.com/games/rpg/baldurs-gate-2s-co-lead-designer-was-asked-to-make-baldurs-gate-4-after-larian-declined-having-to-compete-against-baldurs-gate-3-that-would-be-insanity/">throwing the same amount of money at a different studio</a>, Amazon's then-boss of games blithely said, in 2024, that <a href="https://www.pcgamer.com/games/asked-about-sag-aftras-strike-for-better-ai-protections-amazon-games-boss-claims-ai-has-nothing-to-do-with-taking-work-away-from-actors-because-for-games-we-dont-really-have-acting/">videogames don't have acting</a>. This is the prevailing attitude—a row of artless suits who are trying to sell you a bridge. Don't buy the damn bridge, I beg you. It won't make your games better.</p><div class="product"><a data-dimension112="3308d7f0-97ee-11f1-a5e2-2519a3a05249" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="3308d7f0-97ee-11f1-a5e2-2519a3a05249" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/gaming-industry/game-development/the-bigwigs-who-want-ai-generated-npcs-and-writing-think-youre-too-dumb-to-appreciate-a-good-story-dont-prove-them-right/</link>
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                            <![CDATA[ The delight's in the details. ]]>
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                                                                        <pubDate>Sat, 15 Aug 2026 14:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Game Development]]></category>
                                                    <category><![CDATA[Gaming Industry]]></category>
                                                                                                <author><![CDATA[ harvey.randall@futurenet.com (Harvey Randall) ]]></author>                    <dc:creator><![CDATA[ Harvey Randall ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/Rws7mDGqrkaXrNKCH4jZ2D.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;&lt;br&gt;&lt;/p&gt; ]]></dc:description>
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                                <p>As I sit here, watching Saber Interactive's CEO <a href="https://www.pcgamer.com/software/ai/saber-interactive-denies-replacing-writer-with-chatgpt-on-its-new-driving-game-but-says-it-will-use-ai-as-the-number-of-passengers-in-the-game-is-infinite/">have a normal one</a> about how generative AI dialogue can totally improve videogames, I can't help but grit my teeth in the same, enamel-grinding fashion I have ever since companies like Ubisoft started promising a future <a href="https://www.pcgamer.com/gaming-industry/ubisoft-says-ai-is-as-big-a-revolution-for-our-industry-as-the-shift-to-3d-its-magical-ai-npcs-are-out-of-prototyping-and-you-bet-its-got-all-our-studios-working-with-the-tech/">with AI-powered "neo-NPCs."</a></p><p>If you'd believe the hype, these things are potentially good on paper, right? We live in a development environment where the ambitions of big-budget open world games are far outstripping their cost—wouldn't it simply be marvellous if you could populate a world with infinite dialogue chains and storylines?</p><p>In practice, the result is… pretty middling. While yes, some of the <a href="https://www.pcgamer.com/i-spoke-to-an-nvidia-ai-powered-npc-about-his-ramen-and-his-responses-were-frighteningly-good/">isolated tech demos</a> we've seen have been impressive, the actual implementation of those we've seen in videogames, such <a href="https://www.pcgamer.com/games/sim/mmo-life-sim-seeds-ai-powered-avatars-prove-once-again-that-nothing-shatters-immersion-quicker-than-crappy-chatbot-dialogue/">as the life sim Seed</a>, or Inzoi, which <a href="https://www.pcgamer.com/games/life-sim/inzois-smart-zoi-ai-system-sounds-great-on-paper-but-seeing-it-in-a-live-demo-didnt-exactly-wow-me/">tried to pilot "smart Zois"</a>, fell flat. </p><p>Even when they're a source of entertainment, that fun is mostly found in the process of <a href="https://www.pcgamer.com/games/rpg/wuxia-mmo-where-winds-meet-is-full-of-ai-chatbot-npcs-and-people-are-doing-all-the-standard-obscene-stuff-to-them-i-made-him-think-that-my-character-was-pregnant-with-his-child/">making them believe they're pregnant</a>—and listen, I love toys. Putting aside my general distaste for generative AI, I don't think that every single videogame that comes out has to be a work of art. Toys are fine, you can smash action figures together and have a lovely time.</p><p>But that's not been the pitch, has it? <a href="https://www.pcgamer.com/software/ai/convai-aims-to-put-an-end-to-basic-one-line-npcs-with-ai-but-says-it-needs-more-high-quality-writers-and-artists-not-less-to-get-it-done/">Convai, an AI NPC start-up</a>, wants to avoid a world without games where background "characters are given one line and repeat that one line over and over again, maybe two lines at best."</p><p><a href="https://www.pcgamer.com/gaming-industry/ubisoft-says-ai-is-as-big-a-revolution-for-our-industry-as-the-shift-to-3d-its-magical-ai-npcs-are-out-of-prototyping-and-you-bet-its-got-all-our-studios-working-with-the-tech/">Ubisoft wants</a> "fully personalised and immersive experiences", where its neo-NPCs <a href="https://www.pcgamer.com/gaming-industry/ubisoft-insists-yet-again-that-its-uncanny-ai-generated-neo-npcs-will-make-games-more-alive-and-richer-whatever-that-means/">make games</a> "more alive and richer," whatever that means. Meaning Machine, a company that's <a href="https://www.pcgamer.com/software/ai/company-that-makes-generative-ai-powered-npcs-reports-that-95-percent-of-players-enjoy-their-generative-ai-powered-npcs/">pioneering reactive battle banter,</a> is pushing for narrative-based games which are entirely powered by the tech. The dream <em>is, </em>in a lot of places, to use AI to try and tell stories.</p><p>The problem is, this pipe dream fails at the conceptual level, because this just isn't how good storytelling works. These people don't get it. And if they do get it? They think you're dumb. They think you're dumb as bricks.</p><h2 id="in-defense-of-miscellany">In defense of miscellany</h2><p>The main lie to the idea is the implication that background details, specifically what NPCs in said background <em>say</em>, aren't of any great importance. This couldn't be further from the truth.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.30%;"><img id="mzG29vGkcJThfTFXPqs5rY" name="cyberpunk-2077-ray-reconstruction-non-path-traced.jpg" alt="Cyberpunk 2077 Ray Reconstruction enabled without Path Tracing" src="https://cdn.mos.cms.futurecdn.net/mzG29vGkcJThfTFXPqs5rY.jpg" mos="" align="middle" fullscreen="" width="1920" height="1081" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: CDPR)</span></figcaption></figure><p>One of videogames' biggest strengths is the ability to divorce themselves from pacing. Not entirely, mind—a singleplayer game with a linear narrative is still going to care about pacing a great deal. But an open-world game can take the time to establish, create, and put forward background details that would otherwise bog a story in any other medium down.</p><p>There are more obvious examples. Say, a town crier in a fantasy RPG telling you about some far-flung event you'll likely be dealing with—but there are more subtle instances of this sort of thing working brilliantly. My favourite example by far are <a href="https://youtu.be/OuH5lw0-RSE?list=PLMlEOMdjfuIS7cxhd1Mg_ISXqM9TSo80A">Cyberpunk 2077's adverts</a>, which are tailor-made to invoke the exact right amount of corporate overstimulation and dread in you as you muddle around Night City.</p><p>In a game with a stand-out story, all of these hundreds of little opportunities will be leveraged powerfully to draw you in—they can do more than just hand you information about the plot, they can create a sense of scale or place. Combat barks can characterise an enemy faction, journal entries can flesh out a culture, and so on.</p><p>The perception that these qualities in a game's overarching script are somehow "less important" is just completely backwards—they're the backbone on which the rest of the story lies. And even when they're not exactly award-winning, this background chatter still creates a game's sense of character.</p><p>Imagine a world in which lines like "Do you get up to the cloud district very often? Oh what am I saying, of course you don't " or "I used to be an adventurer like you, but then I took an arrow to the knee" had been scraped out and replaced with the ability to, like, make them think you're Abraham Lincoln reincarnated, or something.</p><div><blockquote><p>Background chatter, combat barks, NPC dialogue, side-quests, it all matters."</p></blockquote></div><p>Heck, the fact that you're probably summoning to mind videogames with hilarious or immersion-breaking background natter proves my point, right? You're <em>already </em>able to tell when it's gone wrong. </p><p><a href="https://www.pcgamer.com/uk/starfield/">Starfield's</a> setting feels bland and dull when compared to something like <a href="https://www.pcgamer.com/uk/fallout-new-vegas/">New Vegas</a> not just because of its main yarn, but because in the latter, its locations and background babble are hand-crafted and designed to surprise you, and in the former, procedurally-generated planets lie next to grey and perfunctory cities with all the rough edges sanded off. </p><p>Even just being placed <em>next </em>to a bunch of crap that wasn't hand-made causes Starfield to feel shallower as a result. Now imagine if all of those cities had AI-generated NPCs with disconnected, jilted, random stories to tell you—stories you couldn't even have a shared laugh at with your mate when they were bad. Does that sound better?</p><p>In this sense, the idea that AI-generated NPCs are some miracle fix that will give smaller studios the ability to tell stories in bigger worlds just completely falls apart, because those worlds are only made to <em>feel </em>big and textured because of thousands of little scripts that are laboriously written out by hand. </p><p>At the risk of stating the obvious, you can't just skip over that hard work and expect the same results! There's far more creativity in all the smaller choices a team of writers makes than the broad, conceptual idea that started them off. Background chatter, combat barks, NPC dialogue, side-quests, it all matters.</p><h2 id="they-think-you-can-t-tell-the-difference">They think you can't tell the difference</h2><p>The reason these bigwigs think they can get this crap past you has a lot to do with the same, broader, executive misunderstandings of what makes good art: People. It's a sentiment that was echoed by <a href="https://www.pcgamer.com/gaming-industry/dev-at-id-software-says-microsoft-burned-a-lot-of-bridges-in-the-industry-they-fundamentally-dont-understand-art-they-dont-understand-games/">id Software's baffled Chris Hays</a>, who has been watching Microsoft push statement after statement that the studio was still the same id Software, even after half of its staff were laid off. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="HFMQmTEwNH6nkDVGaMJtJK" name="20230925105414_1.jpg" alt="An image of V putting up his hand to Reed, a stern agent from Cyberpunk 2077: Phantom Liberty." src="https://cdn.mos.cms.futurecdn.net/HFMQmTEwNH6nkDVGaMJtJK.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: CD Projekt Red)</span></figcaption></figure><p>Or take EA's head honchos, who Dragon Age creator David Gaider <a href="https://www.pcgamer.com/games/rpg/dragon-age-creator-says-ea-execs-thought-bioware-fans-would-eat-whatever-slop-they-were-given-since-the-nerds-in-the-cave-would-always-show-up-for-an-rpg-because-it-was-an-rpg/">said believed</a> "you made an RPG and the nerds in the cave would always show up for an RPG, because it was an RPG." It's no coincidence that Gaider, ostensibly responsible for one of gaming's best fantasy settings, was pre-emptively exhausted at the idea of <a href="https://www.pcgamer.com/ai-generated-story-and-dialogue-is-not-going-to-work-says-dragon-age-creator-david-gaider-a-lot-of-effort-is-going-to-be-wasted-on-this/">AI-generated story back in 2023</a>.</p><p>Nor is it a coincidence that Cyberpunk's quest director was <a href="https://www.pcgamer.com/games/rpg/cyberpunks-quest-director-says-cd-projekt-red-has-experimented-with-generative-ai-but-theres-still-a-gigantic-really-long-way-to-go-before-ai-npcs-are-as-good-as-scripted-characters/">unimpressed by the technology, </a>or Larian's head writer, who called its output <a href="https://www.pcgamer.com/games/rpg/larians-head-writer-has-a-simple-answer-for-how-ai-generated-text-helps-development-it-doesnt-thanks-to-its-best-output-being-a-3-10-at-best-worse-than-his-worst-drafts/">worse than their worst drafts</a>. People who know what actually makes a story good aren't cringing at generative AI because they're luddites whose jobs are being threatened—if it was able to put something compelling together, they'd spot it. </p><p>They think it's garbage because it's garbage, and they don't want to have a hand in feeding you garbage. It's really that simple.</p><p>The biggest insult of suits peddling this crap is the idea that you just don't care. That you don't care if the music you're listening to is crap, <a href="https://www.pcgamer.com/games/call-of-duty/call-of-duty-admits-its-using-generative-ai-to-help-develop-some-in-game-assets-and-suddenly-all-those-poorly-made-calling-cards-make-sense/">you don't care if their games look hideous</a>, and that you don't care if a game's story leaves you confused and hollow. They believe that you will merrily accept the substitute of a bunch of keys being jangled in front of your face over something that was carefully hand-crafted to make you feel something.</p><p>To those people, videogames are products. Hasbro thinks it can spit out another Baldur's Gate just by <a href="https://www.pcgamer.com/games/rpg/baldurs-gate-2s-co-lead-designer-was-asked-to-make-baldurs-gate-4-after-larian-declined-having-to-compete-against-baldurs-gate-3-that-would-be-insanity/">throwing the same amount of money at a different studio</a>, Amazon's then-boss of games blithely said, in 2024, that <a href="https://www.pcgamer.com/games/asked-about-sag-aftras-strike-for-better-ai-protections-amazon-games-boss-claims-ai-has-nothing-to-do-with-taking-work-away-from-actors-because-for-games-we-dont-really-have-acting/">videogames don't have acting</a>. This is the prevailing attitude—a row of artless suits who are trying to sell you a bridge. Don't buy the damn bridge, I beg you. It won't make your games better.</p><div class="product"><a data-dimension112="3308d7f0-97ee-11f1-a5e2-2519a3a05249" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="3308d7f0-97ee-11f1-a5e2-2519a3a05249" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
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                                                            <title><![CDATA[ Before Grand Theft Auto Online, GTA 4's multiplayer added 'glorious chaos' to the open world sandbox ]]></title>
                                                                                                <dc:content><![CDATA[ <p><em><strong>Special commentary on this classic PC Gamer feature provided by:</strong></em></p><h2 id="grand-theft-auto-4-multiplayer-why-everyone-should-try-the-32-player-massacre-pc-gamer-197-uk-february-2009">Grand Theft Auto 4 multiplayer: Why everyone should try the 32-player massacre - PC Gamer #197 (UK, February 2009)</h2><p><em>By Kieron Gillen</em></p><p>What am I supposed to do? The only response I manage is blinking, laughing loudly and then trying to work out how to activate the firehose. Some bright spark decided that the next game should be a race with trucks. 32 trucks. Of which about 25 or so turn out to be fire engines. </p><p>As you may expect, the result is chaos. Glorious chaos. Glorious never-had-anything- like-that-before chaos.</p><p>It’s one of those dark secrets of videogaming: if you want to play a GTA game and you’re willing to wait a few months, the PC version is always the best way to go. Always. Back in the day of GTA3, the PC’s generally more potent hardware led to a game that dealt with the cities better, included custom soundtracks and even worked as a shooter. And now, as the next-gen consoles start to get long in the tooth, the PC is building towards something else. Two relevant points here. First, that there’s a degree of future-proofing in GTA’s hardware settings, with options that will only become practical to turn on when PCs catch up. Secondly, the upping of the multiplayer limit from 16 players on the consoles to a 32 on the PC.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:575px;"><p class="vanilla-image-block" style="padding-top:78.26%;"><img id="26Pu7NdjGNzPedBrUYXPFT" name="GTA 4 multiplayer 3" alt="GTA 4 mutiplayer" src="https://cdn.mos.cms.futurecdn.net/26Pu7NdjGNzPedBrUYXPFT.jpg" mos="" align="middle" fullscreen="" width="575" height="450" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">You get to choose your clothes, head and sex, so you don’t need to be stuck with the Niko Belic-suede jacket and tedious-head look. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>While it’s easy to dwell on increased scale of the multiplayer and how that impacts the experience, it shouldn’t overshadow how the addition of multiplayer to the GTA series is—in and of itself—a major step forward. Previously, to experience such a thing you had to turn to mod projects such as <a href="https://multitheftauto.com/" target="_blank">Multitheft Auto</a>. Now, it’s just in there, and accessible. </p><p>The addition of multiple players changes GTA4's character. In singleplayer, it leans away from the inspired clownish stupidity that characterised the series up to this point—it’s simply a more serious game. But when you’ve got friends with you... well, that all goes out the window. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1515px;"><p class="vanilla-image-block" style="padding-top:75.05%;"><img id="8sFhzMyfkfkuS7nVHQqNYT" name="GTA 4 multiplayer 4" alt="GTA 4 mutiplayer" src="https://cdn.mos.cms.futurecdn.net/8sFhzMyfkfkuS7nVHQqNYT.jpg" mos="" align="middle" fullscreen="" width="1515" height="1137" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Rocket launchers require expert timing to work. Aiming at cars helps. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>Other players turn the stupid up to a frankly awesome degree simply by acting like people. And if they won’t act stupid without encouragement, you can twist the rules to make it more likely they’ll go proper mental.</p><p>While there are a mass of free-for-all, team-based and cooperative game modes available, each of them is also tweakable with easily selectable options. For example, while playing the objective-control Turf War game, we limit the weapons to rocket-launchers only. This changes things, in a similar way that arming every knife-toting dangerous youth in London with an RPG would. It also brings out the subtleties in the control system: while the rockets are powerful, they’re also slow moving and require careful aiming.</p><p>That said, driving a car into a crossfire of half a dozen explosive projectiles and the resulting—here’s that word again—chaos is a less considered and more visceral thrill.</p><p>The options are what it’s all about. While you’re able to play multiplayer games across the three islands of Liberty City, in practice you’ll select one of the closed-off areas. These can be as intensely small as one of the peninsulas of the central island. Much depends on the game mode you’ve selected—for example, Mafiya modes have you trying to complete organised crime contracts to get the most rewards. Even straight deathmatch can be tuned to be more than just counting heads by racing to get the cash: suddenly scavenging from fallen bodies plays as much a part as just offing everyone.</p><p>There are also world options such as pedestrians and traffic, which are probably best left off to make larger games playable (the framerate was wincing when those 32 fire trucks lined up on the start-line). Actually, the race modes highlights much of what’s best in competitive GTA4 multiplayer. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/66KPpdDUkX3WmiCUM5WHKT.jpg" alt="GTA 4 mutiplayer" /><figcaption>Get into the helicopter if you enjoy spinning around randomly and drawing all the fire in the game. Alternatively, if you’re any good.<small role="credit">Rockstar Games</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/xxUZPNUhy7733YGSqpJ5ET.jpg" alt="GTA 4 mutiplayer" /><figcaption>While you’re vulnerable as hell on a bike, the manoeuvrability helps. That said, even in a car, headshots are easier with a mouse.<small role="credit">Rockstar Games</small></figcaption></figure></figure><p>Specifically, the GTA race. If only they added the ability to hit people physically when you’re riding alongside them, this would be Road Rash for the late noughties. Essentially it’s a race mode with added violence. </p><figure class="van-image-figure pull-right inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1365px;"><p class="vanilla-image-block" style="padding-top:64.03%;"><img id="xTW6dJwcMqSo7yd9Vj4yST" name="GTA 4 multiplayer 7" alt="GTA 4 mutiplayer" src="https://cdn.mos.cms.futurecdn.net/xTW6dJwcMqSo7yd9Vj4yST.jpg" mos="" align="right" fullscreen="1" width="1365" height="874" attribution="" endorsement="" class="pull-rightinline expandable"><a href='https://cdn.mos.cms.futurecdn.net/xTW6dJwcMqSo7yd9Vj4yST.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class="pull-right inline-layout"><span class="caption-text">Between Left 4 Dead and this, it’s the best year for Molotovs since 1939. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>While you all start in vehicles of the same class, it’s unlikely you’re going to finish in them. While there’s health to pick up to patch your charge together, it’s more likely you’re going to die and come back on the moped (I finished the aforementioned fire-truck race on one, overtaking a truck on the inside, firing an Uzi into it while it tried—and failed—to sideswipe me. And if that sentence doesn’t make you want to play videogames, I fear for you).</p><p>Inevitably, as the lower placed racers decide they can’t win and turn to fighting among themselves or making road blocks of debris, you turn a race game into a desperate Max-Max survival simulator. </p><p>It is hilarious.</p><p>GTA4 as a multiplayer game works well on this axis. Even when it’s at its most standard, in its team-deatmatch modes, you have a fascinating collision between characters who move and fight like extras from Michael Mann’s Heat, and moments that are straight out of a gangster-take on the Keystone Cops: cars full of thugs leaning out of the window of their stolen car and opening up optimistically before crashing off a bridge. Perhaps unsurprisingly, this is what fellow humans add to GTA4: humanity.</p><div class="product star-deal"><a data-dimension112="6fff5940-982f-11f1-b08e-d94cec0d3847" data-action="Star Deal Block" data-label="GTA 6 guide" data-dimension48="GTA 6 guide" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1238px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="ZF5ZJsyvbhJRVSDmd9H3jA" name="gta 6 cover art square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/ZF5ZJsyvbhJRVSDmd9H3jA.jpg" mos="" align="middle" fullscreen="" width="1238" height="1238" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><div><span class="product__star-deal-label">Grand Theft Auto 6</span><p><a href="https://www.pcgamer.com/grand-theft-auto/gta-6-guide/" data-dimension112="6fff5940-982f-11f1-b08e-d94cec0d3847" data-action="Star Deal Block" data-label="GTA 6 guide" data-dimension48="GTA 6 guide" data-dimension25=""><strong>GTA 6 guide</strong></a>: Everything we know<br><strong></strong><a href="https://www.pcgamer.com/gta-6-cars-list/" target="_blank"><strong>GTA 6 cars</strong></a>: The garage lineup<br><strong></strong><a href="https://www.pcgamer.com/games/action/grand-theft-auto/gta6-characters/"><strong>GTA 6 characters</strong></a>: Your anti-hero cast<br><strong></strong><a href="https://www.pcgamer.com/games/grand-theft-auto/gta6-map/" target="_blank"><strong>GTA 6 map</strong>:</a> Confirmed Vice City locales<br><a href="https://www.pcgamer.com/games/grand-theft-auto/gta-6-pc-release-date/"><strong>GTA 6 PC release</strong></a>: When's it going to happen?</p></div></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/grand-theft-auto/before-grand-theft-auto-online-gta-4s-multiplayer-added-glorious-chaos-to-the-open-world-sandbox/</link>
                                                                            <description>
                            <![CDATA[ Liberty City, Liberty City: so big they reviewed it twice. This time: multiplayer. ]]>
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                                                                        <pubDate>Fri, 14 Aug 2026 23:11:11 +0000</pubDate>                                                                                                                                <updated>Fri, 14 Aug 2026 23:24:57 +0000</updated>
                                                                                                                                            <category><![CDATA[Grand Theft Auto]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Action]]></category>
                                                                                                                    <dc:creator><![CDATA[ Kieron Gillen ]]></dc:creator>                                                                                                        <dc:description><![CDATA[ null ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Wes Fenlon ]]></dc:contributor>
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                                                                                                                                                                                                                                    <media:description><![CDATA[GTA 4 mutiplayer]]></media:description>                                                            <media:text><![CDATA[GTA 4 mutiplayer]]></media:text>
                                <media:title type="plain"><![CDATA[GTA 4 mutiplayer]]></media:title>
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                                <p><em><strong>Special commentary on this classic PC Gamer feature provided by:</strong></em></p><h2 id="grand-theft-auto-4-multiplayer-why-everyone-should-try-the-32-player-massacre-pc-gamer-197-uk-february-2009">Grand Theft Auto 4 multiplayer: Why everyone should try the 32-player massacre - PC Gamer #197 (UK, February 2009)</h2><p><em>By Kieron Gillen</em></p><p>What am I supposed to do? The only response I manage is blinking, laughing loudly and then trying to work out how to activate the firehose. Some bright spark decided that the next game should be a race with trucks. 32 trucks. Of which about 25 or so turn out to be fire engines. </p><p>As you may expect, the result is chaos. Glorious chaos. Glorious never-had-anything- like-that-before chaos.</p><p>It’s one of those dark secrets of videogaming: if you want to play a GTA game and you’re willing to wait a few months, the PC version is always the best way to go. Always. Back in the day of GTA3, the PC’s generally more potent hardware led to a game that dealt with the cities better, included custom soundtracks and even worked as a shooter. And now, as the next-gen consoles start to get long in the tooth, the PC is building towards something else. Two relevant points here. First, that there’s a degree of future-proofing in GTA’s hardware settings, with options that will only become practical to turn on when PCs catch up. Secondly, the upping of the multiplayer limit from 16 players on the consoles to a 32 on the PC.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:575px;"><p class="vanilla-image-block" style="padding-top:78.26%;"><img id="26Pu7NdjGNzPedBrUYXPFT" name="GTA 4 multiplayer 3" alt="GTA 4 mutiplayer" src="https://cdn.mos.cms.futurecdn.net/26Pu7NdjGNzPedBrUYXPFT.jpg" mos="" align="middle" fullscreen="" width="575" height="450" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">You get to choose your clothes, head and sex, so you don’t need to be stuck with the Niko Belic-suede jacket and tedious-head look. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>While it’s easy to dwell on increased scale of the multiplayer and how that impacts the experience, it shouldn’t overshadow how the addition of multiplayer to the GTA series is—in and of itself—a major step forward. Previously, to experience such a thing you had to turn to mod projects such as <a href="https://multitheftauto.com/" target="_blank">Multitheft Auto</a>. Now, it’s just in there, and accessible. </p><p>The addition of multiple players changes GTA4's character. In singleplayer, it leans away from the inspired clownish stupidity that characterised the series up to this point—it’s simply a more serious game. But when you’ve got friends with you... well, that all goes out the window. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1515px;"><p class="vanilla-image-block" style="padding-top:75.05%;"><img id="8sFhzMyfkfkuS7nVHQqNYT" name="GTA 4 multiplayer 4" alt="GTA 4 mutiplayer" src="https://cdn.mos.cms.futurecdn.net/8sFhzMyfkfkuS7nVHQqNYT.jpg" mos="" align="middle" fullscreen="" width="1515" height="1137" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Rocket launchers require expert timing to work. Aiming at cars helps. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>Other players turn the stupid up to a frankly awesome degree simply by acting like people. And if they won’t act stupid without encouragement, you can twist the rules to make it more likely they’ll go proper mental.</p><p>While there are a mass of free-for-all, team-based and cooperative game modes available, each of them is also tweakable with easily selectable options. For example, while playing the objective-control Turf War game, we limit the weapons to rocket-launchers only. This changes things, in a similar way that arming every knife-toting dangerous youth in London with an RPG would. It also brings out the subtleties in the control system: while the rockets are powerful, they’re also slow moving and require careful aiming.</p><p>That said, driving a car into a crossfire of half a dozen explosive projectiles and the resulting—here’s that word again—chaos is a less considered and more visceral thrill.</p><p>The options are what it’s all about. While you’re able to play multiplayer games across the three islands of Liberty City, in practice you’ll select one of the closed-off areas. These can be as intensely small as one of the peninsulas of the central island. Much depends on the game mode you’ve selected—for example, Mafiya modes have you trying to complete organised crime contracts to get the most rewards. Even straight deathmatch can be tuned to be more than just counting heads by racing to get the cash: suddenly scavenging from fallen bodies plays as much a part as just offing everyone.</p><p>There are also world options such as pedestrians and traffic, which are probably best left off to make larger games playable (the framerate was wincing when those 32 fire trucks lined up on the start-line). Actually, the race modes highlights much of what’s best in competitive GTA4 multiplayer. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/66KPpdDUkX3WmiCUM5WHKT.jpg" alt="GTA 4 mutiplayer" /><figcaption>Get into the helicopter if you enjoy spinning around randomly and drawing all the fire in the game. Alternatively, if you’re any good.<small role="credit">Rockstar Games</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/xxUZPNUhy7733YGSqpJ5ET.jpg" alt="GTA 4 mutiplayer" /><figcaption>While you’re vulnerable as hell on a bike, the manoeuvrability helps. That said, even in a car, headshots are easier with a mouse.<small role="credit">Rockstar Games</small></figcaption></figure></figure><p>Specifically, the GTA race. If only they added the ability to hit people physically when you’re riding alongside them, this would be Road Rash for the late noughties. Essentially it’s a race mode with added violence. </p><figure class="van-image-figure pull-right inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1365px;"><p class="vanilla-image-block" style="padding-top:64.03%;"><img id="xTW6dJwcMqSo7yd9Vj4yST" name="GTA 4 multiplayer 7" alt="GTA 4 mutiplayer" src="https://cdn.mos.cms.futurecdn.net/xTW6dJwcMqSo7yd9Vj4yST.jpg" mos="" align="right" fullscreen="1" width="1365" height="874" attribution="" endorsement="" class="pull-rightinline expandable"><a href='https://cdn.mos.cms.futurecdn.net/xTW6dJwcMqSo7yd9Vj4yST.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class="pull-right inline-layout"><span class="caption-text">Between Left 4 Dead and this, it’s the best year for Molotovs since 1939. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>While you all start in vehicles of the same class, it’s unlikely you’re going to finish in them. While there’s health to pick up to patch your charge together, it’s more likely you’re going to die and come back on the moped (I finished the aforementioned fire-truck race on one, overtaking a truck on the inside, firing an Uzi into it while it tried—and failed—to sideswipe me. And if that sentence doesn’t make you want to play videogames, I fear for you).</p><p>Inevitably, as the lower placed racers decide they can’t win and turn to fighting among themselves or making road blocks of debris, you turn a race game into a desperate Max-Max survival simulator. </p><p>It is hilarious.</p><p>GTA4 as a multiplayer game works well on this axis. Even when it’s at its most standard, in its team-deatmatch modes, you have a fascinating collision between characters who move and fight like extras from Michael Mann’s Heat, and moments that are straight out of a gangster-take on the Keystone Cops: cars full of thugs leaning out of the window of their stolen car and opening up optimistically before crashing off a bridge. Perhaps unsurprisingly, this is what fellow humans add to GTA4: humanity.</p><div class="product star-deal"><a data-dimension112="6fff5940-982f-11f1-b08e-d94cec0d3847" data-action="Star Deal Block" data-label="GTA 6 guide" data-dimension48="GTA 6 guide" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1238px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="ZF5ZJsyvbhJRVSDmd9H3jA" name="gta 6 cover art square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/ZF5ZJsyvbhJRVSDmd9H3jA.jpg" mos="" align="middle" fullscreen="" width="1238" height="1238" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><div><span class="product__star-deal-label">Grand Theft Auto 6</span><p><a href="https://www.pcgamer.com/grand-theft-auto/gta-6-guide/" data-dimension112="6fff5940-982f-11f1-b08e-d94cec0d3847" data-action="Star Deal Block" data-label="GTA 6 guide" data-dimension48="GTA 6 guide" data-dimension25=""><strong>GTA 6 guide</strong></a>: Everything we know<br><strong></strong><a href="https://www.pcgamer.com/gta-6-cars-list/" target="_blank"><strong>GTA 6 cars</strong></a>: The garage lineup<br><strong></strong><a href="https://www.pcgamer.com/games/action/grand-theft-auto/gta6-characters/"><strong>GTA 6 characters</strong></a>: Your anti-hero cast<br><strong></strong><a href="https://www.pcgamer.com/games/grand-theft-auto/gta6-map/" target="_blank"><strong>GTA 6 map</strong>:</a> Confirmed Vice City locales<br><a href="https://www.pcgamer.com/games/grand-theft-auto/gta-6-pc-release-date/"><strong>GTA 6 PC release</strong></a>: When's it going to happen?</p></div></div>
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                                                            <title><![CDATA[ Modding the Khajiit lands into Oblivion is still the cat's meow ]]></title>
                                                                                                <dc:content><![CDATA[ <p>I’m supposed to be stealing keys from several merchants in Leyawiin, but things haven’t exactly gone to plan. I accidentally wore my Grey Fox mask, a piece of armour that immediately marks me as a wanted criminal to every guard I pass. Even after finally sorting out my armour situation and making my way into Southern Books, the shopkeeper Bugak gro-Bol isn’t in bed when I enter and won’t stop following me around and trying to kick me out of his shop, because it’s midnight and I look like exactly the kind of shady character who might be breaking in to steal from him.</p><p>These are the same hapless adventures that I remember going on in Oblivion, but this time my Khajiit character isn’t out thieving at the behest of Cyrodiil’s Thieves Guild. I’ve already worked my way to the top of that organisation and become the Grey Fox myself. I’m back at the bottom of the totem pole now, working for a brand-new guild based in the modded territory of Elsweyr.</p><h2 id="meet-the-khajiit">Meet the Khajiit</h2><figure class="van-image-figure pull-right inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1874px;"><p class="vanilla-image-block" style="padding-top:57.63%;"><img id="jTZd3hGVkdPFozb7XaEp2g" name="khajiit mod 8" alt="Elswyr Oblivion mod The Deserts of Anequina" src="https://cdn.mos.cms.futurecdn.net/jTZd3hGVkdPFozb7XaEp2g.jpg" mos="" align="right" fullscreen="1" width="1874" height="1080" attribution="" endorsement="" class="pull-rightinline expandable"><a href='https://cdn.mos.cms.futurecdn.net/jTZd3hGVkdPFozb7XaEp2g.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class="pull-right inline-layout"><span class="caption-text">Not suspicious at all. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Iliana, Bethesda)</span></figcaption></figure><p>Wherever game developers leave loose lore on the ground, modders are always sure to pick it up and incorporate it. Khajiit lore in the Elder Scrolls games is varied and colourful, but has almost always been relegated to tomes and dialogue from cat-like merchants. Although the Khajiit homeland did appear in The Elder Scrolls: Arena, it didn’t show up again in a proper Elder Scrolls game until an expansion to The Elder Scrolls Online in 2019. In the meantime, modders have soaked up all the spare Khajiit facts available and designed the territory themselves.</p><p>One of the earliest fan-made forays into the Khajiit homeland is <a href="https://www.afkmods.com/index.php?/files/file/2170-elsweyr-anequina/" target="_blank"><strong>Elsweyr The Deserts of Anequina</strong></a>, originally published in June of 2009 by a Nexus Mods user called Iliana and including the work of dozens of other modders. I didn’t play Oblivion in 2006 when it released, but even 13 years later I can still intensely feel the awe that its opening fanfare and drawn-out 3D pan around the Imperial City must have inspired. In the same way I can appreciate how great a feat Elsweyr Anequina’s giant open expanse and huge cast of NPCs and quests are, despite playing through them 10 years later. </p><p>Anequina begins with a book, as plenty of mods do. It appears in my inventory to describe all the cities and quests available to me in the new territory. I also have to make sure I’ve turned off Oblivion’s default in-game borders that prevent me from exploring beyond the normal bounds of Cyrodiil. With that done, I’m able to wander across the southern border of the world and directly into Elsweyr over a bridge west of Bravil.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/X35WrhsRRZM8X6dmZq4fmS.jpg" alt="Oblivion Elswyr mod The Deserts of Anequina" /><figcaption>Riverhold’s main bridge isn’t a fall risk if you always land on your feet.<small role="credit">Iliana, Bethesda</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/DPhtk7fHruti3iSPzLsrdS.jpg" alt="Oblivion Elswyr mod The Deserts of Anequina" /><figcaption>Big cats stalk the big city.<small role="credit">Iliana, Bethesda</small></figcaption></figure></figure><p>The first town I travel through is Riverhold, just over the southern border. It’s not immediately different from Cyrodiil—still lots of green, with bushes and waterfalls like other areas of Oblivion’s base game. Inside town though, I’m quickly face to face with all the various ‘furstocks’ of Khajiit. Most had never been seen in an Elder Scrolls game before, only described, and were left up to the imagination and resourcefulness of modders involved with Anequina. </p><p>Riverhold is full of Khajiit that lore-buffs will recognise, though they can’t possibly compare with the renditions from Bethesda’s own creations in The Elder Scrolls Online. Cathay, one of the playable races of most Elder Scrolls games, mingle with Ohmes, which have physical and facial features of Bosmer elves, just with fur on top. The house cat-like Alfiq and big cat Senche both seem to be based on the same cougar-esque large cat model, but scaled down and up respectively.</p><p>Whether by design choice or technical concern, neither Alfiq nor Senche can be spoken to. Other Khajiit speak plenty, though of course their voiced lines are only greetings like “Hello there!” and other small phrases that already existed in Oblivion’s base game for its Khajiit characters. Their more specific lines for quest giving are all text only. Elder Scrolls lore suggests that the scholarly Alfiq dislike speaking in front of outsiders, creating rumours that they are actually mute. I suppose my Khajiit thief is an outsider to them after all.</p><h3 class="article-body__section" id="section-local-color"><span>Local Color</span></h3><p><em>Other mods that pair well with this dish</em></p><a class="card card--standard card--rows-3 card--align-inline" href="https://www.nexusmods.com/oblivion/mods/1950" target="_blank"><div class="card-image-widthsetter"><p class="vanilla-image-block"  style="padding-top:56.25%;"><img style="width: 100%" class="card__image" src="https://cdn.mos.cms.futurecdn.net/HNRSqY2ea6r2atpJ9dxSmh.jpg" alt="Color Map Mod for Oblivion"></p></div><div class="card__content"><h3 class="card__title">Color Map Mod</h3><div class="card__description-wrapper"><div class="card__description"><p>The popular Color Map Mod for Oblivion makes the base game map more lively. Another modder created a map for Anequina in the same style, so I didn’t have to live with a washed-out Elsweyr.</p></div></div></div></a><a class="card card--standard card--rows-3 card--align-inline" href="https://www.nexusmods.com/oblivion/mods/47450" target="_blank"><div class="card-image-widthsetter"><p class="vanilla-image-block"  style="padding-top:56.25%;"><img style="width: 100%" class="card__image" src="https://cdn.mos.cms.futurecdn.net/2CKc2UDp9D5rKLRoKThQHn.jpg" alt="Oblivion Elsweyr Pelletine mod"></p></div><div class="card__content"><h3 class="card__title">Elsweyr Pelletine</h3><div class="card__description-wrapper"><div class="card__description"><p>A modder has created a more recent companion to Anequina called Pelletine, named after the southern half of Elsweyr. It adds additional cities and explorable areas not included in Anequina.</p></div></div></div></a><a class="card card--standard card--rows-3 card--align-inline" href="https://www.nexusmods.com/oblivion/mods/17304" target="_blank"><div class="card-image-widthsetter"><p class="vanilla-image-block"  style="padding-top:56.25%;"><img style="width: 100%" class="card__image" src="https://cdn.mos.cms.futurecdn.net/XQVotKLFBN4LaokDbuKwg4.jpg" alt="Oblivion Khajiit Predators mod"></p></div><div class="card__content"><h3 class="card__title">Khajiit Predators</h3><div class="card__description-wrapper"><div class="card__description"><p>This mod allows you to create a larger Khajiit warrior character with higher strength. Although the mod calls them ‘predators’, they look like the very tall, stocky Pahmer Khajiit seen in The Elder Scrolls Online.</p></div></div></div></a><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:650px;"><p class="vanilla-image-block" style="padding-top:0.31%;"><img id="77n7gkmEcjLkTWTq6qsSNV" name="thinner red line.jpg" alt="red line" src="https://cdn.mos.cms.futurecdn.net/77n7gkmEcjLkTWTq6qsSNV.jpg" mos="" align="middle" fullscreen="" width="650" height="2" attribution="" endorsement="" class="inline"></p></div></div></figure><p>Beyond Riverhold, green shrubbery gives way to the arid desert that the northern region of Elsweyr—Anequina, as the mod is named after—is known for. Grassy hills quickly turn into steep sand dunes ringed with narrow walking paths that, to Anequina’s credit, feel as if they belong with the rest of Oblivion’s topology. Thanks to its notoriously floaty physics, it’s easy to break a leg stumbling down a dune while pursued by one of the many new monsters added in the mod. </p><p>The desert is dangerous, it turns out. In true Oblivion fashion, I learn the region’s fauna by running away from them at full tilt, turning back every so often to fire arrows into their knees. The desert is swamped with giant tarantulas, aggressive Alfiq, elephants that seem majestic and calm but absolutely are not when you get close enough, orc bandits, and many other things that want to kill me. It brings back fond memories of being chased by two very persistent wolves all the way from Bruma to Skingrad. Even a few remote villages of tribal Khajiit are hostile as soon as I got near their gates. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/UbSaU3XMBxUDd23V4sdniS.jpg" alt="Oblivion Elswyr mod The Deserts of Anequina" /><figcaption>A camel doesn’t compare to Shadowmere, but when in Dune.<small role="credit">Iliana, Bethesda</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Ri4bbFxLhaN4zLT2jUavfS.jpg" alt="Oblivion Elswyr mod The Deserts of Anequina" /><figcaption>Elsweyr’s topology is often a fall hazard.<small role="credit">Iliana, Bethesda</small></figcaption></figure></figure><div  class="fancy-box"><div class="fancy_box-title">From the archives</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="pAmmK2pZtF2LYLFc4asoGi" name="PCG 340 cover" caption="" alt="PC Gamer Magazine #340: Games of the Decade" src="https://cdn.mos.cms.futurecdn.net/pAmmK2pZtF2LYLFc4asoGi.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p class="fancy-box__body-text">This Mod Spotlight was originally published in <strong>PC Gamer #340 (UK, February 2020)</strong>.</p><p class="fancy-box__body-text">You can still <a data-analytics-id="inline-link" href="https://www.magazinesdirect.com/pcg-brandsite" target="_blank">subscribe to PC Gamer</a> to get new issues of the magazine (in print!) every month.</p></div></div><p>In between running from oversized arachnids, Anequina’s fully featured towns each have their own distinct design. In Dune there are camels for sale, and giant golden towers that look like a mosque on a postcard presiding over the open market in the lower half of the city. Riverhold is a treetop city of wooden homes all climbing the same waterfall topped with a modest lodge that calls itself a palace. Corinthe is a small town maze of back streets all branching from a central market, and its mostly single-story architecture crisscrossed with makeshift plank bridges between rooftops is the perfect hunting ground for the local Thieves Guild.</p><p>Compared with the Elsweyr I know from The Elder Scrolls Online, Anequina offers something a bit different. ESO’s wide-open world and detailed cities are beautiful, but all give me architectural fatigue. The steeply curved roofs that I’ve come to associate with the Khajiit thanks to that game are a constant presence in all of its cities in Northern Elsweyr.</p><p>Anequina features so much more contrast and more varied sources of inspiration thanks to all the different modders contributing to the buildings and city designs of the area.</p><h2 id="khajiit-has-quests">Khajiit has quests</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1100px;"><p class="vanilla-image-block" style="padding-top:38.27%;"><img id="rMidUT4ptKSrgBVAbVThqH" name="khajiit mod 12" alt="Oblivion mod feature boxout: Elsewehre in Elsweyr" src="https://cdn.mos.cms.futurecdn.net/rMidUT4ptKSrgBVAbVThqH.png" mos="" align="middle" fullscreen="1" width="1100" height="421" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/rMidUT4ptKSrgBVAbVThqH.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>It isn’t all just exploration, of course. There are two dozen new quests and a few guilds to join. As in Oblivion, not all quests are of grand scale. In Riverhold my first encounter is with a man looking for his lost child. Solving this small mystery involves asking around town and using Oblivion’s odd speechcraft minigame to increase residents’ disposition towards me to eventually pry information out of them. </p><p>Outside town is a Khajiit highwayman not so committed to his task who simply gives up when I refuse to hand over the 400 gold coins he demands. Further into the desert I stumble over the dead body of a Khajiit lying next to a golden lamp. Having learned no lessons from pop culture whatsoever, I pick up the lamp and a dremora genie pops out to offer me a wish. Apparently I’m not averse to deals with demons because I wish, of all things, for love. I’m granted a random NPC friend for my trouble and the genie, now contractually freed from caring about my wants or needs, proceeds to attack. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/MBQxFxZ64TVXT52sdM9X7H.jpg" alt="Oblivion Elsweyr mod The Deserts of Anequina" /><figcaption>The Senche Khajiit, not to be confused with the Senche-Cats, are large quadrupeds.<small role="credit">Iliana, Bethesda</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/aGKSvRwJsQVdSh7ZmEfX2T.jpg" alt="Oblivion Elswyr mod The Deserts of Anequina" /><figcaption>Eye-level with the Alfiq in Riverhold.<small role="credit">Iliana, Bethesda</small></figcaption></figure></figure><p>With that problem behind me, I pull out my Anequina guide book again, the tome that started it all. I seem to remember seeing mention of the Thieves Guild. As the Grey Fox of Cyrodiil I find it only right that I should visit the local chapter and see what dark work needs doing. That’s where my great struggle lifting keys from the pockets of merchants in Leyawiin begins. In all my time traipsing about Elsweyr I’ve entirely forgotten how to be a proper thief. I do eventually manage to steal all three requested keys and return them to my new dispatcher Jinsiraga in Corinthe. After that I’m off to steal some horses, naturally.</p><p>These are only the beginning of my adventures in the Oblivion version of Elsweyr. Anequina understands Oblivion’s playfulness with its lazy highwaymen and desert genies. If not for having to install Anequina, I’d have never known it wasn’t part of Oblivion in the first place.</p><div class="product"><a data-dimension112="b57ad138-981c-11f1-8c5b-27f483ecf4f2" data-action="Deal Block" data-label="Oblivion console commands" data-dimension48="Oblivion console commands" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:847px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="Bx3x5ENSAUdput6Vqj9USS" name="oblivion remastered maiq the liar" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/Bx3x5ENSAUdput6Vqj9USS.jpg" mos="" align="middle" fullscreen="" width="847" height="847" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/rpg/oblivion-console-commands-cheats/" target="_blank" data-dimension112="b57ad138-981c-11f1-8c5b-27f483ecf4f2" data-action="Deal Block" data-label="Oblivion console commands" data-dimension48="Oblivion console commands" data-dimension25=""><strong>Oblivion console commands</strong></a>: Cheats new and old<br><a href="https://www.pcgamer.com/games/the-elder-scrolls/oblivion-how-to-get-lockpicks/" target="_blank"><strong>Oblivion lockpicks</strong></a>: Where and how to use them<br><a href="https://www.pcgamer.com/games/the-elder-scrolls/oblivion-vampirism-cure-benefits/" target="_blank"><strong>Oblivion vampirism cure</strong></a>: Rid yourself of the affliction<br><a href="https://www.pcgamer.com/games/the-elder-scrolls/oblivion-thieves-guild-join/" target="_blank"><strong>Oblivion thieves guild</strong></a>: How to join the crew<br><a href="https://www.pcgamer.com/games/the-elder-scrolls/oblivion-persuasion-minigame/" target="_blank"><strong>Oblivion persuasion</strong></a>: Master the minigame</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/the-elder-scrolls/modding-the-khajiit-lands-into-oblivion-is-still-the-cats-meow/</link>
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                            <![CDATA[ Elsweyr the Deserts of Anequina stands the test of time. ]]>
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                                                                        <pubDate>Fri, 14 Aug 2026 21:47:31 +0000</pubDate>                                                                                                                                <updated>Fri, 14 Aug 2026 22:19:52 +0000</updated>
                                                                                                                                            <category><![CDATA[The Elder Scrolls]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[RPG]]></category>
                                                                                                <author><![CDATA[ lauren@pcgamer.com (Lauren Morton) ]]></author>                    <dc:creator><![CDATA[ Lauren Morton ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/CoudgUkKX2WLFCPMbGjoX5.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;&lt;br&gt;&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Iliana, Bethesda]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Oblivion Elswyr mod The Deserts of Anequina]]></media:description>                                                            <media:text><![CDATA[Oblivion Elswyr mod The Deserts of Anequina]]></media:text>
                                <media:title type="plain"><![CDATA[Oblivion Elswyr mod The Deserts of Anequina]]></media:title>
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                                <p>I’m supposed to be stealing keys from several merchants in Leyawiin, but things haven’t exactly gone to plan. I accidentally wore my Grey Fox mask, a piece of armour that immediately marks me as a wanted criminal to every guard I pass. Even after finally sorting out my armour situation and making my way into Southern Books, the shopkeeper Bugak gro-Bol isn’t in bed when I enter and won’t stop following me around and trying to kick me out of his shop, because it’s midnight and I look like exactly the kind of shady character who might be breaking in to steal from him.</p><p>These are the same hapless adventures that I remember going on in Oblivion, but this time my Khajiit character isn’t out thieving at the behest of Cyrodiil’s Thieves Guild. I’ve already worked my way to the top of that organisation and become the Grey Fox myself. I’m back at the bottom of the totem pole now, working for a brand-new guild based in the modded territory of Elsweyr.</p><h2 id="meet-the-khajiit">Meet the Khajiit</h2><figure class="van-image-figure pull-right inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1874px;"><p class="vanilla-image-block" style="padding-top:57.63%;"><img id="jTZd3hGVkdPFozb7XaEp2g" name="khajiit mod 8" alt="Elswyr Oblivion mod The Deserts of Anequina" src="https://cdn.mos.cms.futurecdn.net/jTZd3hGVkdPFozb7XaEp2g.jpg" mos="" align="right" fullscreen="1" width="1874" height="1080" attribution="" endorsement="" class="pull-rightinline expandable"><a href='https://cdn.mos.cms.futurecdn.net/jTZd3hGVkdPFozb7XaEp2g.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class="pull-right inline-layout"><span class="caption-text">Not suspicious at all. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Iliana, Bethesda)</span></figcaption></figure><p>Wherever game developers leave loose lore on the ground, modders are always sure to pick it up and incorporate it. Khajiit lore in the Elder Scrolls games is varied and colourful, but has almost always been relegated to tomes and dialogue from cat-like merchants. Although the Khajiit homeland did appear in The Elder Scrolls: Arena, it didn’t show up again in a proper Elder Scrolls game until an expansion to The Elder Scrolls Online in 2019. In the meantime, modders have soaked up all the spare Khajiit facts available and designed the territory themselves.</p><p>One of the earliest fan-made forays into the Khajiit homeland is <a href="https://www.afkmods.com/index.php?/files/file/2170-elsweyr-anequina/" target="_blank"><strong>Elsweyr The Deserts of Anequina</strong></a>, originally published in June of 2009 by a Nexus Mods user called Iliana and including the work of dozens of other modders. I didn’t play Oblivion in 2006 when it released, but even 13 years later I can still intensely feel the awe that its opening fanfare and drawn-out 3D pan around the Imperial City must have inspired. In the same way I can appreciate how great a feat Elsweyr Anequina’s giant open expanse and huge cast of NPCs and quests are, despite playing through them 10 years later. </p><p>Anequina begins with a book, as plenty of mods do. It appears in my inventory to describe all the cities and quests available to me in the new territory. I also have to make sure I’ve turned off Oblivion’s default in-game borders that prevent me from exploring beyond the normal bounds of Cyrodiil. With that done, I’m able to wander across the southern border of the world and directly into Elsweyr over a bridge west of Bravil.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/X35WrhsRRZM8X6dmZq4fmS.jpg" alt="Oblivion Elswyr mod The Deserts of Anequina" /><figcaption>Riverhold’s main bridge isn’t a fall risk if you always land on your feet.<small role="credit">Iliana, Bethesda</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/DPhtk7fHruti3iSPzLsrdS.jpg" alt="Oblivion Elswyr mod The Deserts of Anequina" /><figcaption>Big cats stalk the big city.<small role="credit">Iliana, Bethesda</small></figcaption></figure></figure><p>The first town I travel through is Riverhold, just over the southern border. It’s not immediately different from Cyrodiil—still lots of green, with bushes and waterfalls like other areas of Oblivion’s base game. Inside town though, I’m quickly face to face with all the various ‘furstocks’ of Khajiit. Most had never been seen in an Elder Scrolls game before, only described, and were left up to the imagination and resourcefulness of modders involved with Anequina. </p><p>Riverhold is full of Khajiit that lore-buffs will recognise, though they can’t possibly compare with the renditions from Bethesda’s own creations in The Elder Scrolls Online. Cathay, one of the playable races of most Elder Scrolls games, mingle with Ohmes, which have physical and facial features of Bosmer elves, just with fur on top. The house cat-like Alfiq and big cat Senche both seem to be based on the same cougar-esque large cat model, but scaled down and up respectively.</p><p>Whether by design choice or technical concern, neither Alfiq nor Senche can be spoken to. Other Khajiit speak plenty, though of course their voiced lines are only greetings like “Hello there!” and other small phrases that already existed in Oblivion’s base game for its Khajiit characters. Their more specific lines for quest giving are all text only. Elder Scrolls lore suggests that the scholarly Alfiq dislike speaking in front of outsiders, creating rumours that they are actually mute. I suppose my Khajiit thief is an outsider to them after all.</p><h3 class="article-body__section" id="section-local-color"><span>Local Color</span></h3><p><em>Other mods that pair well with this dish</em></p><a class="card card--standard card--rows-3 card--align-inline" href="https://www.nexusmods.com/oblivion/mods/1950" target="_blank"><div class="card-image-widthsetter"><p class="vanilla-image-block"  style="padding-top:56.25%;"><img style="width: 100%" class="card__image" src="https://cdn.mos.cms.futurecdn.net/HNRSqY2ea6r2atpJ9dxSmh.jpg" alt="Color Map Mod for Oblivion"></p></div><div class="card__content"><h3 class="card__title">Color Map Mod</h3><div class="card__description-wrapper"><div class="card__description"><p>The popular Color Map Mod for Oblivion makes the base game map more lively. Another modder created a map for Anequina in the same style, so I didn’t have to live with a washed-out Elsweyr.</p></div></div></div></a><a class="card card--standard card--rows-3 card--align-inline" href="https://www.nexusmods.com/oblivion/mods/47450" target="_blank"><div class="card-image-widthsetter"><p class="vanilla-image-block"  style="padding-top:56.25%;"><img style="width: 100%" class="card__image" src="https://cdn.mos.cms.futurecdn.net/2CKc2UDp9D5rKLRoKThQHn.jpg" alt="Oblivion Elsweyr Pelletine mod"></p></div><div class="card__content"><h3 class="card__title">Elsweyr Pelletine</h3><div class="card__description-wrapper"><div class="card__description"><p>A modder has created a more recent companion to Anequina called Pelletine, named after the southern half of Elsweyr. It adds additional cities and explorable areas not included in Anequina.</p></div></div></div></a><a class="card card--standard card--rows-3 card--align-inline" href="https://www.nexusmods.com/oblivion/mods/17304" target="_blank"><div class="card-image-widthsetter"><p class="vanilla-image-block"  style="padding-top:56.25%;"><img style="width: 100%" class="card__image" src="https://cdn.mos.cms.futurecdn.net/XQVotKLFBN4LaokDbuKwg4.jpg" alt="Oblivion Khajiit Predators mod"></p></div><div class="card__content"><h3 class="card__title">Khajiit Predators</h3><div class="card__description-wrapper"><div class="card__description"><p>This mod allows you to create a larger Khajiit warrior character with higher strength. Although the mod calls them ‘predators’, they look like the very tall, stocky Pahmer Khajiit seen in The Elder Scrolls Online.</p></div></div></div></a><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:650px;"><p class="vanilla-image-block" style="padding-top:0.31%;"><img id="77n7gkmEcjLkTWTq6qsSNV" name="thinner red line.jpg" alt="red line" src="https://cdn.mos.cms.futurecdn.net/77n7gkmEcjLkTWTq6qsSNV.jpg" mos="" align="middle" fullscreen="" width="650" height="2" attribution="" endorsement="" class="inline"></p></div></div></figure><p>Beyond Riverhold, green shrubbery gives way to the arid desert that the northern region of Elsweyr—Anequina, as the mod is named after—is known for. Grassy hills quickly turn into steep sand dunes ringed with narrow walking paths that, to Anequina’s credit, feel as if they belong with the rest of Oblivion’s topology. Thanks to its notoriously floaty physics, it’s easy to break a leg stumbling down a dune while pursued by one of the many new monsters added in the mod. </p><p>The desert is dangerous, it turns out. In true Oblivion fashion, I learn the region’s fauna by running away from them at full tilt, turning back every so often to fire arrows into their knees. The desert is swamped with giant tarantulas, aggressive Alfiq, elephants that seem majestic and calm but absolutely are not when you get close enough, orc bandits, and many other things that want to kill me. It brings back fond memories of being chased by two very persistent wolves all the way from Bruma to Skingrad. Even a few remote villages of tribal Khajiit are hostile as soon as I got near their gates. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/UbSaU3XMBxUDd23V4sdniS.jpg" alt="Oblivion Elswyr mod The Deserts of Anequina" /><figcaption>A camel doesn’t compare to Shadowmere, but when in Dune.<small role="credit">Iliana, Bethesda</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Ri4bbFxLhaN4zLT2jUavfS.jpg" alt="Oblivion Elswyr mod The Deserts of Anequina" /><figcaption>Elsweyr’s topology is often a fall hazard.<small role="credit">Iliana, Bethesda</small></figcaption></figure></figure><div  class="fancy-box"><div class="fancy_box-title">From the archives</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="pAmmK2pZtF2LYLFc4asoGi" name="PCG 340 cover" caption="" alt="PC Gamer Magazine #340: Games of the Decade" src="https://cdn.mos.cms.futurecdn.net/pAmmK2pZtF2LYLFc4asoGi.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p class="fancy-box__body-text">This Mod Spotlight was originally published in <strong>PC Gamer #340 (UK, February 2020)</strong>.</p><p class="fancy-box__body-text">You can still <a data-analytics-id="inline-link" href="https://www.magazinesdirect.com/pcg-brandsite" target="_blank">subscribe to PC Gamer</a> to get new issues of the magazine (in print!) every month.</p></div></div><p>In between running from oversized arachnids, Anequina’s fully featured towns each have their own distinct design. In Dune there are camels for sale, and giant golden towers that look like a mosque on a postcard presiding over the open market in the lower half of the city. Riverhold is a treetop city of wooden homes all climbing the same waterfall topped with a modest lodge that calls itself a palace. Corinthe is a small town maze of back streets all branching from a central market, and its mostly single-story architecture crisscrossed with makeshift plank bridges between rooftops is the perfect hunting ground for the local Thieves Guild.</p><p>Compared with the Elsweyr I know from The Elder Scrolls Online, Anequina offers something a bit different. ESO’s wide-open world and detailed cities are beautiful, but all give me architectural fatigue. The steeply curved roofs that I’ve come to associate with the Khajiit thanks to that game are a constant presence in all of its cities in Northern Elsweyr.</p><p>Anequina features so much more contrast and more varied sources of inspiration thanks to all the different modders contributing to the buildings and city designs of the area.</p><h2 id="khajiit-has-quests">Khajiit has quests</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1100px;"><p class="vanilla-image-block" style="padding-top:38.27%;"><img id="rMidUT4ptKSrgBVAbVThqH" name="khajiit mod 12" alt="Oblivion mod feature boxout: Elsewehre in Elsweyr" src="https://cdn.mos.cms.futurecdn.net/rMidUT4ptKSrgBVAbVThqH.png" mos="" align="middle" fullscreen="1" width="1100" height="421" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/rMidUT4ptKSrgBVAbVThqH.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>It isn’t all just exploration, of course. There are two dozen new quests and a few guilds to join. As in Oblivion, not all quests are of grand scale. In Riverhold my first encounter is with a man looking for his lost child. Solving this small mystery involves asking around town and using Oblivion’s odd speechcraft minigame to increase residents’ disposition towards me to eventually pry information out of them. </p><p>Outside town is a Khajiit highwayman not so committed to his task who simply gives up when I refuse to hand over the 400 gold coins he demands. Further into the desert I stumble over the dead body of a Khajiit lying next to a golden lamp. Having learned no lessons from pop culture whatsoever, I pick up the lamp and a dremora genie pops out to offer me a wish. Apparently I’m not averse to deals with demons because I wish, of all things, for love. I’m granted a random NPC friend for my trouble and the genie, now contractually freed from caring about my wants or needs, proceeds to attack. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/MBQxFxZ64TVXT52sdM9X7H.jpg" alt="Oblivion Elsweyr mod The Deserts of Anequina" /><figcaption>The Senche Khajiit, not to be confused with the Senche-Cats, are large quadrupeds.<small role="credit">Iliana, Bethesda</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/aGKSvRwJsQVdSh7ZmEfX2T.jpg" alt="Oblivion Elswyr mod The Deserts of Anequina" /><figcaption>Eye-level with the Alfiq in Riverhold.<small role="credit">Iliana, Bethesda</small></figcaption></figure></figure><p>With that problem behind me, I pull out my Anequina guide book again, the tome that started it all. I seem to remember seeing mention of the Thieves Guild. As the Grey Fox of Cyrodiil I find it only right that I should visit the local chapter and see what dark work needs doing. That’s where my great struggle lifting keys from the pockets of merchants in Leyawiin begins. In all my time traipsing about Elsweyr I’ve entirely forgotten how to be a proper thief. I do eventually manage to steal all three requested keys and return them to my new dispatcher Jinsiraga in Corinthe. After that I’m off to steal some horses, naturally.</p><p>These are only the beginning of my adventures in the Oblivion version of Elsweyr. Anequina understands Oblivion’s playfulness with its lazy highwaymen and desert genies. If not for having to install Anequina, I’d have never known it wasn’t part of Oblivion in the first place.</p><div class="product"><a data-dimension112="b57ad138-981c-11f1-8c5b-27f483ecf4f2" data-action="Deal Block" data-label="Oblivion console commands" data-dimension48="Oblivion console commands" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:847px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="Bx3x5ENSAUdput6Vqj9USS" name="oblivion remastered maiq the liar" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/Bx3x5ENSAUdput6Vqj9USS.jpg" mos="" align="middle" fullscreen="" width="847" height="847" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/rpg/oblivion-console-commands-cheats/" target="_blank" data-dimension112="b57ad138-981c-11f1-8c5b-27f483ecf4f2" data-action="Deal Block" data-label="Oblivion console commands" data-dimension48="Oblivion console commands" data-dimension25=""><strong>Oblivion console commands</strong></a>: Cheats new and old<br><a href="https://www.pcgamer.com/games/the-elder-scrolls/oblivion-how-to-get-lockpicks/" target="_blank"><strong>Oblivion lockpicks</strong></a>: Where and how to use them<br><a href="https://www.pcgamer.com/games/the-elder-scrolls/oblivion-vampirism-cure-benefits/" target="_blank"><strong>Oblivion vampirism cure</strong></a>: Rid yourself of the affliction<br><a href="https://www.pcgamer.com/games/the-elder-scrolls/oblivion-thieves-guild-join/" target="_blank"><strong>Oblivion thieves guild</strong></a>: How to join the crew<br><a href="https://www.pcgamer.com/games/the-elder-scrolls/oblivion-persuasion-minigame/" target="_blank"><strong>Oblivion persuasion</strong></a>: Master the minigame</p></div>
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                                                            <title><![CDATA[ Old School RuneScape began when a dev 'found the 2007 server in their desk drawer:' 13 years later, it's setting subscriber records for the long-lived MMO ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Back in June, RuneScape studio Jagex held its first live event outside the UK (and its biggest to date): Deadman All Stars, an <a href="https://www.pcgamer.com/games/mmo/even-though-old-school-runescape-was-not-built-to-have-a-lan-setup-at-all-it-just-had-a-live-esports-tournament-with-4-000-attendees-we-were-doubting-at-times-whether-we-actually-can-pull-it-off/" target="_blank">Old School RuneScape PvP tournament</a>. I had the chance to talk to OSRS creative director Kieren Charles at the event, and he explained his philosophy on running the 13 year-old fork of the 25 year-old MMO amid its new lease on life. </p><p>"The game's bigger now than it was in 2007," Charles said of RuneScape's overall health, while OSRS is now older than RuneScape was when Old School began in 2013. Last August, Old School <a href="https://www.gamesradar.com/games/mmo/with-a-new-record-240-000-players-online-old-school-runescape-is-roughly-8x-bigger-than-its-sister-mmo-and-would-be-the-fourth-biggest-game-on-all-of-steam-if-not-for-a-technicality/" target="_blank">hit an all-time player count record</a> eclipsing any era or version of the game, and Charles estimated upwards of one million active subscribers just for Old School. </p><p>Charles himself was part of the original RuneScape phenomenon, but as a player, one of the core mid-to-late millennial cohort that made the game ubiquitous in middle schools during the golden age of MMOs. "I grew up with the game," Charles told me. "I was 14 in the school library playing RuneScape. I was just the one who never quit."</p><p>But why choose the 2007 iteration of RuneScape as a starting point? The game first launched in 2001, and had already undergone major revisions like the "RuneScape 2" update in 2004. Charles joined the OSRS team a few years after it started, but looking back, he characterized the choice as "kind of arbitrary, but based on what players deemed the sort of golden [age]."</p><p>"Players actually wanted the 2006 version, but we didn't have a copy of that version of the game," revealed Jagex senior communications manager Danni Amos. "A [Jagex employee] found the 2007 server in their desk drawer, and we had to boot it up, see if it works."</p><h2 id="wisdom-of-the-crowd">Wisdom of the crowd</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="cXXewhKQD2ZCsQ4fTNaLQL" name="ss_5424ec6b0a82428a3cc35d5363f163e8f59a9c8f" alt="Runescape screenshot showing wooden steps up to giant mushroom man in pond." src="https://cdn.mos.cms.futurecdn.net/cXXewhKQD2ZCsQ4fTNaLQL.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Jagex)</span></figcaption></figure><p>Old School is, as best as I can tell, the first instance of officially-supported 'classic' servers for an MMO. The first fan servers running preserved versions of transformed or discontinued MMOs preceded it, but the likes of WoW Classic were following Jagex's lead. Charles believes that Old School's community engagement leaves it the best of both worlds when it comes to fan-managed versus official throwback MMOs.</p><p>OSRS regularly gets new content, including full-scale expansions like 2024's Varlamore. Those udpates need to match the Old School vibe, and Charles said one of the best compliments he gets is that the new stuff feels like it could have come out in '06 or '07. But all potential new additions are also put to a community vote before getting implemented, and if a feature or addition doesn't meet the 70% approval minimum, it gets scrapped.</p><p>"We are already running an MMO that's entirely decided by fans, but it's backed by a huge development team who could still do things that are at scale," said Charles. "With fan server versions, it's never going to be at the same scale. It's hard to imagine it having the number of players like you can have with an official version, nor the development support."</p><p>It's an approach he doesn't necessarily recommend to every MMO developer, and the team has had stuff rejected which "really does suck in the moment," according to Charles. </p><p>But they've reached a point where they don't bring a feature to vote unless they're confident players will dig it. Besides, Charles said he'd still rather have a proposed addition get rejected than "spend six months or a year of development time to then launch it and find out people hate it."</p><p>While many great games come about from singular, forceful artistic visions, Charles described himself and his colleagues more as caretakers. "With Old School RuneScape, it's what the community wants. We're making it for them and looking after it for them," he told me. </p><p>"I'm fortunate as a creative director to be able to inherit such a good foundation for what we do going forward. I was part of the community directly before I joined the studio. I know what that feeling is, and I want to make sure that we look after that and keep it going."</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-exV5JO"></div>                            </div>                            <script src="https://kwizly.com/embed/exV5JO.js" async></script><div class="product"><a data-dimension112="7e62e7cc-9820-11f1-b077-d9961c7caaec" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="7e62e7cc-9820-11f1-b077-d9961c7caaec" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/mmo/old-school-runescape-began-when-a-dev-found-the-2007-server-in-their-desk-drawer-13-years-later-its-setting-subscriber-records-for-the-long-lived-mmo/</link>
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                            <![CDATA[ OSRS is a resounding MMO success story. ]]>
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                                                                        <pubDate>Fri, 14 Aug 2026 20:49:11 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[MMO]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                <author><![CDATA[ ted.litchfield@futurenet.com (Ted Litchfield) ]]></author>                    <dc:creator><![CDATA[ Ted Litchfield ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/8DyQVBz7FCynDY9QiJyH9D.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;&lt;br&gt;&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Jagex]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Old School Runescape character looking heroic in promo image.]]></media:description>                                                            <media:text><![CDATA[Old School Runescape character looking heroic in promo image.]]></media:text>
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                                <p>Back in June, RuneScape studio Jagex held its first live event outside the UK (and its biggest to date): Deadman All Stars, an <a href="https://www.pcgamer.com/games/mmo/even-though-old-school-runescape-was-not-built-to-have-a-lan-setup-at-all-it-just-had-a-live-esports-tournament-with-4-000-attendees-we-were-doubting-at-times-whether-we-actually-can-pull-it-off/" target="_blank">Old School RuneScape PvP tournament</a>. I had the chance to talk to OSRS creative director Kieren Charles at the event, and he explained his philosophy on running the 13 year-old fork of the 25 year-old MMO amid its new lease on life. </p><p>"The game's bigger now than it was in 2007," Charles said of RuneScape's overall health, while OSRS is now older than RuneScape was when Old School began in 2013. Last August, Old School <a href="https://www.gamesradar.com/games/mmo/with-a-new-record-240-000-players-online-old-school-runescape-is-roughly-8x-bigger-than-its-sister-mmo-and-would-be-the-fourth-biggest-game-on-all-of-steam-if-not-for-a-technicality/" target="_blank">hit an all-time player count record</a> eclipsing any era or version of the game, and Charles estimated upwards of one million active subscribers just for Old School. </p><p>Charles himself was part of the original RuneScape phenomenon, but as a player, one of the core mid-to-late millennial cohort that made the game ubiquitous in middle schools during the golden age of MMOs. "I grew up with the game," Charles told me. "I was 14 in the school library playing RuneScape. I was just the one who never quit."</p><p>But why choose the 2007 iteration of RuneScape as a starting point? The game first launched in 2001, and had already undergone major revisions like the "RuneScape 2" update in 2004. Charles joined the OSRS team a few years after it started, but looking back, he characterized the choice as "kind of arbitrary, but based on what players deemed the sort of golden [age]."</p><p>"Players actually wanted the 2006 version, but we didn't have a copy of that version of the game," revealed Jagex senior communications manager Danni Amos. "A [Jagex employee] found the 2007 server in their desk drawer, and we had to boot it up, see if it works."</p><h2 id="wisdom-of-the-crowd">Wisdom of the crowd</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="cXXewhKQD2ZCsQ4fTNaLQL" name="ss_5424ec6b0a82428a3cc35d5363f163e8f59a9c8f" alt="Runescape screenshot showing wooden steps up to giant mushroom man in pond." src="https://cdn.mos.cms.futurecdn.net/cXXewhKQD2ZCsQ4fTNaLQL.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Jagex)</span></figcaption></figure><p>Old School is, as best as I can tell, the first instance of officially-supported 'classic' servers for an MMO. The first fan servers running preserved versions of transformed or discontinued MMOs preceded it, but the likes of WoW Classic were following Jagex's lead. Charles believes that Old School's community engagement leaves it the best of both worlds when it comes to fan-managed versus official throwback MMOs.</p><p>OSRS regularly gets new content, including full-scale expansions like 2024's Varlamore. Those udpates need to match the Old School vibe, and Charles said one of the best compliments he gets is that the new stuff feels like it could have come out in '06 or '07. But all potential new additions are also put to a community vote before getting implemented, and if a feature or addition doesn't meet the 70% approval minimum, it gets scrapped.</p><p>"We are already running an MMO that's entirely decided by fans, but it's backed by a huge development team who could still do things that are at scale," said Charles. "With fan server versions, it's never going to be at the same scale. It's hard to imagine it having the number of players like you can have with an official version, nor the development support."</p><p>It's an approach he doesn't necessarily recommend to every MMO developer, and the team has had stuff rejected which "really does suck in the moment," according to Charles. </p><p>But they've reached a point where they don't bring a feature to vote unless they're confident players will dig it. Besides, Charles said he'd still rather have a proposed addition get rejected than "spend six months or a year of development time to then launch it and find out people hate it."</p><p>While many great games come about from singular, forceful artistic visions, Charles described himself and his colleagues more as caretakers. "With Old School RuneScape, it's what the community wants. We're making it for them and looking after it for them," he told me. </p><p>"I'm fortunate as a creative director to be able to inherit such a good foundation for what we do going forward. I was part of the community directly before I joined the studio. I know what that feeling is, and I want to make sure that we look after that and keep it going."</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-exV5JO"></div>                            </div>                            <script src="https://kwizly.com/embed/exV5JO.js" async></script><div class="product"><a data-dimension112="7e62e7cc-9820-11f1-b077-d9961c7caaec" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="7e62e7cc-9820-11f1-b077-d9961c7caaec" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
                                                            </article>
                            ]]>
                        </content:encoded>
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                                <item>
                                                            <title><![CDATA[ Why I love my gaming notebooks ]]></title>
                                                                                                <dc:content><![CDATA[ <p><em><strong>From the archives: </strong></em><em>This article originally ran in PC Gamer #326 (UK, January 2019).</em></p><p>Something I miss when I play digital games is the tactile side of play. It’s why videogames and board games coexist in my life so beautifully. One allows for complexity beyond what a pen-and-paper can track, and the other offers tokens to hold, boards to construct, people to physically turn to as you play. Somewhere in the middle are a wonderful selection of videogames where you feel compelled to take notes.</p><p>I’m not talking about games which demand you fetch a sheet of paper as part of the experience. These are games where my experience just happens to spill over into the real world as drawings and words. The ones where I decide to keep my thoughts straight by idly jotting down words, phrases, the location of a treasure to come back to or an area to investigate more thoroughly. </p><p>After a while the odd word or two becomes a page, perhaps even a map. Arrows allow paragraphs to put out little runners, setting down roots in blank spaces and fruiting whole new clusters of notes. </p><h2 id="playing-detective">Playing detective</h2><p>Her Story is one such game. The interface allows you to store a certain amount of information—you can add tags for each video clip, and keep a handful saved for reference. What it doesn’t offer is a way to note all the different potential search terms a new clip throws up and which you want to work through when you’re constantly being sidetracked. </p><p>To stop myself forgetting, I reached for my notebook. A record of the victim started to accumulate on one page while the local pub formed another hub. The left side filled up with keywords. One cluster of notes tried to follow outfit changes but it got hemmed in by a lost baby, a widowed midwife, mushrooms, mirrors and a forensic entomologist. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1102px;"><p class="vanilla-image-block" style="padding-top:39.56%;"><img id="4mxCisvafyvNoVuM6igqYH" name="pcg 326 gaming notebooks boxout" alt="PCG 326 boxout: Deciphering my Dota doodles" src="https://cdn.mos.cms.futurecdn.net/4mxCisvafyvNoVuM6igqYH.png" mos="" align="middle" fullscreen="1" width="1102" height="436" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/4mxCisvafyvNoVuM6igqYH.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>I had enough for a basic solution to the crime after a couple of hours so that’s tangled in there, too. But so many words remained uninvestigated and I wanted to check my working, so I kept going. The result is a section of notebook brimming with curiosity. I like it not so much because it’s a useful record of information—my notes are as baffling to me as to a stranger once the game has faded from memory—but because the volume of writing, and the energetic connections make visible parts of the process of playing a game. </p><p>My Return of the Obra Dinn notes take on a different form, but the affection I feel is the same. Having spent the majority of the game keeping all the information in my head or using the map and crew documents as reference points, I reached for my notepad. I needed to cross reference a lot of objects and a lot of names to make progress. </p><p>Instead of evidence swelling into lumps of story on the page like it did in Her Story, that part happened in my head and my notebook was about ruling out possibilities. Numbers and names have circles round them, grouping them in ways which are already fading from my mind. These pages feel more like a code because of the shorthand and abstractions.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1624px;"><p class="vanilla-image-block" style="padding-top:34.24%;"><img id="fXQuTQFCDUuaJyZUQe2Nk5" name="pcg 326 gaming notebooks drawings" alt="Gaming notebook doodles" src="https://cdn.mos.cms.futurecdn.net/fXQuTQFCDUuaJyZUQe2Nk5.png" mos="" align="middle" fullscreen="1" width="1624" height="556" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/fXQuTQFCDUuaJyZUQe2Nk5.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Different again are my esports notes. For Dota, League and Smite I’m in the habit of recording each match at an event in my book. Every match starts with the list of players and which characters they’ve picked as well as who got banned. It’s a ritual that helps me settle in for a game as much as a journalistic reference. After all, I could just check VODs or a wiki for that data if I forget. </p><h2 id="match-report">Match report</h2><div  class="fancy-box"><div class="fancy_box-title">From the archives</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="55mhkSTAoaCjVkqMCKqHoc" name="PCG 326 cover" caption="" alt="PC Gamer magazine issue 326" src="https://cdn.mos.cms.futurecdn.net/55mhkSTAoaCjVkqMCKqHoc.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p class="fancy-box__body-text">This Why I Love was originally published in <strong>PC Gamer #326 (UK, May 2019)</strong>.</p><p class="fancy-box__body-text">You can still <a data-analytics-id="inline-link" href="https://www.magazinesdirect.com/pcg-brandsite" target="_blank">subscribe to PC Gamer</a> to get new issues of the magazine (in print!) every month.</p></div></div><p>Writing character names over and over helps me absorb trends in the game—it gives them an analogue feel as well as their digital flavour. Sometimes I write out skillsets for characters I haven’t played in a while. And then it’s just whatever feels noteworthy from the match. Key kills, maybe, and big fights, weird decisions, unusual item choices.</p><p>But I also add scrappy sketches and during a tense game the breathlessness and excitement on the screen leaves a mark in my book. The writing gets faster, harder to read apart from upper case explosions of record- keeping, and it’s smothered in ellipses and exclamation marks. </p><p>The notes I make around games—scrawled maps to remind me of a route, gold marker pen spiders nudging up against swearwords, lists of murder suspects that span double page spreads—are some of my fondest possessions. They allow a digital pursuit to spill over into the physical world and express so much time, excitement and mental energy. </p><p>Just don’t ask me what they mean! </p><div class="product"><a data-dimension112="8e322e98-9775-11f1-a73b-c39a53267f2b" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="8e322e98-9775-11f1-a73b-c39a53267f2b" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/why-i-love-my-gaming-notebooks/</link>
                                                                            <description>
                            <![CDATA[ A different kind of pen-and-paper gaming. ]]>
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                                                                        <pubDate>Fri, 14 Aug 2026 00:17:36 +0000</pubDate>                                                                                                                                <updated>Fri, 14 Aug 2026 17:56:10 +0000</updated>
                                                                                                                                            <category><![CDATA[Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Philippa Warr ]]></dc:creator>                                                                                                        <dc:description><![CDATA[ null ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Gaming notebooks]]></media:description>                                                            <media:text><![CDATA[Gaming notebooks]]></media:text>
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                            <![CDATA[
                            <article>
                                <p><em><strong>From the archives: </strong></em><em>This article originally ran in PC Gamer #326 (UK, January 2019).</em></p><p>Something I miss when I play digital games is the tactile side of play. It’s why videogames and board games coexist in my life so beautifully. One allows for complexity beyond what a pen-and-paper can track, and the other offers tokens to hold, boards to construct, people to physically turn to as you play. Somewhere in the middle are a wonderful selection of videogames where you feel compelled to take notes.</p><p>I’m not talking about games which demand you fetch a sheet of paper as part of the experience. These are games where my experience just happens to spill over into the real world as drawings and words. The ones where I decide to keep my thoughts straight by idly jotting down words, phrases, the location of a treasure to come back to or an area to investigate more thoroughly. </p><p>After a while the odd word or two becomes a page, perhaps even a map. Arrows allow paragraphs to put out little runners, setting down roots in blank spaces and fruiting whole new clusters of notes. </p><h2 id="playing-detective">Playing detective</h2><p>Her Story is one such game. The interface allows you to store a certain amount of information—you can add tags for each video clip, and keep a handful saved for reference. What it doesn’t offer is a way to note all the different potential search terms a new clip throws up and which you want to work through when you’re constantly being sidetracked. </p><p>To stop myself forgetting, I reached for my notebook. A record of the victim started to accumulate on one page while the local pub formed another hub. The left side filled up with keywords. One cluster of notes tried to follow outfit changes but it got hemmed in by a lost baby, a widowed midwife, mushrooms, mirrors and a forensic entomologist. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1102px;"><p class="vanilla-image-block" style="padding-top:39.56%;"><img id="4mxCisvafyvNoVuM6igqYH" name="pcg 326 gaming notebooks boxout" alt="PCG 326 boxout: Deciphering my Dota doodles" src="https://cdn.mos.cms.futurecdn.net/4mxCisvafyvNoVuM6igqYH.png" mos="" align="middle" fullscreen="1" width="1102" height="436" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/4mxCisvafyvNoVuM6igqYH.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>I had enough for a basic solution to the crime after a couple of hours so that’s tangled in there, too. But so many words remained uninvestigated and I wanted to check my working, so I kept going. The result is a section of notebook brimming with curiosity. I like it not so much because it’s a useful record of information—my notes are as baffling to me as to a stranger once the game has faded from memory—but because the volume of writing, and the energetic connections make visible parts of the process of playing a game. </p><p>My Return of the Obra Dinn notes take on a different form, but the affection I feel is the same. Having spent the majority of the game keeping all the information in my head or using the map and crew documents as reference points, I reached for my notepad. I needed to cross reference a lot of objects and a lot of names to make progress. </p><p>Instead of evidence swelling into lumps of story on the page like it did in Her Story, that part happened in my head and my notebook was about ruling out possibilities. Numbers and names have circles round them, grouping them in ways which are already fading from my mind. These pages feel more like a code because of the shorthand and abstractions.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1624px;"><p class="vanilla-image-block" style="padding-top:34.24%;"><img id="fXQuTQFCDUuaJyZUQe2Nk5" name="pcg 326 gaming notebooks drawings" alt="Gaming notebook doodles" src="https://cdn.mos.cms.futurecdn.net/fXQuTQFCDUuaJyZUQe2Nk5.png" mos="" align="middle" fullscreen="1" width="1624" height="556" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/fXQuTQFCDUuaJyZUQe2Nk5.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Different again are my esports notes. For Dota, League and Smite I’m in the habit of recording each match at an event in my book. Every match starts with the list of players and which characters they’ve picked as well as who got banned. It’s a ritual that helps me settle in for a game as much as a journalistic reference. After all, I could just check VODs or a wiki for that data if I forget. </p><h2 id="match-report">Match report</h2><div  class="fancy-box"><div class="fancy_box-title">From the archives</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="55mhkSTAoaCjVkqMCKqHoc" name="PCG 326 cover" caption="" alt="PC Gamer magazine issue 326" src="https://cdn.mos.cms.futurecdn.net/55mhkSTAoaCjVkqMCKqHoc.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p class="fancy-box__body-text">This Why I Love was originally published in <strong>PC Gamer #326 (UK, May 2019)</strong>.</p><p class="fancy-box__body-text">You can still <a data-analytics-id="inline-link" href="https://www.magazinesdirect.com/pcg-brandsite" target="_blank">subscribe to PC Gamer</a> to get new issues of the magazine (in print!) every month.</p></div></div><p>Writing character names over and over helps me absorb trends in the game—it gives them an analogue feel as well as their digital flavour. Sometimes I write out skillsets for characters I haven’t played in a while. And then it’s just whatever feels noteworthy from the match. Key kills, maybe, and big fights, weird decisions, unusual item choices.</p><p>But I also add scrappy sketches and during a tense game the breathlessness and excitement on the screen leaves a mark in my book. The writing gets faster, harder to read apart from upper case explosions of record- keeping, and it’s smothered in ellipses and exclamation marks. </p><p>The notes I make around games—scrawled maps to remind me of a route, gold marker pen spiders nudging up against swearwords, lists of murder suspects that span double page spreads—are some of my fondest possessions. They allow a digital pursuit to spill over into the physical world and express so much time, excitement and mental energy. </p><p>Just don’t ask me what they mean! </p><div class="product"><a data-dimension112="8e322e98-9775-11f1-a73b-c39a53267f2b" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="8e322e98-9775-11f1-a73b-c39a53267f2b" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
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                                                            <title><![CDATA[ If you're not paying attention to retro game recompilations, you're missing the most exciting thing in gaming right now ]]></title>
                                                                                                <dc:content><![CDATA[ <p>In a few months, Nintendo will release a shiny remake of The Legend of Zelda: Ocarina of Time for the Switch 2. Given its reputation as one of Nintendo's crown jewels, I imagine it will be remarkably faithful to the original, but with new graphics, some tweaks to the controls, and a few other modern touches—like the kinds we've been able to play Ocarina of Time with on PC <a href="https://www.pcgamer.com/zelda-ocarina-of-time-fan-made-pc-port-is-out-now/">since 2022</a>.</p><p>Ocarina of Time's unofficial PC port <a href="https://www.shipofharkinian.com/" target="_blank"><strong>Ship of Harkinian</strong></a>, developed by a group dedicated to reverse-engineering the Nintendo 64 game and painstakingly rewriting its code, has a built-in randomizer, accessibility options like text-to-speech, and literally hundreds of enhancements, from autosaving to tunable difficulty to ultrawide to high framerate support. There are options as granular as letting Link unsheathe his sword without attacking and disabling certain graphical effects so that they can be replaced with mods.</p><p>Speaking of mods: There are <a href="https://gamebanana.com/mods/games/16121?_sSort=Generic_MostDownloaded">hundreds of those</a>, too, letting you use the character models from the 2011 3DS port, make the UI HD, or <a href="https://gamebanana.com/mods/684965">play as Wario</a> if you're freaky like that. OOT's unofficial port was a rarity back in 2022, but today it's part of a bustling corner of the hobby game development scene, where hundreds of fans are reverse-engineering old games to make them playable on modern hardware (primarily PC and Android).</p><figure class="van-image-figure pull-right inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2z5f5Qf5be23w7vqgx4pnC" name="DK64 Recompiled Announcement (DK64 PC Port!) 00-00-09" alt="Donkey Kong stares towards the camera under the words DK64: Recompiled" src="https://cdn.mos.cms.futurecdn.net/2z5f5Qf5be23w7vqgx4pnC.png" mos="" align="right" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="pull-rightinline expandable"><a href='https://cdn.mos.cms.futurecdn.net/2z5f5Qf5be23w7vqgx4pnC.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class="pull-right inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo, DK64: Recompiled)</span></figcaption></figure><p>There are both PC ports based on fully rewritten games like OOT, but there are also new frameworks for bypassing a lot of that time-consuming work, including N64 Recompiled, <a href="https://github.com/rexglue/rexglue-sdk">ReXGlue</a> for the Xbox 360 and <a href="https://github.com/BlackLabelHQ/RecompOne">RecompOne</a> for the original PlayStation. Developing a recompilation is still a major undertaking, done for free by skilled developers on their personal time, but it's far more approachable now than it's ever been.</p><p>This scene has its challenges—namely an influx of low-effort, <a href="https://www.pcgamer.com/gaming-industry/pc-ports-of-old-console-games-are-the-new-ai-vibe-coding-battleground/">AI vibe coded slop</a> that frustrates the developers who've put years of time and sweat into the tools that make these projects possible. And there are, of course, hype-at-all-costs YouTube channels that rush to make videos on each new announcement without investigating whether or not they're AI rush jobs that will never be fully faithful to the original games.</p><p>But even with those problems, I'm still going to plant a flag in the ground right here and declare that static recompilation, the go-to technique for porting retro console games to modern systems, is <strong>the most exciting thing going on in videogames here in 2026</strong>.</p><p>As my colleague Morgan Park recently pointed out in his editorial <a href="https://www.pcgamer.com/gaming-industry/embrace-the-great-tech-pause/">Embrace the great Tech Pause</a>, the timing couldn't be better. Because the games are old and the process of converting the code to a modern language your PC understands is much more efficient than emulating the entire console, recompiled games can run extremely well on really modest hardware.</p><p>Morgan called out the "magical experience" of playing The Legend of Zelda: Twilight Princess port Dusklight, which runs at 90 fps on the Steam Deck:</p><p>"It's an amazing package—both a remaster and a community update bundle—that outclasses Nintendo's own preservation work with modern resolution support, high framerates, and quality-of-life toggles. Within minutes I had Dusklight recognizing the gyro of my Steam controller, enabling bow motion aiming that's better than a Wiimote… Not only are these hand-crafted ports a huge win for preservation, but they inject new life into out-of-print classics while also making them more accessible."</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/t9fQ4ZB-wvk" allowfullscreen></iframe></div></div><p>Just this year we've seen notable recompilations for more games than I can keep track of (though filtering out the questionably coded ones narrows the list a bit). </p><p>Here are a handful of notable ones—many of which have only ever been playable on one console:</p><ul><li>Jak 3</li><li>Twilight Princess</li><li>Banjo Kazooie and Nuts & Bolts</li><li>Harvest Moon 64</li><li>Pokémon Crystal</li><li>Bomberman 64 and Bomberman Hero</li><li>Snowboard Kids 2</li></ul><p>Those are in addition to fan ports released in the last couple years, some of which really go above and beyond in their treatment of the original game. Like <a href="https://sm64coopdx.com/" target="_blank">sm64coopdx</a>, which adds four-player co-op to Super Mario 64. Or <a href="https://dinosaurpla.net/articles/dinomod-enhanced-v0-9-recomp" target="_blank">Dinosaur Planet: Recompiled,</a> which is painstakingly restoring the unfinished, never-released N64 version of the Rare game that eventually became Star Fox Adventures on the GameCube.</p><p>There are tons more porting projects in the early stages, and <a href="https://github.com/CharlotteCross1998/awesome-game-decompilations" target="_blank"><em>hundreds</em> of games being decompiled</a>, though that doesn't mean they'll all end up playable on PC. But there are some other exciting recomp ports I expect in the coming months that are already public:</p><p>And there are some </p><ul><li>Donkey Kong 64</li><li>Castlevania: Symphony of the Night</li><li>Blue Dragon</li><li>Animal Crossing</li><li>The Legend of Zelda: The Minish Cap</li><li>Fatal Frame</li></ul><p>And that's just what's on my radar right now—without mentioning a few for beloved games that are heavily using AI. We'll keep writing about the most exciting recompilations on PC Gamer, but if you want to follow along more closely, check out <a href="https://www.resetera.com/threads/decompilation-projects-ot-free-next-gen-update-for-your-favorite-classics.682687/">this thread on Resetera</a>, where members are doing the hard work of weeding out the vibe coded projects from the real deals.</p><div class="product"><a data-dimension112="e8289b6c-9757-11f1-ab09-edd8ba1f6450" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="e8289b6c-9757-11f1-ab09-edd8ba1f6450" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/gaming-industry/if-youre-not-paying-attention-to-retro-game-recompilations-youre-missing-the-most-exciting-thing-in-gaming-right-now/</link>
                                                                            <description>
                            <![CDATA[ Forget all the new games coming out in 2026. Newly shiny old games are where it's at. ]]>
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                                                                        <pubDate>Thu, 13 Aug 2026 21:00:27 +0000</pubDate>                                                                                                                                <updated>Thu, 13 Aug 2026 21:11:47 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming Industry]]></category>
                                                                                                <author><![CDATA[ wesley@pcgamer.com (Wes Fenlon) ]]></author>                    <dc:creator><![CDATA[ Wes Fenlon ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/oLoGHTuSZDFZX6QdzCTj4R.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Wes has been covering games and hardware for more than 10 years, first at tech sites like The Wirecutter and Tested before joining the PC Gamer team in 2014. Wes plays a little bit of everything, but he&#039;ll always jump at the chance to cover emulation and Japanese games.&lt;/p&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;&lt;p&gt;When he&#039;s not obsessively optimizing and re-optimizing a tangle of conveyor belts in Satisfactory (it&#039;s really becoming a problem), he&#039;s probably playing a 20-year-old Final Fantasy or some opaque ASCII roguelike. With a focus on writing and editing features, he seeks out personal stories and in-depth histories from the corners of PC gaming and its niche communities. 50% pizza by volume (deep dish, to be specific).&lt;/p&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;&lt;p&gt;His lasting legacy on this earth may be &lt;a href=&quot;https://www.pcgamer.com/ive-somehow-been-wasding-wrong-my-whole-life/&quot; target=&quot;_blank&quot;&gt;using WASD wrong&lt;/a&gt; for his entire life.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Nintendo, Dusklight]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Ganondorf in Twilight Princess yelling]]></media:description>                                                            <media:text><![CDATA[Ganondorf in Twilight Princess yelling]]></media:text>
                                <media:title type="plain"><![CDATA[Ganondorf in Twilight Princess yelling]]></media:title>
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                            <![CDATA[
                            <article>
                                <p>In a few months, Nintendo will release a shiny remake of The Legend of Zelda: Ocarina of Time for the Switch 2. Given its reputation as one of Nintendo's crown jewels, I imagine it will be remarkably faithful to the original, but with new graphics, some tweaks to the controls, and a few other modern touches—like the kinds we've been able to play Ocarina of Time with on PC <a href="https://www.pcgamer.com/zelda-ocarina-of-time-fan-made-pc-port-is-out-now/">since 2022</a>.</p><p>Ocarina of Time's unofficial PC port <a href="https://www.shipofharkinian.com/" target="_blank"><strong>Ship of Harkinian</strong></a>, developed by a group dedicated to reverse-engineering the Nintendo 64 game and painstakingly rewriting its code, has a built-in randomizer, accessibility options like text-to-speech, and literally hundreds of enhancements, from autosaving to tunable difficulty to ultrawide to high framerate support. There are options as granular as letting Link unsheathe his sword without attacking and disabling certain graphical effects so that they can be replaced with mods.</p><p>Speaking of mods: There are <a href="https://gamebanana.com/mods/games/16121?_sSort=Generic_MostDownloaded">hundreds of those</a>, too, letting you use the character models from the 2011 3DS port, make the UI HD, or <a href="https://gamebanana.com/mods/684965">play as Wario</a> if you're freaky like that. OOT's unofficial port was a rarity back in 2022, but today it's part of a bustling corner of the hobby game development scene, where hundreds of fans are reverse-engineering old games to make them playable on modern hardware (primarily PC and Android).</p><figure class="van-image-figure pull-right inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2z5f5Qf5be23w7vqgx4pnC" name="DK64 Recompiled Announcement (DK64 PC Port!) 00-00-09" alt="Donkey Kong stares towards the camera under the words DK64: Recompiled" src="https://cdn.mos.cms.futurecdn.net/2z5f5Qf5be23w7vqgx4pnC.png" mos="" align="right" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="pull-rightinline expandable"><a href='https://cdn.mos.cms.futurecdn.net/2z5f5Qf5be23w7vqgx4pnC.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class="pull-right inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo, DK64: Recompiled)</span></figcaption></figure><p>There are both PC ports based on fully rewritten games like OOT, but there are also new frameworks for bypassing a lot of that time-consuming work, including N64 Recompiled, <a href="https://github.com/rexglue/rexglue-sdk">ReXGlue</a> for the Xbox 360 and <a href="https://github.com/BlackLabelHQ/RecompOne">RecompOne</a> for the original PlayStation. Developing a recompilation is still a major undertaking, done for free by skilled developers on their personal time, but it's far more approachable now than it's ever been.</p><p>This scene has its challenges—namely an influx of low-effort, <a href="https://www.pcgamer.com/gaming-industry/pc-ports-of-old-console-games-are-the-new-ai-vibe-coding-battleground/">AI vibe coded slop</a> that frustrates the developers who've put years of time and sweat into the tools that make these projects possible. And there are, of course, hype-at-all-costs YouTube channels that rush to make videos on each new announcement without investigating whether or not they're AI rush jobs that will never be fully faithful to the original games.</p><p>But even with those problems, I'm still going to plant a flag in the ground right here and declare that static recompilation, the go-to technique for porting retro console games to modern systems, is <strong>the most exciting thing going on in videogames here in 2026</strong>.</p><p>As my colleague Morgan Park recently pointed out in his editorial <a href="https://www.pcgamer.com/gaming-industry/embrace-the-great-tech-pause/">Embrace the great Tech Pause</a>, the timing couldn't be better. Because the games are old and the process of converting the code to a modern language your PC understands is much more efficient than emulating the entire console, recompiled games can run extremely well on really modest hardware.</p><p>Morgan called out the "magical experience" of playing The Legend of Zelda: Twilight Princess port Dusklight, which runs at 90 fps on the Steam Deck:</p><p>"It's an amazing package—both a remaster and a community update bundle—that outclasses Nintendo's own preservation work with modern resolution support, high framerates, and quality-of-life toggles. Within minutes I had Dusklight recognizing the gyro of my Steam controller, enabling bow motion aiming that's better than a Wiimote… Not only are these hand-crafted ports a huge win for preservation, but they inject new life into out-of-print classics while also making them more accessible."</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/t9fQ4ZB-wvk" allowfullscreen></iframe></div></div><p>Just this year we've seen notable recompilations for more games than I can keep track of (though filtering out the questionably coded ones narrows the list a bit). </p><p>Here are a handful of notable ones—many of which have only ever been playable on one console:</p><ul><li>Jak 3</li><li>Twilight Princess</li><li>Banjo Kazooie and Nuts & Bolts</li><li>Harvest Moon 64</li><li>Pokémon Crystal</li><li>Bomberman 64 and Bomberman Hero</li><li>Snowboard Kids 2</li></ul><p>Those are in addition to fan ports released in the last couple years, some of which really go above and beyond in their treatment of the original game. Like <a href="https://sm64coopdx.com/" target="_blank">sm64coopdx</a>, which adds four-player co-op to Super Mario 64. Or <a href="https://dinosaurpla.net/articles/dinomod-enhanced-v0-9-recomp" target="_blank">Dinosaur Planet: Recompiled,</a> which is painstakingly restoring the unfinished, never-released N64 version of the Rare game that eventually became Star Fox Adventures on the GameCube.</p><p>There are tons more porting projects in the early stages, and <a href="https://github.com/CharlotteCross1998/awesome-game-decompilations" target="_blank"><em>hundreds</em> of games being decompiled</a>, though that doesn't mean they'll all end up playable on PC. But there are some other exciting recomp ports I expect in the coming months that are already public:</p><p>And there are some </p><ul><li>Donkey Kong 64</li><li>Castlevania: Symphony of the Night</li><li>Blue Dragon</li><li>Animal Crossing</li><li>The Legend of Zelda: The Minish Cap</li><li>Fatal Frame</li></ul><p>And that's just what's on my radar right now—without mentioning a few for beloved games that are heavily using AI. We'll keep writing about the most exciting recompilations on PC Gamer, but if you want to follow along more closely, check out <a href="https://www.resetera.com/threads/decompilation-projects-ot-free-next-gen-update-for-your-favorite-classics.682687/">this thread on Resetera</a>, where members are doing the hard work of weeding out the vibe coded projects from the real deals.</p><div class="product"><a data-dimension112="e8289b6c-9757-11f1-ab09-edd8ba1f6450" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="e8289b6c-9757-11f1-ab09-edd8ba1f6450" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
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                                                            <title><![CDATA[ How Stephen King watching a train hit a kid led to Kiefer Sutherland making his videogame horse crap on command: A PC Gamer Causality Chain™ ]]></title>
                                                                                                <dc:content><![CDATA[ <p><em>Causality Chain is a series at PC Gamer exploring the unlikely links between history, culture, and videogames.</em></p><p>Humanity has witnessed countless tragedies—but occasionally, through the alchemy of passing time, moments of singular woe can serve as a foundation for future wonders. Depending, in this case, on how broad your definition of wonder is.</p><p>Today, we once again chart the curious contours of cause and effect, tracing how a haunting moment in an American horrormeister's early years can ultimately lead to an internationally renowned actor participating in an unconventional form of simulated equine combat.</p><p>Join us, as we tip the dominoes once again:</p><h2 id="stephen-king-witnessing-a-childhood-tragedy-kiefer-sutherland-s-combat-horseshit-command">Stephen King witnessing a childhood tragedy 🔗 Kiefer Sutherland's combat horseshit command</h2><h3 class="article-body__section" id="section-a-tragic-early-chapter"><span>A tragic early chapter</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:40.00%;"><img id="oPYj22WGZWZT7EvuDiZ9m3" name="stephenking_kid" alt="A family photo of Stephen King as a young boy, taken in 1952." src="https://cdn.mos.cms.futurecdn.net/oPYj22WGZWZT7EvuDiZ9m3.jpg" mos="" align="middle" fullscreen="1" width="1280" height="512" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/oPYj22WGZWZT7EvuDiZ9m3.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Stephen King)</span></figcaption></figure><div class="collapsible-block-start"></div><div class="collapsible-block-title"unspool"><p>🧵 Unspool 🧵</p></div><p><strong>1951:</strong> At "barely four" years old, Stephen King experiences a harrowing episode he'd later share in his 1981 non-fiction book on the horror genre, Danse Macabre<sup>1</sup>—an episode he himself doesn't remember, but which was later related to him by his mother. One day, he suddenly returned home from playing with a neighbor who lived near the railroad line. He was "white as a ghost," his mother said, and refused to speak until the next day.</p><p>"It turned out that the kid I had been playing with had been run over by a freight train while playing on or crossing the tracks," King writes.</p><p>He goes on to insist in the book that, however horrifying it might have been, the incident had no bearing on his interests or habits as an author, as becoming a writer is "a direct result of conscious will" and not something "born or created out of dreams of childhood trauma."</p><p>However…</p><div class="collapsible-block-end"></div><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:26px;"><p class="vanilla-image-block" style="padding-top:119.23%;"><img id="PiZpzpMv8BejRdsSiXnWvJ" name="chain emoji small" alt="Noto chain emoji" src="https://cdn.mos.cms.futurecdn.net/PiZpzpMv8BejRdsSiXnWvJ.png" mos="" align="middle" fullscreen="" width="26" height="31" attribution="" endorsement="" class="inline"></p></div></div></figure><h3 class="article-body__section" id="section-phantom-pains"><span>Phantom pains</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:40.00%;"><img id="ZHZZzioauLT3NEXSDPPBHJ" name="differentseasons" alt="First edition cover for Different Seasons, the collection of Stephen King novellas." src="https://cdn.mos.cms.futurecdn.net/ZHZZzioauLT3NEXSDPPBHJ.jpg" mos="" align="middle" fullscreen="" width="1280" height="512" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Viking Press)</span></figcaption></figure><div class="collapsible-block-start"></div><div class="collapsible-block-title"unspool"><p>🧵 Unspool 🧵</p></div><p><strong>1982:</strong> Viking Press publishes Different Seasons<sup>2</sup>, a Stephen King collection consisting of four novellas. In the third story, The Body, narrator Gordon Lachance—a fiction author—recalls the conflict he and his childhood friends once entered with a gang of greasers over the discovery of the dead body of a neighborhood boy who'd been hit by a train.</p><p>Any resemblance to real events is purely coincidental, I'm sure.</p><div class="collapsible-block-end"></div><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:26px;"><p class="vanilla-image-block" style="padding-top:119.23%;"><img id="PiZpzpMv8BejRdsSiXnWvJ" name="chain emoji small" alt="Noto chain emoji" src="https://cdn.mos.cms.futurecdn.net/PiZpzpMv8BejRdsSiXnWvJ.png" mos="" align="middle" fullscreen="" width="26" height="31" attribution="" endorsement="" class="inline"></p></div></div></figure><h3 class="article-body__section" id="section-adaptation"><span>Adaptation</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:40.00%;"><img id="KNWfTMjqbF4vs2xLAw7pQo" name="standbyme" alt="A still from 1986's Stand by Me, showing the four main boys walking down a train track." src="https://cdn.mos.cms.futurecdn.net/KNWfTMjqbF4vs2xLAw7pQo.jpg" mos="" align="middle" fullscreen="1" width="1280" height="512" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/KNWfTMjqbF4vs2xLAw7pQo.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Columbia Pictures)</span></figcaption></figure><div class="collapsible-block-start"></div><div class="collapsible-block-title"unspool"><p>🧵 Unspool 🧵</p></div><p><strong>August 22, 1986:</strong> Stand by Me<sup>3</sup>, a coming-of-age drama based on The Body, releases in American theaters. A critical and commercial success, the film cast Wil Wheaton, River Phoenix, Corey Feldman, and Jerry O'Connell as its four lead boys.</p><p>It will also contribute to the rising fame of a young Kiefer Sutherland, who plays antagonist gang leader Ace Merrill.</p><div class="collapsible-block-end"></div><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:26px;"><p class="vanilla-image-block" style="padding-top:119.23%;"><img id="PiZpzpMv8BejRdsSiXnWvJ" name="chain emoji small" alt="Noto chain emoji" src="https://cdn.mos.cms.futurecdn.net/PiZpzpMv8BejRdsSiXnWvJ.png" mos="" align="middle" fullscreen="" width="26" height="31" attribution="" endorsement="" class="inline"></p></div></div></figure><h3 class="article-body__section" id="section-proliferation"><span>Proliferation</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:40.00%;"><img id="MoabMNdF3PFTzZosk53gaF" name="standbyme_cinex" alt="Part of the boxart for the CINEX release of Stand by Me, intended to assist viewers in learning English." src="https://cdn.mos.cms.futurecdn.net/MoabMNdF3PFTzZosk53gaF.jpg" mos="" align="middle" fullscreen="" width="1280" height="512" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Boxart for the CINEX release of Stand by Me, intended to assist viewers in learning English. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Sony Pictures Entertainment)</span></figcaption></figure><div class="collapsible-block-start"></div><div class="collapsible-block-title"unspool"><p>🧵 Unspool 🧵</p></div><p><strong>April 18, 1987: </strong>Stand by Me is released in theaters in Japan, where it goes on to become a beloved classic. It's referenced in Mother (renamed Earthbound Beginnings in the US) and the Gen 1 Pokémon games<sup>4</sup>. Stand By Me receives VHS editions intended to help viewers learn English<sup>5</sup>. It will still be rebroadcast on Japanese TV to sate viewer demand<sup>6</sup> almost 40 years after release.</p><p>Every year it draws Japanese tourists<sup>7</sup> on a pilgrimage to the Oregon town where it was filmed.</p><div class="collapsible-block-end"></div><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:26px;"><p class="vanilla-image-block" style="padding-top:119.23%;"><img id="PiZpzpMv8BejRdsSiXnWvJ" name="chain emoji small" alt="Noto chain emoji" src="https://cdn.mos.cms.futurecdn.net/PiZpzpMv8BejRdsSiXnWvJ.png" mos="" align="middle" fullscreen="" width="26" height="31" attribution="" endorsement="" class="inline"></p></div></div></figure><h3 class="article-body__section" id="section-tactical-espionage-action-of-a-sort"><span>Tactical espionage action, of a sort</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:40.00%;"><img id="oiPmAdHcJu7kq6bArV4nEG" name="kiefer_24" alt="Kiefer Sutherland as Jack Bauer with a handgun drawn in 24." src="https://cdn.mos.cms.futurecdn.net/oiPmAdHcJu7kq6bArV4nEG.jpg" mos="" align="middle" fullscreen="1" width="1280" height="512" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/oiPmAdHcJu7kq6bArV4nEG.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Fox)</span></figcaption></figure><div class="collapsible-block-start"></div><div class="collapsible-block-title"unspool"><p>🧵 Unspool 🧵</p></div><p><strong>November 6, 2001: </strong>25 years after the release of Stand by Me, the first episode of Fox's action thriller 24 airs on American television, starring Kiefer Sutherland in the lead role as counter-terrorism agent Jack Bauer. The show is a massive success—and, as the quintessential post-9/11 program, often a controversial one—drawing more than 17 million viewers<sup>8</sup> for the premiere of its fifth season.</p><p>During its nine-season run, 24 also achieves international popularity, thanks in part to the successful distribution of its seasonal DVD box sets.</p><div class="collapsible-block-end"></div><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:26px;"><p class="vanilla-image-block" style="padding-top:119.23%;"><img id="PiZpzpMv8BejRdsSiXnWvJ" name="chain emoji small" alt="Noto chain emoji" src="https://cdn.mos.cms.futurecdn.net/PiZpzpMv8BejRdsSiXnWvJ.png" mos="" align="middle" fullscreen="" width="26" height="31" attribution="" endorsement="" class="inline"></p></div></div></figure><h3 class="article-body__section" id="section-militaires-sans-frontieres"><span>Militaires sans frontières</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:40.00%;"><img id="ayYd8utte5BpAg9KPYwrPV" name="bauer_caloriemate" alt="A screenshot of the archived webpage for the 24-themed Calorie Mate promotional campaign." src="https://cdn.mos.cms.futurecdn.net/ayYd8utte5BpAg9KPYwrPV.jpg" mos="" align="middle" fullscreen="" width="1280" height="512" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">A screenshot of the archived webpage for the 24-themed Calorie Mate promotional campaign. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Otsuka Pharmaceutical)</span></figcaption></figure><div class="collapsible-block-start"></div><div class="collapsible-block-title"unspool"><p>🧵 Unspool 🧵</p></div><p><strong>2005:</strong> Kiefer Sutherland appears as Jack Bauer in a series of 24-themed Japanese commercials for CalorieMate energy products<sup>9</sup>. Aided by a massive marketing campaign for the 2003 Japanese release VHS and DVD releases of the show's first season, 24 quickly became a huge phenomenon in Japan<sup>10</sup>—particularly among binge-watching rental store patrons, who contribute to an initial word-of-mouth reputation for being in such high demand it's impossible to find.</p><p>24 even sees a Japanese remake in 2020<sup>11</sup>, though it only achieves a middling reception. Sutherland, meanwhile, gains lasting recognition in Japan: At a 2012 press conference<sup>12</sup> in Tokyo, Sutherland says "I am where I am today thanks to everyone in Japan."</p><div class="collapsible-block-end"></div><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:26px;"><p class="vanilla-image-block" style="padding-top:119.23%;"><img id="PiZpzpMv8BejRdsSiXnWvJ" name="chain emoji small" alt="Noto chain emoji" src="https://cdn.mos.cms.futurecdn.net/PiZpzpMv8BejRdsSiXnWvJ.png" mos="" align="middle" fullscreen="" width="26" height="31" attribution="" endorsement="" class="inline"></p></div></div></figure><h3 class="article-body__section" id="section-snake-eater"><span>Snake eater</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:40.00%;"><img id="GbDuHJZ22hqH8h5DKwN77R" name="kojima_e3_2013" alt="Hideo Kojima speaking during a Konami pre-E3 show in 2013." src="https://cdn.mos.cms.futurecdn.net/GbDuHJZ22hqH8h5DKwN77R.jpg" mos="" align="middle" fullscreen="1" width="1280" height="512" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/GbDuHJZ22hqH8h5DKwN77R.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><div class="collapsible-block-start"></div><div class="collapsible-block-title"unspool"><p>🧵 Unspool 🧵</p></div><p><strong>June 2013:</strong> Infamous action thriller enthusiast Hideo Kojima announces that, in place of the expected performance from David Hayter, Kiefer Sutherland has been cast<sup>13</sup> to provide facial capture and English voice acting for Snake in Metal Gear Solid 5: The Phantom Pain. Kojima says he was seeking a "more subdued performance" to match the "much darker tone" of MGS5, and his Hollywood producer friend Avi Arad suggested Sutherland. "I was like, 'Why didn't I think of that?'" Kojima recalls saying.</p><p>While Kojima hasn't mentioned 24 as an inspiration in interviews, a surviving fan transcription<sup>14</sup> of a director commentary track included in the Japan-exclusive Metal Gear Solid 3: Extreme DVD Box Set has Kojima directly citing 24 as the model for some of the game's presentational flourishes. The game was released in 24's prime.</p><div class="collapsible-block-end"></div><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:26px;"><p class="vanilla-image-block" style="padding-top:119.23%;"><img id="PiZpzpMv8BejRdsSiXnWvJ" name="chain emoji small" alt="Noto chain emoji" src="https://cdn.mos.cms.futurecdn.net/PiZpzpMv8BejRdsSiXnWvJ.png" mos="" align="middle" fullscreen="" width="26" height="31" attribution="" endorsement="" class="inline"></p></div></div></figure><h3 class="article-body__section" id="section-do-it"><span>Do it</span></h3><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/iLfYH6kWYDY" allowfullscreen></iframe></div></div><div class="collapsible-block-start"></div><div class="collapsible-block-title"unspool"><p>🧵 Unspool 🧵</p></div><p><strong>September 1, 2015:</strong> Metal Gear Solid 5: The Phantom Pain releases worldwide on PC and both PlayStation and Xbox. MGS5 features systems allowing the player to research and unlock combat equipment and additional skills for Snake and his companion characters.</p><p>One skill, unlocked by reaching a 50% bond rating with D-Horse, lets Snake—as performed by the peerless vocal talent of Kiefer Sutherland—order his combat steed to "do it," causing D-Horse to defecate at the player's current location<sup>15</sup>.</p><p>If an enemy light vehicle drives over the horseshit, it loses control and incapacitates its driver and passengers.</p><p>Videogames.</p><div class="collapsible-block-end"></div><h2 class="article-body__section" id="section-sources-and-further-reading"><span>Sources and further reading</span></h2><ol start="1"><li><a href="https://stephenking.com/works/nonfiction/danse-macabre.html" target="_blank">Danse Macabre</a>, <em>StephenKing.com</em></li><li><a href="https://stephenking.com/works/collection/different-seasons.html" target="_blank">Different Seasons</a><em>, StephenKing.com</em></li><li><a href="https://www.imdb.com/title/tt0092005/" target="_blank">Stand by Me</a>, <em>IMDB</em></li><li><a href="https://legendsoflocalization.com/articles/pokemon-stand-by-me/" target="_blank">The famous Stand by Me reference in Pokémon</a>, <em>Legends of Localization</em></li><li><a href="https://cir.nii.ac.jp/crid/1971430859751356184" target="_blank">Entry for Stand by Me (CINEX : Cinema English exercise)</a>, <em>CiNii database</em></li><li><a href="https://kinro.ntv.co.jp/article/detail/20210527" target="_blank">What are the highlights of "Stand by Me" according to comedian Kogaken, a huge movie fan?</a>, <em>Kin'yō Road Show (machine translated)</em></li><li><a href="https://www.thrillist.com/travel/nation/brownsville-oregon-stand-by-me-japanese-tourists" target="_blank">Japanese superfans flock to this small city in Oregon because of ‘Stand by Me’</a>, <em>Thrillist</em></li><li><a href="https://web.archive.org/web/20110707092051/http://abcmedianet.com/web/dnr/dispDNR.aspx?id=011806_07" target="_blank">Television program viewership ranking from 01/09/06 through 01/15/06</a>, <em>ABC (archived July 7, 2011)</em></li><li><a href="https://www.youtube.com/watch?v=7hFEORdg_98" target="_blank">Kiefer Sutherland's first Calorie Mate commercial</a>, <em>YouTube</em></li><li><a href="https://www.oricon.co.jp/news/2174116/full/" target="_blank">Re-emerging with a remake: The legendary '24' that captivated the entire nation, leaving them unable to sleep</a>, <em>Oricon News (machine translated)</em></li><li><a href="https://en.wikipedia.org/wiki/24_Japan" target="_blank">24 Japan</a>, <em>Wikipedia</em></li><li><a href="https://www.oricon.co.jp/news/2016481/" target="_blank">Kiefer Sutherland visits Japan for the third time: "I am where I am today thanks to everyone in Japan"</a>, <em>Oricon News (machine translated)</em></li><li><a href="https://www.gamespot.com/articles/kiefer-sutherland-confirmed-as-snake-in-metal-gear-solid-v/1100-6409372/" target="_blank">Kiefer Sutherland confirmed as Snake in Metal Gear Solid 5</a>, <em>GameSpot</em></li><li><a href="https://www.tentenpro.com/muni_shinobu/mgs3/commentary3.html" target="_blank">Hideo Kojima Metal Gear Solid 3 commentary transcription (Ocelot Battle ～ The Fear Battle)</a>, <em>Muni Shinobu's Metal Gear Solid fansite</em></li><li><a href="https://www.youtube.com/watch?v=iLfYH6kWYDY" target="_blank">MGSV - DO IT D-HORSE</a>, <em>YouTube</em></li></ol><p><strong>Read more on PC Gamer</strong></p><ul><li><a href="https://www.pcgamer.com/games/action/after-10-years-theres-a-functioning-metal-gear-solid-5-co-op-mod-so-you-and-a-friend-can-be-played-like-a-damn-fiddle-together/" target="_blank">After 10 years, there's a functioning Metal Gear Solid 5 co-op mod so you and a friend can be played like a damn fiddle together</a></li><li><a href="https://www.pcgamer.com/games/action/he-once-said-playing-metal-gear-solid-5-would-be-60-hours-of-humiliation-but-snake-actor-david-hayter-finally-played-the-game-all-is-forgiven/" target="_blank">He once said playing Metal Gear Solid 5 would be '60 hours of humiliation,' but Snake actor David Hayter finally played the game: 'All is forgiven'</a></li><li><a href="https://www.pcgamer.com/saturday-crapshoot-stephen-kings-f13/" target="_blank">Crapshoot: The Stephen King 'game' that will take you to a dark place</a></li></ul> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/how-stephen-king-watching-a-train-hit-a-kid-led-to-kiefer-sutherland-making-his-videogame-horse-crap-on-command-a-pc-gamer-causality-chaintm/</link>
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                            <![CDATA[ Many of our greatest works are downstream of terrible woe. ]]>
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                                                                        <pubDate>Thu, 13 Aug 2026 15:34:45 +0000</pubDate>                                                                                                                                <updated>Thu, 13 Aug 2026 16:13:32 +0000</updated>
                                                                                                                                            <category><![CDATA[Games]]></category>
                                                                                                <author><![CDATA[ lincoln.carpenter@futurenet.com (Lincoln Carpenter) ]]></author>                    <dc:creator><![CDATA[ Lincoln Carpenter ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/FPyrdqJC7WX382U9Ubt8Ee.png ]]></dc:source>
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                                                            <media:credit><![CDATA[Astrid Stawiarz via Getty Images, Otsuka Pharmaceutical, Konami]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Author Stephen King visits the SiriusXM Studios on September 26, 2017; Kiefer Sutherland drinking a Calorie Mate energy gel as Jack Bauer; Snake rides D-Horse in MGS5]]></media:description>                                                            <media:text><![CDATA[Author Stephen King visits the SiriusXM Studios on September 26, 2017; Kiefer Sutherland drinking a Calorie Mate energy gel as Jack Bauer; Snake rides D-Horse in MGS5]]></media:text>
                                <media:title type="plain"><![CDATA[Author Stephen King visits the SiriusXM Studios on September 26, 2017; Kiefer Sutherland drinking a Calorie Mate energy gel as Jack Bauer; Snake rides D-Horse in MGS5]]></media:title>
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                                <p><em>Causality Chain is a series at PC Gamer exploring the unlikely links between history, culture, and videogames.</em></p><p>Humanity has witnessed countless tragedies—but occasionally, through the alchemy of passing time, moments of singular woe can serve as a foundation for future wonders. Depending, in this case, on how broad your definition of wonder is.</p><p>Today, we once again chart the curious contours of cause and effect, tracing how a haunting moment in an American horrormeister's early years can ultimately lead to an internationally renowned actor participating in an unconventional form of simulated equine combat.</p><p>Join us, as we tip the dominoes once again:</p><h2 id="stephen-king-witnessing-a-childhood-tragedy-kiefer-sutherland-s-combat-horseshit-command">Stephen King witnessing a childhood tragedy 🔗 Kiefer Sutherland's combat horseshit command</h2><h3 class="article-body__section" id="section-a-tragic-early-chapter"><span>A tragic early chapter</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:40.00%;"><img id="oPYj22WGZWZT7EvuDiZ9m3" name="stephenking_kid" alt="A family photo of Stephen King as a young boy, taken in 1952." src="https://cdn.mos.cms.futurecdn.net/oPYj22WGZWZT7EvuDiZ9m3.jpg" mos="" align="middle" fullscreen="1" width="1280" height="512" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/oPYj22WGZWZT7EvuDiZ9m3.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Stephen King)</span></figcaption></figure><div class="collapsible-block-start"></div><div class="collapsible-block-title"unspool"><p>🧵 Unspool 🧵</p></div><p><strong>1951:</strong> At "barely four" years old, Stephen King experiences a harrowing episode he'd later share in his 1981 non-fiction book on the horror genre, Danse Macabre<sup>1</sup>—an episode he himself doesn't remember, but which was later related to him by his mother. One day, he suddenly returned home from playing with a neighbor who lived near the railroad line. He was "white as a ghost," his mother said, and refused to speak until the next day.</p><p>"It turned out that the kid I had been playing with had been run over by a freight train while playing on or crossing the tracks," King writes.</p><p>He goes on to insist in the book that, however horrifying it might have been, the incident had no bearing on his interests or habits as an author, as becoming a writer is "a direct result of conscious will" and not something "born or created out of dreams of childhood trauma."</p><p>However…</p><div class="collapsible-block-end"></div><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:26px;"><p class="vanilla-image-block" style="padding-top:119.23%;"><img id="PiZpzpMv8BejRdsSiXnWvJ" name="chain emoji small" alt="Noto chain emoji" src="https://cdn.mos.cms.futurecdn.net/PiZpzpMv8BejRdsSiXnWvJ.png" mos="" align="middle" fullscreen="" width="26" height="31" attribution="" endorsement="" class="inline"></p></div></div></figure><h3 class="article-body__section" id="section-phantom-pains"><span>Phantom pains</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:40.00%;"><img id="ZHZZzioauLT3NEXSDPPBHJ" name="differentseasons" alt="First edition cover for Different Seasons, the collection of Stephen King novellas." src="https://cdn.mos.cms.futurecdn.net/ZHZZzioauLT3NEXSDPPBHJ.jpg" mos="" align="middle" fullscreen="" width="1280" height="512" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Viking Press)</span></figcaption></figure><div class="collapsible-block-start"></div><div class="collapsible-block-title"unspool"><p>🧵 Unspool 🧵</p></div><p><strong>1982:</strong> Viking Press publishes Different Seasons<sup>2</sup>, a Stephen King collection consisting of four novellas. In the third story, The Body, narrator Gordon Lachance—a fiction author—recalls the conflict he and his childhood friends once entered with a gang of greasers over the discovery of the dead body of a neighborhood boy who'd been hit by a train.</p><p>Any resemblance to real events is purely coincidental, I'm sure.</p><div class="collapsible-block-end"></div><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:26px;"><p class="vanilla-image-block" style="padding-top:119.23%;"><img id="PiZpzpMv8BejRdsSiXnWvJ" name="chain emoji small" alt="Noto chain emoji" src="https://cdn.mos.cms.futurecdn.net/PiZpzpMv8BejRdsSiXnWvJ.png" mos="" align="middle" fullscreen="" width="26" height="31" attribution="" endorsement="" class="inline"></p></div></div></figure><h3 class="article-body__section" id="section-adaptation"><span>Adaptation</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:40.00%;"><img id="KNWfTMjqbF4vs2xLAw7pQo" name="standbyme" alt="A still from 1986's Stand by Me, showing the four main boys walking down a train track." src="https://cdn.mos.cms.futurecdn.net/KNWfTMjqbF4vs2xLAw7pQo.jpg" mos="" align="middle" fullscreen="1" width="1280" height="512" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/KNWfTMjqbF4vs2xLAw7pQo.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Columbia Pictures)</span></figcaption></figure><div class="collapsible-block-start"></div><div class="collapsible-block-title"unspool"><p>🧵 Unspool 🧵</p></div><p><strong>August 22, 1986:</strong> Stand by Me<sup>3</sup>, a coming-of-age drama based on The Body, releases in American theaters. A critical and commercial success, the film cast Wil Wheaton, River Phoenix, Corey Feldman, and Jerry O'Connell as its four lead boys.</p><p>It will also contribute to the rising fame of a young Kiefer Sutherland, who plays antagonist gang leader Ace Merrill.</p><div class="collapsible-block-end"></div><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:26px;"><p class="vanilla-image-block" style="padding-top:119.23%;"><img id="PiZpzpMv8BejRdsSiXnWvJ" name="chain emoji small" alt="Noto chain emoji" src="https://cdn.mos.cms.futurecdn.net/PiZpzpMv8BejRdsSiXnWvJ.png" mos="" align="middle" fullscreen="" width="26" height="31" attribution="" endorsement="" class="inline"></p></div></div></figure><h3 class="article-body__section" id="section-proliferation"><span>Proliferation</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:40.00%;"><img id="MoabMNdF3PFTzZosk53gaF" name="standbyme_cinex" alt="Part of the boxart for the CINEX release of Stand by Me, intended to assist viewers in learning English." src="https://cdn.mos.cms.futurecdn.net/MoabMNdF3PFTzZosk53gaF.jpg" mos="" align="middle" fullscreen="" width="1280" height="512" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Boxart for the CINEX release of Stand by Me, intended to assist viewers in learning English. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Sony Pictures Entertainment)</span></figcaption></figure><div class="collapsible-block-start"></div><div class="collapsible-block-title"unspool"><p>🧵 Unspool 🧵</p></div><p><strong>April 18, 1987: </strong>Stand by Me is released in theaters in Japan, where it goes on to become a beloved classic. It's referenced in Mother (renamed Earthbound Beginnings in the US) and the Gen 1 Pokémon games<sup>4</sup>. Stand By Me receives VHS editions intended to help viewers learn English<sup>5</sup>. It will still be rebroadcast on Japanese TV to sate viewer demand<sup>6</sup> almost 40 years after release.</p><p>Every year it draws Japanese tourists<sup>7</sup> on a pilgrimage to the Oregon town where it was filmed.</p><div class="collapsible-block-end"></div><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:26px;"><p class="vanilla-image-block" style="padding-top:119.23%;"><img id="PiZpzpMv8BejRdsSiXnWvJ" name="chain emoji small" alt="Noto chain emoji" src="https://cdn.mos.cms.futurecdn.net/PiZpzpMv8BejRdsSiXnWvJ.png" mos="" align="middle" fullscreen="" width="26" height="31" attribution="" endorsement="" class="inline"></p></div></div></figure><h3 class="article-body__section" id="section-tactical-espionage-action-of-a-sort"><span>Tactical espionage action, of a sort</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:40.00%;"><img id="oiPmAdHcJu7kq6bArV4nEG" name="kiefer_24" alt="Kiefer Sutherland as Jack Bauer with a handgun drawn in 24." src="https://cdn.mos.cms.futurecdn.net/oiPmAdHcJu7kq6bArV4nEG.jpg" mos="" align="middle" fullscreen="1" width="1280" height="512" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/oiPmAdHcJu7kq6bArV4nEG.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Fox)</span></figcaption></figure><div class="collapsible-block-start"></div><div class="collapsible-block-title"unspool"><p>🧵 Unspool 🧵</p></div><p><strong>November 6, 2001: </strong>25 years after the release of Stand by Me, the first episode of Fox's action thriller 24 airs on American television, starring Kiefer Sutherland in the lead role as counter-terrorism agent Jack Bauer. The show is a massive success—and, as the quintessential post-9/11 program, often a controversial one—drawing more than 17 million viewers<sup>8</sup> for the premiere of its fifth season.</p><p>During its nine-season run, 24 also achieves international popularity, thanks in part to the successful distribution of its seasonal DVD box sets.</p><div class="collapsible-block-end"></div><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:26px;"><p class="vanilla-image-block" style="padding-top:119.23%;"><img id="PiZpzpMv8BejRdsSiXnWvJ" name="chain emoji small" alt="Noto chain emoji" src="https://cdn.mos.cms.futurecdn.net/PiZpzpMv8BejRdsSiXnWvJ.png" mos="" align="middle" fullscreen="" width="26" height="31" attribution="" endorsement="" class="inline"></p></div></div></figure><h3 class="article-body__section" id="section-militaires-sans-frontieres"><span>Militaires sans frontières</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:40.00%;"><img id="ayYd8utte5BpAg9KPYwrPV" name="bauer_caloriemate" alt="A screenshot of the archived webpage for the 24-themed Calorie Mate promotional campaign." src="https://cdn.mos.cms.futurecdn.net/ayYd8utte5BpAg9KPYwrPV.jpg" mos="" align="middle" fullscreen="" width="1280" height="512" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">A screenshot of the archived webpage for the 24-themed Calorie Mate promotional campaign. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Otsuka Pharmaceutical)</span></figcaption></figure><div class="collapsible-block-start"></div><div class="collapsible-block-title"unspool"><p>🧵 Unspool 🧵</p></div><p><strong>2005:</strong> Kiefer Sutherland appears as Jack Bauer in a series of 24-themed Japanese commercials for CalorieMate energy products<sup>9</sup>. Aided by a massive marketing campaign for the 2003 Japanese release VHS and DVD releases of the show's first season, 24 quickly became a huge phenomenon in Japan<sup>10</sup>—particularly among binge-watching rental store patrons, who contribute to an initial word-of-mouth reputation for being in such high demand it's impossible to find.</p><p>24 even sees a Japanese remake in 2020<sup>11</sup>, though it only achieves a middling reception. Sutherland, meanwhile, gains lasting recognition in Japan: At a 2012 press conference<sup>12</sup> in Tokyo, Sutherland says "I am where I am today thanks to everyone in Japan."</p><div class="collapsible-block-end"></div><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:26px;"><p class="vanilla-image-block" style="padding-top:119.23%;"><img id="PiZpzpMv8BejRdsSiXnWvJ" name="chain emoji small" alt="Noto chain emoji" src="https://cdn.mos.cms.futurecdn.net/PiZpzpMv8BejRdsSiXnWvJ.png" mos="" align="middle" fullscreen="" width="26" height="31" attribution="" endorsement="" class="inline"></p></div></div></figure><h3 class="article-body__section" id="section-snake-eater"><span>Snake eater</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:40.00%;"><img id="GbDuHJZ22hqH8h5DKwN77R" name="kojima_e3_2013" alt="Hideo Kojima speaking during a Konami pre-E3 show in 2013." src="https://cdn.mos.cms.futurecdn.net/GbDuHJZ22hqH8h5DKwN77R.jpg" mos="" align="middle" fullscreen="1" width="1280" height="512" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/GbDuHJZ22hqH8h5DKwN77R.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><div class="collapsible-block-start"></div><div class="collapsible-block-title"unspool"><p>🧵 Unspool 🧵</p></div><p><strong>June 2013:</strong> Infamous action thriller enthusiast Hideo Kojima announces that, in place of the expected performance from David Hayter, Kiefer Sutherland has been cast<sup>13</sup> to provide facial capture and English voice acting for Snake in Metal Gear Solid 5: The Phantom Pain. Kojima says he was seeking a "more subdued performance" to match the "much darker tone" of MGS5, and his Hollywood producer friend Avi Arad suggested Sutherland. "I was like, 'Why didn't I think of that?'" Kojima recalls saying.</p><p>While Kojima hasn't mentioned 24 as an inspiration in interviews, a surviving fan transcription<sup>14</sup> of a director commentary track included in the Japan-exclusive Metal Gear Solid 3: Extreme DVD Box Set has Kojima directly citing 24 as the model for some of the game's presentational flourishes. The game was released in 24's prime.</p><div class="collapsible-block-end"></div><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:26px;"><p class="vanilla-image-block" style="padding-top:119.23%;"><img id="PiZpzpMv8BejRdsSiXnWvJ" name="chain emoji small" alt="Noto chain emoji" src="https://cdn.mos.cms.futurecdn.net/PiZpzpMv8BejRdsSiXnWvJ.png" mos="" align="middle" fullscreen="" width="26" height="31" attribution="" endorsement="" class="inline"></p></div></div></figure><h3 class="article-body__section" id="section-do-it"><span>Do it</span></h3><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/iLfYH6kWYDY" allowfullscreen></iframe></div></div><div class="collapsible-block-start"></div><div class="collapsible-block-title"unspool"><p>🧵 Unspool 🧵</p></div><p><strong>September 1, 2015:</strong> Metal Gear Solid 5: The Phantom Pain releases worldwide on PC and both PlayStation and Xbox. MGS5 features systems allowing the player to research and unlock combat equipment and additional skills for Snake and his companion characters.</p><p>One skill, unlocked by reaching a 50% bond rating with D-Horse, lets Snake—as performed by the peerless vocal talent of Kiefer Sutherland—order his combat steed to "do it," causing D-Horse to defecate at the player's current location<sup>15</sup>.</p><p>If an enemy light vehicle drives over the horseshit, it loses control and incapacitates its driver and passengers.</p><p>Videogames.</p><div class="collapsible-block-end"></div><h2 class="article-body__section" id="section-sources-and-further-reading"><span>Sources and further reading</span></h2><ol start="1"><li><a href="https://stephenking.com/works/nonfiction/danse-macabre.html" target="_blank">Danse Macabre</a>, <em>StephenKing.com</em></li><li><a href="https://stephenking.com/works/collection/different-seasons.html" target="_blank">Different Seasons</a><em>, StephenKing.com</em></li><li><a href="https://www.imdb.com/title/tt0092005/" target="_blank">Stand by Me</a>, <em>IMDB</em></li><li><a href="https://legendsoflocalization.com/articles/pokemon-stand-by-me/" target="_blank">The famous Stand by Me reference in Pokémon</a>, <em>Legends of Localization</em></li><li><a href="https://cir.nii.ac.jp/crid/1971430859751356184" target="_blank">Entry for Stand by Me (CINEX : Cinema English exercise)</a>, <em>CiNii database</em></li><li><a href="https://kinro.ntv.co.jp/article/detail/20210527" target="_blank">What are the highlights of "Stand by Me" according to comedian Kogaken, a huge movie fan?</a>, <em>Kin'yō Road Show (machine translated)</em></li><li><a href="https://www.thrillist.com/travel/nation/brownsville-oregon-stand-by-me-japanese-tourists" target="_blank">Japanese superfans flock to this small city in Oregon because of ‘Stand by Me’</a>, <em>Thrillist</em></li><li><a href="https://web.archive.org/web/20110707092051/http://abcmedianet.com/web/dnr/dispDNR.aspx?id=011806_07" target="_blank">Television program viewership ranking from 01/09/06 through 01/15/06</a>, <em>ABC (archived July 7, 2011)</em></li><li><a href="https://www.youtube.com/watch?v=7hFEORdg_98" target="_blank">Kiefer Sutherland's first Calorie Mate commercial</a>, <em>YouTube</em></li><li><a href="https://www.oricon.co.jp/news/2174116/full/" target="_blank">Re-emerging with a remake: The legendary '24' that captivated the entire nation, leaving them unable to sleep</a>, <em>Oricon News (machine translated)</em></li><li><a href="https://en.wikipedia.org/wiki/24_Japan" target="_blank">24 Japan</a>, <em>Wikipedia</em></li><li><a href="https://www.oricon.co.jp/news/2016481/" target="_blank">Kiefer Sutherland visits Japan for the third time: "I am where I am today thanks to everyone in Japan"</a>, <em>Oricon News (machine translated)</em></li><li><a href="https://www.gamespot.com/articles/kiefer-sutherland-confirmed-as-snake-in-metal-gear-solid-v/1100-6409372/" target="_blank">Kiefer Sutherland confirmed as Snake in Metal Gear Solid 5</a>, <em>GameSpot</em></li><li><a href="https://www.tentenpro.com/muni_shinobu/mgs3/commentary3.html" target="_blank">Hideo Kojima Metal Gear Solid 3 commentary transcription (Ocelot Battle ～ The Fear Battle)</a>, <em>Muni Shinobu's Metal Gear Solid fansite</em></li><li><a href="https://www.youtube.com/watch?v=iLfYH6kWYDY" target="_blank">MGSV - DO IT D-HORSE</a>, <em>YouTube</em></li></ol><p><strong>Read more on PC Gamer</strong></p><ul><li><a href="https://www.pcgamer.com/games/action/after-10-years-theres-a-functioning-metal-gear-solid-5-co-op-mod-so-you-and-a-friend-can-be-played-like-a-damn-fiddle-together/" target="_blank">After 10 years, there's a functioning Metal Gear Solid 5 co-op mod so you and a friend can be played like a damn fiddle together</a></li><li><a href="https://www.pcgamer.com/games/action/he-once-said-playing-metal-gear-solid-5-would-be-60-hours-of-humiliation-but-snake-actor-david-hayter-finally-played-the-game-all-is-forgiven/" target="_blank">He once said playing Metal Gear Solid 5 would be '60 hours of humiliation,' but Snake actor David Hayter finally played the game: 'All is forgiven'</a></li><li><a href="https://www.pcgamer.com/saturday-crapshoot-stephen-kings-f13/" target="_blank">Crapshoot: The Stephen King 'game' that will take you to a dark place</a></li></ul>
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                                                            <title><![CDATA[ PC Gamer magazine's new issue is on sale now: Onimusha: Way of the Sword, with a huge A1 poster and Top 100 games mini-mag ]]></title>
                                                                                                <dc:content><![CDATA[ <div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/pIHYi-jktpk" allowfullscreen></iframe></div></div><p>This month, PC Gamer gets world-exclusive access to <a href="https://www.pcgamer.com/uk/onimusha-way-of-the-sword/" target="_blank">Onimusha: Way of the Sword</a>, Capcom's much-anticipated new action sword-fighting game. For our awesome lead feature, PC Gamer travels to Osaka, Japan, to go inside Capcom's headquarters and play plenty of Way of the Sword as well as interview seven of the key developers who have brought the game to life. And, from what we've seen already, this is looking like one of the games of the year, delivering visceral, kinetic, intense swordfights unlike any we've seen to date. Get the inside scoop in this issue of PC Gamer magazine.</p><div class="product star-deal"><a data-dimension112="50ee580e-96ee-11f1-ad6d-637abeca4a26" data-action="Star Deal Block" data-label="PC Gamer magazine" data-dimension48="PC Gamer magazine" data-dimension25="$4.99" href="https://www.magazinesdirect.com/pcg-brandsite" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1901px;"><p class="vanilla-image-block" style="padding-top:131.51%;"><img id="RygGhS7myintFTKnnWuAQP" name="PC Gamer magazine issue 426" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/RygGhS7myintFTKnnWuAQP.jpg" mos="" align="middle" fullscreen="" width="1901" height="2500" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><div><span class="product__star-deal-label">Issue 426 UK / 414 US</span><p><strong><a href="https://www.magazinesdirect.com/pcg-brandsite" target="_blank" rel="nofollow" data-dimension112="50ee580e-96ee-11f1-ad6d-637abeca4a26" data-action="Star Deal Block" data-label="PC Gamer magazine" data-dimension48="PC Gamer magazine" data-dimension25="$4.99">PC Gamer magazine: $4.99</a></strong><br><strong>Cover story: </strong>Onimusha: Way of the Sword | <strong>Secondary features:</strong> PC gaming's best co-op games</p><p>This month, PC Gamer gets world-exclusive access to Onimusha: Way of the Sword. Plus, The Blood of Dawnwalker previewed, Assassin's Creed Black Flag Resynced reviewed, 1000xResist reinstalled, and graphics cards tested.</p><p><strong>Buy this issue in print:</strong> <a href="https://www.magazinesdirect.com/us/pc-gamer-uk-edition-subscription/dp/eaf57fc1" target="_blank">$4.99</a> (US) | <a href="https://www.magazinesdirect.com/us/pc-gamer-uk-edition-subscription/dp/eaf57fc1" target="_blank">$16.49</a> (UK)</p><p><strong>Buy this issue digitally:</strong> <a href="https://www.magazinesdirect.com/us/pc-gamer-uk-edition-subscription/dp/eaf57fc1" target="_blank">$4.99</a> (US) | <a href="https://www.magazinesdirect.com/us/pc-gamer-uk-edition-subscription/dp/eaf57fc1" target="_blank">$16.49</a> (UK)</p></div></div><p>This special issue also comes with two great gifts, too. First, we have PC Gamer's Top 100 supplement. This is a 32-page mini mag that details the top 100 games we think PC gamers should play today in 2026. It is the result of weeks of voting, debating and, naturally, PC gaming here at PC Gamer Towers, and the result is our definitive recommendations for our favourite games, both new and old.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="bHwoHtjsPppQ7jjgFvar4N" name="PC Gamer magazine issue 426" alt="Onimusha Way of the Sword issue of PC Gamer magazine 426" src="https://cdn.mos.cms.futurecdn.net/bHwoHtjsPppQ7jjgFvar4N.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2500px;"><p class="vanilla-image-block" style="padding-top:59.52%;"><img id="av7eYkmrmhC9VHb9uacLcP" name="PC Gamer magazine issue 426" alt="Onimusha Way of the Sword issue of PC Gamer magazine 426" src="https://cdn.mos.cms.futurecdn.net/av7eYkmrmhC9VHb9uacLcP.jpg" mos="" align="middle" fullscreen="" width="2500" height="1488" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Get this huge A1 poster in the latest issue of PC Gamer magazine. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>And, secondly, to celebrate our world-exclusive Onimusha: Way of the Sword cover feature, we've also included a huge A1 Onimusha: Way of the Sword poster in this issue, too. This is another exclusive for PC Gamer magazine, so if you fancy a kick-ass poster on your wall, then pick up this issue today.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2353px;"><p class="vanilla-image-block" style="padding-top:75.78%;"><img id="7XuB6cKC7Qki4kux43hUDP" name="PC Gamer magazine issue 426" alt="Onimusha Way of the Sword issue of PC Gamer magazine 426" src="https://cdn.mos.cms.futurecdn.net/7XuB6cKC7Qki4kux43hUDP.jpg" mos="" align="middle" fullscreen="" width="2353" height="1783" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>There's another fantastic feature in this issue of PC Gamer, too. Co-op games are having a moment right now, with more great options to play with your friends available than ever before. As such, here the PC Gamer team gets together to decide upon our favourites, with everything from social hangouts through to competitive madcap romps included.<br></p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2353px;"><p class="vanilla-image-block" style="padding-top:75.78%;"><img id="YAWYrmnVwgkAPSxY7UerGP" name="PC Gamer magazine issue 426" alt="Onimusha Way of the Sword issue of PC Gamer magazine 426" src="https://cdn.mos.cms.futurecdn.net/YAWYrmnVwgkAPSxY7UerGP.jpg" mos="" align="middle" fullscreen="" width="2353" height="1783" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>In terms of previews this issue, PC Gamer goes hands-on with The Blood of Dawnwalker, the incredibly exciting new dark fantasy action-RPG from the director of The Witcher 3: Wild Hunt. In addition, we preview Star Wars: Galactic Racer, Wardogs, Tomb Raider: Legacy of Atlantis, Flask, Carcass Clad, and Brigador Killers.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2353px;"><p class="vanilla-image-block" style="padding-top:75.78%;"><img id="wjgeALuvAYSzzvZYA5FVpN" name="PC Gamer magazine issue 426" alt="Onimusha Way of the Sword issue of PC Gamer magazine 426" src="https://cdn.mos.cms.futurecdn.net/wjgeALuvAYSzzvZYA5FVpN.jpg" mos="" align="middle" fullscreen="" width="2353" height="1783" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Meanwhile, over in reviews, the PC Gamer team passes judgment on a selection of new games, including Assassin's Creed Black Flag Resynced, Moonlight Peaks, Doom: The Dark Ages – Revelations, Meccha Cameleon, Denshattack!, Granblue Fantasy: Relink - Endless Ragnarok, among others.</p><h2 id="cover-feature-onimusha-way-of-the-sword">Cover feature: Onimusha: Way of the Sword</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2353px;"><p class="vanilla-image-block" style="padding-top:75.78%;"><img id="P46v4DbtvKQQdCsKbBt5EP" name="PC Gamer magazine issue 426" alt="Onimusha Way of the Sword issue of PC Gamer magazine 426" src="https://cdn.mos.cms.futurecdn.net/P46v4DbtvKQQdCsKbBt5EP.jpg" mos="" align="middle" fullscreen="" width="2353" height="1783" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p><strong>Written by: </strong>Robert Jones</p><p><strong>Magazine exclusive:</strong> Until September 26th, 2026</p><p><strong>What's in this month's cover story:</strong> PC Gamer travels to Capcom's HQ in Osaka, Japan, to play its ripping new action game, Onimusha: Way of the Sword, as well as interview seven of its key developers. The result is the definitive all-you-need-to-know preview for Way of the Sword, with exclusive behind-the-scenes information about how the game was made and what PC gamers should expect when it releases this September.</p><h2 id="secondary-feature">Secondary feature</h2><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/7XuB6cKC7Qki4kux43hUDP.jpg" alt="Onimusha Way of the Sword issue of PC Gamer magazine 426" /><figcaption><small role="credit">Future</small></figcaption></figure></figure><h2 id="additional-content-in-this-month-s-issue">Additional content in this month's issue</h2>        <div class="featured_product_block featured_block_hero" data-id="50ee6236-96ee-11f1-b450-75716ef09c28">            <div class='product-image-widthsetter'><p class='vanilla-image-block' data-bordeaux-image-check style='padding-top:56.25%';><img style="width: 100%" class="featured_image" src="https://cdn.mos.cms.futurecdn.net/RTbqZWQb692yi6yKoNUXV6.png" alt="The Blood of Dawnwalker"><span class='featured__label hero__label'>LEAD PREVIEW</span></p></div>            <div class="featured_product_details_wrapper">                <div class="featured_product_title_wrapper">                                                                                <div class="featured__title">Soulframe</div>                                    </div>                <div class="subtitle__description">                                                            <p><p>Our lead preview this issue sees PC Gamer go hands-on with The Blood of Dawnwalker, the much-wanted new dark fantasy action RPG from the director of The Witcher 3: Wild Hunt. And, after going fangs-on with the game for many hours, we come away properly hyped.</p></p>                </div>                            </div>        </div>        <div class="featured_product_block featured_block_hero" data-id="50ee62d6-96ee-11f1-8f48-7d78786de3ea">            <div class='product-image-widthsetter'><p class='vanilla-image-block' data-bordeaux-image-check style='padding-top:56.25%';><img style="width: 100%" class="featured_image" src="https://cdn.mos.cms.futurecdn.net/qabPvTuJhkpTWsTE23rL4n.jpg" alt="Black Flag Resynced: Edward, wearing Duncan Walpole's robes, puzzlingly looking at a hidden blade in his hand."><span class='featured__label hero__label'>LEAD REVIEW</span></p></div>            <div class="featured_product_details_wrapper">                <div class="featured_product_title_wrapper">                                                                                <div class="featured__title">Gothic Remake</div>                                    </div>                <div class="subtitle__description">                                                            <p><p>Our lead review this issue sees us take to the high seas to pass judgement on Assassin's Creed Black Flag Resynced, the Anvil engine-powered remake of what many gamers consider to be the best Assassin's Creed ever made. Plenty of piratical mischief and a complete replay of the original game ensue.</p></p>                </div>                            </div>        </div>        <div class="featured_product_block featured_block_hero" data-id="50ee6380-96ee-11f1-973a-33e9be438fae">            <div class='product-image-widthsetter'><p class='vanilla-image-block' data-bordeaux-image-check style='padding-top:56.25%';><img style="width: 100%" class="featured_image" src="https://cdn.mos.cms.futurecdn.net/VvTd4XCWvLR9LLYo57BToB.png" alt="Doom 2 mod Butcher's Summit"><span class='featured__label hero__label'>MOD SPOTLIGHT</span></p></div>            <div class="featured_product_details_wrapper">                <div class="featured_product_title_wrapper">                                                                                <div class="featured__title">Butcher's Summit</div>                                    </div>                <div class="subtitle__description">                                                            <p><p>This incredibly ambitious and brutal Doom II mod sees you transported back to World War II to engage in a holy war as a Master Templar, fighting through hordes of corrupted militia, cultists, and demonic netherworld horrors. This acts as a two-hour prequel campaign to the incoming Trench Foot mod.</p></p>                </div>                            </div>        </div>        <div class="featured_product_block featured_block_hero" data-id="50ee643e-96ee-11f1-a6aa-d3a8e086bb0b">            <div class='product-image-widthsetter'><p class='vanilla-image-block' data-bordeaux-image-check style='padding-top:56.25%';><img style="width: 100%" class="featured_image" src="https://cdn.mos.cms.futurecdn.net/wrGPWxsLEc28f6B6fb4s9.jpg" alt="The Watcher in 1000xResist"><span class='featured__label hero__label'>REINSTALL</span></p></div>            <div class="featured_product_details_wrapper">                <div class="featured_product_title_wrapper">                                                                                <div class="featured__title">1000xResist</div>                                    </div>                <div class="subtitle__description">                                                            <p><p>PC Gamer's Joshua Wolens reinstalls the cult-classic narrative-driven adventure game, 1000xResist, and very rapidly kills god. No, really, god is very much dispatched. As you might imagine, things don't go too well following god being binned off. Seriously, Josh, what are you like?</p></p>                </div>                            </div>        </div>        <div class="featured_product_block featured_block_hero" data-id="50ee64e8-96ee-11f1-b8a3-95b23878d934">            <div class='product-image-widthsetter'><p class='vanilla-image-block' data-bordeaux-image-check style='padding-top:56.29%';><img style="width: 100%" class="featured_image" src="https://cdn.mos.cms.futurecdn.net/vE7RHjsnUJvXPyjXdq3AEW.jpg" alt="Kingdom Come: Deliverance 2"><span class='featured__label hero__label'>DIARY</span></p></div>            <div class="featured_product_details_wrapper">                <div class="featured_product_title_wrapper">                                                                                <div class="featured__title">Kingdom Come: Deliverance II</div>                                    </div>                <div class="subtitle__description">                                                            <p><p>This issue of PC Gamer magazine sees us continue our diary in which we try to live as naught but a humble woodsman, eschewing the clothes, armour, and civilisation that define most normal medieval humans. Can our reclusive woodsman survive in the wilderness? As you might expect, shenanigans and outright nonsense ensue.</p></p>                </div>                            </div>        </div>        <div class="featured_product_block featured_block_hero" data-id="50ee6588-96ee-11f1-b733-87339d796ea9">            <div class='product-image-widthsetter'><p class='vanilla-image-block' data-bordeaux-image-check style='padding-top:56.28%';><img style="width: 100%" class="featured_image" src="https://cdn.mos.cms.futurecdn.net/FNsx8fREAxyAdkRJYneENn.png" alt="Scroll of Taiwu"><span class='featured__label hero__label'>SPECIAL REPORT</span></p></div>            <div class="featured_product_details_wrapper">                <div class="featured_product_title_wrapper">                                                                                <div class="featured__title">Scroll of Taiwu</div>                                    </div>                <div class="subtitle__description">                                                            <p><p>This month's special report provides a deep dive into the Chinese indie game phenomenon, Scroll of Taiwu, which recently had its 5 million-word script translated into English. We speak directly to the game's publishing advisor, Leye 'Yager' Yu to get the inside scoop.</p></p>                </div>                            </div>        </div>        <div class="featured_product_block featured_block_hero" data-id="50ee6632-96ee-11f1-a9f7-bb3bfc5c88d6">            <div class='product-image-widthsetter'><p class='vanilla-image-block' data-bordeaux-image-check style='padding-top:75.78%';><img style="width: 100%" class="featured_image" src="https://cdn.mos.cms.futurecdn.net/dqPpE8nxmoyVwPEyQSd3wN.jpg" alt="Onimusha Way of the Sword issue of PC Gamer magazine 426"><span class='featured__label hero__label'>HARDWARE GROUP TEST</span></p></div>            <div class="featured_product_details_wrapper">                <div class="featured_product_title_wrapper">                                                                                <div class="featured__title">Graphics cards</div>                                    </div>                <div class="subtitle__description">                                                            <p><p>If you're looking for a new mid-range graphics card (and who isn't these days thanks to the RAM-pocalypse, right?) then this month's group test is for you, with the PC Gamer hardware team benchmarking a selection of GPUs, including the new AMD Radeon 9070 GRE and Nvidia GeForce RTX 5060 Ti 16GB.</p></p>                </div>                            </div>        </div>        <div class="featured_product_block featured_block_hero" data-id="50ee66d2-96ee-11f1-9f35-a36ec890cffe">            <div class='product-image-widthsetter'><p class='vanilla-image-block' data-bordeaux-image-check style='padding-top:56.25%';><img style="width: 100%" class="featured_image" src="https://cdn.mos.cms.futurecdn.net/9EQhXfucBBHxrbugHWkTPY.png" alt=""><span class='featured__label hero__label'>...and more!</span></p></div>            <div class="featured_product_details_wrapper">                <div class="featured_product_title_wrapper">                                                                                <div class="featured__title"></div>                                    </div>                <div class="subtitle__description">                                                            <p><p><strong>Now Playing</strong>: The PC Gamer team writes about their adventures in Bugaboo Pocket, Over the Hill, Fields of Mistria, and KOTOR II.</p><p><strong>They're Back:</strong> Matthew Elliott re-reviews Dave the Dive, Maneater, and Abzû.</p><p><strong>Making of: </strong>Rick Lane discovers how Assassin's Creed Black Flag Resynced's impressive new water tech was created, with exclusive insight from a key developer.</p></p>                </div>                            </div>        </div><h2 id="subscribe-to-pc-gamer-magazine">Subscribe to PC Gamer magazine</h2><div class="product star-deal"><a data-dimension112="50ee68b2-96ee-11f1-9331-b11d264876df" data-action="Star Deal Block" data-label="13 issue UK Annual subscription" data-dimension48="13 issue UK Annual subscription" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1767px;"><p class="vanilla-image-block" style="padding-top:141.48%;"><img id="8ePzhDtEqLWEDC7nb3tAVP" name="PC Gamer magazine issue 426" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/8ePzhDtEqLWEDC7nb3tAVP.jpg" mos="" align="middle" fullscreen="" width="1767" height="2500" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><div><span class="product__star-deal-label">13 issues!</span><p><strong>13 issue </strong><a href="https://www.magazinesdirect.com/us/pc-gamer-uk-edition-subscription/dp/eaf57fc1" target="_blank" data-dimension112="50ee68b2-96ee-11f1-9331-b11d264876df" data-action="Star Deal Block" data-label="13 issue UK Annual subscription" data-dimension48="13 issue UK Annual subscription" data-dimension25=""><strong>UK Annual subscription</strong></a>: $141.99 (Print) | $58.99 (Digital)</p><p><strong>13 issue </strong><a href="https://www.magazinesdirect.com/us/pc-gamer-us-edition-subscription/dp/f5cfb115" target="_blank"><strong>US Annual subscription</strong></a><strong>:</strong> $36.95 (Print) | $20 (Digital)</p><p><strong>Where else can you subscribe to PC Gamer? 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                                                                                                                                            <link>https://www.pcgamer.com/games/pc-gamer-magazines-new-issue-is-on-sale-now-onimusha-way-of-the-sword-with-a-huge-a1-poster-and-top-100-games-mini-mag/</link>
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                            <![CDATA[ Plus, The Blood of Dawnwalker, Wardogs, Doom: The Dark Ages - Revelations, Assassin's Creed Black Flag Resynced, graphics cards tested, and much more, too ]]>
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                                                                        <pubDate>Thu, 13 Aug 2026 09:06:28 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Games]]></category>
                                                                                                <author><![CDATA[ robert.jones@futurenet.com (Robert Jones) ]]></author>                    <dc:creator><![CDATA[ Robert Jones ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/Tyi5T4AreJBNreSscxpqJG.png ]]></dc:source>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Onimusha Way of the Sword issue of PC Gamer magazine 426]]></media:description>                                                            <media:text><![CDATA[Onimusha Way of the Sword issue of PC Gamer magazine 426]]></media:text>
                                <media:title type="plain"><![CDATA[Onimusha Way of the Sword issue of PC Gamer magazine 426]]></media:title>
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                                <div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/pIHYi-jktpk" allowfullscreen></iframe></div></div><p>This month, PC Gamer gets world-exclusive access to <a href="https://www.pcgamer.com/uk/onimusha-way-of-the-sword/" target="_blank">Onimusha: Way of the Sword</a>, Capcom's much-anticipated new action sword-fighting game. For our awesome lead feature, PC Gamer travels to Osaka, Japan, to go inside Capcom's headquarters and play plenty of Way of the Sword as well as interview seven of the key developers who have brought the game to life. And, from what we've seen already, this is looking like one of the games of the year, delivering visceral, kinetic, intense swordfights unlike any we've seen to date. Get the inside scoop in this issue of PC Gamer magazine.</p><div class="product star-deal"><a data-dimension112="50ee580e-96ee-11f1-ad6d-637abeca4a26" data-action="Star Deal Block" data-label="PC Gamer magazine" data-dimension48="PC Gamer magazine" data-dimension25="$4.99" href="https://www.magazinesdirect.com/pcg-brandsite" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1901px;"><p class="vanilla-image-block" style="padding-top:131.51%;"><img id="RygGhS7myintFTKnnWuAQP" name="PC Gamer magazine issue 426" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/RygGhS7myintFTKnnWuAQP.jpg" mos="" align="middle" fullscreen="" width="1901" height="2500" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><div><span class="product__star-deal-label">Issue 426 UK / 414 US</span><p><strong><a href="https://www.magazinesdirect.com/pcg-brandsite" target="_blank" rel="nofollow" data-dimension112="50ee580e-96ee-11f1-ad6d-637abeca4a26" data-action="Star Deal Block" data-label="PC Gamer magazine" data-dimension48="PC Gamer magazine" data-dimension25="$4.99">PC Gamer magazine: $4.99</a></strong><br><strong>Cover story: </strong>Onimusha: Way of the Sword | <strong>Secondary features:</strong> PC gaming's best co-op games</p><p>This month, PC Gamer gets world-exclusive access to Onimusha: Way of the Sword. Plus, The Blood of Dawnwalker previewed, Assassin's Creed Black Flag Resynced reviewed, 1000xResist reinstalled, and graphics cards tested.</p><p><strong>Buy this issue in print:</strong> <a href="https://www.magazinesdirect.com/us/pc-gamer-uk-edition-subscription/dp/eaf57fc1" target="_blank">$4.99</a> (US) | <a href="https://www.magazinesdirect.com/us/pc-gamer-uk-edition-subscription/dp/eaf57fc1" target="_blank">$16.49</a> (UK)</p><p><strong>Buy this issue digitally:</strong> <a href="https://www.magazinesdirect.com/us/pc-gamer-uk-edition-subscription/dp/eaf57fc1" target="_blank">$4.99</a> (US) | <a href="https://www.magazinesdirect.com/us/pc-gamer-uk-edition-subscription/dp/eaf57fc1" target="_blank">$16.49</a> (UK)</p></div></div><p>This special issue also comes with two great gifts, too. First, we have PC Gamer's Top 100 supplement. This is a 32-page mini mag that details the top 100 games we think PC gamers should play today in 2026. It is the result of weeks of voting, debating and, naturally, PC gaming here at PC Gamer Towers, and the result is our definitive recommendations for our favourite games, both new and old.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="bHwoHtjsPppQ7jjgFvar4N" name="PC Gamer magazine issue 426" alt="Onimusha Way of the Sword issue of PC Gamer magazine 426" src="https://cdn.mos.cms.futurecdn.net/bHwoHtjsPppQ7jjgFvar4N.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2500px;"><p class="vanilla-image-block" style="padding-top:59.52%;"><img id="av7eYkmrmhC9VHb9uacLcP" name="PC Gamer magazine issue 426" alt="Onimusha Way of the Sword issue of PC Gamer magazine 426" src="https://cdn.mos.cms.futurecdn.net/av7eYkmrmhC9VHb9uacLcP.jpg" mos="" align="middle" fullscreen="" width="2500" height="1488" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Get this huge A1 poster in the latest issue of PC Gamer magazine. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>And, secondly, to celebrate our world-exclusive Onimusha: Way of the Sword cover feature, we've also included a huge A1 Onimusha: Way of the Sword poster in this issue, too. This is another exclusive for PC Gamer magazine, so if you fancy a kick-ass poster on your wall, then pick up this issue today.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2353px;"><p class="vanilla-image-block" style="padding-top:75.78%;"><img id="7XuB6cKC7Qki4kux43hUDP" name="PC Gamer magazine issue 426" alt="Onimusha Way of the Sword issue of PC Gamer magazine 426" src="https://cdn.mos.cms.futurecdn.net/7XuB6cKC7Qki4kux43hUDP.jpg" mos="" align="middle" fullscreen="" width="2353" height="1783" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>There's another fantastic feature in this issue of PC Gamer, too. Co-op games are having a moment right now, with more great options to play with your friends available than ever before. As such, here the PC Gamer team gets together to decide upon our favourites, with everything from social hangouts through to competitive madcap romps included.<br></p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2353px;"><p class="vanilla-image-block" style="padding-top:75.78%;"><img id="YAWYrmnVwgkAPSxY7UerGP" name="PC Gamer magazine issue 426" alt="Onimusha Way of the Sword issue of PC Gamer magazine 426" src="https://cdn.mos.cms.futurecdn.net/YAWYrmnVwgkAPSxY7UerGP.jpg" mos="" align="middle" fullscreen="" width="2353" height="1783" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>In terms of previews this issue, PC Gamer goes hands-on with The Blood of Dawnwalker, the incredibly exciting new dark fantasy action-RPG from the director of The Witcher 3: Wild Hunt. In addition, we preview Star Wars: Galactic Racer, Wardogs, Tomb Raider: Legacy of Atlantis, Flask, Carcass Clad, and Brigador Killers.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2353px;"><p class="vanilla-image-block" style="padding-top:75.78%;"><img id="wjgeALuvAYSzzvZYA5FVpN" name="PC Gamer magazine issue 426" alt="Onimusha Way of the Sword issue of PC Gamer magazine 426" src="https://cdn.mos.cms.futurecdn.net/wjgeALuvAYSzzvZYA5FVpN.jpg" mos="" align="middle" fullscreen="" width="2353" height="1783" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Meanwhile, over in reviews, the PC Gamer team passes judgment on a selection of new games, including Assassin's Creed Black Flag Resynced, Moonlight Peaks, Doom: The Dark Ages – Revelations, Meccha Cameleon, Denshattack!, Granblue Fantasy: Relink - Endless Ragnarok, among others.</p><h2 id="cover-feature-onimusha-way-of-the-sword">Cover feature: Onimusha: Way of the Sword</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2353px;"><p class="vanilla-image-block" style="padding-top:75.78%;"><img id="P46v4DbtvKQQdCsKbBt5EP" name="PC Gamer magazine issue 426" alt="Onimusha Way of the Sword issue of PC Gamer magazine 426" src="https://cdn.mos.cms.futurecdn.net/P46v4DbtvKQQdCsKbBt5EP.jpg" mos="" align="middle" fullscreen="" width="2353" height="1783" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p><strong>Written by: </strong>Robert Jones</p><p><strong>Magazine exclusive:</strong> Until September 26th, 2026</p><p><strong>What's in this month's cover story:</strong> PC Gamer travels to Capcom's HQ in Osaka, Japan, to play its ripping new action game, Onimusha: Way of the Sword, as well as interview seven of its key developers. The result is the definitive all-you-need-to-know preview for Way of the Sword, with exclusive behind-the-scenes information about how the game was made and what PC gamers should expect when it releases this September.</p><h2 id="secondary-feature">Secondary feature</h2><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/7XuB6cKC7Qki4kux43hUDP.jpg" alt="Onimusha Way of the Sword issue of PC Gamer magazine 426" /><figcaption><small role="credit">Future</small></figcaption></figure></figure><h2 id="additional-content-in-this-month-s-issue">Additional content in this month's issue</h2>        <div class="featured_product_block featured_block_hero" data-id="50ee6236-96ee-11f1-b450-75716ef09c28">            <div class='product-image-widthsetter'><p class='vanilla-image-block' data-bordeaux-image-check style='padding-top:56.25%';><img style="width: 100%" class="featured_image" src="https://cdn.mos.cms.futurecdn.net/RTbqZWQb692yi6yKoNUXV6.png" alt="The Blood of Dawnwalker"><span class='featured__label hero__label'>LEAD PREVIEW</span></p></div>            <div class="featured_product_details_wrapper">                <div class="featured_product_title_wrapper">                                                                                <div class="featured__title">Soulframe</div>                                    </div>                <div class="subtitle__description">                                                            <p><p>Our lead preview this issue sees PC Gamer go hands-on with The Blood of Dawnwalker, the much-wanted new dark fantasy action RPG from the director of The Witcher 3: Wild Hunt. And, after going fangs-on with the game for many hours, we come away properly hyped.</p></p>                </div>                            </div>        </div>        <div class="featured_product_block featured_block_hero" data-id="50ee62d6-96ee-11f1-8f48-7d78786de3ea">            <div class='product-image-widthsetter'><p class='vanilla-image-block' data-bordeaux-image-check style='padding-top:56.25%';><img style="width: 100%" class="featured_image" src="https://cdn.mos.cms.futurecdn.net/qabPvTuJhkpTWsTE23rL4n.jpg" alt="Black Flag Resynced: Edward, wearing Duncan Walpole's robes, puzzlingly looking at a hidden blade in his hand."><span class='featured__label hero__label'>LEAD REVIEW</span></p></div>            <div class="featured_product_details_wrapper">                <div class="featured_product_title_wrapper">                                                                                <div class="featured__title">Gothic Remake</div>                                    </div>                <div class="subtitle__description">                                                            <p><p>Our lead review this issue sees us take to the high seas to pass judgement on Assassin's Creed Black Flag Resynced, the Anvil engine-powered remake of what many gamers consider to be the best Assassin's Creed ever made. Plenty of piratical mischief and a complete replay of the original game ensue.</p></p>                </div>                            </div>        </div>        <div class="featured_product_block featured_block_hero" data-id="50ee6380-96ee-11f1-973a-33e9be438fae">            <div class='product-image-widthsetter'><p class='vanilla-image-block' data-bordeaux-image-check style='padding-top:56.25%';><img style="width: 100%" class="featured_image" src="https://cdn.mos.cms.futurecdn.net/VvTd4XCWvLR9LLYo57BToB.png" alt="Doom 2 mod Butcher's Summit"><span class='featured__label hero__label'>MOD SPOTLIGHT</span></p></div>            <div class="featured_product_details_wrapper">                <div class="featured_product_title_wrapper">                                                                                <div class="featured__title">Butcher's Summit</div>                                    </div>                <div class="subtitle__description">                                                            <p><p>This incredibly ambitious and brutal Doom II mod sees you transported back to World War II to engage in a holy war as a Master Templar, fighting through hordes of corrupted militia, cultists, and demonic netherworld horrors. This acts as a two-hour prequel campaign to the incoming Trench Foot mod.</p></p>                </div>                            </div>        </div>        <div class="featured_product_block featured_block_hero" data-id="50ee643e-96ee-11f1-a6aa-d3a8e086bb0b">            <div class='product-image-widthsetter'><p class='vanilla-image-block' data-bordeaux-image-check style='padding-top:56.25%';><img style="width: 100%" class="featured_image" src="https://cdn.mos.cms.futurecdn.net/wrGPWxsLEc28f6B6fb4s9.jpg" alt="The Watcher in 1000xResist"><span class='featured__label hero__label'>REINSTALL</span></p></div>            <div class="featured_product_details_wrapper">                <div class="featured_product_title_wrapper">                                                                                <div class="featured__title">1000xResist</div>                                    </div>                <div class="subtitle__description">                                                            <p><p>PC Gamer's Joshua Wolens reinstalls the cult-classic narrative-driven adventure game, 1000xResist, and very rapidly kills god. No, really, god is very much dispatched. As you might imagine, things don't go too well following god being binned off. Seriously, Josh, what are you like?</p></p>                </div>                            </div>        </div>        <div class="featured_product_block featured_block_hero" data-id="50ee64e8-96ee-11f1-b8a3-95b23878d934">            <div class='product-image-widthsetter'><p class='vanilla-image-block' data-bordeaux-image-check style='padding-top:56.29%';><img style="width: 100%" class="featured_image" src="https://cdn.mos.cms.futurecdn.net/vE7RHjsnUJvXPyjXdq3AEW.jpg" alt="Kingdom Come: Deliverance 2"><span class='featured__label hero__label'>DIARY</span></p></div>            <div class="featured_product_details_wrapper">                <div class="featured_product_title_wrapper">                                                                                <div class="featured__title">Kingdom Come: Deliverance II</div>                                    </div>                <div class="subtitle__description">                                                            <p><p>This issue of PC Gamer magazine sees us continue our diary in which we try to live as naught but a humble woodsman, eschewing the clothes, armour, and civilisation that define most normal medieval humans. Can our reclusive woodsman survive in the wilderness? As you might expect, shenanigans and outright nonsense ensue.</p></p>                </div>                            </div>        </div>        <div class="featured_product_block featured_block_hero" data-id="50ee6588-96ee-11f1-b733-87339d796ea9">            <div class='product-image-widthsetter'><p class='vanilla-image-block' data-bordeaux-image-check style='padding-top:56.28%';><img style="width: 100%" class="featured_image" src="https://cdn.mos.cms.futurecdn.net/FNsx8fREAxyAdkRJYneENn.png" alt="Scroll of Taiwu"><span class='featured__label hero__label'>SPECIAL REPORT</span></p></div>            <div class="featured_product_details_wrapper">                <div class="featured_product_title_wrapper">                                                                                <div class="featured__title">Scroll of Taiwu</div>                                    </div>                <div class="subtitle__description">                                                            <p><p>This month's special report provides a deep dive into the Chinese indie game phenomenon, Scroll of Taiwu, which recently had its 5 million-word script translated into English. We speak directly to the game's publishing advisor, Leye 'Yager' Yu to get the inside scoop.</p></p>                </div>                            </div>        </div>        <div class="featured_product_block featured_block_hero" data-id="50ee6632-96ee-11f1-a9f7-bb3bfc5c88d6">            <div class='product-image-widthsetter'><p class='vanilla-image-block' data-bordeaux-image-check style='padding-top:75.78%';><img style="width: 100%" class="featured_image" src="https://cdn.mos.cms.futurecdn.net/dqPpE8nxmoyVwPEyQSd3wN.jpg" alt="Onimusha Way of the Sword issue of PC Gamer magazine 426"><span class='featured__label hero__label'>HARDWARE GROUP TEST</span></p></div>            <div class="featured_product_details_wrapper">                <div class="featured_product_title_wrapper">                                                                                <div class="featured__title">Graphics cards</div>                                    </div>                <div class="subtitle__description">                                                            <p><p>If you're looking for a new mid-range graphics card (and who isn't these days thanks to the RAM-pocalypse, right?) then this month's group test is for you, with the PC Gamer hardware team benchmarking a selection of GPUs, including the new AMD Radeon 9070 GRE and Nvidia GeForce RTX 5060 Ti 16GB.</p></p>                </div>                            </div>        </div>        <div class="featured_product_block featured_block_hero" data-id="50ee66d2-96ee-11f1-9f35-a36ec890cffe">            <div class='product-image-widthsetter'><p class='vanilla-image-block' data-bordeaux-image-check style='padding-top:56.25%';><img style="width: 100%" class="featured_image" src="https://cdn.mos.cms.futurecdn.net/9EQhXfucBBHxrbugHWkTPY.png" alt=""><span class='featured__label hero__label'>...and more!</span></p></div>            <div class="featured_product_details_wrapper">                <div class="featured_product_title_wrapper">                                                                                <div class="featured__title"></div>                                    </div>                <div class="subtitle__description">                                                            <p><p><strong>Now Playing</strong>: The PC Gamer team writes about their adventures in Bugaboo Pocket, Over the Hill, Fields of Mistria, and KOTOR II.</p><p><strong>They're Back:</strong> Matthew Elliott re-reviews Dave the Dive, Maneater, and Abzû.</p><p><strong>Making of: </strong>Rick Lane discovers how Assassin's Creed Black Flag Resynced's impressive new water tech was created, with exclusive insight from a key developer.</p></p>                </div>                            </div>        </div><h2 id="subscribe-to-pc-gamer-magazine">Subscribe to PC Gamer magazine</h2><div class="product star-deal"><a data-dimension112="50ee68b2-96ee-11f1-9331-b11d264876df" data-action="Star Deal Block" data-label="13 issue UK Annual subscription" data-dimension48="13 issue UK Annual subscription" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1767px;"><p class="vanilla-image-block" style="padding-top:141.48%;"><img id="8ePzhDtEqLWEDC7nb3tAVP" name="PC Gamer magazine issue 426" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/8ePzhDtEqLWEDC7nb3tAVP.jpg" mos="" align="middle" fullscreen="" width="1767" height="2500" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><div><span class="product__star-deal-label">13 issues!</span><p><strong>13 issue </strong><a href="https://www.magazinesdirect.com/us/pc-gamer-uk-edition-subscription/dp/eaf57fc1" target="_blank" data-dimension112="50ee68b2-96ee-11f1-9331-b11d264876df" data-action="Star Deal Block" data-label="13 issue UK Annual subscription" data-dimension48="13 issue UK Annual subscription" data-dimension25=""><strong>UK Annual subscription</strong></a>: $141.99 (Print) | $58.99 (Digital)</p><p><strong>13 issue </strong><a href="https://www.magazinesdirect.com/us/pc-gamer-us-edition-subscription/dp/f5cfb115" target="_blank"><strong>US Annual subscription</strong></a><strong>:</strong> $36.95 (Print) | $20 (Digital)</p><p><strong>Where else can you subscribe to PC Gamer? </strong></p><p><strong>UK: </strong><a href="https://apps.apple.com/us/app/pc-gamer-uk/id451452510" target="_blank">iOS App Store</a> | Pocketmags | <a href="https://www.zinio.com/gb/publications/pc-gamer/8389#/" target="_blank">Zinio</a></p><p><strong>US:</strong> <a href="https://apps.apple.com/us/app/pc-gamer-us/id469919856" target="_blank">iOS App Store</a> | Pocketmags | <a href="https://www.zinio.com/publications/pc-gamer-us-edition/7824" target="_blank">Zinio</a></p></div></div><p><strong>How many issues are in an annual subscription?</strong></p><ul><li>13 issues a year, including a special holiday issue in late December.</li></ul><p><strong>What's the difference between the UK and US versions of the magazine? </strong></p><ul><li>The UK edition of PC Gamer magazine has a slightly higher page count than the US edition, with extra content available.</li></ul><p><strong>Are PC Gamer subscriptions available outside the US/UK?</strong></p><ul><li>Yes, we ship PC Gamer magazine to many countries around the world. For a full list of destinations, please visit <a href="https://www.magazinesdirect.com/" target="_blank">Magazines Direct</a>.</li></ul><p><strong>What form does the digital magazine come in?</strong></p><ul><li>Digital editions of PC Gamer magazine are provided in PDF and EPUB format, readable through <a href="https://pocketmags.com/" target="_blank">Pocketmags</a>.</li></ul>
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                                                            <title><![CDATA[ Wes Fenlon's recommendations ]]></title>
                                                                                                <dc:content><![CDATA[ <p>When I really think about how I spend my time writing here on PC Gamer, there’s actually not all that much of it that goes into straightforward <em>recommendations</em>. Between interviews, editorials about the games industry, features about PC gaming history and a spot of news here and there, it’s not all that often I just get to say: “Hey, here’s something I really like. Check it out!”</p><p>Considering how noisy the internet can be, it’s inevitable that when we do share these bits of our lives they’re quickly buried and forgotten. This is a permanent home for my favorites: Games, movies, gadgets, recipes, maybe even <em>life tips</em>? Before we get to what I like, though, a bit more on what I’m like: </p><div class="product star-deal"><a data-dimension112="8d1eb696-92b3-11f1-9c97-5db9e286b8f6" data-action="Star Deal Block" data-label="Gaming since: 1992Favorite game: Final Fantasy 9Guilty pleasure: Dokapon KingdomMost-played in 2026: Ace Combat 7, Pragmata, Resident Evil 6" data-dimension48="Gaming since: 1992Favorite game: Final Fantasy 9Guilty pleasure: Dokapon KingdomMost-played in 2026: Ace Combat 7, Pragmata, Resident Evil 6" href="https://www.pcgamer.com/author/wes-fenlon/" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:768px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="6wjG8UEzLfhKbpFqVjBknD" name="Vivi FF9" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6wjG8UEzLfhKbpFqVjBknD.jpg" mos="" align="middle" fullscreen="" width="768" height="768" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><div><span class="product__star-deal-label">PC gaming brief</span><p><strong>Gaming since: </strong>1992<br><strong>Favorite game:</strong> Final Fantasy 9<br><strong>Guilty pleasure: </strong>Dokapon Kingdom<br><strong>Most-played in 2026:</strong> Ace Combat 7, Pragmata, Resident Evil 6</p></div></div><h2 id="stuff-i-recommend">Stuff I recommend</h2><a class="card card--standard card--rows-2 card--align-inline" href="https://www.pcgamer.com/gaming-industry/if-youre-not-paying-attention-to-retro-game-recompilations-youre-missing-the-most-exciting-thing-in-gaming-right-now/"><div class="card-image-widthsetter"><p class="vanilla-image-block"  style="padding-top:56.25%;"><img style="width: 100%" class="card__image" src="https://cdn.mos.cms.futurecdn.net/2z5f5Qf5be23w7vqgx4pnC.png" alt="Donkey Kong stares towards the camera under the words DK64: Recompiled"></p></div><div class="card__content"><h3 class="card__title">Retro game recompilations</h3><div class="card__description-wrapper"><div class="card__description"><p>You could be spending your time playing new games... or you could be playing newly revitalized classics, made playable natively on PC for the first time with all sorts of fancy features (4K120 support, mods, randomizers, HD texture packs). The coolest thing happening in gaming in 2026.</p></div></div></div></a><a class="card card--standard card--rows-2 card--align-inline" href="https://www.pcgamer.com/games/action/hopefully-as-many-people-as-possible-get-to-play-it-before-nintendo-flips-out-fans-spent-3-years-secretly-crafting-a-full-metroid-prime-2d-demake-and-it-rocks/"><div class="card-image-widthsetter"><p class="vanilla-image-block"  style="padding-top:56.25%;"><img style="width: 100%" class="card__image" src="https://cdn.mos.cms.futurecdn.net/NU24JHLqqfhJyrsTHVGYzj.jpg" alt="Samus from Metroid Prime Origins"></p></div><div class="card__content"><h3 class="card__title">Metroid Prime Origins</h3><div class="card__description-wrapper"><div class="card__description"><p>A confident, polished fan demake of Metroid Prime that smoothly translates the game to 2D. It looks great: the 8-bit style isn't beholden to the NES's limitations, and the controls and overall feel are excellent. I'd put this up against plenty of metroidvanias that cost $20 without hesitation. And it's free!</p></div></div></div></a><a class="card card--standard card--rows-2 card--align-inline" href="https://www.pcgamer.com/games/action/you-should-really-get-ace-combat-7-while-its-80-percent-off-on-steam-because-ac8-might-be-one-of-the-years-best-games/"><div class="card-image-widthsetter"><p class="vanilla-image-block"  style="padding-top:56.25%;"><img style="width: 100%" class="card__image" src="https://cdn.mos.cms.futurecdn.net/a2i2JEPby88nhEHc6WkTaT.jpg" alt="Ace Combat 7 cutscenes"></p></div><div class="card__content"><h3 class="card__title">Playing Ace Combat 7 in 2026</h3><div class="card__description-wrapper"><div class="card__description"><p>You should buy Ace Combat 7 when it's on sale, which might be right now as you're reading this. If it's not, chuck it on the ol' wishlist. I'm a convert to this over-the-top, anime-as-hell flight combat series, and want everyone to play this 2019 entry ahead of Ace Combat 8.</p></div></div></div></a><a class="card card--standard card--rows-2 card--align-inline" href="https://www.pcgamer.com/hardware/you-deserve-a-travel-power-adapter-you-actually-like-for-your-next-trip/" target="_blank"><div class="card-image-widthsetter"><p class="vanilla-image-block"  style="padding-top:56.25%;"><img style="width: 100%" class="card__image" src="https://cdn.mos.cms.futurecdn.net/XpbcGBhhWXZviPbmCXKwJK.jpg" alt="Ceptics power adapter"></p></div><div class="card__content"><h3 class="card__title">A good travel power adapter</h3><div class="card__description-wrapper"><div class="card__description"><p>I travel internationally often enough to have opinions about power adapters, and I really like this one by Ceptics. It's not fancy, which is a big part of why I like it! For your next vacation free yourself from the annoyance of those oversized, all-in-one adapters and pack exactly the plugs you need, instead.</p></div></div></div></a><h2 id="here-s-a-good-video-from-2026">Here's a good video from 2026</h2><iframe src="https://content.jwplatform.com/players/j5OUHlgW.html" id="j5OUHlgW" title="The Steam Machine has fallen victim to the memory crisis" width="1920" height="1080" frameborder="0" scrolling="auto" allowfullscreen></iframe><h2 id="pc-gamer-reads-i-recommend">PC Gamer reads I recommend</h2><h4 id="2026">2026</h4><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:40.00%;"><img id="VVKUzX4oU2b7tSbv572FK8" name="doom dark ages 25-1" alt="Doom: The Dark Ages key art" src="https://cdn.mos.cms.futurecdn.net/VVKUzX4oU2b7tSbv572FK8.jpg" mos="" align="middle" fullscreen="" width="3840" height="1536" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: id Software)</span></figcaption></figure><ul><li><a href="https://www.pcgamer.com/games/i-ran-45-idle-game-demos-from-steam-next-fest-all-at-once-for-a-desktop-companion-battle-royale/" target="_blank">I ran 45 idle game demos from Steam Next Fest all at once for a desktop companion battle royale</a> by Andrea Shearon</li><li><a href="https://www.pcgamer.com/games/halo/halo-campaign-evolved-review/" target="_blank">I played the Halo: Campaign Evolved remake and original Halo back-to-back, here's my review</a> by Morgan Park</li><li><a href="https://www.pcgamer.com/games/rpg/it-nearly-killed-me-why-studio-head-james-ohlen-left-sci-fi-rpg-exodus-mid-development-and-why-ea-crushing-his-star-wars-the-old-republic-reboot-was-the-beginning-of-the-end-at-bioware/" target="_blank">'It nearly killed me': Why studio head James Ohlen left sci-fi RPG Exodus mid-development—and why EA crushing his Star Wars: The Old Republic reboot was the 'beginning of the end' at BioWare</a> by Samuel Horti</li><li><a href="https://www.pcgamer.com/games/fps/its-time-to-set-the-record-straight-doomguys-armor-does-not-have-a-tummy-window-his-shirt-just-got-ripped/" target="_blank">It's time to set the record straight: Doomguy's armor does not have a tummy window, his shirt just got ripped</a> by Ted Litchfield</li><li><a href="https://www.pcgamer.com/games/from-ancient-buddhism-to-iconic-manga-hair-to-keanu-reeves-a-pc-gamer-causality-chaintm/" target="_blank">From ancient Buddhism, to iconic manga hair, to Keanu Reeves: a PC Gamer Causality Chain™</a> by me</li><li><a href="https://www.pcgamer.com/gaming-industry/how-do-you-put-a-price-tag-on-a-legacy-like-id-softwares/" target="_blank">How do you put a price tag on a legacy like id Software's?</a> by me</li></ul><h4 id="oldies-but-goodies">Oldies but goodies</h4><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1631px;"><p class="vanilla-image-block" style="padding-top:40.04%;"><img id="GQmwvo57SJpKNhxSHnj4TY" name="ultima art" alt="Ultima art by Lee MacLeod" src="https://cdn.mos.cms.futurecdn.net/GQmwvo57SJpKNhxSHnj4TY.jpg" mos="" align="middle" fullscreen="" width="1631" height="653" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Origin Systems, Ultima Codex)</span></figcaption></figure><ul><li><a href="https://www.pcgamer.com/games/visual-novel/promise-mascot-agency-review/" target="_blank">Promise Mascot Agency review</a> by Maddi Chilton</li><li><a href="https://www.pcgamer.com/games/rpg/a-good-idea-infinite-drive-and-lots-of-diet-pepsi-how-youtube-essayist-majuulars-life-changed-course-telling-the-story-of-ultima-across-2-years-and-more-than-20-hours-of-documentaries/" target="_blank">'A good idea, infinite drive, and lots of Diet Pepsi': How YouTube essayist Majuular's life changed course telling the story of Ultima across 2 years and more than 20 hours of documentaries</a> by Justin Wagner</li><li><a href="https://www.pcgamer.com/games/rpg/the-rise-of-the-chinese-action-rpg/" target="_blank">The rise of the Chinese action RPG</a> by Kerry Brunskill</li><li><a href="https://www.pcgamer.com/mail-trucks-and-millions-of-dollars-how-shareware-transformed-pc-gaming-forever/" target="_blank">Mail trucks and millions of dollars: how shareware transformed PC gaming forever</a> by Jeremy Peel</li><li><a href="https://www.pcgamer.com/how-a-bunch-of-art-school-grads-made-putrid-brilliant-horror-adventure-sanitarium/" target="_blank">How a bunch of art school grads made putrid, brilliant horror adventure Sanitarium</a> by Alexis Ong</li><li><a href="https://www.pcgamer.com/murder-incorporated-ten-months-of-deception-for-one-kill-in-eve-online/" target="_blank">​Murder Incorporated: ten months of deception for one kill in Eve Online</a> by Tom Francis</li><li><a href="https://www.pcgamer.com/life-in-vanadiel-19-years-in-final-fantasy-11-is-still-an-mmo-unlike-any-other/" target="_blank">Life in Vana'diel: 19 years in, Final Fantasy 11 is still an MMO unlike any other</a> by James Mielke</li><li><a href="https://www.pcgamer.com/the-story-of-the-bizarre-mega-man-dos-games/" target="_blank">The story of the bizarre Mega Man DOS games</a> by Tyler Wilde</li><li><a href="https://www.pcgamer.com/breaking-the-internet-the-story-of-everquest-the-mmo-that-changed-everything/" target="_blank">Breaking the internet: The story of EverQuest, the MMO that changed everything</a> by Steven Messner</li><li><a href="https://www.pcgamer.com/the-ethics-of-smurfing/" target="_blank">The ethics of smurfing</a> by Nicole Carpenter</li><li><a href="https://www.pcgamer.com/ubisoft-please-put-my-dad-in-far-cry-5/" target="_blank">Ubisoft, please put my dad in Far Cry 5</a> by James Davenport</li><li><a href="https://www.pcgamer.com/i-put-gamer-goo-on-my-hands-and-god-help-me-i-actually-liked-it/" target="_blank">I put 'Gamer Goo' on my hands, and god help me I actually liked it</a> by Andy Chalk</li><li><a href="https://www.pcgamer.com/its-time-for-cyberpunk-games-to-remember-how-to-be-punk/" target="_blank">It's time for cyberpunk games to remember how to be punk</a> by Jody Macgregor</li><li><a href="https://www.pcgamer.com/longest-living-pc-games-80s-90s/" target="_blank">The '80s and '90s PC games unbelievably still being updated today</a> by Chris Livingston and I</li><li><a href="https://www.pcgamer.com/most-important-pc-games/" target="_blank">The 50 most important PC games of all time</a> by me (and many contributors)</li><li><a href="https://www.pcgamer.com/game-preservation-society-japanese-pc-games-square-enix-game-arts/" target="_blank">The race to save Japan's incredible '80s PC gaming history before it's gone</a> by me</li></ul> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/wes-fenlons-recommendations/</link>
                                                                            <description>
                            <![CDATA[ What has Senior Editor Wes Fenlon been into lately? ]]>
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                                                                        <pubDate>Wed, 12 Aug 2026 20:49:17 +0000</pubDate>                                                                                                                                <updated>Fri, 14 Aug 2026 19:31:31 +0000</updated>
                                                                                                                                            <category><![CDATA[Games]]></category>
                                                                                                <author><![CDATA[ wesley@pcgamer.com (Wes Fenlon) ]]></author>                    <dc:creator><![CDATA[ Wes Fenlon ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/oLoGHTuSZDFZX6QdzCTj4R.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Wes has been covering games and hardware for more than 10 years, first at tech sites like The Wirecutter and Tested before joining the PC Gamer team in 2014. Wes plays a little bit of everything, but he&#039;ll always jump at the chance to cover emulation and Japanese games.&lt;/p&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;&lt;p&gt;When he&#039;s not obsessively optimizing and re-optimizing a tangle of conveyor belts in Satisfactory (it&#039;s really becoming a problem), he&#039;s probably playing a 20-year-old Final Fantasy or some opaque ASCII roguelike. With a focus on writing and editing features, he seeks out personal stories and in-depth histories from the corners of PC gaming and its niche communities. 50% pizza by volume (deep dish, to be specific).&lt;/p&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;&lt;p&gt;His lasting legacy on this earth may be &lt;a href=&quot;https://www.pcgamer.com/ive-somehow-been-wasding-wrong-my-whole-life/&quot; target=&quot;_blank&quot;&gt;using WASD wrong&lt;/a&gt; for his entire life.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Future, Bandai Namco]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Wes recommends: Ace Combat]]></media:description>                                                            <media:text><![CDATA[Wes recommends: Ace Combat]]></media:text>
                                <media:title type="plain"><![CDATA[Wes recommends: Ace Combat]]></media:title>
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                            <article>
                                <p>When I really think about how I spend my time writing here on PC Gamer, there’s actually not all that much of it that goes into straightforward <em>recommendations</em>. Between interviews, editorials about the games industry, features about PC gaming history and a spot of news here and there, it’s not all that often I just get to say: “Hey, here’s something I really like. Check it out!”</p><p>Considering how noisy the internet can be, it’s inevitable that when we do share these bits of our lives they’re quickly buried and forgotten. This is a permanent home for my favorites: Games, movies, gadgets, recipes, maybe even <em>life tips</em>? Before we get to what I like, though, a bit more on what I’m like: </p><div class="product star-deal"><a data-dimension112="8d1eb696-92b3-11f1-9c97-5db9e286b8f6" data-action="Star Deal Block" data-label="Gaming since: 1992Favorite game: Final Fantasy 9Guilty pleasure: Dokapon KingdomMost-played in 2026: Ace Combat 7, Pragmata, Resident Evil 6" data-dimension48="Gaming since: 1992Favorite game: Final Fantasy 9Guilty pleasure: Dokapon KingdomMost-played in 2026: Ace Combat 7, Pragmata, Resident Evil 6" href="https://www.pcgamer.com/author/wes-fenlon/" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:768px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="6wjG8UEzLfhKbpFqVjBknD" name="Vivi FF9" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6wjG8UEzLfhKbpFqVjBknD.jpg" mos="" align="middle" fullscreen="" width="768" height="768" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><div><span class="product__star-deal-label">PC gaming brief</span><p><strong>Gaming since: </strong>1992<br><strong>Favorite game:</strong> Final Fantasy 9<br><strong>Guilty pleasure: </strong>Dokapon Kingdom<br><strong>Most-played in 2026:</strong> Ace Combat 7, Pragmata, Resident Evil 6</p></div></div><h2 id="stuff-i-recommend">Stuff I recommend</h2><a class="card card--standard card--rows-2 card--align-inline" href="https://www.pcgamer.com/gaming-industry/if-youre-not-paying-attention-to-retro-game-recompilations-youre-missing-the-most-exciting-thing-in-gaming-right-now/"><div class="card-image-widthsetter"><p class="vanilla-image-block"  style="padding-top:56.25%;"><img style="width: 100%" class="card__image" src="https://cdn.mos.cms.futurecdn.net/2z5f5Qf5be23w7vqgx4pnC.png" alt="Donkey Kong stares towards the camera under the words DK64: Recompiled"></p></div><div class="card__content"><h3 class="card__title">Retro game recompilations</h3><div class="card__description-wrapper"><div class="card__description"><p>You could be spending your time playing new games... or you could be playing newly revitalized classics, made playable natively on PC for the first time with all sorts of fancy features (4K120 support, mods, randomizers, HD texture packs). The coolest thing happening in gaming in 2026.</p></div></div></div></a><a class="card card--standard card--rows-2 card--align-inline" href="https://www.pcgamer.com/games/action/hopefully-as-many-people-as-possible-get-to-play-it-before-nintendo-flips-out-fans-spent-3-years-secretly-crafting-a-full-metroid-prime-2d-demake-and-it-rocks/"><div class="card-image-widthsetter"><p class="vanilla-image-block"  style="padding-top:56.25%;"><img style="width: 100%" class="card__image" src="https://cdn.mos.cms.futurecdn.net/NU24JHLqqfhJyrsTHVGYzj.jpg" alt="Samus from Metroid Prime Origins"></p></div><div class="card__content"><h3 class="card__title">Metroid Prime Origins</h3><div class="card__description-wrapper"><div class="card__description"><p>A confident, polished fan demake of Metroid Prime that smoothly translates the game to 2D. It looks great: the 8-bit style isn't beholden to the NES's limitations, and the controls and overall feel are excellent. I'd put this up against plenty of metroidvanias that cost $20 without hesitation. And it's free!</p></div></div></div></a><a class="card card--standard card--rows-2 card--align-inline" href="https://www.pcgamer.com/games/action/you-should-really-get-ace-combat-7-while-its-80-percent-off-on-steam-because-ac8-might-be-one-of-the-years-best-games/"><div class="card-image-widthsetter"><p class="vanilla-image-block"  style="padding-top:56.25%;"><img style="width: 100%" class="card__image" src="https://cdn.mos.cms.futurecdn.net/a2i2JEPby88nhEHc6WkTaT.jpg" alt="Ace Combat 7 cutscenes"></p></div><div class="card__content"><h3 class="card__title">Playing Ace Combat 7 in 2026</h3><div class="card__description-wrapper"><div class="card__description"><p>You should buy Ace Combat 7 when it's on sale, which might be right now as you're reading this. If it's not, chuck it on the ol' wishlist. I'm a convert to this over-the-top, anime-as-hell flight combat series, and want everyone to play this 2019 entry ahead of Ace Combat 8.</p></div></div></div></a><a class="card card--standard card--rows-2 card--align-inline" href="https://www.pcgamer.com/hardware/you-deserve-a-travel-power-adapter-you-actually-like-for-your-next-trip/" target="_blank"><div class="card-image-widthsetter"><p class="vanilla-image-block"  style="padding-top:56.25%;"><img style="width: 100%" class="card__image" src="https://cdn.mos.cms.futurecdn.net/XpbcGBhhWXZviPbmCXKwJK.jpg" alt="Ceptics power adapter"></p></div><div class="card__content"><h3 class="card__title">A good travel power adapter</h3><div class="card__description-wrapper"><div class="card__description"><p>I travel internationally often enough to have opinions about power adapters, and I really like this one by Ceptics. It's not fancy, which is a big part of why I like it! For your next vacation free yourself from the annoyance of those oversized, all-in-one adapters and pack exactly the plugs you need, instead.</p></div></div></div></a><h2 id="here-s-a-good-video-from-2026">Here's a good video from 2026</h2><iframe src="https://content.jwplatform.com/players/j5OUHlgW.html" id="j5OUHlgW" title="The Steam Machine has fallen victim to the memory crisis" width="1920" height="1080" frameborder="0" scrolling="auto" allowfullscreen></iframe><h2 id="pc-gamer-reads-i-recommend">PC Gamer reads I recommend</h2><h4 id="2026">2026</h4><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:40.00%;"><img id="VVKUzX4oU2b7tSbv572FK8" name="doom dark ages 25-1" alt="Doom: The Dark Ages key art" src="https://cdn.mos.cms.futurecdn.net/VVKUzX4oU2b7tSbv572FK8.jpg" mos="" align="middle" fullscreen="" width="3840" height="1536" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: id Software)</span></figcaption></figure><ul><li><a href="https://www.pcgamer.com/games/i-ran-45-idle-game-demos-from-steam-next-fest-all-at-once-for-a-desktop-companion-battle-royale/" target="_blank">I ran 45 idle game demos from Steam Next Fest all at once for a desktop companion battle royale</a> by Andrea Shearon</li><li><a href="https://www.pcgamer.com/games/halo/halo-campaign-evolved-review/" target="_blank">I played the Halo: Campaign Evolved remake and original Halo back-to-back, here's my review</a> by Morgan Park</li><li><a href="https://www.pcgamer.com/games/rpg/it-nearly-killed-me-why-studio-head-james-ohlen-left-sci-fi-rpg-exodus-mid-development-and-why-ea-crushing-his-star-wars-the-old-republic-reboot-was-the-beginning-of-the-end-at-bioware/" target="_blank">'It nearly killed me': Why studio head James Ohlen left sci-fi RPG Exodus mid-development—and why EA crushing his Star Wars: The Old Republic reboot was the 'beginning of the end' at BioWare</a> by Samuel Horti</li><li><a href="https://www.pcgamer.com/games/fps/its-time-to-set-the-record-straight-doomguys-armor-does-not-have-a-tummy-window-his-shirt-just-got-ripped/" target="_blank">It's time to set the record straight: Doomguy's armor does not have a tummy window, his shirt just got ripped</a> by Ted Litchfield</li><li><a href="https://www.pcgamer.com/games/from-ancient-buddhism-to-iconic-manga-hair-to-keanu-reeves-a-pc-gamer-causality-chaintm/" target="_blank">From ancient Buddhism, to iconic manga hair, to Keanu Reeves: a PC Gamer Causality Chain™</a> by me</li><li><a href="https://www.pcgamer.com/gaming-industry/how-do-you-put-a-price-tag-on-a-legacy-like-id-softwares/" target="_blank">How do you put a price tag on a legacy like id Software's?</a> by me</li></ul><h4 id="oldies-but-goodies">Oldies but goodies</h4><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1631px;"><p class="vanilla-image-block" style="padding-top:40.04%;"><img id="GQmwvo57SJpKNhxSHnj4TY" name="ultima art" alt="Ultima art by Lee MacLeod" src="https://cdn.mos.cms.futurecdn.net/GQmwvo57SJpKNhxSHnj4TY.jpg" mos="" align="middle" fullscreen="" width="1631" height="653" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Origin Systems, Ultima Codex)</span></figcaption></figure><ul><li><a href="https://www.pcgamer.com/games/visual-novel/promise-mascot-agency-review/" target="_blank">Promise Mascot Agency review</a> by Maddi Chilton</li><li><a href="https://www.pcgamer.com/games/rpg/a-good-idea-infinite-drive-and-lots-of-diet-pepsi-how-youtube-essayist-majuulars-life-changed-course-telling-the-story-of-ultima-across-2-years-and-more-than-20-hours-of-documentaries/" target="_blank">'A good idea, infinite drive, and lots of Diet Pepsi': How YouTube essayist Majuular's life changed course telling the story of Ultima across 2 years and more than 20 hours of documentaries</a> by Justin Wagner</li><li><a href="https://www.pcgamer.com/games/rpg/the-rise-of-the-chinese-action-rpg/" target="_blank">The rise of the Chinese action RPG</a> by Kerry Brunskill</li><li><a href="https://www.pcgamer.com/mail-trucks-and-millions-of-dollars-how-shareware-transformed-pc-gaming-forever/" target="_blank">Mail trucks and millions of dollars: how shareware transformed PC gaming forever</a> by Jeremy Peel</li><li><a href="https://www.pcgamer.com/how-a-bunch-of-art-school-grads-made-putrid-brilliant-horror-adventure-sanitarium/" target="_blank">How a bunch of art school grads made putrid, brilliant horror adventure Sanitarium</a> by Alexis Ong</li><li><a href="https://www.pcgamer.com/murder-incorporated-ten-months-of-deception-for-one-kill-in-eve-online/" target="_blank">​Murder Incorporated: ten months of deception for one kill in Eve Online</a> by Tom Francis</li><li><a href="https://www.pcgamer.com/life-in-vanadiel-19-years-in-final-fantasy-11-is-still-an-mmo-unlike-any-other/" target="_blank">Life in Vana'diel: 19 years in, Final Fantasy 11 is still an MMO unlike any other</a> by James Mielke</li><li><a href="https://www.pcgamer.com/the-story-of-the-bizarre-mega-man-dos-games/" target="_blank">The story of the bizarre Mega Man DOS games</a> by Tyler Wilde</li><li><a href="https://www.pcgamer.com/breaking-the-internet-the-story-of-everquest-the-mmo-that-changed-everything/" target="_blank">Breaking the internet: The story of EverQuest, the MMO that changed everything</a> by Steven Messner</li><li><a href="https://www.pcgamer.com/the-ethics-of-smurfing/" target="_blank">The ethics of smurfing</a> by Nicole Carpenter</li><li><a href="https://www.pcgamer.com/ubisoft-please-put-my-dad-in-far-cry-5/" target="_blank">Ubisoft, please put my dad in Far Cry 5</a> by James Davenport</li><li><a href="https://www.pcgamer.com/i-put-gamer-goo-on-my-hands-and-god-help-me-i-actually-liked-it/" target="_blank">I put 'Gamer Goo' on my hands, and god help me I actually liked it</a> by Andy Chalk</li><li><a href="https://www.pcgamer.com/its-time-for-cyberpunk-games-to-remember-how-to-be-punk/" target="_blank">It's time for cyberpunk games to remember how to be punk</a> by Jody Macgregor</li><li><a href="https://www.pcgamer.com/longest-living-pc-games-80s-90s/" target="_blank">The '80s and '90s PC games unbelievably still being updated today</a> by Chris Livingston and I</li><li><a href="https://www.pcgamer.com/most-important-pc-games/" target="_blank">The 50 most important PC games of all time</a> by me (and many contributors)</li><li><a href="https://www.pcgamer.com/game-preservation-society-japanese-pc-games-square-enix-game-arts/" target="_blank">The race to save Japan's incredible '80s PC gaming history before it's gone</a> by me</li></ul>
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                                                            <title><![CDATA[ Believe the hype for Wardogs, possibly the next great multiplayer FPS ]]></title>
                                                                                                <dc:content><![CDATA[ <p>I'm seated on the edge of a transport helicopter, legs dangling in the breeze, when our pilot flips on the radio to Flight of the Valkyries. "Duh duh duh duh, duh, duh duh duh duh, duh" three passengers sing in non-unison, their VOIP lagging two seconds behind the actual song. The pilot interrupts the performance with an announcement: "Jump quick once you see grass, because we're headed to the hot zone. How many of you bought a parachute?" The chopper goes silent. "Well then."</p><p>I realize this is the same pilot who taxied me to the frontline at the very beginning of the match over 40 minutes ago. He's been doing this the whole time, has zero kills, and according to his top five position on the scoreboard, has made over $35,000 of in-game currency. Bullets immediately start whizzing past the chopper as we reach the middle of the gigantic map. Our pilot descends toward an LZ with a practiced corkscrew maneuver that, from the inside, could've been mistaken for crashing.</p><p>But we land with zero casualties. I touch grass, tip the pilot $25, then get shot in the head about six seconds later. I lay there, bullet in brain, weighing my options: give up and lose the $2,600 I spent on this loadout, or wait for a revive. Were this Battlefield, I'd get impatient and respawn after the first samaritan passed me by. But in this game, money talks: I press F1 to "bribe" anyone in the vicinity. Now, whoever risks their life to save mine gets $100. Ok maybe $150. $300? Yes. At $300 someone took notice, dragged my body to safety, and brought me back.</p><p>That is <a href="https://store.steampowered.com/app/1867240/WARDOGS/">Wardogs</a>, the upcoming milsim FPS from the team behind  Battalion 1944 that's entering early access in September. I entered the closed playtest held this past weekend with no expectations—I'm a fan of similar games like Squad, but haven't regularly played a milsim in years. I jumped in because Wardogs has slowly built up a lot of buzz, and five hours of playtime later, I can see why.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="vboS28MxdydwjrwW4dH5CL" name="20260808194558_1" alt="Wardogs" src="https://cdn.mos.cms.futurecdn.net/vboS28MxdydwjrwW4dH5CL.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bulkhead)</span></figcaption></figure><p>Wardogs is PvP only and supports 100-player servers. The main mode in the playtest is three teams (still not sure how they're dividing 100 players in three) fighting over the same circle of territory on a gigantic map. The team with the most bodies in the zone scores, but you can make your body count as two by occupying the "hot zone" within the circle—that's where the most killing happens. The format is directly inspired by a popular Arma 3 mod, <a href="https://armakoth.com/">Arma: King of the Hill</a>.</p><h2 id="money-talks">Money talks</h2><p>On the spectrum between "hardcore Arma stuff" and "basically Battlefield," Wardogs finds an exact middle ground. Weapons are snappy and the gunplay is approachable. At a basic level, all you really need to know to contribute is to stand in the capture zone and shoot the other teams—if you get Battlefield, Wardogs won't be a huge leap.</p><p>Peeling back another layer reveals a logistical metagame familiar to milsims: building FOBs (forward operating bases), constructing defenses, transporting supplies, and controlling strategic locations.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/v1ISv_h_qXY" allowfullscreen></iframe></div></div><p>Where Wardogs differs most is its economy. Players earn account-level money for doing anything productive—getting kills, standing in a capture zone, healing teammates, driving folks from A to B—and you spend that cash to gear up. As mentioned, you can also throw around your cash in the form of tips and bribes.</p><p>Cash is how Wardogs (like Arma mod before it) harnesses a bit of extraction shooter juice. You fill a shopping cart with thousands of dollars in guns, helmets, vests, magazines, gadgets, and bandages, and then put that gear on the line. You have a personal stake in surviving, and the best chance of doing that is sticking near teammates.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="KjaN4udTr3qymuJSBpq35L" name="20260808195454_1" alt="Wardogs" src="https://cdn.mos.cms.futurecdn.net/KjaN4udTr3qymuJSBpq35L.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bulkhead)</span></figcaption></figure><p>It's a really smart incentive structure that goes beyond the Battlefield idea of simply rewarding XP for teamplay (Wardogs does that too). It also scratches the part of my brain that enjoys putting together a loadout in extraction shooters. A single life does sort of play out like a raid: you gear up, head out, then try to make more money than you lost. But cash handouts are generous enough that you don't need to obsess over your wallet: I made a profit in 9/10 lives by simply standing on the objective, healing, and getting the occasional kill. I suspect that'll change as I unlock more expensive gear and develop a finer taste in helmets.</p><p>I'm impressed by the ways Wardogs is both individualistic and team-focused, but developer Bulkhead might need to adjust the numbers throughout early access. The main thrust of the progression is unlocking more guns and vehicles. That gets expensive fast, so I can see some players adopting an overly safe playstyle to maximise their profit per match.</p><p>The weekend playtest saw the beginnings of this: My matches had a lot of teammates camping towers with scoped rifles instead of pushing toward the objective. FOB defense is important and all, but I think they just wanted to farm kills from a safe spot.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="5Gmn6jTZiJrmXygLk6zX2L" name="20260808141117_1" alt="Wardogs" src="https://cdn.mos.cms.futurecdn.net/5Gmn6jTZiJrmXygLk6zX2L.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bulkhead)</span></figcaption></figure><h2 id="class-rules">Class rules</h2><p>Similarly, I don't think Wardogs' loosey-goosey class roles set teams up for success. There are no formal classes, just tools that anyone can buy like rockets, defibrillators, and hammers. A class-based game like Squad ensures that a full squad has a balance of every role, but in Wardogs, it was hard to find somebody who'd gone to the trouble of buying a crowbar to break into enemy FOBs, or who had extra bandages for teammates, or who had even unlocked a rocket launcher at all yet (I still haven't).</p><p>The flip side is that Wardogs is less prescriptive, and freeing: I'm never locked out of sniping because people with quicker load times grabbed those roles first, or boxed into the medic role nobody else wanted. This is an inherently less organized game than its closest comparisons, but that's also the appeal. There's work to be done, but Bulkhead has done a decent job of making collaboration natural through establishing an extremely clear objective, simplifying logistics, and setting low prices for the most crucial gear. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="UvVcuiDQv3qxnNcNGr6zdK" name="WARDOGS  Closed Alpha Announcement 00-01-18" alt="Wardogs" src="https://cdn.mos.cms.futurecdn.net/UvVcuiDQv3qxnNcNGr6zdK.png" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bulkhead)</span></figcaption></figure><p>Wardogs gives a very confident first impression. It's entering a two-year early access period with a robust core mode, strong fundamentals, and a distinctive twist. It's got problems, but it's the type of shooter that's immediately attracting dedicated fans with constructive feedback—<a href="https://www.reddit.com/r/WarDogs/s/QhgL7FiDKj">this thread</a> is pretty spot-on. I really want to play more. </p><p>Out of game, Bulkhead is saying all the right things for a savvy studio confident in what it's making: preorders are open at $40, but Bulkhead encourages buyers to refund if they don't like the beta that begins on August 21. The studio has also committed to zero monetization throughout early access, and said skins will always be earned, not bought (with the exception of a supporter pack). It's also worth noting that Wardogs is a PC-first FPS that'll support community servers. They're really speaking my language here.</p><p>Wardogs is out September 10 in early access.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/fps/believe-the-hype-for-wardogs-possibly-the-next-great-multiplayer-fps/</link>
                                                                            <description>
                            <![CDATA[ A 100-player milsim that's inspired by Arma but plays like Battlefield. ]]>
                                                                                                            </description>
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                                                                        <pubDate>Tue, 11 Aug 2026 18:21:35 +0000</pubDate>                                                                                                                                <updated>Tue, 11 Aug 2026 18:47:29 +0000</updated>
                                                                                                                                            <category><![CDATA[FPS]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                <author><![CDATA[ morgan.park@futurenet.com (Morgan Park) ]]></author>                    <dc:creator><![CDATA[ Morgan Park ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/VVB5GCgA3xLhkX8FVAWw5D.png ]]></dc:source>
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                                                            <media:credit><![CDATA[Bulkhead]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[wardogs]]></media:description>                                                            <media:text><![CDATA[wardogs]]></media:text>
                                <media:title type="plain"><![CDATA[wardogs]]></media:title>
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                            <![CDATA[
                            <article>
                                <p>I'm seated on the edge of a transport helicopter, legs dangling in the breeze, when our pilot flips on the radio to Flight of the Valkyries. "Duh duh duh duh, duh, duh duh duh duh, duh" three passengers sing in non-unison, their VOIP lagging two seconds behind the actual song. The pilot interrupts the performance with an announcement: "Jump quick once you see grass, because we're headed to the hot zone. How many of you bought a parachute?" The chopper goes silent. "Well then."</p><p>I realize this is the same pilot who taxied me to the frontline at the very beginning of the match over 40 minutes ago. He's been doing this the whole time, has zero kills, and according to his top five position on the scoreboard, has made over $35,000 of in-game currency. Bullets immediately start whizzing past the chopper as we reach the middle of the gigantic map. Our pilot descends toward an LZ with a practiced corkscrew maneuver that, from the inside, could've been mistaken for crashing.</p><p>But we land with zero casualties. I touch grass, tip the pilot $25, then get shot in the head about six seconds later. I lay there, bullet in brain, weighing my options: give up and lose the $2,600 I spent on this loadout, or wait for a revive. Were this Battlefield, I'd get impatient and respawn after the first samaritan passed me by. But in this game, money talks: I press F1 to "bribe" anyone in the vicinity. Now, whoever risks their life to save mine gets $100. Ok maybe $150. $300? Yes. At $300 someone took notice, dragged my body to safety, and brought me back.</p><p>That is <a href="https://store.steampowered.com/app/1867240/WARDOGS/">Wardogs</a>, the upcoming milsim FPS from the team behind  Battalion 1944 that's entering early access in September. I entered the closed playtest held this past weekend with no expectations—I'm a fan of similar games like Squad, but haven't regularly played a milsim in years. I jumped in because Wardogs has slowly built up a lot of buzz, and five hours of playtime later, I can see why.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="vboS28MxdydwjrwW4dH5CL" name="20260808194558_1" alt="Wardogs" src="https://cdn.mos.cms.futurecdn.net/vboS28MxdydwjrwW4dH5CL.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bulkhead)</span></figcaption></figure><p>Wardogs is PvP only and supports 100-player servers. The main mode in the playtest is three teams (still not sure how they're dividing 100 players in three) fighting over the same circle of territory on a gigantic map. The team with the most bodies in the zone scores, but you can make your body count as two by occupying the "hot zone" within the circle—that's where the most killing happens. The format is directly inspired by a popular Arma 3 mod, <a href="https://armakoth.com/">Arma: King of the Hill</a>.</p><h2 id="money-talks">Money talks</h2><p>On the spectrum between "hardcore Arma stuff" and "basically Battlefield," Wardogs finds an exact middle ground. Weapons are snappy and the gunplay is approachable. At a basic level, all you really need to know to contribute is to stand in the capture zone and shoot the other teams—if you get Battlefield, Wardogs won't be a huge leap.</p><p>Peeling back another layer reveals a logistical metagame familiar to milsims: building FOBs (forward operating bases), constructing defenses, transporting supplies, and controlling strategic locations.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/v1ISv_h_qXY" allowfullscreen></iframe></div></div><p>Where Wardogs differs most is its economy. Players earn account-level money for doing anything productive—getting kills, standing in a capture zone, healing teammates, driving folks from A to B—and you spend that cash to gear up. As mentioned, you can also throw around your cash in the form of tips and bribes.</p><p>Cash is how Wardogs (like Arma mod before it) harnesses a bit of extraction shooter juice. You fill a shopping cart with thousands of dollars in guns, helmets, vests, magazines, gadgets, and bandages, and then put that gear on the line. You have a personal stake in surviving, and the best chance of doing that is sticking near teammates.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="KjaN4udTr3qymuJSBpq35L" name="20260808195454_1" alt="Wardogs" src="https://cdn.mos.cms.futurecdn.net/KjaN4udTr3qymuJSBpq35L.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bulkhead)</span></figcaption></figure><p>It's a really smart incentive structure that goes beyond the Battlefield idea of simply rewarding XP for teamplay (Wardogs does that too). It also scratches the part of my brain that enjoys putting together a loadout in extraction shooters. A single life does sort of play out like a raid: you gear up, head out, then try to make more money than you lost. But cash handouts are generous enough that you don't need to obsess over your wallet: I made a profit in 9/10 lives by simply standing on the objective, healing, and getting the occasional kill. I suspect that'll change as I unlock more expensive gear and develop a finer taste in helmets.</p><p>I'm impressed by the ways Wardogs is both individualistic and team-focused, but developer Bulkhead might need to adjust the numbers throughout early access. The main thrust of the progression is unlocking more guns and vehicles. That gets expensive fast, so I can see some players adopting an overly safe playstyle to maximise their profit per match.</p><p>The weekend playtest saw the beginnings of this: My matches had a lot of teammates camping towers with scoped rifles instead of pushing toward the objective. FOB defense is important and all, but I think they just wanted to farm kills from a safe spot.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="5Gmn6jTZiJrmXygLk6zX2L" name="20260808141117_1" alt="Wardogs" src="https://cdn.mos.cms.futurecdn.net/5Gmn6jTZiJrmXygLk6zX2L.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bulkhead)</span></figcaption></figure><h2 id="class-rules">Class rules</h2><p>Similarly, I don't think Wardogs' loosey-goosey class roles set teams up for success. There are no formal classes, just tools that anyone can buy like rockets, defibrillators, and hammers. A class-based game like Squad ensures that a full squad has a balance of every role, but in Wardogs, it was hard to find somebody who'd gone to the trouble of buying a crowbar to break into enemy FOBs, or who had extra bandages for teammates, or who had even unlocked a rocket launcher at all yet (I still haven't).</p><p>The flip side is that Wardogs is less prescriptive, and freeing: I'm never locked out of sniping because people with quicker load times grabbed those roles first, or boxed into the medic role nobody else wanted. This is an inherently less organized game than its closest comparisons, but that's also the appeal. There's work to be done, but Bulkhead has done a decent job of making collaboration natural through establishing an extremely clear objective, simplifying logistics, and setting low prices for the most crucial gear. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="UvVcuiDQv3qxnNcNGr6zdK" name="WARDOGS  Closed Alpha Announcement 00-01-18" alt="Wardogs" src="https://cdn.mos.cms.futurecdn.net/UvVcuiDQv3qxnNcNGr6zdK.png" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bulkhead)</span></figcaption></figure><p>Wardogs gives a very confident first impression. It's entering a two-year early access period with a robust core mode, strong fundamentals, and a distinctive twist. It's got problems, but it's the type of shooter that's immediately attracting dedicated fans with constructive feedback—<a href="https://www.reddit.com/r/WarDogs/s/QhgL7FiDKj">this thread</a> is pretty spot-on. I really want to play more. </p><p>Out of game, Bulkhead is saying all the right things for a savvy studio confident in what it's making: preorders are open at $40, but Bulkhead encourages buyers to refund if they don't like the beta that begins on August 21. The studio has also committed to zero monetization throughout early access, and said skins will always be earned, not bought (with the exception of a supporter pack). It's also worth noting that Wardogs is a PC-first FPS that'll support community servers. They're really speaking my language here.</p><p>Wardogs is out September 10 in early access.</p>
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                                                            <title><![CDATA[ Star Wars Zero Company is a very safe XCOM descendant, but its most interesting parts are found in its Midnight Suns DNA ]]></title>
                                                                                                <dc:content><![CDATA[ <p><a href="https://www.pcgamer.com/uk/star-wars-zero-company/" target="_blank">Star Wars Zero Company</a> is giving the people what they want. And that is: more XCOM. The turn-based shootouts, perishable soldiers and those beautiful moments where you survive by the skin of your teeth because of judicious use of overwatch—it all unapologetically calls to mind the two games that have defined the modern tactics genre. It's what we've been waiting for. </p><p>I've played through 18 cycles of a preview build, and there were moments where it felt like I was checking out a Star Wars-themed XCOM 2 mod, but with huge production values. It is, at times, incredibly familiar. Which isn't surprising, of course. Developer Bit Reactor was founded by Greg Foertsch, former Firaxis art director, and a bunch of Firaxis veterans followed him to this new venture.  </p><h2 id="risky-business">Risky business</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Pvxo7BhoD5xWVDjDioQMNX" name="20260803160927_1" alt="Star Wars Zero Company preview" src="https://cdn.mos.cms.futurecdn.net/Pvxo7BhoD5xWVDjDioQMNX.jpg" mos="" align="middle" fullscreen="1" width="3840" height="2160" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/Pvxo7BhoD5xWVDjDioQMNX.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Electronic Arts)</span></figcaption></figure><p>But inviting comparisons with XCOM, especially XCOM 2, is risky. Look at what happened to XCOM: Chimera Squad. It was a genuinely compelling twist on XCOM 2, but the ways in which it wasn't quite as good as its predecessor were massively amplified by its association. After dabbling in Zero Company's early game, I can't help but wonder if this is happening again. It is <em>very </em>XCOM, but it <em>isn't</em> XCOM. </p><div><blockquote><p>Inviting comparisons with XCOM, especially XCOM 2, is risky.</p></blockquote></div><p>When it works, oh boy it works. In one mission, my squad was surrounded and outnumbered. My troops were in good positions, though, so I thought I'd be able to chip away at the enemy numbers. And then a series of shots with 80-90% chances to hit missed. All of them. </p><p>I was screaming at the RNG gods. Why would they do me dirty like this? After the enemy turn, every member of my squad had taken a battering. But it wasn't over. I had tricks up my sleeve, most notably some abilities that gave my squad extra action points and free shots. My next turn was going to be my time to shine. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="7HkzzLNEo7vc3crdL85hmX" name="20260803181625_1" alt="Star Wars Zero Company preview" src="https://cdn.mos.cms.futurecdn.net/7HkzzLNEo7vc3crdL85hmX.jpg" mos="" align="middle" fullscreen="1" width="3840" height="2160" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/7HkzzLNEo7vc3crdL85hmX.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Electronic Arts)</span></figcaption></figure><p>Once I was in control again, I activated a backup ability, so when my clone buddy Trick fired at a Separatist, one of his comrades followed it up with a free attack of their own. Some deft repositioning also allowed one of my crew to get behind the enemy frontline, so he didn't have to worry about shooting goons hiding behind cover. But then I had a better idea in the form of a cover-destroying, bone-crushing grenade. Things were looking up. </p><p>My leader ability also meant I could dole out an extra action point to someone—which I gifted to the beefiest member of the crew, who then charged at a Separatist and beat him to death. </p><p>I'd prepared for the next enemy turn, too, by holding back one member of my squad in the previous turn. Instead of attacking, I taunted a big group of enemies and activated his retaliation ability—this meant that four enemies would exclusively target him, and every time they shot at him, he'd immediately shoot back.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="fvfh3jbrhHuJD4xLD3jGiX" name="20260803190022_1" alt="Star Wars Zero Company preview" src="https://cdn.mos.cms.futurecdn.net/fvfh3jbrhHuJD4xLD3jGiX.jpg" mos="" align="middle" fullscreen="1" width="3840" height="2160" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/fvfh3jbrhHuJD4xLD3jGiX.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Electronic Arts)</span></figcaption></figure><p>By the time enemy reinforcements arrived, we'd cleaned up. They walked through a door into the combat arena, only to be greeted by three overwatch cones. Zero Company eschews XCOM's omni-directional overwatch, which feels restrictive, but appropriately tactical. Anyway, the Separatists were goners.</p><div><blockquote><p>Damn did it feel good.</p></blockquote></div><p>Damn did it feel good. I got that XCOM 2 buzz, but there were also some Zero Company-specific tricks in there too—particularly the flexibility and even greater emphasis on teamwork. That this is so present even in the early game, when the bag of tricks is at its emptiest, is reassuring. </p><p>The astromech droid class is a prime example of Zero Company's slightly different approach. These little droids aren't frontline glory hounds, instead filling a support role. It's another way to get extra AP, or revel in some squad-wide buffs, and their self-heals mean that, while they are vulnerable, they don't need to be constantly protected.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="LPru9ExiScoYgTfdxRPXkX" name="20260803184845_1" alt="Star Wars Zero Company preview" src="https://cdn.mos.cms.futurecdn.net/LPru9ExiScoYgTfdxRPXkX.jpg" mos="" align="middle" fullscreen="1" width="3840" height="2160" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/LPru9ExiScoYgTfdxRPXkX.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Electronic Arts)</span></figcaption></figure><p>This class is made all the more interesting because Zero Company, like XCOM, makes each one of your crew matter, because you're only ever going to be fielding a handful of troops. So that astromech might be a lifesaver, but can you afford to go into a fight one gun down? </p><p>Unfortunately, my enthusiasm is tempered by all the times the fights feel like a lesser example of the XCOM 2 model. One where fog of war, patrolling units and surprise attacks are replaced by regular enemy reinforcements spawning in clearly defined areas, which has a devastating impact on the tension that's normally inherent in tactics games, and especially XCOM. </p><p>I confess I'm also getting pretty bored of the combat arenas, which tend to be small, mostly open spaces littered with crates. Zero Company has an entire galaxy to play with, but while there's a variety of tilesets with some cosmetic differences, most of the locations have already started to blend together. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="x7GqN5PMhxPqdkAih34xjX" name="20260803185404_1" alt="Star Wars Zero Company preview" src="https://cdn.mos.cms.futurecdn.net/x7GqN5PMhxPqdkAih34xjX.jpg" mos="" align="middle" fullscreen="1" width="3840" height="2160" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/x7GqN5PMhxPqdkAih34xjX.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Electronic Arts)</span></figcaption></figure><p>This issue is exacerbated by the range of foes—people with guns, and droids with guns. There's the odd exception, and I know more exotic enemy types appear later on with greater frequency, but it still feels comparatively conservative for a galaxy where space wizards exist. </p><p>Then there are the problems with clarity and precision—which Zero Company is a bit lacking in. I've made far too many positioning mistakes because of this, and I've been disappointed to discover that Bit Reactor is clearly expecting us to use a gamepad. Zero Company is just unpleasant to play with a mouse and keyboard. In a tactics game, this is <em>wild</em>. </p><h2 id="midnight-snack">Midnight Snack</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="RrdJ4x5AT4HTkjkoBUvuPX" name="20260729183433_1" alt="Star Wars Zero Company preview" src="https://cdn.mos.cms.futurecdn.net/RrdJ4x5AT4HTkjkoBUvuPX.jpg" mos="" align="middle" fullscreen="1" width="3840" height="2160" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/RrdJ4x5AT4HTkjkoBUvuPX.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Electronic Arts)</span></figcaption></figure><p>While the battles feel comfortably XCOM-adjacent, a lot of the most novel and forward facing elements draw from Midnight Suns, which Foertsch was working on at Firaxis before he left to set up Bit Reactor. The more concentrated theme of camaraderie, the pre-battle conversations with your squad inside a base you can freely explore—on top of some pre-mission exploration in the combat levels themselves—and the mid-fight team-ups all evoke Firaxis's heroic tactics game. </p><p>Some of these elements have a mechanical payoff, like the bonuses individual members of your squad receive from working together. But even the arguably fluffier parts, like the aforementioned conversations, or those brief moments where you get to explore an area prior to a fight, walking around as if you're in a third-person action game, make a significant impact. </p><p>The cinematic presentation and subtle nods to RPGs elevate the workmanlike tactical gameplay, ensuring that the whole feels richer. Zero Company has character and panache—of the kind you don't often see in a tactics game.  </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ENCXoUD52GjVAWYJKZgokX" name="20260803150737_1" alt="Star Wars Zero Company preview" src="https://cdn.mos.cms.futurecdn.net/ENCXoUD52GjVAWYJKZgokX.jpg" mos="" align="middle" fullscreen="1" width="3840" height="2160" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/ENCXoUD52GjVAWYJKZgokX.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Electronic Arts)</span></figcaption></figure><p>In most cases, though, it doesn't go as hard as Midnight Suns. The Den is so much smaller than the Abbey, the conversations are brief and the team-up mechanics—though extremely handy—are restrained. </p><div><blockquote><p>The risk of losing a member of the team feels so much more pronounced. </p></blockquote></div><p>There is one place where it goes harder, however, combining both XCOM and Midnight Suns in a way that makes the stakes feel so much higher. While Marvel's heroes could not be killed, any member of your squad, even the full-fledged bespoke characters, can die. We cared about our very mortal XCOM squads despite their lack of identity, filling in the gaps ourselves. But we don't need to do that here, and the risk of losing a member of the team feels so much more pronounced. </p><p>If permadeath isn't your bag, though, you can simply turn it off. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="q5CL2fEUMjHSCe4dsYwGkX" name="20260803184016_1" alt="Star Wars: Zero Company preview" src="https://cdn.mos.cms.futurecdn.net/q5CL2fEUMjHSCe4dsYwGkX.jpg" mos="" align="middle" fullscreen="1" width="3840" height="2160" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/q5CL2fEUMjHSCe4dsYwGkX.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Electronic Arts)</span></figcaption></figure><p>I've been a bit more down on Zero Company than I expected, but 18 cycles only lets you explore the tip of the iceberg, and I still think there's a lot to like here. Squad management and progression is really strong, for instance, and I've already had plenty of fun mucking around with builds, using different combinations of classes and weapons to create potent killers. </p><p>At the moment I'm really digging my pistol-wielding gunslinger. Pistols are pretty weak, but you can fire them more often. To take advantage of this and shore up the weapon's weaknesses, I've turned him into a crit hit monster—basically a sniper with a pistol. He's a bit soft, though, and I've been having just as much of a lark building indomitable tanks who soak up damage and dish it back out again to devastating effect. </p><p>So I've been having a pretty good time, then. Just not as much as I expected. And a big part of that is probably because I was expecting Zero Company to push the blockbuster tactics game forward a bit more. XCOM 2 is a decade old but has yet to be shoved off its throne—and to do that will require a boldness that I've not really seen here. Little of it feels like evolution, and in some cases it feels like a step back—albeit an enjoyable one all the same. </p><p>Hopefully it takes bigger swings later in the campaign. Otherwise, I think it might leave me pining for XCOM and Midnight Suns again. </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-exV5JO"></div>                            </div>                            <script src="https://kwizly.com/embed/exV5JO.js" async></script><div class="product"><a data-dimension112="9f86ec70-94bd-11f1-8c5c-e58cb6de6013" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="9f86ec70-94bd-11f1-8c5c-e58cb6de6013" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/strategy/star-wars-zero-company-is-a-very-safe-xcom-descendant-but-its-most-interesting-parts-are-found-in-its-midnight-suns-dna/</link>
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                            <![CDATA[ Welcome to the comfort zone. ]]>
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                                                                        <pubDate>Tue, 11 Aug 2026 14:00:00 +0000</pubDate>                                                                                                                                <updated>Tue, 11 Aug 2026 18:43:49 +0000</updated>
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                                                                                                                    <dc:creator><![CDATA[ Fraser Brown ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/wKNKbq8mrKbjjBvak9oDSh.png ]]></dc:source>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Star Wars: Zero Company preview]]></media:description>                                                            <media:text><![CDATA[Star Wars: Zero Company preview]]></media:text>
                                <media:title type="plain"><![CDATA[Star Wars: Zero Company preview]]></media:title>
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                                <p><a href="https://www.pcgamer.com/uk/star-wars-zero-company/" target="_blank">Star Wars Zero Company</a> is giving the people what they want. And that is: more XCOM. The turn-based shootouts, perishable soldiers and those beautiful moments where you survive by the skin of your teeth because of judicious use of overwatch—it all unapologetically calls to mind the two games that have defined the modern tactics genre. It's what we've been waiting for. </p><p>I've played through 18 cycles of a preview build, and there were moments where it felt like I was checking out a Star Wars-themed XCOM 2 mod, but with huge production values. It is, at times, incredibly familiar. Which isn't surprising, of course. Developer Bit Reactor was founded by Greg Foertsch, former Firaxis art director, and a bunch of Firaxis veterans followed him to this new venture.  </p><h2 id="risky-business">Risky business</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Pvxo7BhoD5xWVDjDioQMNX" name="20260803160927_1" alt="Star Wars Zero Company preview" src="https://cdn.mos.cms.futurecdn.net/Pvxo7BhoD5xWVDjDioQMNX.jpg" mos="" align="middle" fullscreen="1" width="3840" height="2160" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/Pvxo7BhoD5xWVDjDioQMNX.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Electronic Arts)</span></figcaption></figure><p>But inviting comparisons with XCOM, especially XCOM 2, is risky. Look at what happened to XCOM: Chimera Squad. It was a genuinely compelling twist on XCOM 2, but the ways in which it wasn't quite as good as its predecessor were massively amplified by its association. After dabbling in Zero Company's early game, I can't help but wonder if this is happening again. It is <em>very </em>XCOM, but it <em>isn't</em> XCOM. </p><div><blockquote><p>Inviting comparisons with XCOM, especially XCOM 2, is risky.</p></blockquote></div><p>When it works, oh boy it works. In one mission, my squad was surrounded and outnumbered. My troops were in good positions, though, so I thought I'd be able to chip away at the enemy numbers. And then a series of shots with 80-90% chances to hit missed. All of them. </p><p>I was screaming at the RNG gods. Why would they do me dirty like this? After the enemy turn, every member of my squad had taken a battering. But it wasn't over. I had tricks up my sleeve, most notably some abilities that gave my squad extra action points and free shots. My next turn was going to be my time to shine. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="7HkzzLNEo7vc3crdL85hmX" name="20260803181625_1" alt="Star Wars Zero Company preview" src="https://cdn.mos.cms.futurecdn.net/7HkzzLNEo7vc3crdL85hmX.jpg" mos="" align="middle" fullscreen="1" width="3840" height="2160" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/7HkzzLNEo7vc3crdL85hmX.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Electronic Arts)</span></figcaption></figure><p>Once I was in control again, I activated a backup ability, so when my clone buddy Trick fired at a Separatist, one of his comrades followed it up with a free attack of their own. Some deft repositioning also allowed one of my crew to get behind the enemy frontline, so he didn't have to worry about shooting goons hiding behind cover. But then I had a better idea in the form of a cover-destroying, bone-crushing grenade. Things were looking up. </p><p>My leader ability also meant I could dole out an extra action point to someone—which I gifted to the beefiest member of the crew, who then charged at a Separatist and beat him to death. </p><p>I'd prepared for the next enemy turn, too, by holding back one member of my squad in the previous turn. Instead of attacking, I taunted a big group of enemies and activated his retaliation ability—this meant that four enemies would exclusively target him, and every time they shot at him, he'd immediately shoot back.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="fvfh3jbrhHuJD4xLD3jGiX" name="20260803190022_1" alt="Star Wars Zero Company preview" src="https://cdn.mos.cms.futurecdn.net/fvfh3jbrhHuJD4xLD3jGiX.jpg" mos="" align="middle" fullscreen="1" width="3840" height="2160" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/fvfh3jbrhHuJD4xLD3jGiX.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Electronic Arts)</span></figcaption></figure><p>By the time enemy reinforcements arrived, we'd cleaned up. They walked through a door into the combat arena, only to be greeted by three overwatch cones. Zero Company eschews XCOM's omni-directional overwatch, which feels restrictive, but appropriately tactical. Anyway, the Separatists were goners.</p><div><blockquote><p>Damn did it feel good.</p></blockquote></div><p>Damn did it feel good. I got that XCOM 2 buzz, but there were also some Zero Company-specific tricks in there too—particularly the flexibility and even greater emphasis on teamwork. That this is so present even in the early game, when the bag of tricks is at its emptiest, is reassuring. </p><p>The astromech droid class is a prime example of Zero Company's slightly different approach. These little droids aren't frontline glory hounds, instead filling a support role. It's another way to get extra AP, or revel in some squad-wide buffs, and their self-heals mean that, while they are vulnerable, they don't need to be constantly protected.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="LPru9ExiScoYgTfdxRPXkX" name="20260803184845_1" alt="Star Wars Zero Company preview" src="https://cdn.mos.cms.futurecdn.net/LPru9ExiScoYgTfdxRPXkX.jpg" mos="" align="middle" fullscreen="1" width="3840" height="2160" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/LPru9ExiScoYgTfdxRPXkX.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Electronic Arts)</span></figcaption></figure><p>This class is made all the more interesting because Zero Company, like XCOM, makes each one of your crew matter, because you're only ever going to be fielding a handful of troops. So that astromech might be a lifesaver, but can you afford to go into a fight one gun down? </p><p>Unfortunately, my enthusiasm is tempered by all the times the fights feel like a lesser example of the XCOM 2 model. One where fog of war, patrolling units and surprise attacks are replaced by regular enemy reinforcements spawning in clearly defined areas, which has a devastating impact on the tension that's normally inherent in tactics games, and especially XCOM. </p><p>I confess I'm also getting pretty bored of the combat arenas, which tend to be small, mostly open spaces littered with crates. Zero Company has an entire galaxy to play with, but while there's a variety of tilesets with some cosmetic differences, most of the locations have already started to blend together. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="x7GqN5PMhxPqdkAih34xjX" name="20260803185404_1" alt="Star Wars Zero Company preview" src="https://cdn.mos.cms.futurecdn.net/x7GqN5PMhxPqdkAih34xjX.jpg" mos="" align="middle" fullscreen="1" width="3840" height="2160" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/x7GqN5PMhxPqdkAih34xjX.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Electronic Arts)</span></figcaption></figure><p>This issue is exacerbated by the range of foes—people with guns, and droids with guns. There's the odd exception, and I know more exotic enemy types appear later on with greater frequency, but it still feels comparatively conservative for a galaxy where space wizards exist. </p><p>Then there are the problems with clarity and precision—which Zero Company is a bit lacking in. I've made far too many positioning mistakes because of this, and I've been disappointed to discover that Bit Reactor is clearly expecting us to use a gamepad. Zero Company is just unpleasant to play with a mouse and keyboard. In a tactics game, this is <em>wild</em>. </p><h2 id="midnight-snack">Midnight Snack</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="RrdJ4x5AT4HTkjkoBUvuPX" name="20260729183433_1" alt="Star Wars Zero Company preview" src="https://cdn.mos.cms.futurecdn.net/RrdJ4x5AT4HTkjkoBUvuPX.jpg" mos="" align="middle" fullscreen="1" width="3840" height="2160" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/RrdJ4x5AT4HTkjkoBUvuPX.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Electronic Arts)</span></figcaption></figure><p>While the battles feel comfortably XCOM-adjacent, a lot of the most novel and forward facing elements draw from Midnight Suns, which Foertsch was working on at Firaxis before he left to set up Bit Reactor. The more concentrated theme of camaraderie, the pre-battle conversations with your squad inside a base you can freely explore—on top of some pre-mission exploration in the combat levels themselves—and the mid-fight team-ups all evoke Firaxis's heroic tactics game. </p><p>Some of these elements have a mechanical payoff, like the bonuses individual members of your squad receive from working together. But even the arguably fluffier parts, like the aforementioned conversations, or those brief moments where you get to explore an area prior to a fight, walking around as if you're in a third-person action game, make a significant impact. </p><p>The cinematic presentation and subtle nods to RPGs elevate the workmanlike tactical gameplay, ensuring that the whole feels richer. Zero Company has character and panache—of the kind you don't often see in a tactics game.  </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ENCXoUD52GjVAWYJKZgokX" name="20260803150737_1" alt="Star Wars Zero Company preview" src="https://cdn.mos.cms.futurecdn.net/ENCXoUD52GjVAWYJKZgokX.jpg" mos="" align="middle" fullscreen="1" width="3840" height="2160" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/ENCXoUD52GjVAWYJKZgokX.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Electronic Arts)</span></figcaption></figure><p>In most cases, though, it doesn't go as hard as Midnight Suns. The Den is so much smaller than the Abbey, the conversations are brief and the team-up mechanics—though extremely handy—are restrained. </p><div><blockquote><p>The risk of losing a member of the team feels so much more pronounced. </p></blockquote></div><p>There is one place where it goes harder, however, combining both XCOM and Midnight Suns in a way that makes the stakes feel so much higher. While Marvel's heroes could not be killed, any member of your squad, even the full-fledged bespoke characters, can die. We cared about our very mortal XCOM squads despite their lack of identity, filling in the gaps ourselves. But we don't need to do that here, and the risk of losing a member of the team feels so much more pronounced. </p><p>If permadeath isn't your bag, though, you can simply turn it off. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="q5CL2fEUMjHSCe4dsYwGkX" name="20260803184016_1" alt="Star Wars: Zero Company preview" src="https://cdn.mos.cms.futurecdn.net/q5CL2fEUMjHSCe4dsYwGkX.jpg" mos="" align="middle" fullscreen="1" width="3840" height="2160" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/q5CL2fEUMjHSCe4dsYwGkX.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Electronic Arts)</span></figcaption></figure><p>I've been a bit more down on Zero Company than I expected, but 18 cycles only lets you explore the tip of the iceberg, and I still think there's a lot to like here. Squad management and progression is really strong, for instance, and I've already had plenty of fun mucking around with builds, using different combinations of classes and weapons to create potent killers. </p><p>At the moment I'm really digging my pistol-wielding gunslinger. Pistols are pretty weak, but you can fire them more often. To take advantage of this and shore up the weapon's weaknesses, I've turned him into a crit hit monster—basically a sniper with a pistol. He's a bit soft, though, and I've been having just as much of a lark building indomitable tanks who soak up damage and dish it back out again to devastating effect. </p><p>So I've been having a pretty good time, then. Just not as much as I expected. And a big part of that is probably because I was expecting Zero Company to push the blockbuster tactics game forward a bit more. XCOM 2 is a decade old but has yet to be shoved off its throne—and to do that will require a boldness that I've not really seen here. Little of it feels like evolution, and in some cases it feels like a step back—albeit an enjoyable one all the same. </p><p>Hopefully it takes bigger swings later in the campaign. Otherwise, I think it might leave me pining for XCOM and Midnight Suns again. </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-exV5JO"></div>                            </div>                            <script src="https://kwizly.com/embed/exV5JO.js" async></script><div class="product"><a data-dimension112="9f86ec70-94bd-11f1-8c5c-e58cb6de6013" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:661px;"><p class="vanilla-image-block" style="padding-top:98.94%;"><img id="6offQUY4CXebir2TC27dMd" name="kingdom come 2 square" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/6offQUY4CXebir2TC27dMd.jpg" mos="" align="middle" fullscreen="" width="661" height="654" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/new-pc-games-2026/" target="_blank" data-dimension112="9f86ec70-94bd-11f1-8c5c-e58cb6de6013" data-action="Deal Block" data-label="2026 games" data-dimension48="2026 games" data-dimension25=""><strong>2026 games</strong></a>: All the upcoming games<br><a href="https://www.pcgamer.com/the-best-pc-games/" target="_blank"><strong>Best PC games</strong></a>: Our all-time favorites<br><a href="https://www.pcgamer.com/the-50-best-free-pc-games/" target="_blank"><strong>Free PC games</strong></a>: Freebie fest<br><a href="https://www.pcgamer.com/best-fps-games/" target="_blank"><strong>Best FPS games</strong></a>: Finest gunplay<br><a href="https://www.pcgamer.com/best-rpgs-of-all-time/" target="_blank"><strong>Best RPGs</strong></a>: Grand adventures<br><a href="https://www.pcgamer.com/the-best-co-op-games/" target="_blank"><strong>Best co-op games</strong></a>: Better together</p></div>
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