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                            <title><![CDATA[ PCGamer latest ]]></title>
                <link>https://www.pcgamer.com</link>
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                                    <lastBuildDate>Mon, 17 Aug 2026 06:16:36 +0000</lastBuildDate>
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                                                            <title><![CDATA[ The Elder Scrolls 6 is probably subtitled Sentinel, and there's been an easter egg in Starfield hinting at it this whole time ]]></title>
                                                                                                <dc:content><![CDATA[ <p>While union members outside Bethesda's Maryland office celebrated a recent Microsoft visit by positioning a field of red flags representing laid-off workers and a <a href="https://bsky.app/profile/did:plc:t53ijuodvbcjbislhyu6te4r/post/3msszkewdzk2r">giant inflatable rat on the lawn</a>, inside the building CEO Asha Sharma was apparently having a delightful time watching a playthrough of The Elder Scrolls 6. So that's nice.</p><p>"The scale and grandeur are incredible", Sharma said, referring to the game and not the huge blow-up rodent covered in scabs. </p><p>Sharma was careful to refer to the game's subtitle with a string of asterisks—eight asterisks to be precise, which sent us down a rabbit hole of trying to guess what eight-letter name it could have. </p><p>Coming in with 14% of the votes in our subsequent <a href="https://www.pcgamer.com/games/the-elder-scrolls/xboxs-ceo-teased-that-shes-seen-the-elder-scrolls-6-so-now-we-have-to-guess-what-its-called/">poll on the subject</a> was Sentinel, which is the name of a prominent city on the Iliac Bay and also the kingdom it's the capital of. Sentinel is a strong contender because the rumored development codename for The Elder Scrolls 6 is Guardian, a synonym for Sentinel, and naming the game for a city would make for a nice throwback to The Elder Scrolls 2: Daggerfall—which was also named after a city and is still beloved by hardcore fans of the series.</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="f45L25jczWkmbwdwyGBqjB" name="starfield-character-creation-details.jpg" alt="Starfield character creation - a man with dark hair and short facial hair beside an interface allowing jaw shape" src="https://cdn.mos.cms.futurecdn.net/f45L25jczWkmbwdwyGBqjB.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/f45L25jczWkmbwdwyGBqjB.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: Bethesda)</span></figcaption></figure><p>It's now an ever stronger contender thanks to an easter egg in Starfield, as unearthed on <a href="https://www.reddit.com/r/TESVI/comments/1vmh7ze/by_the_way_sentinel_was_already_teased_in/">Reddit</a>. During character creation in Bethesda's sci-fi RPG, your employee number is displayed on the bottom of the screen: 190514-2009140512. Divide those numbers into pairs and you get 19, 05, 14, 20, 09, 14, 05, and 12. The 19th letter of the alphabet is S, the fifth letter is E, the 14th letter is N, and you get the idea. Yep, it spells Sentinel.</p><p>This might not be the only hint hidden in Starfield. Eagle-eyed watchers noticed a suspicious scratch on a spaceship console in the trailer, and suggested it was <a href="https://www.pcgamer.com/fans-are-convinced-the-starfield-trailer-reveals-the-elder-scrolls-6-location/">shaped like the Iliac Bay</a>, sometimes called Starfall Bay all the way back in the first Elder Scrolls game, Arena. To find any more easter eggs we'd have to go back and replay Starfield, though. Er, you guys have fun with that.</p><div class="product"><a data-dimension112="61fbd4d4-9a02-11f1-af93-39d23b6b4de7" 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="61fbd4d4-9a02-11f1-af93-39d23b6b4de7" 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/rpg/the-elder-scrolls-6-is-probably-subtitled-sentinel-and-theres-been-an-easter-egg-in-starfield-hinting-at-it-this-whole-time/</link>
                                                                            <description>
                            <![CDATA[ I was hoping for "Dominion" but I'm OK with this. ]]>
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                                                                        <pubDate>Mon, 17 Aug 2026 06:16:36 +0000</pubDate>                                                                                                                                <updated>Mon, 17 Aug 2026 06:20:12 +0000</updated>
                                                                                                                                            <category><![CDATA[RPG]]></category>
                                                    <category><![CDATA[Games]]></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>
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                                                            <media:credit><![CDATA[Bethesda Softworks]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Starfield character creator facial screenshot - after Jan 17 patch]]></media:description>                                                            <media:text><![CDATA[Starfield character creator facial screenshot - after Jan 17 patch]]></media:text>
                                <media:title type="plain"><![CDATA[Starfield character creator facial screenshot - after Jan 17 patch]]></media:title>
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                                <p>While union members outside Bethesda's Maryland office celebrated a recent Microsoft visit by positioning a field of red flags representing laid-off workers and a <a href="https://bsky.app/profile/did:plc:t53ijuodvbcjbislhyu6te4r/post/3msszkewdzk2r">giant inflatable rat on the lawn</a>, inside the building CEO Asha Sharma was apparently having a delightful time watching a playthrough of The Elder Scrolls 6. So that's nice.</p><p>"The scale and grandeur are incredible", Sharma said, referring to the game and not the huge blow-up rodent covered in scabs. </p><p>Sharma was careful to refer to the game's subtitle with a string of asterisks—eight asterisks to be precise, which sent us down a rabbit hole of trying to guess what eight-letter name it could have. </p><p>Coming in with 14% of the votes in our subsequent <a href="https://www.pcgamer.com/games/the-elder-scrolls/xboxs-ceo-teased-that-shes-seen-the-elder-scrolls-6-so-now-we-have-to-guess-what-its-called/">poll on the subject</a> was Sentinel, which is the name of a prominent city on the Iliac Bay and also the kingdom it's the capital of. Sentinel is a strong contender because the rumored development codename for The Elder Scrolls 6 is Guardian, a synonym for Sentinel, and naming the game for a city would make for a nice throwback to The Elder Scrolls 2: Daggerfall—which was also named after a city and is still beloved by hardcore fans of the series.</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="f45L25jczWkmbwdwyGBqjB" name="starfield-character-creation-details.jpg" alt="Starfield character creation - a man with dark hair and short facial hair beside an interface allowing jaw shape" src="https://cdn.mos.cms.futurecdn.net/f45L25jczWkmbwdwyGBqjB.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/f45L25jczWkmbwdwyGBqjB.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: Bethesda)</span></figcaption></figure><p>It's now an ever stronger contender thanks to an easter egg in Starfield, as unearthed on <a href="https://www.reddit.com/r/TESVI/comments/1vmh7ze/by_the_way_sentinel_was_already_teased_in/">Reddit</a>. During character creation in Bethesda's sci-fi RPG, your employee number is displayed on the bottom of the screen: 190514-2009140512. Divide those numbers into pairs and you get 19, 05, 14, 20, 09, 14, 05, and 12. The 19th letter of the alphabet is S, the fifth letter is E, the 14th letter is N, and you get the idea. Yep, it spells Sentinel.</p><p>This might not be the only hint hidden in Starfield. Eagle-eyed watchers noticed a suspicious scratch on a spaceship console in the trailer, and suggested it was <a href="https://www.pcgamer.com/fans-are-convinced-the-starfield-trailer-reveals-the-elder-scrolls-6-location/">shaped like the Iliac Bay</a>, sometimes called Starfall Bay all the way back in the first Elder Scrolls game, Arena. To find any more easter eggs we'd have to go back and replay Starfield, though. Er, you guys have fun with that.</p><div class="product"><a data-dimension112="61fbd4d4-9a02-11f1-af93-39d23b6b4de7" 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="61fbd4d4-9a02-11f1-af93-39d23b6b4de7" 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[ 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 law mowing, 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">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>                                                                                                                                                                                                                                <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 law mowing, 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">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>
                                                                            <description>
                            <![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>
                                                                                                                                            <category><![CDATA[RPG]]></category>
                                                    <category><![CDATA[Games]]></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>
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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>
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                            <article>
                                <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[ League of Legends YouTuber unearths the original investor pitch from when the game was called Onslaught: War of the Immortals ]]></title>
                                                                                                <dc:content><![CDATA[ <p>"Built like a brick wall on roids." That's the passive ability Lee Sin—err, Xizun, the blind monk, used to have in League of Legends, which itself used to be a very different-looking game called Onslaught: War of the Immortals. It certainly looks like a game that was pitched the same year Finger Eleven's "Paralyzer" was a charting single, and now we can take a closer look at it than ever thanks to League 'tuber Necrit and Riot's Paul "Pabro" Bellezza.</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/4RiMhyhkwn0" allowfullscreen></iframe></div></div><p>The full story here is outlined on a video Necrit uploaded <a href="https://youtu.be/4RiMhyhkwn0" target="_blank">last Thursday</a>, but the basic rundown is that he asked to see League at its most primordial and Riot delivered in the form of an ancient investor pitch: a mix of video footage, design documents for a few champions, a lore breakdown, and screenshots. While leaks had revealed some of this stuff in the past, there's plenty of new details to comb through.</p><p>The game is barely recognizable. Rather than the empty field that is Summoner's Rift, it takes place in a cartoony cityscape split between "order" and "chaos" realms. Players would take the role of customizable immortals they could temporarily bring to the fight in climactic moments, and certain heroes were even exclusive to one of the two realms—an allegiance players would have to declare when they began playing. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/mgdwUnB8KeCevqBibRSeyE.png" alt="Onslaught screenshot" /><figcaption><small role="credit">Riot Games / Necrit</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/58JvBJop2sgsFyB2cSEBiK.jpg" alt="Design docs, Onslaught" /><figcaption><small role="credit">Riot Games / Necrit</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/k5CVWVsebgHHTqnZuFuvhK.jpg" alt="Design docs, Onslaught" /><figcaption><small role="credit">Riot Games / Necrit</small></figcaption></figure></figure><p>It's easier to point out what's familiar than what's new. Annie is here and still has a flaming teddy  bear minion, though she and most other champions look very different; Sion has a beard, for God's sake! The only character who truly hasn't changed much is Singed, though his name is Zij for some reason. These days I only call him that if I have a really bad cold.</p><p>My favorite bits are about the old lore, since it's edgy in a way that's both typical of the era and sort of precious in 2026, despite the cartoony art style. It's a world where the two factions existed on neutral terms until "an antichrirst of sorts" was born and tore a hole in reality so big chaos now threatens to consume all existence. Riot's logo is also drenched in blood in the pitch video. </p><p>League of Legends Classic has been a big hit with me so far, but I think after seeing this it's plain to see we didn't go back far enough. We have not achieved true classic-ification until Sion has a highlighter-orange beard and nobody recognizes a single aspect of the game.</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="96e4b340-9995-11f1-8b2b-bb89e908cdb9" 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="96e4b340-9995-11f1-8b2b-bb89e908cdb9" 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/moba/league-of-legends-youtuber-unearths-the-original-investor-pitch-from-when-the-game-was-called-onslaught-war-of-the-immortals/</link>
                                                                            <description>
                            <![CDATA[ Back when the game was seemingly 6v6, Sion had a beard, and the story revolved around "an antichrist of sorts." ]]>
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                                                                        <pubDate>Sun, 16 Aug 2026 17:42:47 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[MOBA]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Justin Wagner ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/3yTcG3EnWfJ6YqZzDouj5c.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;&lt;br&gt;&lt;/p&gt; ]]></dc:description>
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                                <p>"Built like a brick wall on roids." That's the passive ability Lee Sin—err, Xizun, the blind monk, used to have in League of Legends, which itself used to be a very different-looking game called Onslaught: War of the Immortals. It certainly looks like a game that was pitched the same year Finger Eleven's "Paralyzer" was a charting single, and now we can take a closer look at it than ever thanks to League 'tuber Necrit and Riot's Paul "Pabro" Bellezza.</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/4RiMhyhkwn0" allowfullscreen></iframe></div></div><p>The full story here is outlined on a video Necrit uploaded <a href="https://youtu.be/4RiMhyhkwn0" target="_blank">last Thursday</a>, but the basic rundown is that he asked to see League at its most primordial and Riot delivered in the form of an ancient investor pitch: a mix of video footage, design documents for a few champions, a lore breakdown, and screenshots. While leaks had revealed some of this stuff in the past, there's plenty of new details to comb through.</p><p>The game is barely recognizable. Rather than the empty field that is Summoner's Rift, it takes place in a cartoony cityscape split between "order" and "chaos" realms. Players would take the role of customizable immortals they could temporarily bring to the fight in climactic moments, and certain heroes were even exclusive to one of the two realms—an allegiance players would have to declare when they began playing. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/mgdwUnB8KeCevqBibRSeyE.png" alt="Onslaught screenshot" /><figcaption><small role="credit">Riot Games / Necrit</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/58JvBJop2sgsFyB2cSEBiK.jpg" alt="Design docs, Onslaught" /><figcaption><small role="credit">Riot Games / Necrit</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/k5CVWVsebgHHTqnZuFuvhK.jpg" alt="Design docs, Onslaught" /><figcaption><small role="credit">Riot Games / Necrit</small></figcaption></figure></figure><p>It's easier to point out what's familiar than what's new. Annie is here and still has a flaming teddy  bear minion, though she and most other champions look very different; Sion has a beard, for God's sake! The only character who truly hasn't changed much is Singed, though his name is Zij for some reason. These days I only call him that if I have a really bad cold.</p><p>My favorite bits are about the old lore, since it's edgy in a way that's both typical of the era and sort of precious in 2026, despite the cartoony art style. It's a world where the two factions existed on neutral terms until "an antichrirst of sorts" was born and tore a hole in reality so big chaos now threatens to consume all existence. Riot's logo is also drenched in blood in the pitch video. </p><p>League of Legends Classic has been a big hit with me so far, but I think after seeing this it's plain to see we didn't go back far enough. We have not achieved true classic-ification until Sion has a highlighter-orange beard and nobody recognizes a single aspect of the game.</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="96e4b340-9995-11f1-8b2b-bb89e908cdb9" 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="96e4b340-9995-11f1-8b2b-bb89e908cdb9" 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[ 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">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">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">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">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">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>                                                                                                                                                                                                                                <category><![CDATA[Gaming Industry]]></category>
                                                                                                                    <dc:creator><![CDATA[ Phil Savage ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/4sHLcbB96zPH9vjoBAiMYC.png ]]></dc:source>
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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">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">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">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">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">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>
                                                                            <description>
                            <![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:description><![CDATA[Aerith singing in Final Fantasy 7.]]></media:description>                                                            <media:text><![CDATA[Aerith singing in Final Fantasy 7.]]></media:text>
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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[ The next big videogame TV adaptation is a Kingdom Hearts anime ]]></title>
                                                                                                <dc:content><![CDATA[ <p>I've long held that no RPG is quite as<em> </em>spectacular as Kingdom Hearts, and I'm careful to specifically use the word "spectacular." For every ounce it is great, it's specifically great to gawk at, ideally with a mixture of awe and bewilderment. This is a game series where, if you die at a climactic moment, Mickey Mouse <a href="https://youtu.be/wtby_Z8TNR0?t=31" target="_blank">can emerge from your Christian soul</a> and start killing people with a giant stick. It's incredible.</p><p>A good Kingdom Hearts game is such a delight to watch in action that it's also kind of great television, so it makes perfect sense to me that <a href="https://variety.com/2026/tv/news/kingdom-hearts-anime-series-disney-plus-1236835104/" target="_blank">an anime is on the way</a> to the Disney Channel and Disney+. The news was announced last week at D23, Disney's big biennial fan festival. Notably, Disney+ has been named as a priority boycott target by <a href="https://bdsmovement.net/Guide-to-BDS-Boycott" target="_blank">the BDS movement</a> protesting the role of various corporations in Israel's ongoing genocide of Palestinians.</p><p>As for what to expect, Kingdom Hearts famously has a long-winded plot that's impenetrable unless you're willing to play about a hundred spinoffs, many of which are on different archaic consoles. Given that, you might be wondering—will a season of TV explain this gargantuan story to me? Will I finally <em>get it</em>? While we don't have much to go off just yet, the answer is easily guessed: No. </p><p>While Disney has said the show "reimagines the iconic adventure with a brand-new story," series creator Tetsuya Nomura is involved, and you have to remember this is the guy who was hesitant to let Sora show up in Smash Bros. because <a href="https://gameinformer.com/exclusive-interview/2022/06/14/nomura-reveals-more-on-kingdom-hearts-iv-and-the-series-future-with" target="_blank">it might not get on with KH canon</a>. I'd be amazed if this series didn't pull from or at least reference the decades of convolution that have come to define Kingdom Hearts, and I don't even strictly think that's a bad thing. Picking through the endless sea of details is half the fun. </p><p>Will it be better than Seth Kearsley's abortive <a href="https://youtu.be/n_23o8Dj524" target="_blank">2003 TV series</a> would have been? We can only guess—but it's still Kingdom Hearts, so at the very least it will almost certainly be interesting.</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="52e0844a-9985-11f1-9aed-a17a410e6725" 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="52e0844a-9985-11f1-9aed-a17a410e6725" 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/movies-tv/the-next-big-videogame-tv-adaptation-is-a-kingdom-hearts-anime/</link>
                                                                            <description>
                            <![CDATA[ In it, the Three Caballeros will fight Bahamut. I'm kidding, but I can't imagine I'm that far off. ]]>
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                                                                        <pubDate>Sun, 16 Aug 2026 16:00:41 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Movies &amp; TV]]></category>
                                                                                                                    <dc:creator><![CDATA[ Justin Wagner ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/3yTcG3EnWfJ6YqZzDouj5c.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;&lt;br&gt;&lt;/p&gt; ]]></dc:description>
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                                <p>I've long held that no RPG is quite as<em> </em>spectacular as Kingdom Hearts, and I'm careful to specifically use the word "spectacular." For every ounce it is great, it's specifically great to gawk at, ideally with a mixture of awe and bewilderment. This is a game series where, if you die at a climactic moment, Mickey Mouse <a href="https://youtu.be/wtby_Z8TNR0?t=31" target="_blank">can emerge from your Christian soul</a> and start killing people with a giant stick. It's incredible.</p><p>A good Kingdom Hearts game is such a delight to watch in action that it's also kind of great television, so it makes perfect sense to me that <a href="https://variety.com/2026/tv/news/kingdom-hearts-anime-series-disney-plus-1236835104/" target="_blank">an anime is on the way</a> to the Disney Channel and Disney+. The news was announced last week at D23, Disney's big biennial fan festival. Notably, Disney+ has been named as a priority boycott target by <a href="https://bdsmovement.net/Guide-to-BDS-Boycott" target="_blank">the BDS movement</a> protesting the role of various corporations in Israel's ongoing genocide of Palestinians.</p><p>As for what to expect, Kingdom Hearts famously has a long-winded plot that's impenetrable unless you're willing to play about a hundred spinoffs, many of which are on different archaic consoles. Given that, you might be wondering—will a season of TV explain this gargantuan story to me? Will I finally <em>get it</em>? While we don't have much to go off just yet, the answer is easily guessed: No. </p><p>While Disney has said the show "reimagines the iconic adventure with a brand-new story," series creator Tetsuya Nomura is involved, and you have to remember this is the guy who was hesitant to let Sora show up in Smash Bros. because <a href="https://gameinformer.com/exclusive-interview/2022/06/14/nomura-reveals-more-on-kingdom-hearts-iv-and-the-series-future-with" target="_blank">it might not get on with KH canon</a>. I'd be amazed if this series didn't pull from or at least reference the decades of convolution that have come to define Kingdom Hearts, and I don't even strictly think that's a bad thing. Picking through the endless sea of details is half the fun. </p><p>Will it be better than Seth Kearsley's abortive <a href="https://youtu.be/n_23o8Dj524" target="_blank">2003 TV series</a> would have been? We can only guess—but it's still Kingdom Hearts, so at the very least it will almost certainly be interesting.</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="52e0844a-9985-11f1-9aed-a17a410e6725" 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="52e0844a-9985-11f1-9aed-a17a410e6725" 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>
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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>
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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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                            <![CDATA[
                            <article>
                                <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>
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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 unrelated three 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>                                                                                                                                                                                                                                <category><![CDATA[Sim]]></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: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>
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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 unrelated three 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[ The Quake community simply cannot stop delivering, having just released a 22-map 'Deathmatch Jam' to celebrate the shooter's 30th birthday ]]></title>
                                                                                                <dc:content><![CDATA[ <p><a href="https://www.pcgamer.com/uk/quake/">Quake</a> mappers are absolutely killing it in celebration of Quake's 30<sup>th</sup> birthday. The Quake community has been running map jams of varying themes all year. In the last few months there have been <em>two </em>'Quickie'<a href="https://www.slipseer.com/index.php?resources/quake-30th-anniversary-quickie-2-speedmapping-jam.595/" target="_blank"> speedmapping jams</a>, a<a href="https://www.slipseer.com/index.php?resources/quake-30th-anniversary-1024-jam.609/" target="_blank"> 1024 Jam</a> where contributors had to build maps of 1024 units cubed, and a<a href="https://www.slipseer.com/index.php?resources/quake-30th-anniversary-limits-jam.608/" target="_blank"> Limits Jam</a>, with the fun restriction that submitted maps had to use the same technical and design limitations as the original Quake campaign.</p><p>Now, the Quake community has brought another bloodstained birthday present to Quake's afterparty with<a href="https://www.slipseer.com/index.php?resources/q30-deathmatch-jam.628/" target="_blank"> Q30 Deathmatch Jam</a>. Organised by Quake mappers Annihilazor & Infiniti, the map-pack adds 22 new arenas designed specifically to be played with regular old Quake.</p><p>The maps run the gamut of Quake's interdimensional settings, ranging from gothic castles through sci-fi kill-zones to an industrial brown sewer called The Filth Pit. Numerous notable designers from the fan community have taken part, including a collaborative map called Overflow by Mazu and Makkon. The latter was one of the organisers of the excellent<a href="https://www.pcgamer.com/games/fps/quake-modders-banded-together-to-release-the-third-brutalist-map-jam-with-two-campaigns-worth-of-fps-goodness-in-a-megalithic-community-project-more-than-a-year-in-the-making/"> Quake Brutalist Jam 3</a>, while the former designed that Jam's showstopper map—a five hour long mini-campaign with its own internal story.</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:1710px;"><p class="vanilla-image-block" style="padding-top:60.82%;"><img id="nUY3k49Fn5zpr3WAoTmC88" name="violacea4" alt="A screenshot of a Quake map from Q30 Deathmatch Jam, showing a rounded, purple-tinted arena with a quad-damage on a central pedestal." src="https://cdn.mos.cms.futurecdn.net/nUY3k49Fn5zpr3WAoTmC88.png" mos="" align="middle" fullscreen="" width="1710" height="1040" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: id Software, clenow)</span></figcaption></figure><p>If you want to give the maps a whirl yourself, Q30 Deathmatch Jam is designed to work with numerous modern Quake sourceports, including Ironwail, Netquake or Nightdive's Kex port as seen in the Quake Remaster. In each case you can play it as a standalone mod by dropping the folder straight into your Quake directory and using the in-game console to call it up. If you want to play online via Netquake or QuakeWorld servers however, you'll need to copy the map, loc files, and skybox data into the relevant folders of your competitive multiplayer install.</p><p>None of this is to mention all the other Quake-related events that have happened this year.  As mentioned, January had barely begun when the community released Quake Brutalist Jam 3, a <em>massive </em>mod themed around concrete megastructures which was essentially a new FPS in all but name.</p><p>Then, at QuakeCon id Software launched a<a href="https://www.pcgamer.com/games/fps/30-years-after-it-ruined-id-software-quake-gets-another-big-update-while-the-studio-once-again-grapples-with-adversity/"> brand new episode for Quake</a>, developed in collaboration with Machine Games to celebrate the shooter's 30<sup>th</sup> anniversary. While <a href="https://www.pcgamer.com/gaming-industry/xbox-is-laying-off-3-200-people-and-dumping-4-studios/">Microsoft's brutal layoffs</a> cast a pall over the proceedings, Dawn of the Machine is nonetheless a fantastic collection of maps, and a worthy successor to Machine Games'<a href="https://www.pcgamer.com/quakes-new-episode-is-fraggin-brilliant/"> Dimension of the Machine</a> from 2021.</p><div class="product"><a data-dimension112="64ae1470-997c-11f1-bd4b-eb76c64f6a17" 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="64ae1470-997c-11f1-bd4b-eb76c64f6a17" 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/the-quake-community-simply-cannot-stop-delivering-having-just-released-a-22-map-deathmatch-jam-to-celebrate-the-shooters-30th-birthday/</link>
                                                                            <description>
                            <![CDATA[ Frag your friends to mark three decades of Quake. ]]>
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                                                                        <pubDate>Sun, 16 Aug 2026 14:09:31 +0000</pubDate>                                                                                                                                <updated>Sun, 16 Aug 2026 14:13:26 +0000</updated>
                                                                                                                                            <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[Bethesda]]></media:credit>
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                            <![CDATA[
                            <article>
                                <p><a href="https://www.pcgamer.com/uk/quake/">Quake</a> mappers are absolutely killing it in celebration of Quake's 30<sup>th</sup> birthday. The Quake community has been running map jams of varying themes all year. In the last few months there have been <em>two </em>'Quickie'<a href="https://www.slipseer.com/index.php?resources/quake-30th-anniversary-quickie-2-speedmapping-jam.595/" target="_blank"> speedmapping jams</a>, a<a href="https://www.slipseer.com/index.php?resources/quake-30th-anniversary-1024-jam.609/" target="_blank"> 1024 Jam</a> where contributors had to build maps of 1024 units cubed, and a<a href="https://www.slipseer.com/index.php?resources/quake-30th-anniversary-limits-jam.608/" target="_blank"> Limits Jam</a>, with the fun restriction that submitted maps had to use the same technical and design limitations as the original Quake campaign.</p><p>Now, the Quake community has brought another bloodstained birthday present to Quake's afterparty with<a href="https://www.slipseer.com/index.php?resources/q30-deathmatch-jam.628/" target="_blank"> Q30 Deathmatch Jam</a>. Organised by Quake mappers Annihilazor & Infiniti, the map-pack adds 22 new arenas designed specifically to be played with regular old Quake.</p><p>The maps run the gamut of Quake's interdimensional settings, ranging from gothic castles through sci-fi kill-zones to an industrial brown sewer called The Filth Pit. Numerous notable designers from the fan community have taken part, including a collaborative map called Overflow by Mazu and Makkon. The latter was one of the organisers of the excellent<a href="https://www.pcgamer.com/games/fps/quake-modders-banded-together-to-release-the-third-brutalist-map-jam-with-two-campaigns-worth-of-fps-goodness-in-a-megalithic-community-project-more-than-a-year-in-the-making/"> Quake Brutalist Jam 3</a>, while the former designed that Jam's showstopper map—a five hour long mini-campaign with its own internal story.</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:1710px;"><p class="vanilla-image-block" style="padding-top:60.82%;"><img id="nUY3k49Fn5zpr3WAoTmC88" name="violacea4" alt="A screenshot of a Quake map from Q30 Deathmatch Jam, showing a rounded, purple-tinted arena with a quad-damage on a central pedestal." src="https://cdn.mos.cms.futurecdn.net/nUY3k49Fn5zpr3WAoTmC88.png" mos="" align="middle" fullscreen="" width="1710" height="1040" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: id Software, clenow)</span></figcaption></figure><p>If you want to give the maps a whirl yourself, Q30 Deathmatch Jam is designed to work with numerous modern Quake sourceports, including Ironwail, Netquake or Nightdive's Kex port as seen in the Quake Remaster. In each case you can play it as a standalone mod by dropping the folder straight into your Quake directory and using the in-game console to call it up. If you want to play online via Netquake or QuakeWorld servers however, you'll need to copy the map, loc files, and skybox data into the relevant folders of your competitive multiplayer install.</p><p>None of this is to mention all the other Quake-related events that have happened this year.  As mentioned, January had barely begun when the community released Quake Brutalist Jam 3, a <em>massive </em>mod themed around concrete megastructures which was essentially a new FPS in all but name.</p><p>Then, at QuakeCon id Software launched a<a href="https://www.pcgamer.com/games/fps/30-years-after-it-ruined-id-software-quake-gets-another-big-update-while-the-studio-once-again-grapples-with-adversity/"> brand new episode for Quake</a>, developed in collaboration with Machine Games to celebrate the shooter's 30<sup>th</sup> anniversary. While <a href="https://www.pcgamer.com/gaming-industry/xbox-is-laying-off-3-200-people-and-dumping-4-studios/">Microsoft's brutal layoffs</a> cast a pall over the proceedings, Dawn of the Machine is nonetheless a fantastic collection of maps, and a worthy successor to Machine Games'<a href="https://www.pcgamer.com/quakes-new-episode-is-fraggin-brilliant/"> Dimension of the Machine</a> from 2021.</p><div class="product"><a data-dimension112="64ae1470-997c-11f1-bd4b-eb76c64f6a17" 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="64ae1470-997c-11f1-bd4b-eb76c64f6a17" 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[ You could win a slice of €30,000 by building the best mod for Mount & Blade 2's controversial seafaring expansion ]]></title>
                                                                                                <dc:content><![CDATA[ <p>If you've ever fancied giving PC game modding a go but have struggled for motivation, maybe a share of €30,000 will provide the incentive you need.<a href="https://www.pcgamer.com/uk/mount-and-blade-2-bannerlord/"> Mount & Blade 2: Bannerlord</a> developer TaleWorlds Entertainment has just announced a modding contest for its War Sails expansion, inviting players to create the best add-on for its nautical DLC.</p><p>The<a href="https://competition.taleworlds.com/" target="_blank"> competition</a> is actually <em>three </em>competitions, with players asked to submit mods in a trio of different categories. The first is the Conversion Mod contest—which asks players to create "total or partial conversion mods" using War Sails, reimagining the expansion's ship battles and naval campaign travel.</p><p>Conversions are something of a speciality within the Mount & Blade modding community, with huge overhauls like<a href="https://steamcommunity.com/workshop/filedetails/?id=3496296180" target="_blank"> Shokuho</a> and<a href="https://www.nexusmods.com/mountandblade2bannerlord/mods/2428" target="_blank"> Eagle Rising</a> giving players whole new historical settings to explore. So it's no surprise the contest would have some focus in this area. The top prize for this one is €12,000, with €6,000 and €3,000 available for second and third place respectively.</p><p>If a complete rework of War Sails seems a little ambitious, there's also a 3D art contest and a scene design content. The former revolves around building new ship types for War Sails, while the latter challenges modders with creating "Seaborne Village Raid scenes"—plotting out an exciting coastal assault by placing navigation meshes, spawn points, environmental details and so forth.</p><p>The winner of each of these competitions will take home €2,000 for their efforts, with awards of €1,000 and €500 for second and third place. The submission deadline for all contests is November 22, while TaleWorlds says that winners will be announced in January next year.</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/IA0YoFBX60M" allowfullscreen></iframe></div></div><p>If you're curious why the competition has been announced, it mainly seems to be a way to showcase War Sails' modding tools, which<a href="https://www.reddit.com/r/Bannerlord/comments/1vkj1l7/war_sails_modding_kit_release_patch_ws_v128_bl/" target="_blank"> were released</a> a few days prior to the competition announcement. But there are likely other motivations too. War Sails is controversial among Bannerlord players, with a<a href="https://store.steampowered.com/app/2927200/Mount__Blade_II_Bannerlord__War_Sails/#app_reviews_hash" target="_blank"> Mixed</a> review rating on Steam.</p><p>Many of these negative reviews complain about bugs, technical issues, and difficulties getting the expansion running. But others<a href="https://steamcommunity.com/id/urchingonads/recommended/2927200" target="_blank"> suggest</a> War Sails would have fared better as a standalone experience rather than an addition to Bannerlord. This is because the naval features tend to exist around the periphery of the game and so don't receive the attention they perhaps deserve on a conventional playthrough.</p><p>Moreover, War Sails' additions like ship navigation and naval combat required significant rewrites of Bannerlord's code on TaleWorlds' part, thus rendering many mods incompatible with the DLC. While some modders have strived to address these compatibility issues, they nonetheless make the expansion a harder sell for players who are heavily invested in Bannerlord's mod scene.</p><p>War Sails having some enticing mods of its own may<em> </em>go some way to resolving this divide among the community, so it makes sense for TaleWorlds to incentivise modders to focus on the expansion. But it does seem like some TLC for the DLC wouldn't go amiss, either, especially now that work on the modding tools is done.  </p><div class="product"><a data-dimension112="077057cc-9969-11f1-af4f-2dd502b22e07" 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="077057cc-9969-11f1-af4f-2dd502b22e07" 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/you-could-win-a-slice-of-eur30-000-by-building-the-best-mod-for-mount-and-blade-2s-controversial-seafaring-expansion/</link>
                                                                            <description>
                            <![CDATA[ War Sails finally gets modding tools of its own. ]]>
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                                                                        <pubDate>Sun, 16 Aug 2026 11:49:24 +0000</pubDate>                                                                                                                                <updated>Sun, 16 Aug 2026 11:53:20 +0000</updated>
                                                                                                                                            <category><![CDATA[RPG]]></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[TaleWorlds]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Bannerlord naval expansion reveal]]></media:description>                                                            <media:text><![CDATA[Bannerlord naval expansion reveal]]></media:text>
                                <media:title type="plain"><![CDATA[Bannerlord naval expansion reveal]]></media:title>
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                                <p>If you've ever fancied giving PC game modding a go but have struggled for motivation, maybe a share of €30,000 will provide the incentive you need.<a href="https://www.pcgamer.com/uk/mount-and-blade-2-bannerlord/"> Mount & Blade 2: Bannerlord</a> developer TaleWorlds Entertainment has just announced a modding contest for its War Sails expansion, inviting players to create the best add-on for its nautical DLC.</p><p>The<a href="https://competition.taleworlds.com/" target="_blank"> competition</a> is actually <em>three </em>competitions, with players asked to submit mods in a trio of different categories. The first is the Conversion Mod contest—which asks players to create "total or partial conversion mods" using War Sails, reimagining the expansion's ship battles and naval campaign travel.</p><p>Conversions are something of a speciality within the Mount & Blade modding community, with huge overhauls like<a href="https://steamcommunity.com/workshop/filedetails/?id=3496296180" target="_blank"> Shokuho</a> and<a href="https://www.nexusmods.com/mountandblade2bannerlord/mods/2428" target="_blank"> Eagle Rising</a> giving players whole new historical settings to explore. So it's no surprise the contest would have some focus in this area. The top prize for this one is €12,000, with €6,000 and €3,000 available for second and third place respectively.</p><p>If a complete rework of War Sails seems a little ambitious, there's also a 3D art contest and a scene design content. The former revolves around building new ship types for War Sails, while the latter challenges modders with creating "Seaborne Village Raid scenes"—plotting out an exciting coastal assault by placing navigation meshes, spawn points, environmental details and so forth.</p><p>The winner of each of these competitions will take home €2,000 for their efforts, with awards of €1,000 and €500 for second and third place. The submission deadline for all contests is November 22, while TaleWorlds says that winners will be announced in January next year.</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/IA0YoFBX60M" allowfullscreen></iframe></div></div><p>If you're curious why the competition has been announced, it mainly seems to be a way to showcase War Sails' modding tools, which<a href="https://www.reddit.com/r/Bannerlord/comments/1vkj1l7/war_sails_modding_kit_release_patch_ws_v128_bl/" target="_blank"> were released</a> a few days prior to the competition announcement. But there are likely other motivations too. War Sails is controversial among Bannerlord players, with a<a href="https://store.steampowered.com/app/2927200/Mount__Blade_II_Bannerlord__War_Sails/#app_reviews_hash" target="_blank"> Mixed</a> review rating on Steam.</p><p>Many of these negative reviews complain about bugs, technical issues, and difficulties getting the expansion running. But others<a href="https://steamcommunity.com/id/urchingonads/recommended/2927200" target="_blank"> suggest</a> War Sails would have fared better as a standalone experience rather than an addition to Bannerlord. This is because the naval features tend to exist around the periphery of the game and so don't receive the attention they perhaps deserve on a conventional playthrough.</p><p>Moreover, War Sails' additions like ship navigation and naval combat required significant rewrites of Bannerlord's code on TaleWorlds' part, thus rendering many mods incompatible with the DLC. While some modders have strived to address these compatibility issues, they nonetheless make the expansion a harder sell for players who are heavily invested in Bannerlord's mod scene.</p><p>War Sails having some enticing mods of its own may<em> </em>go some way to resolving this divide among the community, so it makes sense for TaleWorlds to incentivise modders to focus on the expansion. But it does seem like some TLC for the DLC wouldn't go amiss, either, especially now that work on the modding tools is done.  </p><div class="product"><a data-dimension112="077057cc-9969-11f1-af4f-2dd502b22e07" 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="077057cc-9969-11f1-af4f-2dd502b22e07" 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[ Kingdom Hearts 4 finally has a release window, and it's sooner than I expected ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Four long years after it was announced, we finally have some idea when we'll be able to play<a href="https://www.pcgamer.com/uk/kingdom-hearts-4/"> Kingdom Hearts 4</a>. At Disney's D23 fan event, Square Enix revealed that the sequel will arrive sometime in late 2027.</p><p>That isn't everything new that Square Enix had in store for fans either. The reveal was accompanied by a new trailer for Kingdom Hearts 4 that showed off a new world the sequel will take players to—Coco's colourful land of the dead. The trailer shows Sora fighting enemies in the crowd of a concert and riding sky rails, as Mickey, Goofy and Hades strive to reunite with the series' errant hero after he disappeared at the end of<a href="https://www.pcgamer.com/uk/kingdom-hearts-iii/"> Kingdom Hearts 3</a>.</p><p>Obviously, it would have been nice if Square Enix had committed to a specific date. But even having <em>some </em>idea of when the game will be released is a big deal after years of near-total radio silence from Square Enix. It was<a href="https://www.pcgamer.com/games/action/kingdom-hearts-4-shows-first-signs-of-life-after-4-years-of-radio-silence/"> only in June</a> that we received our first glimpse of the game since the sequel<a href="https://www.pcgamer.com/kingdom-hearts-4-revealed-at-series-anniversary-event/"> was announced in 2022</a>, so going from that to knowing roughly when we'll be able to play it in the space of two months is quite the surprise.</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/54eFEhlnIjg" allowfullscreen></iframe></div></div><p>Despite the dearth of information about the game over the years, we do have a rough idea of what Kingdom Hearts 4 will involve. The sequel will commence a new story arc which Square Enix is calling the Lost Master Arc, and will be primarily set in Quadratum—Kingdom Heart's Equivalent of Tokyo. As the latest trailer demonstrates, however, it will still involve the usual jaunt through various Disney worlds</p><p>While Square Enix has kept the lid on Kingdom Hearts 4 over the years, series director Tetsuya Nomora has repeatedly reassured fans that the game is on track. And both Square Enix and Disney have plenty of reasons to continue supporting it, since Disney recently revealed that Kingdom Hearts ranks among the company's "billion-dollar franchises". Turns out players really love it when you combine Disney characters and Final Fantasy-style JRPG action. Who knew?</p><div class="product"><a data-dimension112="432fcbf4-9959-11f1-96cc-3ff0b859ef58" 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="432fcbf4-9959-11f1-96cc-3ff0b859ef58" 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/kingdom-hearts-4-finally-has-a-release-window-and-its-sooner-than-i-expected/</link>
                                                                            <description>
                            <![CDATA[ A firm release date remains elusive, however. ]]>
                                                                                                            </description>
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                                                                        <pubDate>Sun, 16 Aug 2026 09:56:25 +0000</pubDate>                                                                                                                                <updated>Sun, 16 Aug 2026 10:00:20 +0000</updated>
                                                                                                                                            <category><![CDATA[RPG]]></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[Square Enix, Disney]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Sora holds his Keyblade decorated with Day of the Dead skulls and flowers in Kingdom Hearts 4]]></media:description>                                                            <media:text><![CDATA[Sora holds his Keyblade decorated with Day of the Dead skulls and flowers in Kingdom Hearts 4]]></media:text>
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                            <![CDATA[
                            <article>
                                <p>Four long years after it was announced, we finally have some idea when we'll be able to play<a href="https://www.pcgamer.com/uk/kingdom-hearts-4/"> Kingdom Hearts 4</a>. At Disney's D23 fan event, Square Enix revealed that the sequel will arrive sometime in late 2027.</p><p>That isn't everything new that Square Enix had in store for fans either. The reveal was accompanied by a new trailer for Kingdom Hearts 4 that showed off a new world the sequel will take players to—Coco's colourful land of the dead. The trailer shows Sora fighting enemies in the crowd of a concert and riding sky rails, as Mickey, Goofy and Hades strive to reunite with the series' errant hero after he disappeared at the end of<a href="https://www.pcgamer.com/uk/kingdom-hearts-iii/"> Kingdom Hearts 3</a>.</p><p>Obviously, it would have been nice if Square Enix had committed to a specific date. But even having <em>some </em>idea of when the game will be released is a big deal after years of near-total radio silence from Square Enix. It was<a href="https://www.pcgamer.com/games/action/kingdom-hearts-4-shows-first-signs-of-life-after-4-years-of-radio-silence/"> only in June</a> that we received our first glimpse of the game since the sequel<a href="https://www.pcgamer.com/kingdom-hearts-4-revealed-at-series-anniversary-event/"> was announced in 2022</a>, so going from that to knowing roughly when we'll be able to play it in the space of two months is quite the surprise.</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/54eFEhlnIjg" allowfullscreen></iframe></div></div><p>Despite the dearth of information about the game over the years, we do have a rough idea of what Kingdom Hearts 4 will involve. The sequel will commence a new story arc which Square Enix is calling the Lost Master Arc, and will be primarily set in Quadratum—Kingdom Heart's Equivalent of Tokyo. As the latest trailer demonstrates, however, it will still involve the usual jaunt through various Disney worlds</p><p>While Square Enix has kept the lid on Kingdom Hearts 4 over the years, series director Tetsuya Nomora has repeatedly reassured fans that the game is on track. And both Square Enix and Disney have plenty of reasons to continue supporting it, since Disney recently revealed that Kingdom Hearts ranks among the company's "billion-dollar franchises". Turns out players really love it when you combine Disney characters and Final Fantasy-style JRPG action. Who knew?</p><div class="product"><a data-dimension112="432fcbf4-9959-11f1-96cc-3ff0b859ef58" 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="432fcbf4-9959-11f1-96cc-3ff0b859ef58" 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[ 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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                            <![CDATA[
                            <article>
                                <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[ Saber's AI Rideshare Stimulator controversy almost closes on high note with CEO apology, then he calls Portal scribe who mocked him an 'unsuccessful writer' ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The Rideshare Stimulator AI fiasco almost, but not quite came to a close today when writer Stella Sacco shared that <a href="https://bsky.app/profile/antlervel.vet/post/3mt57o6to6s2o" target="_blank">she had received a private message</a> from Saber Interactive CEO Matthew Karch, who apologized for his hurtful comments to the press regarding her employment and capabilities.</p><p>In a separate post on LinkedIn, Karch reflected on the controversy and seemingly alluded to his personal contact with Sacco. But he also couldn't resist taking a swipe at Portal writer Chet Faliszek, who has publicly criticized Karch for his actions—most notably in the form of a <a href="https://youtu.be/PTc7Vhs0SwY?si=cE2yvWef8JJZdNPg" target="_blank">26-minute vlog</a> on YouTube.</p><p>The briefest of recaps if you haven't been paying attention (bless you):</p><ul><li>Saber Interactive releases a trailer for Rideshare Stimulator, a mundane job sim where you play a cabbie.</li><li>Writer Stella Sacco claims to have worked on the game before getting fired, her workload then taken over by an LLM.</li><li><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/" target="_blank">Saber's official statement on the matter</a> admitted to AI use in Rideshare Stimulator, but denied that any writers were replaced wholesale by AI tools.</li><li>Saber CEO Matt Karch <a href="https://www.pcgamer.com/gaming-industry/game-development/saber-ceo-scorns-writer-who-says-she-was-fired-in-favor-of-ai-with-confusing-combative-statement/">supplied his own statement</a> to <a href="https://thisweekinvideogames.com/" target="_blank">This Week in Video Games</a>, belittling Sacco's competency, asserting that she was not replaced by an LLM, but also that "I would frankly in retrospect have been happy to replace her with AI."</li></ul><p>Today, Sacco shared a post to Bluesky saying she had been messaged by Karch, and that "he apologized unreservedly for the way he spoke about me in the press." While Sacco noted that she and Karch remained opposed in their personal stances on the use of AI, she concluded that, "Apologies are simply in too short supply these days to spurn one when it's offered."</p><p>Great. Awesome. That'd have been a wonderful place to end things. But Karch also shared his own further statement on the matter to <a href="https://www.linkedin.com/feed/update/urn:li:activity:7494353074019323904/" target="_blank">LinkedIn</a>. Karch did not mention Sacco by name, but mostly reflected on his experience, particularly the negative consequences of responding to a feeling of personal insult with a public statement. Karch also noted that he is sticking to his guns when it comes to deploying generative AI in games.</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/PTc7Vhs0SwY" allowfullscreen></iframe></div></div><p>"Resolve issues human-to-human," Karch wrote, seemingly alluding to the apology Sacco received from him. "Escalating disputes through media channels or public statements rarely solves anything. Real resolution happens through direct, personal connection. If you cross a line, own it directly with the person involved."</p><p>But Karch's fourth paragraph in the post threw us for a loop. "The digital ecosystem thrives on outrage and surface-level takes," Karch wrote. "Case in point: a 26-minute video essay from an unsuccessful writer dedicated entirely to analyzing a single sarcastic quote of mine and pretending he knew exactly who I am—which somehow concluded with personal remarks about my physical anatomy and encouragement to accost me. </p><p>"When 'industry analysis' devolves into personal insults and threats, it says far more about the creator than it does about the subject. Relying on outrage algorithms for industry insights is a trap."</p><p>PC Gamer's top news hound, Andy Chalk, clocked that this could only be referring to an August 14 video shared by Chet Faliszek, a veteran writer whose credits include Portal, Left 4 Dead, and the Half-Life Episodes. The video in question, "<a href="https://youtu.be/PTc7Vhs0SwY?si=cE2yvWef8JJZdNPg" target="_blank">Who is the CEO of Saber Interactive?</a>" is 26 minutes and 13 seconds long, and Faliszek repeatedly states that Karch's behavior is compensating for something. Faliszek also says to viewers that, if they encountered Karch at an industry event, they should "make fun of him."</p><p>To be fair to Karch: Faliszek does repeatedly mock and insult him over the course of the video, going so far as to extrapolate that he has a domineering character, and that his actions are, at least in part, meant to discipline and control employees at Saber. I can see a certain tit-for-tat fairness to getting back at the person who said that.</p><p>But also: Faliszek's primary argument in the video is that, separate from Karch's personal character or the ethics of Sacco's original treatment, Karch's statement to This Week in Video Games was a completely avoidable PR and marketing catastrophe that worsened the controversy. </p><p>Karch's own conclusion in the same LinkedIn post where he took a jab at Faliszek was that he should have not said anything and left it to the communication team. At the time of writing, Faliszek's video is coming up on 4,000 views⁠—small potatoes.</p><p>Karch ignored Faliszek's and his own advice and escalated again⁠—right as things were calming down⁠—by providing so much identifying information about Faliszek's video. He effectively expanded the story to "Saber CEO vs. Portal writer" in a way I am now professionally obligated to make note of.</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="4e811ad2-98f8-11f1-9e0e-dbdd4ce5c67a" 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="4e811ad2-98f8-11f1-9e0e-dbdd4ce5c67a" 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/sabers-ai-rideshare-stimulator-controversy-almost-closes-on-high-note-with-ceo-apology-then-he-calls-portal-scribe-who-mocked-him-an-unsuccessful-writer/</link>
                                                                            <description>
                            <![CDATA[ Why are you making me write this stuff? ]]>
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                                                                        <pubDate>Sat, 15 Aug 2026 22:36:19 +0000</pubDate>                                                                                                                                <updated>Sat, 15 Aug 2026 22:36:23 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming Industry]]></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>
                                                                                                        <dc:contributor><![CDATA[ Andy Chalk ]]></dc:contributor>
                                                                    <cf:isSponsored>false</cf:isSponsored>
                <cf:hasAffiliateLinks>false</cf:hasAffiliateLinks>
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                                                            <media:credit><![CDATA[Left: Valve. Right: Saber]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Left: Wheatley from Portal looking suspicious. Right: Rideshare Stimulator guy looking circumspect.]]></media:description>                                                            <media:text><![CDATA[Left: Wheatley from Portal looking suspicious. Right: Rideshare Stimulator guy looking circumspect.]]></media:text>
                                <media:title type="plain"><![CDATA[Left: Wheatley from Portal looking suspicious. Right: Rideshare Stimulator guy looking circumspect.]]></media:title>
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                            <![CDATA[
                            <article>
                                <p>The Rideshare Stimulator AI fiasco almost, but not quite came to a close today when writer Stella Sacco shared that <a href="https://bsky.app/profile/antlervel.vet/post/3mt57o6to6s2o" target="_blank">she had received a private message</a> from Saber Interactive CEO Matthew Karch, who apologized for his hurtful comments to the press regarding her employment and capabilities.</p><p>In a separate post on LinkedIn, Karch reflected on the controversy and seemingly alluded to his personal contact with Sacco. But he also couldn't resist taking a swipe at Portal writer Chet Faliszek, who has publicly criticized Karch for his actions—most notably in the form of a <a href="https://youtu.be/PTc7Vhs0SwY?si=cE2yvWef8JJZdNPg" target="_blank">26-minute vlog</a> on YouTube.</p><p>The briefest of recaps if you haven't been paying attention (bless you):</p><ul><li>Saber Interactive releases a trailer for Rideshare Stimulator, a mundane job sim where you play a cabbie.</li><li>Writer Stella Sacco claims to have worked on the game before getting fired, her workload then taken over by an LLM.</li><li><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/" target="_blank">Saber's official statement on the matter</a> admitted to AI use in Rideshare Stimulator, but denied that any writers were replaced wholesale by AI tools.</li><li>Saber CEO Matt Karch <a href="https://www.pcgamer.com/gaming-industry/game-development/saber-ceo-scorns-writer-who-says-she-was-fired-in-favor-of-ai-with-confusing-combative-statement/">supplied his own statement</a> to <a href="https://thisweekinvideogames.com/" target="_blank">This Week in Video Games</a>, belittling Sacco's competency, asserting that she was not replaced by an LLM, but also that "I would frankly in retrospect have been happy to replace her with AI."</li></ul><p>Today, Sacco shared a post to Bluesky saying she had been messaged by Karch, and that "he apologized unreservedly for the way he spoke about me in the press." While Sacco noted that she and Karch remained opposed in their personal stances on the use of AI, she concluded that, "Apologies are simply in too short supply these days to spurn one when it's offered."</p><p>Great. Awesome. That'd have been a wonderful place to end things. But Karch also shared his own further statement on the matter to <a href="https://www.linkedin.com/feed/update/urn:li:activity:7494353074019323904/" target="_blank">LinkedIn</a>. Karch did not mention Sacco by name, but mostly reflected on his experience, particularly the negative consequences of responding to a feeling of personal insult with a public statement. Karch also noted that he is sticking to his guns when it comes to deploying generative AI in games.</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/PTc7Vhs0SwY" allowfullscreen></iframe></div></div><p>"Resolve issues human-to-human," Karch wrote, seemingly alluding to the apology Sacco received from him. "Escalating disputes through media channels or public statements rarely solves anything. Real resolution happens through direct, personal connection. If you cross a line, own it directly with the person involved."</p><p>But Karch's fourth paragraph in the post threw us for a loop. "The digital ecosystem thrives on outrage and surface-level takes," Karch wrote. "Case in point: a 26-minute video essay from an unsuccessful writer dedicated entirely to analyzing a single sarcastic quote of mine and pretending he knew exactly who I am—which somehow concluded with personal remarks about my physical anatomy and encouragement to accost me. </p><p>"When 'industry analysis' devolves into personal insults and threats, it says far more about the creator than it does about the subject. Relying on outrage algorithms for industry insights is a trap."</p><p>PC Gamer's top news hound, Andy Chalk, clocked that this could only be referring to an August 14 video shared by Chet Faliszek, a veteran writer whose credits include Portal, Left 4 Dead, and the Half-Life Episodes. The video in question, "<a href="https://youtu.be/PTc7Vhs0SwY?si=cE2yvWef8JJZdNPg" target="_blank">Who is the CEO of Saber Interactive?</a>" is 26 minutes and 13 seconds long, and Faliszek repeatedly states that Karch's behavior is compensating for something. Faliszek also says to viewers that, if they encountered Karch at an industry event, they should "make fun of him."</p><p>To be fair to Karch: Faliszek does repeatedly mock and insult him over the course of the video, going so far as to extrapolate that he has a domineering character, and that his actions are, at least in part, meant to discipline and control employees at Saber. I can see a certain tit-for-tat fairness to getting back at the person who said that.</p><p>But also: Faliszek's primary argument in the video is that, separate from Karch's personal character or the ethics of Sacco's original treatment, Karch's statement to This Week in Video Games was a completely avoidable PR and marketing catastrophe that worsened the controversy. </p><p>Karch's own conclusion in the same LinkedIn post where he took a jab at Faliszek was that he should have not said anything and left it to the communication team. At the time of writing, Faliszek's video is coming up on 4,000 views⁠—small potatoes.</p><p>Karch ignored Faliszek's and his own advice and escalated again⁠—right as things were calming down⁠—by providing so much identifying information about Faliszek's video. He effectively expanded the story to "Saber CEO vs. Portal writer" in a way I am now professionally obligated to make note of.</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="4e811ad2-98f8-11f1-9e0e-dbdd4ce5c67a" 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="4e811ad2-98f8-11f1-9e0e-dbdd4ce5c67a" 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[ Matthew McConaughey could have played Joel in The Last of Us, but says 'it just wasn't for me at the time' ]]></title>
                                                                                                <dc:content><![CDATA[ <p>On an August 13 episode of the <a href="https://youtu.be/peXOgVAUm40?si=-XDuLixga_B3m7iq" target="_blank">Happy Sad Confused</a> podcast, actor Matthew McConaughey spoke about almost playing Joel in HBO's The Last of Us TV series, and why he ultimately turned down the role.</p><p>McConaughey said he was in contact with showrunner Craig Mazin about playing the part, and that he seriously considered taking it up. "I wasn't really acting at that point," McConaughey explained. "I was doing more writing and looking at leadership roles in life." Even with that caveat he was still tempted: "It was really good, I was really excited."</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/peXOgVAUm40" allowfullscreen></iframe></div></div><p>At least part of the problem seems to have been that Mazin had a tough act to follow: McConaughey is a prolific Hollywood actor, and has lent his voice to TV animation here and there, but his only lead role on a TV series? The legendary first season of Nic Pizzolatto's noir anthology, True Detective.</p><p>"We pulled off a real coup with True Detective, at a time when [TV] series were not something that actors like myself or Woody Harrelson would hop over and go do," said McConaughey. "That one succeeded in a real fashion. Last of Us was really good, it just wasn't for me at the time. I don't know what would have been for me at the time."</p><p>McConaughey also expressed trepidation over the potential long-term commitment required by a successful TV show: "In success, this is something you'll be doing for years and years and years."</p><p>Maybe not so much with Joel in The Last of Us, given, uh, spoilers. The role likely still demands an obligation through flashbacks and the like, though. True Detective S1 made me a McConaughey sardaukar for life, but even for me, him passing on this role doesn't seem like a great loss for human flourishing. By all accounts, Pedro Pascal is killing it.</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="ff41843a-98e2-11f1-a749-0fb4d851b5a2" 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="ff41843a-98e2-11f1-a749-0fb4d851b5a2" 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/movies-tv/matthew-mcconaughey-could-have-played-joel-in-the-last-of-us-but-says-it-just-wasnt-for-me-at-the-time/</link>
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                            <![CDATA[ Pedro Pascal did a great job, but you can see it, right? ]]>
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                                                                        <pubDate>Sat, 15 Aug 2026 19:57:04 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Movies &amp; TV]]></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[Left: HBO. Right: Gareth Cattermole via Getty Images]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Left: Pedro Pascal as Joel in The Last of Us TV show. Right: Matthew McConaughey attends &quot;The Lost Bus&quot; UK Special Screening at Curzon Mayfair on September 28, 2025 in London, England. ]]></media:description>                                                            <media:text><![CDATA[Left: Pedro Pascal as Joel in The Last of Us TV show. Right: Matthew McConaughey attends &quot;The Lost Bus&quot; UK Special Screening at Curzon Mayfair on September 28, 2025 in London, England. ]]></media:text>
                                <media:title type="plain"><![CDATA[Left: Pedro Pascal as Joel in The Last of Us TV show. Right: Matthew McConaughey attends &quot;The Lost Bus&quot; UK Special Screening at Curzon Mayfair on September 28, 2025 in London, England. ]]></media:title>
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                            <![CDATA[
                            <article>
                                <p>On an August 13 episode of the <a href="https://youtu.be/peXOgVAUm40?si=-XDuLixga_B3m7iq" target="_blank">Happy Sad Confused</a> podcast, actor Matthew McConaughey spoke about almost playing Joel in HBO's The Last of Us TV series, and why he ultimately turned down the role.</p><p>McConaughey said he was in contact with showrunner Craig Mazin about playing the part, and that he seriously considered taking it up. "I wasn't really acting at that point," McConaughey explained. "I was doing more writing and looking at leadership roles in life." Even with that caveat he was still tempted: "It was really good, I was really excited."</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/peXOgVAUm40" allowfullscreen></iframe></div></div><p>At least part of the problem seems to have been that Mazin had a tough act to follow: McConaughey is a prolific Hollywood actor, and has lent his voice to TV animation here and there, but his only lead role on a TV series? The legendary first season of Nic Pizzolatto's noir anthology, True Detective.</p><p>"We pulled off a real coup with True Detective, at a time when [TV] series were not something that actors like myself or Woody Harrelson would hop over and go do," said McConaughey. "That one succeeded in a real fashion. Last of Us was really good, it just wasn't for me at the time. I don't know what would have been for me at the time."</p><p>McConaughey also expressed trepidation over the potential long-term commitment required by a successful TV show: "In success, this is something you'll be doing for years and years and years."</p><p>Maybe not so much with Joel in The Last of Us, given, uh, spoilers. The role likely still demands an obligation through flashbacks and the like, though. True Detective S1 made me a McConaughey sardaukar for life, but even for me, him passing on this role doesn't seem like a great loss for human flourishing. By all accounts, Pedro Pascal is killing it.</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="ff41843a-98e2-11f1-a749-0fb4d851b5a2" 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="ff41843a-98e2-11f1-a749-0fb4d851b5a2" 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[ Simpsons creator Matt Groening implies that a Hit & Run remaster is coming, current showrunner hastily disputes ]]></title>
                                                                                                <dc:content><![CDATA[ <p>First reported by <a href="https://x.com/empiremagazine/status/2088376820874035441?s=20" target="_blank">Empire on X, "The Everything App,"</a> Simpsons creator Matt Groening may have let slip the existence of some upcoming return for The Simpsons: Hit & Run⁠—though this was immediately disputed by another grandee of the Simpsons Industrial Complex.</p><p>"I think the original game is coming back in some form," Groening said in response to a question about the series at a Simpsons panel discussion, part of the ongoing D23 Disney fan event. Current showrunner Matt Selman immediately poured cold water on the idea, declaring "Or not," in response to Groening's statement.</p><p>Groening seems to firmly operate in an "emperor emeritus" role when it comes to day-to-day operations of The Simpsons, and it's perfectly plausible that his supposition was based on out-of-date information, and Selman, who's more hands on with things, is correct.</p><p>But I'm inclined to think this was a "<a href="https://www.youtube.com/watch?v=3sX_sE31r9Q" target="_blank">It's a secret⁠—<em>Ssshut uuuuuup</em></a>"<em> </em>sort of interaction. We're living in a time of endless remakes and remasters⁠—Spongebob Squarepants: Battle For Bikini Bottom <em>Rehydrated</em> from a few years ago feels like it rhymes with Hit & Run, for example. Most persuasive of all, Selman himself, who wrote the original game, said <a href="https://www.pcgamer.com/games/action/executive-producer-on-the-simpsons-says-never-say-never-regarding-a-hit-and-run-revival-even-if-he-prefers-the-2007-game/" target="_blank">"never say never" </a>about the possibility of the series coming back just this year.</p><p>Groening's choice of words, "the original game is coming back in some form," seems to preclude a sequel and imply a remake or remaster to my eye. But if it turns out he was talking about an art book or retrospective documentary or something, well that'd just be poor form on his part I think.</p><p>The reason for all the hubbub was a clever little cult classic of a tie-in game from 2003, a PS2-era, GTA-lite sort of deal where you drove or ran around Springfield getting up to hijinks. I never played it myself, but some of my friends swear by Hit & Run. I think, for a certain band of zoomers and late millennials, it was a way of getting in on the GTA craze if your parents wouldn't let you touch the real deal, leading to lifelong loyalty and nostalgia. Jak 2 ticked that box for me.</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="4dd08352-98d5-11f1-b441-fd6b1121a02c" 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="4dd08352-98d5-11f1-b441-fd6b1121a02c" 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/simpsons-creator-matt-groening-implies-that-a-hit-and-run-remaster-is-coming-current-showrunner-hastily-disputes/</link>
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                            <![CDATA[ Stonecutters-level opsec. ]]>
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                                                                        <pubDate>Sat, 15 Aug 2026 18:17:42 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Action]]></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:description><![CDATA[Homer Simpson screams, running through vehicular carnage as part of the box art for The Simpsons: Hit &amp; Run.]]></media:description>                                                            <media:text><![CDATA[Homer Simpson screams, running through vehicular carnage as part of the box art for The Simpsons: Hit &amp; Run.]]></media:text>
                                <media:title type="plain"><![CDATA[Homer Simpson screams, running through vehicular carnage as part of the box art for The Simpsons: Hit &amp; Run.]]></media:title>
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                                <p>First reported by <a href="https://x.com/empiremagazine/status/2088376820874035441?s=20" target="_blank">Empire on X, "The Everything App,"</a> Simpsons creator Matt Groening may have let slip the existence of some upcoming return for The Simpsons: Hit & Run⁠—though this was immediately disputed by another grandee of the Simpsons Industrial Complex.</p><p>"I think the original game is coming back in some form," Groening said in response to a question about the series at a Simpsons panel discussion, part of the ongoing D23 Disney fan event. Current showrunner Matt Selman immediately poured cold water on the idea, declaring "Or not," in response to Groening's statement.</p><p>Groening seems to firmly operate in an "emperor emeritus" role when it comes to day-to-day operations of The Simpsons, and it's perfectly plausible that his supposition was based on out-of-date information, and Selman, who's more hands on with things, is correct.</p><p>But I'm inclined to think this was a "<a href="https://www.youtube.com/watch?v=3sX_sE31r9Q" target="_blank">It's a secret⁠—<em>Ssshut uuuuuup</em></a>"<em> </em>sort of interaction. We're living in a time of endless remakes and remasters⁠—Spongebob Squarepants: Battle For Bikini Bottom <em>Rehydrated</em> from a few years ago feels like it rhymes with Hit & Run, for example. Most persuasive of all, Selman himself, who wrote the original game, said <a href="https://www.pcgamer.com/games/action/executive-producer-on-the-simpsons-says-never-say-never-regarding-a-hit-and-run-revival-even-if-he-prefers-the-2007-game/" target="_blank">"never say never" </a>about the possibility of the series coming back just this year.</p><p>Groening's choice of words, "the original game is coming back in some form," seems to preclude a sequel and imply a remake or remaster to my eye. But if it turns out he was talking about an art book or retrospective documentary or something, well that'd just be poor form on his part I think.</p><p>The reason for all the hubbub was a clever little cult classic of a tie-in game from 2003, a PS2-era, GTA-lite sort of deal where you drove or ran around Springfield getting up to hijinks. I never played it myself, but some of my friends swear by Hit & Run. I think, for a certain band of zoomers and late millennials, it was a way of getting in on the GTA craze if your parents wouldn't let you touch the real deal, leading to lifelong loyalty and nostalgia. Jak 2 ticked that box for me.</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="4dd08352-98d5-11f1-b441-fd6b1121a02c" 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="4dd08352-98d5-11f1-b441-fd6b1121a02c" 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[ Witcher 3 designer says it wasn't easy to convince players its NPC simulation wasn't 'just fakery': 'People nowadays are interested in those kinds of details, and it really came to haunt us' ]]></title>
                                                                                                <dc:content><![CDATA[ <p>It might seem silly to ask in our <a href="https://aftermath.site/podcasts/you-are-error-horses-red-dead-redemption-2-horse-testicles/" target="_blank">post-Red Dead horse testicles world</a>, but how much exacting detail is too much? How much is not enough? Gamedev can go on forever if you don't prioritize the things that players actually notice, but if you're making an immersive fantasy RPG, it's critical that the intended illusions—bustling towns, lively taverns, festering dungeons, and so on—not shatter. </p><p>This tightrope walk is something CDPR has gotten better at over the years, but it loomed over The Witcher 3's development, as CD Projekt Red's Philipp Weber told Edge Magazine (via <a href="https://www.gamesradar.com/games/the-witcher/the-witcher-3-lead-says-designing-for-player-curiosity-really-came-to-haunt-us-when-making-sure-it-felt-like-people-truly-exist-in-the-rpgs-villages/" target="_blank">Gamesradar</a>). The reason why is simple: wherever possible, gamers love to try and peek behind the curtain.</p><p>"If a village only has eight houses, people will want to see if the people truly exist in the world or if it's just fakery," Weber told Edge. "Lots of people nowadays are interested in those kinds of details, and it really came to haunt us."</p><p>"Today, if you said 'give me a Witcher 3 village that has eight houses', I could give you that in two hours," he said. But there was a time that "when it came to actually reacting to the player, there wasn't that much detail." </p><p>An example case named in the article is that when the player starts using combat moves in the middle of town, NPCs were programmed to drop whatever they were holding and scram. This mostly worked, except for the fact that mothers swaddling their babies would do the same: "For a few weeks, women were just dropping their babies, left and right."</p><p>A big component of believability is just giving the NPCs apropos things to do, and cycling between those unpredictably. "We don't give them specific paths," Weber said. "We give them spots of interest that are available and then they're the ones doing the pathfinding ... for the 50 sailors at Novigrad harbour, for example, we made 200 possible spots, so even if all 50 were active at the same time, they would have options."</p><p>It seems like the human touch goes a long way here. Cyberpunk 2077's stylish and detailed NPCs are <a href="https://www.pcgamer.com/faces-of-night-city-a-closer-look-at-cyberpunk-2077s-weird-wonderful-npcs/">a great case study</a> showing the value of a hand-crafted moment here and there. And while systems-driven simulation is a big part of why these digital nobodies are believable in the first place, CD Projekt <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/">has said in the past</a> that the quality gap between manually programmed NPCs and <a href="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/">their controversial AI counterparts</a> is "like a canyon."</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="f0371706-98ca-11f1-a7d9-31a70c97d4ac" 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="f0371706-98ca-11f1-a7d9-31a70c97d4ac" 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/the-witcher/witcher-3-designer-says-it-wasnt-easy-to-convince-players-its-npc-simulation-wasnt-just-fakery-people-nowadays-are-interested-in-those-kinds-of-details-and-it-really-came-to-haunt-us/</link>
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                            <![CDATA[ "Today, if you said 'give me a Witcher 3 village that has eight houses', I could give you that in two hours." ]]>
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                                                                        <pubDate>Sat, 15 Aug 2026 17:04:02 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[The Witcher]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[RPG]]></category>
                                                                                                                    <dc:creator><![CDATA[ Justin Wagner ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/3yTcG3EnWfJ6YqZzDouj5c.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;&lt;br&gt;&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[CD Projekt Red]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Geralt gives a thumbs up.]]></media:description>                                                            <media:text><![CDATA[Geralt gives a thumbs up.]]></media:text>
                                <media:title type="plain"><![CDATA[Geralt gives a thumbs up.]]></media:title>
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                                <p>It might seem silly to ask in our <a href="https://aftermath.site/podcasts/you-are-error-horses-red-dead-redemption-2-horse-testicles/" target="_blank">post-Red Dead horse testicles world</a>, but how much exacting detail is too much? How much is not enough? Gamedev can go on forever if you don't prioritize the things that players actually notice, but if you're making an immersive fantasy RPG, it's critical that the intended illusions—bustling towns, lively taverns, festering dungeons, and so on—not shatter. </p><p>This tightrope walk is something CDPR has gotten better at over the years, but it loomed over The Witcher 3's development, as CD Projekt Red's Philipp Weber told Edge Magazine (via <a href="https://www.gamesradar.com/games/the-witcher/the-witcher-3-lead-says-designing-for-player-curiosity-really-came-to-haunt-us-when-making-sure-it-felt-like-people-truly-exist-in-the-rpgs-villages/" target="_blank">Gamesradar</a>). The reason why is simple: wherever possible, gamers love to try and peek behind the curtain.</p><p>"If a village only has eight houses, people will want to see if the people truly exist in the world or if it's just fakery," Weber told Edge. "Lots of people nowadays are interested in those kinds of details, and it really came to haunt us."</p><p>"Today, if you said 'give me a Witcher 3 village that has eight houses', I could give you that in two hours," he said. But there was a time that "when it came to actually reacting to the player, there wasn't that much detail." </p><p>An example case named in the article is that when the player starts using combat moves in the middle of town, NPCs were programmed to drop whatever they were holding and scram. This mostly worked, except for the fact that mothers swaddling their babies would do the same: "For a few weeks, women were just dropping their babies, left and right."</p><p>A big component of believability is just giving the NPCs apropos things to do, and cycling between those unpredictably. "We don't give them specific paths," Weber said. "We give them spots of interest that are available and then they're the ones doing the pathfinding ... for the 50 sailors at Novigrad harbour, for example, we made 200 possible spots, so even if all 50 were active at the same time, they would have options."</p><p>It seems like the human touch goes a long way here. Cyberpunk 2077's stylish and detailed NPCs are <a href="https://www.pcgamer.com/faces-of-night-city-a-closer-look-at-cyberpunk-2077s-weird-wonderful-npcs/">a great case study</a> showing the value of a hand-crafted moment here and there. And while systems-driven simulation is a big part of why these digital nobodies are believable in the first place, CD Projekt <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/">has said in the past</a> that the quality gap between manually programmed NPCs and <a href="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/">their controversial AI counterparts</a> is "like a canyon."</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="f0371706-98ca-11f1-a7d9-31a70c97d4ac" 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="f0371706-98ca-11f1-a7d9-31a70c97d4ac" 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>
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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>
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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>
                                                                            <description>
                            <![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>
                                                                <dc:description><![CDATA[ &lt;p&gt;&lt;br&gt;&lt;/p&gt; ]]></dc:description>
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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>
                                                            </article>
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                                                            <title><![CDATA[ Star Wars: The Old Republic hopes to recapture the 'classic' experience with difficulty options and a new way to start from scratch ]]></title>
                                                                                                <dc:content><![CDATA[ <p>I don't know if Stars Wars: The Old Republic is the best MMO around—or even <a href="https://www.pcgamer.com/games/mmo/15-years-after-it-was-shut-down-star-wars-galaxies-is-still-getting-massive-updates-thanks-to-this-restoration-project-like-a-helldivers-style-galactic-civil-war/">the best Star Wars MMO around</a>—but there's something to be said for keeping the party alive for nearly 15 years at this point, even as developer Broadsword took the reins from BioWare in 2023. If you miss those halcyon days when the game had just dropped, well, you might want to give the imminent 8.0 update a look.</p><p>It was revealed in <a href="https://www.swtor.com/info/news/article/20260813" target="_blank">a blog post</a> that went up Thursday, and it promises a pretty standard lineup of big MMO update features: a raised level cap, more spells and phat loots to futz with, and new zones to explore in the Twi'lek homeworld Ryloth. But there's also two new systems both tackling <a href="https://www.pcgamer.com/games/mmo/the-modern-mmos-biggest-enemy-is-difficulty-because-pleasing-everyone-is-basically-impossible-and-yet-they-must/">the MMO's prickliest design conundrum</a>: difficulty.</p><p>The first of those is a difficulty slider, which lets you pick your poison between "a cinematic story-driven journey, a more demanding combat experience, or the ultimate challenge." Notably, you can group up with friends regardless of what you've all chosen, so it'll be interesting to observe how the scaling works out there. </p><p>There's also the new "venture" characters, which operate on their own difficulty system split between classic and expert options. These characters have to start a new story from the beginning, but they'll get special rewards for completing extra objectives as they play through the game normally. It's not clear what those rewards are, but the whole thing is apparently meant to "evoke the feel of the classic SWTOR experience" back when it was slightly less easy to roll over a dozen mobs at once. </p><p>It's a neat idea, assuming it doesn't morph into some battle pass-inspired FOMO nightmare. SWTOR probably isn't so different from its old self that fans are desperate for an OSRS-style <a href="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/">revival</a>, but it does still have a best-in-class leveling journey let down by the fact that you can faceroll your way through a great deal of it. If the rewards are fun to pursue and objectives non-tedious, it could brush the dust off those zones and get people grouping in them 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="5e634e5e-98ba-11f1-b7e9-1fcb46c809ef" 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="5e634e5e-98ba-11f1-b7e9-1fcb46c809ef" 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/star-wars-the-old-republic-hopes-to-recapture-the-classic-experience-with-difficulty-options-and-a-new-way-to-start-from-scratch/</link>
                                                                            <description>
                            <![CDATA[ Venture characters seem inspired by the seasonal and ironman modes found in ARPGs. ]]>
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                                                                        <pubDate>Sat, 15 Aug 2026 15:18:09 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[MMO]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                                    <dc:creator><![CDATA[ Justin Wagner ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/3yTcG3EnWfJ6YqZzDouj5c.jpg ]]></dc:source>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Darth Malgus]]></media:description>                                                            <media:text><![CDATA[Darth Malgus]]></media:text>
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                                <p>I don't know if Stars Wars: The Old Republic is the best MMO around—or even <a href="https://www.pcgamer.com/games/mmo/15-years-after-it-was-shut-down-star-wars-galaxies-is-still-getting-massive-updates-thanks-to-this-restoration-project-like-a-helldivers-style-galactic-civil-war/">the best Star Wars MMO around</a>—but there's something to be said for keeping the party alive for nearly 15 years at this point, even as developer Broadsword took the reins from BioWare in 2023. If you miss those halcyon days when the game had just dropped, well, you might want to give the imminent 8.0 update a look.</p><p>It was revealed in <a href="https://www.swtor.com/info/news/article/20260813" target="_blank">a blog post</a> that went up Thursday, and it promises a pretty standard lineup of big MMO update features: a raised level cap, more spells and phat loots to futz with, and new zones to explore in the Twi'lek homeworld Ryloth. But there's also two new systems both tackling <a href="https://www.pcgamer.com/games/mmo/the-modern-mmos-biggest-enemy-is-difficulty-because-pleasing-everyone-is-basically-impossible-and-yet-they-must/">the MMO's prickliest design conundrum</a>: difficulty.</p><p>The first of those is a difficulty slider, which lets you pick your poison between "a cinematic story-driven journey, a more demanding combat experience, or the ultimate challenge." Notably, you can group up with friends regardless of what you've all chosen, so it'll be interesting to observe how the scaling works out there. </p><p>There's also the new "venture" characters, which operate on their own difficulty system split between classic and expert options. These characters have to start a new story from the beginning, but they'll get special rewards for completing extra objectives as they play through the game normally. It's not clear what those rewards are, but the whole thing is apparently meant to "evoke the feel of the classic SWTOR experience" back when it was slightly less easy to roll over a dozen mobs at once. </p><p>It's a neat idea, assuming it doesn't morph into some battle pass-inspired FOMO nightmare. SWTOR probably isn't so different from its old self that fans are desperate for an OSRS-style <a href="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/">revival</a>, but it does still have a best-in-class leveling journey let down by the fact that you can faceroll your way through a great deal of it. If the rewards are fun to pursue and objectives non-tedious, it could brush the dust off those zones and get people grouping in them 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="5e634e5e-98ba-11f1-b7e9-1fcb46c809ef" 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="5e634e5e-98ba-11f1-b7e9-1fcb46c809ef" 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>
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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>
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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>
                                                                            <description>
                            <![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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                                                            <media:credit><![CDATA[CD Projekt]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Cyberpunk 2077 screen detail]]></media:description>                                                            <media:text><![CDATA[Cyberpunk 2077 screen detail]]></media:text>
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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[ This Solitaire game is so tiny it can load from a QR code, which is just what I need in the age of massive games and expensive storage ]]></title>
                                                                                                <dc:content><![CDATA[ <p>At a time when game file sizes are growing ever larger and disk space is<a href="https://www.pcgamer.com/hardware/memory/team-group-ceo-warns-that-dram-and-ssd-prices-will-still-rise-if-you-need-memory-we-recommend-purchasing-it-as-soon-as-possible/"> astonishingly expensive</a>, I increasingly appreciate the value of a small game. And they don't come much smaller than TinySol, a solitaire game so diminutive that it can be loaded from a QR code.</p><p>TinySol is the creation of vintage computer enthusiasts<a href="https://classicbits.net/" target="_blank"> Classic Bits</a>, and was stumbled upon by YouTuber<a href="https://www.youtube.com/watch?v=H5heVkauR3M" target="_blank"> LGR Blerbs</a> at the VCF Southwest convention in Texas. In what sounds like the beginning of a horror film, Blerbs was randomly handed TinySol at a booth on a 5.25-inch floppy disk.</p><p>Despite appearances, TinySol is a new(ish) game, having been in development since 2021. In the dot matrix-style manual that accompanies the hard copy, developer Classic Bits explains "I originally wanted a tiny game to shoehorn into ROM images for GRiD computers and that would leverage the sharp 640x400 AT&T 6300 monochrome video."</p><p>Weighing in at a paltry 3 kilobytes, TinySol lets players enjoy three-card Klondike Solitaire with simple black & white graphics. The program is so compact that it can fit within a QR code, which can be decoded with a snippet of code written on TinySol's packaging.</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/H5heVkauR3M" allowfullscreen></iframe></div></div><p>In the comments to Blerbs' video, Classic Bits provided some additional information on the game, saying that the game is "intentionally monochrome for max clarity on old displays," and that the QR code version is actually a "mini low-rez version with limited features". And while currently the 3-card draw is the only mode available, Classic Bits has added a one-card draw mode for an "upcoming release".</p><p>Fortunately, you don't need a hard copy or a QR code to check out TinySol yourself. The game is<a href="https://classicbits.net/coding-and-software/my-software/monosol/" target="_blank"> free to download</a> via the Classic Bits website. You can run TinySol in DosBox by dragging and dropping the TinySol executable onto the DosBox application. It's worth noting that many of the three-card draws the game generates are not actually winnable, so Classic Bits has compiled 640 winnable save files that you can also download if you wish.</p><div class="product"><a data-dimension112="db9f849e-98ad-11f1-a18e-cd853fa6632a" 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="db9f849e-98ad-11f1-a18e-cd853fa6632a" 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/this-solitaire-game-is-so-tiny-it-can-load-from-a-qr-code-which-is-just-what-i-need-in-the-age-of-massive-games-and-expensive-storage/</link>
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                            <![CDATA[ TinySol is a mini marvel. ]]>
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                                                                        <pubDate>Sat, 15 Aug 2026 13:31:09 +0000</pubDate>                                                                                                                                <updated>Sat, 15 Aug 2026 13:35:03 +0000</updated>
                                                                                                                                            <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[LGR Blurbs]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[LGR Blurbs holds a physical copy of TinySol.]]></media:description>                                                            <media:text><![CDATA[LGR Blurbs holds a physical copy of TinySol.]]></media:text>
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                                <p>At a time when game file sizes are growing ever larger and disk space is<a href="https://www.pcgamer.com/hardware/memory/team-group-ceo-warns-that-dram-and-ssd-prices-will-still-rise-if-you-need-memory-we-recommend-purchasing-it-as-soon-as-possible/"> astonishingly expensive</a>, I increasingly appreciate the value of a small game. And they don't come much smaller than TinySol, a solitaire game so diminutive that it can be loaded from a QR code.</p><p>TinySol is the creation of vintage computer enthusiasts<a href="https://classicbits.net/" target="_blank"> Classic Bits</a>, and was stumbled upon by YouTuber<a href="https://www.youtube.com/watch?v=H5heVkauR3M" target="_blank"> LGR Blerbs</a> at the VCF Southwest convention in Texas. In what sounds like the beginning of a horror film, Blerbs was randomly handed TinySol at a booth on a 5.25-inch floppy disk.</p><p>Despite appearances, TinySol is a new(ish) game, having been in development since 2021. In the dot matrix-style manual that accompanies the hard copy, developer Classic Bits explains "I originally wanted a tiny game to shoehorn into ROM images for GRiD computers and that would leverage the sharp 640x400 AT&T 6300 monochrome video."</p><p>Weighing in at a paltry 3 kilobytes, TinySol lets players enjoy three-card Klondike Solitaire with simple black & white graphics. The program is so compact that it can fit within a QR code, which can be decoded with a snippet of code written on TinySol's packaging.</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/H5heVkauR3M" allowfullscreen></iframe></div></div><p>In the comments to Blerbs' video, Classic Bits provided some additional information on the game, saying that the game is "intentionally monochrome for max clarity on old displays," and that the QR code version is actually a "mini low-rez version with limited features". And while currently the 3-card draw is the only mode available, Classic Bits has added a one-card draw mode for an "upcoming release".</p><p>Fortunately, you don't need a hard copy or a QR code to check out TinySol yourself. The game is<a href="https://classicbits.net/coding-and-software/my-software/monosol/" target="_blank"> free to download</a> via the Classic Bits website. You can run TinySol in DosBox by dragging and dropping the TinySol executable onto the DosBox application. It's worth noting that many of the three-card draws the game generates are not actually winnable, so Classic Bits has compiled 640 winnable save files that you can also download if you wish.</p><div class="product"><a data-dimension112="db9f849e-98ad-11f1-a18e-cd853fa6632a" 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="db9f849e-98ad-11f1-a18e-cd853fa6632a" 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[ You can now play the secret best immersive sim in coop thanks to this mod ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Immersive sims like<a href="https://www.pcgamer.com/uk/dishonored/"> Dishonored</a> and<a href="https://www.pcgamer.com/deus-ex/"> Deus Ex</a> are typically solo experiences, but there have been a few attempts to bring multiplayer into the mix over the years.<a href="https://www.pcgamer.com/uk/system-shock-2/"> System Shock 2</a> featured an infamously wonky cooperative mode that<a href="https://www.pcgamer.com/games/rpg/nightdive-studios-says-system-shock-2s-multiplayer-was-so-hard-to-get-working-for-modern-platforms-but-you-should-still-probably-play-it-in-singleplayer-first-to-get-the-true-experience/"> was overhauled</a> in last year's Nightdive remaster, while Arkane's<a href="https://www.pcgamer.com/uk/deathloop/"> Deathloop</a> successfully folded an invasion mechanic into its mix of roguelike running and emergent sneaking.</p><p>Now, you can also play Arkane's excellent<a href="https://www.pcgamer.com/uk/system-shock/"> System Shock</a> successor<a href="https://www.pcgamer.com/prey-review/"> Prey</a> with a bunch of pals, albeit via unofficial means. The functionally named<a href="https://www.nexusmods.com/prey2017/mods/218?tab=description" target="_blank"> Prey Coop</a> enables up to 16<em> </em>players to explore the Talos 1 space station together. Prey Coop is the creation of modder null234, who says that the mod "syncs global campaign progression, story choices, enemy AI, inventory, doors, hazards and world physics across all connected clients."</p><p>Although Prey Coop is still in Alpha, null234 says the whole campaign is playable from start to finish on "both new and existing saves". Nonetheless, there are still plenty of kinks to be worked out, such as "visual rough edges, animation quirks, and potential bugs."</p><p>Frankly, 16 players running around Talos 1 sound like the worst thing ever, but playing Prey as a 2-player cooperative game should work fairly well. Prey is by far the most methodical and cerebral of Arkane's immersive sims, one that encourages ingenious use of gadgets and powers to get the drop on the Typhon menace. Working together with a partner to set up traps, fight enemies, and bypass obstacles seems like a viable way to play, especially if you compensate for the extra player by amping up the difficulty.</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:1918px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="bTGcbD4HzrHpoTyjhJKZpM" name="prey coop 2" alt="A screenshot of Prey with the Prey Coop mod installed, showing the player standing in a hallway with another player in front of them." src="https://cdn.mos.cms.futurecdn.net/bTGcbD4HzrHpoTyjhJKZpM.jpg" mos="" align="middle" fullscreen="" width="1918" height="1079" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Arkane Studios, null234)</span></figcaption></figure><p>As far as I'm concerned though, you can play Prey with as many friends as you like, so long as you play it. Arkane's dark sci-fi adventure has gone up in my estimations every time I've played it, to the point where I believe it might just be the best thing Arkane has produced to date.</p><p>Sure, Dishonored 2 has the more galaxy-brained levels and flashier powers. But I think Prey's slower-burn has the greater satisfaction, especially over repeated playthroughs. It has the superior story, by some margin and the <em>way </em>Talos 1 unfolds as you explore is marvellous. I also find that treating the Typhon as puzzles to be solved rather than enemies to be fought also elevates the experience. There's tons of fun to be had in manipulating those inky aliens from the shadows using all the weird gizmos Prey furnishes you with.</p><p>Anyway, I'll step off the soapbox now. If you want to try Prey Coop for yourself, you can download it<a href="https://www.nexusmods.com/prey2017/mods/218?tab=files" target="_blank"> via Nexus Mods</a>. Alongside the mod itself, you'll need to install Chairloader, forward the appropriate ports, and ensure all players have a legitimate copy of the game <em>and </em>the same DLL build of the mod. Full instructions are available<a href="https://www.nexusmods.com/prey2017/mods/218?tab=description" target="_blank"> here</a>.</p><div class="product"><a data-dimension112="cb72b12c-989e-11f1-8a3b-a7d9dbf42e87" 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="cb72b12c-989e-11f1-8a3b-a7d9dbf42e87" 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/you-can-now-play-the-secret-best-immersive-sim-in-coop-thanks-to-this-mod/</link>
                                                                            <description>
                            <![CDATA[ Prey Coop lets you play Arkane's System Shock successor with up to 16 other players. ]]>
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                                                                        <pubDate>Sat, 15 Aug 2026 11:42:32 +0000</pubDate>                                                                                                                                <updated>Sat, 15 Aug 2026 11:46:26 +0000</updated>
                                                                                                                                            <category><![CDATA[Sim]]></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[Arkane Studios]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Prey]]></media:description>                                                            <media:text><![CDATA[Prey]]></media:text>
                                <media:title type="plain"><![CDATA[Prey]]></media:title>
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                            <article>
                                <p>Immersive sims like<a href="https://www.pcgamer.com/uk/dishonored/"> Dishonored</a> and<a href="https://www.pcgamer.com/deus-ex/"> Deus Ex</a> are typically solo experiences, but there have been a few attempts to bring multiplayer into the mix over the years.<a href="https://www.pcgamer.com/uk/system-shock-2/"> System Shock 2</a> featured an infamously wonky cooperative mode that<a href="https://www.pcgamer.com/games/rpg/nightdive-studios-says-system-shock-2s-multiplayer-was-so-hard-to-get-working-for-modern-platforms-but-you-should-still-probably-play-it-in-singleplayer-first-to-get-the-true-experience/"> was overhauled</a> in last year's Nightdive remaster, while Arkane's<a href="https://www.pcgamer.com/uk/deathloop/"> Deathloop</a> successfully folded an invasion mechanic into its mix of roguelike running and emergent sneaking.</p><p>Now, you can also play Arkane's excellent<a href="https://www.pcgamer.com/uk/system-shock/"> System Shock</a> successor<a href="https://www.pcgamer.com/prey-review/"> Prey</a> with a bunch of pals, albeit via unofficial means. The functionally named<a href="https://www.nexusmods.com/prey2017/mods/218?tab=description" target="_blank"> Prey Coop</a> enables up to 16<em> </em>players to explore the Talos 1 space station together. Prey Coop is the creation of modder null234, who says that the mod "syncs global campaign progression, story choices, enemy AI, inventory, doors, hazards and world physics across all connected clients."</p><p>Although Prey Coop is still in Alpha, null234 says the whole campaign is playable from start to finish on "both new and existing saves". Nonetheless, there are still plenty of kinks to be worked out, such as "visual rough edges, animation quirks, and potential bugs."</p><p>Frankly, 16 players running around Talos 1 sound like the worst thing ever, but playing Prey as a 2-player cooperative game should work fairly well. Prey is by far the most methodical and cerebral of Arkane's immersive sims, one that encourages ingenious use of gadgets and powers to get the drop on the Typhon menace. Working together with a partner to set up traps, fight enemies, and bypass obstacles seems like a viable way to play, especially if you compensate for the extra player by amping up the difficulty.</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:1918px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="bTGcbD4HzrHpoTyjhJKZpM" name="prey coop 2" alt="A screenshot of Prey with the Prey Coop mod installed, showing the player standing in a hallway with another player in front of them." src="https://cdn.mos.cms.futurecdn.net/bTGcbD4HzrHpoTyjhJKZpM.jpg" mos="" align="middle" fullscreen="" width="1918" height="1079" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Arkane Studios, null234)</span></figcaption></figure><p>As far as I'm concerned though, you can play Prey with as many friends as you like, so long as you play it. Arkane's dark sci-fi adventure has gone up in my estimations every time I've played it, to the point where I believe it might just be the best thing Arkane has produced to date.</p><p>Sure, Dishonored 2 has the more galaxy-brained levels and flashier powers. But I think Prey's slower-burn has the greater satisfaction, especially over repeated playthroughs. It has the superior story, by some margin and the <em>way </em>Talos 1 unfolds as you explore is marvellous. I also find that treating the Typhon as puzzles to be solved rather than enemies to be fought also elevates the experience. There's tons of fun to be had in manipulating those inky aliens from the shadows using all the weird gizmos Prey furnishes you with.</p><p>Anyway, I'll step off the soapbox now. If you want to try Prey Coop for yourself, you can download it<a href="https://www.nexusmods.com/prey2017/mods/218?tab=files" target="_blank"> via Nexus Mods</a>. Alongside the mod itself, you'll need to install Chairloader, forward the appropriate ports, and ensure all players have a legitimate copy of the game <em>and </em>the same DLL build of the mod. Full instructions are available<a href="https://www.nexusmods.com/prey2017/mods/218?tab=description" target="_blank"> here</a>.</p><div class="product"><a data-dimension112="cb72b12c-989e-11f1-8a3b-a7d9dbf42e87" 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="cb72b12c-989e-11f1-8a3b-a7d9dbf42e87" 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[ Stalker 2's imminent free update aims to make the sequel more atmospheric and less relentlessly hostile: 'The Zone isn't one constant gunfight' ]]></title>
                                                                                                <dc:content><![CDATA[ <p>You could tell that<a href="https://www.pcgamer.com/uk/stalker-2/"> Stalker 2</a> was a true sequel to 2007's survivalist FPS in that it was as broken as it was brilliant. GSC Game World succeeded in delivering the seamless open world it has spent two decades striving toward, but players' exploration of Chornobyl's exclusion zone was hindered by bugs, broken quests, and more performance issues than a drunk orchestra.</p><p>The sequel has received numerous<a href="https://www.pcgamer.com/games/fps/stalker-2s-1-5-mega-patch-just-dropped-and-gsc-says-a-life-is-back-baby/"> massive</a><a href="https://www.pcgamer.com/games/fps/get-in-here-stalker-stalker-2s-patch-1-3-is-here-with-a-whopping-1-200-fixes/"> patches</a> already, but the biggest and—hopefully—best is yet to come. With the imminent arrival of the shooter's<a href="https://www.pcgamer.com/games/fps/stalker-2s-engine-upgrade-and-first-story-expansion-are-due-out-in-august/"> first story expansion</a>, GSC has detailed the enormous 2.0 patch that will accompany the DLC.</p><p>Named 'Back to the Zone', the 2.0 update will bring both a visual <em>and </em>mechanical refresh to Stalker 2 upon its release next week, as detailed by GSC in an<a href="https://www.stalker2.com/news/back-to-the-zone-2-0-update" target="_blank"> article on its website</a>. The headline change is an overhaul to the Zone's lighting, which GSC says it has altered to provide more varied conditions:</p><p>"The sun still shines brightly outside, but now it plays differently across the environment on the ground—shadows and reflections included," GSC writers. Indoor lighting has also been changed to make it "more realistic", while the landscape and vegetation has apparently been reworked for a more natural look.</p><p>Arguably more significant, though, are the changes GSC has made to A-Life—the system that governs the behaviour of the mutants and rival Stalkers that prowl the Zone. Again, the focus appears to be on improving the Zone's atmosphere, making it more of an immersive space and less of a warzone.</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/pjbNiV-bbbs" allowfullscreen></iframe></div></div><p>"The Zone isn't one constant gunfight. It's a lonely place where life carries on by its own rules," GSC explains. "Every encounter or firefight is the result of stalkers and mutants simply doing stalker and mutant things."</p><p>Specific changes include giving creatures more places to be like campfires, bus stops etc, and increasing conflicts around those spots. GSC has also fixed some of the more immersion-breaking glitches experienced in the sequel, like enemies shooting through walls.</p><p>Other additions coming with the patch include a custom difficulty where you adjust parameters like combat difficulty, anomalies, and the in-game economy, new weapons and scopes, dynamic fog that you can use to your tactical advantage, and binoculars—which are pretty useful to have in a game like Stalker.</p><p>Back to the Zone will be released on August 20, launching in tandem with the expansion 'Cost of Hope'. This DLC—one of two GSC has planned—revolves around the series' authoritarian 'Duty' faction and will see players learn what secrets lie hidden in the centre of the Zone. While I'm up for further story adventures in Stalker 2, a smoother ride in the base game is easily what I'm most excited about.</p><div class="product"><a data-dimension112="45e15ab2-9895-11f1-b3b1-4d333ef9b5fb" 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="45e15ab2-9895-11f1-b3b1-4d333ef9b5fb" 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/stalker-2s-imminent-free-update-aims-to-make-the-sequel-more-atmospheric-and-less-relentlessly-hostile-the-zone-isnt-one-constant-gunfight/</link>
                                                                            <description>
                            <![CDATA[ The patch releases next week alongside the sequel's first story expansion. ]]>
                                                                                                            </description>
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                                                                        <pubDate>Sat, 15 Aug 2026 10:35:01 +0000</pubDate>                                                                                                                                <updated>Sat, 15 Aug 2026 10:38:55 +0000</updated>
                                                                                                                                            <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[GSC Game World]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Key art for Stalker 2&#039;s Back to the Zone update.]]></media:description>                                                            <media:text><![CDATA[Key art for Stalker 2&#039;s Back to the Zone update.]]></media:text>
                                <media:title type="plain"><![CDATA[Key art for Stalker 2&#039;s Back to the Zone update.]]></media:title>
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                                <p>You could tell that<a href="https://www.pcgamer.com/uk/stalker-2/"> Stalker 2</a> was a true sequel to 2007's survivalist FPS in that it was as broken as it was brilliant. GSC Game World succeeded in delivering the seamless open world it has spent two decades striving toward, but players' exploration of Chornobyl's exclusion zone was hindered by bugs, broken quests, and more performance issues than a drunk orchestra.</p><p>The sequel has received numerous<a href="https://www.pcgamer.com/games/fps/stalker-2s-1-5-mega-patch-just-dropped-and-gsc-says-a-life-is-back-baby/"> massive</a><a href="https://www.pcgamer.com/games/fps/get-in-here-stalker-stalker-2s-patch-1-3-is-here-with-a-whopping-1-200-fixes/"> patches</a> already, but the biggest and—hopefully—best is yet to come. With the imminent arrival of the shooter's<a href="https://www.pcgamer.com/games/fps/stalker-2s-engine-upgrade-and-first-story-expansion-are-due-out-in-august/"> first story expansion</a>, GSC has detailed the enormous 2.0 patch that will accompany the DLC.</p><p>Named 'Back to the Zone', the 2.0 update will bring both a visual <em>and </em>mechanical refresh to Stalker 2 upon its release next week, as detailed by GSC in an<a href="https://www.stalker2.com/news/back-to-the-zone-2-0-update" target="_blank"> article on its website</a>. The headline change is an overhaul to the Zone's lighting, which GSC says it has altered to provide more varied conditions:</p><p>"The sun still shines brightly outside, but now it plays differently across the environment on the ground—shadows and reflections included," GSC writers. Indoor lighting has also been changed to make it "more realistic", while the landscape and vegetation has apparently been reworked for a more natural look.</p><p>Arguably more significant, though, are the changes GSC has made to A-Life—the system that governs the behaviour of the mutants and rival Stalkers that prowl the Zone. Again, the focus appears to be on improving the Zone's atmosphere, making it more of an immersive space and less of a warzone.</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/pjbNiV-bbbs" allowfullscreen></iframe></div></div><p>"The Zone isn't one constant gunfight. It's a lonely place where life carries on by its own rules," GSC explains. "Every encounter or firefight is the result of stalkers and mutants simply doing stalker and mutant things."</p><p>Specific changes include giving creatures more places to be like campfires, bus stops etc, and increasing conflicts around those spots. GSC has also fixed some of the more immersion-breaking glitches experienced in the sequel, like enemies shooting through walls.</p><p>Other additions coming with the patch include a custom difficulty where you adjust parameters like combat difficulty, anomalies, and the in-game economy, new weapons and scopes, dynamic fog that you can use to your tactical advantage, and binoculars—which are pretty useful to have in a game like Stalker.</p><p>Back to the Zone will be released on August 20, launching in tandem with the expansion 'Cost of Hope'. This DLC—one of two GSC has planned—revolves around the series' authoritarian 'Duty' faction and will see players learn what secrets lie hidden in the centre of the Zone. While I'm up for further story adventures in Stalker 2, a smoother ride in the base game is easily what I'm most excited about.</p><div class="product"><a data-dimension112="45e15ab2-9895-11f1-b3b1-4d333ef9b5fb" 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="45e15ab2-9895-11f1-b3b1-4d333ef9b5fb" 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:credit><![CDATA[Rockstar Games]]></media:credit>
                                                                                                                                                                                                                                    <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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                            <![CDATA[
                            <article>
                                <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[ Disney says that Kingdom Hearts is now a 'billion dollar franchise' ]]></title>
                                                                                                <dc:content><![CDATA[ <p>In an investor-focused article on the Walt Disney Company website, the entertainment giant revealed an achievement that caught me off-guard: Kingdom Hearts, the mesmerizingly strange Final Fantasy x Disney crossover series, numbers among the company's "billion-dollar franchises."</p><p>The article, "<a href="https://thewaltdisneycompany.com/news/games-next-chapter/" target="_blank">How Games Are Helping Shape Disney's Next Chapter</a>," looks to be a combination victory lap/game plan meant to be read by the market-minded individual. It's shareholder chic, touting the company's numerous sales-related achievements in the gaming space, such as its increasingly close relationship with Epic Games and the Fortnite Creative platform, or Marvel Rivals' success among Gen Z. Also, the Kingdom Hearts thing.</p><p>Disney executive vice president of games and digital entertainment Sean Shoptaw explained that the company boasts "nine games that have grossed over $1 billion at retail." Among that nine: Mobile game Marvel Strike Force, and Kingdom Hearts.</p><p>I truly do not know what to say about this development or its wider implications for Spaceship Earth. The Kingdom Hearts phenomenon passed me by, even though I am in a maximum risk demographic for being a Kingdom Hearts fan (late millennial, owned a PS2). I've always assumed it's the sort of thing you can't be initiated into past a certain age. It's like an elf I just can't see because the magic of childhood has left my soul.</p><p>Kingdom Hearts is still popular, though, and weirdly cross-generational. Its release chronology has it firmly being "a millennial thing," but it also <em>feels</em> like "a zoomer thing" as well, judging by the frenzied reactions whenever that big-shoed Sora reappears. </p><p>And it makes sense that it has accumulated $1 billion after 15 mainline games—a solid chunk of which are repackaged collections of past games—over a quarter century. To the big mouse, that's small potatoes (the new Spider-Man movie alone will clear over a billion before its theater run is done). Congratulations to the Walt Disney Company, Square Enix, and their respective shareholders.</p><p>We finally got <a href="https://www.pcgamer.com/games/action/kingdom-hearts-4-shows-first-signs-of-life-after-4-years-of-radio-silence/" target="_blank">another trailer for Kingdom Hearts 4</a> in June, four years, two ages of man, and one geological epoch after its <a href="https://www.pcgamer.com/kingdom-hearts-4-revealed-at-series-anniversary-event/" target="_blank">initial 2022 reveal</a>. Perhaps the next billion in Donald Duck keyblade revenue is nearer at hand than any of us suspect? </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="d0bfc466-9831-11f1-85ff-c910b5e83cfa" 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="d0bfc466-9831-11f1-85ff-c910b5e83cfa" 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/disney-says-that-kingdom-hearts-is-now-a-billion-dollar-franchise/</link>
                                                                            <description>
                            <![CDATA[ Sora can finally afford normal person shoes. ]]>
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                                                                        <pubDate>Fri, 14 Aug 2026 22:45:13 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[RPG]]></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[Disney]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[kingdom hearts]]></media:description>                                                            <media:text><![CDATA[kingdom hearts]]></media:text>
                                <media:title type="plain"><![CDATA[kingdom hearts]]></media:title>
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                                <p>In an investor-focused article on the Walt Disney Company website, the entertainment giant revealed an achievement that caught me off-guard: Kingdom Hearts, the mesmerizingly strange Final Fantasy x Disney crossover series, numbers among the company's "billion-dollar franchises."</p><p>The article, "<a href="https://thewaltdisneycompany.com/news/games-next-chapter/" target="_blank">How Games Are Helping Shape Disney's Next Chapter</a>," looks to be a combination victory lap/game plan meant to be read by the market-minded individual. It's shareholder chic, touting the company's numerous sales-related achievements in the gaming space, such as its increasingly close relationship with Epic Games and the Fortnite Creative platform, or Marvel Rivals' success among Gen Z. Also, the Kingdom Hearts thing.</p><p>Disney executive vice president of games and digital entertainment Sean Shoptaw explained that the company boasts "nine games that have grossed over $1 billion at retail." Among that nine: Mobile game Marvel Strike Force, and Kingdom Hearts.</p><p>I truly do not know what to say about this development or its wider implications for Spaceship Earth. The Kingdom Hearts phenomenon passed me by, even though I am in a maximum risk demographic for being a Kingdom Hearts fan (late millennial, owned a PS2). I've always assumed it's the sort of thing you can't be initiated into past a certain age. It's like an elf I just can't see because the magic of childhood has left my soul.</p><p>Kingdom Hearts is still popular, though, and weirdly cross-generational. Its release chronology has it firmly being "a millennial thing," but it also <em>feels</em> like "a zoomer thing" as well, judging by the frenzied reactions whenever that big-shoed Sora reappears. </p><p>And it makes sense that it has accumulated $1 billion after 15 mainline games—a solid chunk of which are repackaged collections of past games—over a quarter century. To the big mouse, that's small potatoes (the new Spider-Man movie alone will clear over a billion before its theater run is done). Congratulations to the Walt Disney Company, Square Enix, and their respective shareholders.</p><p>We finally got <a href="https://www.pcgamer.com/games/action/kingdom-hearts-4-shows-first-signs-of-life-after-4-years-of-radio-silence/" target="_blank">another trailer for Kingdom Hearts 4</a> in June, four years, two ages of man, and one geological epoch after its <a href="https://www.pcgamer.com/kingdom-hearts-4-revealed-at-series-anniversary-event/" target="_blank">initial 2022 reveal</a>. Perhaps the next billion in Donald Duck keyblade revenue is nearer at hand than any of us suspect? </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="d0bfc466-9831-11f1-85ff-c910b5e83cfa" 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="d0bfc466-9831-11f1-85ff-c910b5e83cfa" 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[ 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>
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                                                                                                <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[ Here's a first for Call of Duty: The Modern Warfare 4 beta will have a campaign mission and Warzone stuff ]]></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/qqf2T1ctbAM" allowfullscreen></iframe></div></div><p>Few things in gaming are more routine than a Call of Duty multiplayer beta, but this year's is actually a bit different. The Modern Warfare 4 beta kicking off on August 21 (for pre-orders only) will include the usual smattering of multiplayer modes, and in a series first, it'll also include a chunk of the campaign.</p><p>"Entrenched" is the campaign mission that'll be playable early, and Infinity Ward has published a brief teaser for it (watch above). Based on what we know about the story of Modern Warfare 4, it seems we're neck deep in North Korea's invasion of South Korea by this point.</p><p>The mission will follow a squad of South Korean marines (plus one embedded American) in an uphill offensive—we've got trenches, APCs, shotguns, and that thing where an NPC buddy has an elaborate mo-capped brawl right in front of you. In short: a Call of Duty mission, and perhaps a good one.</p><p>Warzone will also make an appearance in a beta for the first time, but not until the second weekend. That's the one that's open for all, August 28 to September 1. The new Zodiac Resurgeance map will be playable, and I imagine we'll also learn the ways in which Warzone will be absorbing Modern Warfare 4's gameplay changes.</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:720px;"><p class="vanilla-image-block" style="padding-top:125.00%;"><img id="irGVdbibbV3bpem9LF3eZX" name="unnamed" alt="modern warfare 4 beta details" src="https://cdn.mos.cms.futurecdn.net/irGVdbibbV3bpem9LF3eZX.jpg" mos="" align="middle" fullscreen="" width="720" height="900" 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>If you're not caught up, Infinity Ward's first CoD in four years appears to be <a href="https://www.pcgamer.com/games/call-of-duty/i-played-modern-warfare-4-at-infinity-ward-lets-talk-about-it/">more about refinements</a> than anything else—clever solutions to things like muzzle flash, hipfire, and movement aimed at maintaining Modern Warfare's immersive qualities while not annoying serious players. I played a bit of multiplayer back in May against other journalists and had a good time, but next week's beta is a proper test drive.</p><p>As for why Infinity Ward is double-stuffing the beta, it has not said, though one could intuit that the studio is extending an olive branch to fans disappointed by last year's <a href="https://www.pcgamer.com/games/call-of-duty/call-of-duty-black-ops-7-review/">pretty bad Black Ops 7</a>, and who might not see the urgency to buy another $70 CoD weeks before GTA6 arrives.</p><div class="product"><a data-dimension112="1a6cbd22-9827-11f1-a332-2b244aa5604f" 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="1a6cbd22-9827-11f1-a332-2b244aa5604f" 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/call-of-duty/heres-a-first-for-call-of-duty-the-modern-warfare-4-beta-will-have-a-campaign-mission-and-warzone-stuff/</link>
                                                                            <description>
                            <![CDATA[ A double-stuffed beta. ]]>
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                                                                        <pubDate>Fri, 14 Aug 2026 21:29:32 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Call of Duty]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[FPS]]></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[Activision Blizzard]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[modern warfare 4]]></media:description>                                                            <media:text><![CDATA[modern warfare 4]]></media:text>
                                <media:title type="plain"><![CDATA[modern warfare 4]]></media:title>
                                                    </media:content>
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                            <![CDATA[
                            <article>
                                <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/qqf2T1ctbAM" allowfullscreen></iframe></div></div><p>Few things in gaming are more routine than a Call of Duty multiplayer beta, but this year's is actually a bit different. The Modern Warfare 4 beta kicking off on August 21 (for pre-orders only) will include the usual smattering of multiplayer modes, and in a series first, it'll also include a chunk of the campaign.</p><p>"Entrenched" is the campaign mission that'll be playable early, and Infinity Ward has published a brief teaser for it (watch above). Based on what we know about the story of Modern Warfare 4, it seems we're neck deep in North Korea's invasion of South Korea by this point.</p><p>The mission will follow a squad of South Korean marines (plus one embedded American) in an uphill offensive—we've got trenches, APCs, shotguns, and that thing where an NPC buddy has an elaborate mo-capped brawl right in front of you. In short: a Call of Duty mission, and perhaps a good one.</p><p>Warzone will also make an appearance in a beta for the first time, but not until the second weekend. That's the one that's open for all, August 28 to September 1. The new Zodiac Resurgeance map will be playable, and I imagine we'll also learn the ways in which Warzone will be absorbing Modern Warfare 4's gameplay changes.</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:720px;"><p class="vanilla-image-block" style="padding-top:125.00%;"><img id="irGVdbibbV3bpem9LF3eZX" name="unnamed" alt="modern warfare 4 beta details" src="https://cdn.mos.cms.futurecdn.net/irGVdbibbV3bpem9LF3eZX.jpg" mos="" align="middle" fullscreen="" width="720" height="900" 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>If you're not caught up, Infinity Ward's first CoD in four years appears to be <a href="https://www.pcgamer.com/games/call-of-duty/i-played-modern-warfare-4-at-infinity-ward-lets-talk-about-it/">more about refinements</a> than anything else—clever solutions to things like muzzle flash, hipfire, and movement aimed at maintaining Modern Warfare's immersive qualities while not annoying serious players. I played a bit of multiplayer back in May against other journalists and had a good time, but next week's beta is a proper test drive.</p><p>As for why Infinity Ward is double-stuffing the beta, it has not said, though one could intuit that the studio is extending an olive branch to fans disappointed by last year's <a href="https://www.pcgamer.com/games/call-of-duty/call-of-duty-black-ops-7-review/">pretty bad Black Ops 7</a>, and who might not see the urgency to buy another $70 CoD weeks before GTA6 arrives.</p><div class="product"><a data-dimension112="1a6cbd22-9827-11f1-a332-2b244aa5604f" 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="1a6cbd22-9827-11f1-a332-2b244aa5604f" 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[ WoW's haunted: Players report that their disconnected friends' characters are starting to play the game on their own ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Disconnects are an unpleasant fact of life in an MMO, and if you play WoW long enough you'll start to recognize the telltale signs indicating one of your adventurer colleagues has fallen afoul of a network hiccup: They might simply halt in place mid-combat. If they were moving when the connection dropped, their character might proceed to run directly into a wall, or get caught in a brief loop of stuttery motion until the server has enough and logs them out.</p><p>Since WoW: Midnight's 12.1 patch dropped, however, players have started reporting some uncanny behavior from their disconnected fellows (via <a href="https://kotaku.com/world-of-warcraft-players-claim-their-characters-keep-fighting-bosses-on-their-own-after-disconnecting-2000724514" target="_blank">Kotaku</a>). Rather than the expected unresponsiveness, disconnected characters have seemingly started to <em>move and fight on their own</em>.</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/5kWwr9_Y-dw" allowfullscreen></iframe></div></div><p>The best available look at the phenomenon comes courtesy of redditor Stuperstrong, who shared <a href="https://www.youtube.com/watch?v=5kWwr9_Y-dw" target="_blank">a YouTube video</a> on the <a href="https://www.reddit.com/r/wow/comments/1vnwjwp/friends_character_keeps_playing_after_dcing_in_m0/" target="_blank">WoW subreddit</a> that they'd recorded of their Evoker friend disconnecting and continuing to participate in combat. In the clip, embedded above, you can see the dragon-winged Evoker exhibit the typical signs of a mid-encounter connection drop on the left side of the screen at around 39 seconds—and then they start fighting again.</p><p>The video is surprisingly unnerving: Speaking as someone who's played WoW on and off for over 20 years, there's something instinctively unsettling about seeing a player character performing actions when you've received all the visual signals that they absolutely <em>shouldn't be. </em>It feels <em>wrong—</em>and the stiff, robotic cadence of their inputs doesn't help.</p><p>Stuperstrong isn't the only one who's witnessed it. Other players responded to the thread with their own eyewitness accounts, like the brother of a warrior player whose game crashed while they were in a Discord call:</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="b8SF7yDqMNri2nvwpogYMG" name="Silvermoon" alt="Several images of Silvermoon from World of Warcraft: Midnight." src="https://cdn.mos.cms.futurecdn.net/b8SF7yDqMNri2nvwpogYMG.jpg" mos="" align="middle" fullscreen="1" width="1920" height="1080" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/b8SF7yDqMNri2nvwpogYMG.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><p>"He hung there through almost the entire boss fight we were on and then like 30 seconds into his [disconnect], his warrior charges the boss and starts hitting it," says redditor <a href="https://www.reddit.com/r/wow/comments/1vnwjwp/comment/p3lib33/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button" target="_blank">shlomo_baggins</a>. "My brother was actively narrating his re-login. According to him his game hard locked, froze, and he ALT+F4'd and relogged in. Suuuper weird."</p><p>So who's playing when the player isn't? While this could all be an elaborate hoax, the best theory so far is that we're seeing an early manifestation of some sort of unannounced disconnect protection feature.</p><p>For a few years now, WoW has used NPC dungeon follower tech to let players run through casual content with a party of AI-controlled player characters who are—in most cases, anyway—surprisingly capable in combat. If disconnected characters are indeed starting to fight on their own, it's not unthinkable that Blizzard might have reworked that tech to keep a dropped connection from ruining a dungeon run or raid attempt for the whole group.</p><p>Either that or WoW's haunted. Blizzard hasn't yet acknowledged the phenomenon; until there's some sort of official explanation, all theories are on the table.</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="58b2c47a-9825-11f1-999a-47fdbf32508c" 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="58b2c47a-9825-11f1-999a-47fdbf32508c" 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/world-of-warcraft/wows-haunted-players-report-that-their-disconnected-friends-characters-are-starting-to-play-the-game-on-their-own/</link>
                                                                            <description>
                            <![CDATA[ Who's playing when the player isn't? ]]>
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                                                                        <pubDate>Fri, 14 Aug 2026 21:17:15 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[World of Warcraft]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[MMO]]></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[Blizzard]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A younger Turalyon, from World of Warcraft: Midnight, looks surprised at something off-screen during a vicious battle.]]></media:description>                                                            <media:text><![CDATA[A younger Turalyon, from World of Warcraft: Midnight, looks surprised at something off-screen during a vicious battle.]]></media:text>
                                <media:title type="plain"><![CDATA[A younger Turalyon, from World of Warcraft: Midnight, looks surprised at something off-screen during a vicious battle.]]></media:title>
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                            <![CDATA[
                            <article>
                                <p>Disconnects are an unpleasant fact of life in an MMO, and if you play WoW long enough you'll start to recognize the telltale signs indicating one of your adventurer colleagues has fallen afoul of a network hiccup: They might simply halt in place mid-combat. If they were moving when the connection dropped, their character might proceed to run directly into a wall, or get caught in a brief loop of stuttery motion until the server has enough and logs them out.</p><p>Since WoW: Midnight's 12.1 patch dropped, however, players have started reporting some uncanny behavior from their disconnected fellows (via <a href="https://kotaku.com/world-of-warcraft-players-claim-their-characters-keep-fighting-bosses-on-their-own-after-disconnecting-2000724514" target="_blank">Kotaku</a>). Rather than the expected unresponsiveness, disconnected characters have seemingly started to <em>move and fight on their own</em>.</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/5kWwr9_Y-dw" allowfullscreen></iframe></div></div><p>The best available look at the phenomenon comes courtesy of redditor Stuperstrong, who shared <a href="https://www.youtube.com/watch?v=5kWwr9_Y-dw" target="_blank">a YouTube video</a> on the <a href="https://www.reddit.com/r/wow/comments/1vnwjwp/friends_character_keeps_playing_after_dcing_in_m0/" target="_blank">WoW subreddit</a> that they'd recorded of their Evoker friend disconnecting and continuing to participate in combat. In the clip, embedded above, you can see the dragon-winged Evoker exhibit the typical signs of a mid-encounter connection drop on the left side of the screen at around 39 seconds—and then they start fighting again.</p><p>The video is surprisingly unnerving: Speaking as someone who's played WoW on and off for over 20 years, there's something instinctively unsettling about seeing a player character performing actions when you've received all the visual signals that they absolutely <em>shouldn't be. </em>It feels <em>wrong—</em>and the stiff, robotic cadence of their inputs doesn't help.</p><p>Stuperstrong isn't the only one who's witnessed it. Other players responded to the thread with their own eyewitness accounts, like the brother of a warrior player whose game crashed while they were in a Discord call:</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="b8SF7yDqMNri2nvwpogYMG" name="Silvermoon" alt="Several images of Silvermoon from World of Warcraft: Midnight." src="https://cdn.mos.cms.futurecdn.net/b8SF7yDqMNri2nvwpogYMG.jpg" mos="" align="middle" fullscreen="1" width="1920" height="1080" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/b8SF7yDqMNri2nvwpogYMG.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><p>"He hung there through almost the entire boss fight we were on and then like 30 seconds into his [disconnect], his warrior charges the boss and starts hitting it," says redditor <a href="https://www.reddit.com/r/wow/comments/1vnwjwp/comment/p3lib33/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button" target="_blank">shlomo_baggins</a>. "My brother was actively narrating his re-login. According to him his game hard locked, froze, and he ALT+F4'd and relogged in. Suuuper weird."</p><p>So who's playing when the player isn't? While this could all be an elaborate hoax, the best theory so far is that we're seeing an early manifestation of some sort of unannounced disconnect protection feature.</p><p>For a few years now, WoW has used NPC dungeon follower tech to let players run through casual content with a party of AI-controlled player characters who are—in most cases, anyway—surprisingly capable in combat. If disconnected characters are indeed starting to fight on their own, it's not unthinkable that Blizzard might have reworked that tech to keep a dropped connection from ruining a dungeon run or raid attempt for the whole group.</p><p>Either that or WoW's haunted. Blizzard hasn't yet acknowledged the phenomenon; until there's some sort of official explanation, all theories are on the table.</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="58b2c47a-9825-11f1-999a-47fdbf32508c" 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="58b2c47a-9825-11f1-999a-47fdbf32508c" 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[ Thimbleweed Park 2 is happening because Ron Gilbert's friend knows a rich guy who's a big fan of the original and wanted more ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Have you ever said to yourself, 'If I was rich I'd get Looking Glass Studios back together and have them make a proper goddamn Thief sequel!'? Or, you know, whatever game gets you really wound up about such things. It's a pleasant fantasy, but not something that ever actually happens—except, apparently, in the case of the recently announced <a href="https://www.pcgamer.com/thimbleweed-park-2/" target="_blank">Thimbleweed Park 2</a>.</p><p>In a new interview with <a href="https://www.bloomberg.com/news/newsletters/2026-08-14/-monkey-island-creator-finds-wealthy-investor-for-thimbleweed-park-2?accessToken=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJzb3VyY2UiOiJTdWJzY3JpYmVyR2lmdGVkQXJ0aWNsZSIsImlhdCI6MTc4NjcyMzQ0NCwiZXhwIjoxNzg3MzI4MjQ0LCJhcnRpY2xlSWQiOiJUSlJPRzFSS1YyVTcwMCIsImJjb25uZWN0SWQiOiJCMUVBQkI5NjQ2QUM0REZFQTJBRkI4MjI1MzgyQTJFQSJ9.w9mdyaGkFzhf4VQy7ZOW3D4Tf2khet6DpC_clTlS1pU&leadSource=article-gifting" target="_blank">Bloomberg</a>, Thimbleweed Park creator Ron Gilbert said he didn't want to work with a conventional publisher because his experiences with them haven't been entirely great. </p><p>"I don’t mind the publisher earning back their money," Gilbert said. "It’s just that once they have earned back their money and become whole, they still want the majority of the money. Or there are really goofy terms, like you don’t make anything unless it’s a major hit. I always felt that was unfair."</p><p>That was the case when Gilbert first expressed interest in doing Thimbleweed Park 2: Publishers were interested but their terms weren't acceptable. Gilbert also didn't want to do another Kickstarter. That left the process kind of stuck, until a friend told Gilbert he knew "a wealthy outsider" who was a big fan of adventure games, and Thimbleweed Park in particular.</p><p>Gilbert was dubious, but eventually made contact with the purported wealthy benefactor, who turned out to be an <em>actual </em>wealthy benefactor. Gilbert put together a "very realistic" budget for Thimbleweed Park 2, higher than the cost of the original (which the report says cost just over $1 million), and the as-yet-anonymous rich guy threw the thumbs up on what Gilbert said is a far better deal than he'd get from any publisher: "This deal is a lot more fair in that he gets whole very quickly, and then it’s a reasonable split."</p><p>The audience for point-and-click adventures is relatively niche, but those who like them—as this story shows—tend to like them a lot. Adventures also tend to have a longer tail than some genres, at least in part because they're not dependent on cutting edge technology: Many of the best of them, <a href="https://www.pcgamer.com/thimbleweed-park/" target="_blank">Thimbleweed Park</a> included, look (and, frankly, play) like they were made 20 or 30 years ago.</p><p>And Thimbleweed Park is still out there earning, too. "We’re almost 10 years from release and that game still sells," Gilbert said. "That tells me that there is an audience for that game and games like this."</p><p>Thimbleweed Park 2, neither a sequel nor a prequel, is currently expected to be out in early 2028.</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"><p><a href="https://www.pcgamer.com/best-sierra-adventure-games/" target="_blank" data-dimension112="195ed0fc-9825-11f1-9712-8fb8fea46631" data-action="Deal Block" data-label="Every Sierra graphical adventure game, ranked" data-dimension48="Every Sierra graphical adventure game, ranked" data-dimension25=""><strong>Every Sierra graphical adventure game, ranked</strong></a>: Discover the classics<br><a href="https://www.pcgamer.com/2022-was-a-stellar-year-for-adventure-games/" target="_blank"><strong>2022 was a stellar year for adventure games</strong></a>: Pentiment was just the start<br><a href="https://www.pcgamer.com/thimbleweed-park-review/" target="_blank"><strong>Thimbleweed Park review</strong></a>: An instant classic<br><a href="https://www.pcgamer.com/return-to-monkey-island-review/" target="_blank"><strong>Return to Monkey Island review</strong></a>: Worth the wait<br><a href="https://www.pcgamer.com/great-moments-in-pc-gaming-pocketing-the-fabulous-idol-in-the-secret-of-monkey-island/" target="_blank"><strong>Great moments in PC gaming: Pocketing the fabulous idol in The Secret of Monkey Island</strong></a>: So elegant, so perfect<a class="view-deal button" href="" target="_blank" rel="nofollow" data-dimension112="195ed0fc-9825-11f1-9712-8fb8fea46631" data-action="Deal Block" data-label="Every Sierra graphical adventure game, ranked" data-dimension48="Every Sierra graphical adventure game, ranked" data-dimension25="">View Deal</a></p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/adventure/thimbleweed-park-2-is-happening-because-ron-gilberts-friend-knows-a-rich-guy-whos-a-big-fan-of-the-original-and-wanted-more/</link>
                                                                            <description>
                            <![CDATA[ For once, the "wealthy benefactor on the internet wants to give you money" story is actually real. ]]>
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                                                                        <pubDate>Fri, 14 Aug 2026 21:15:48 +0000</pubDate>                                                                                                                                <updated>Fri, 14 Aug 2026 22:28:44 +0000</updated>
                                                                                                                                            <category><![CDATA[Adventure]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                <author><![CDATA[ andy.chalk@pcgamer.com (Andy Chalk) ]]></author>                    <dc:creator><![CDATA[ Andy Chalk ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/hkTeZoDeGrvhQZtrNGPkbB.png ]]></dc:source>
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                                                            <media:credit><![CDATA[Terrible Toybox]]></media:credit>
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                            <article>
                                <p>Have you ever said to yourself, 'If I was rich I'd get Looking Glass Studios back together and have them make a proper goddamn Thief sequel!'? Or, you know, whatever game gets you really wound up about such things. It's a pleasant fantasy, but not something that ever actually happens—except, apparently, in the case of the recently announced <a href="https://www.pcgamer.com/thimbleweed-park-2/" target="_blank">Thimbleweed Park 2</a>.</p><p>In a new interview with <a href="https://www.bloomberg.com/news/newsletters/2026-08-14/-monkey-island-creator-finds-wealthy-investor-for-thimbleweed-park-2?accessToken=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJzb3VyY2UiOiJTdWJzY3JpYmVyR2lmdGVkQXJ0aWNsZSIsImlhdCI6MTc4NjcyMzQ0NCwiZXhwIjoxNzg3MzI4MjQ0LCJhcnRpY2xlSWQiOiJUSlJPRzFSS1YyVTcwMCIsImJjb25uZWN0SWQiOiJCMUVBQkI5NjQ2QUM0REZFQTJBRkI4MjI1MzgyQTJFQSJ9.w9mdyaGkFzhf4VQy7ZOW3D4Tf2khet6DpC_clTlS1pU&leadSource=article-gifting" target="_blank">Bloomberg</a>, Thimbleweed Park creator Ron Gilbert said he didn't want to work with a conventional publisher because his experiences with them haven't been entirely great. </p><p>"I don’t mind the publisher earning back their money," Gilbert said. "It’s just that once they have earned back their money and become whole, they still want the majority of the money. Or there are really goofy terms, like you don’t make anything unless it’s a major hit. I always felt that was unfair."</p><p>That was the case when Gilbert first expressed interest in doing Thimbleweed Park 2: Publishers were interested but their terms weren't acceptable. Gilbert also didn't want to do another Kickstarter. That left the process kind of stuck, until a friend told Gilbert he knew "a wealthy outsider" who was a big fan of adventure games, and Thimbleweed Park in particular.</p><p>Gilbert was dubious, but eventually made contact with the purported wealthy benefactor, who turned out to be an <em>actual </em>wealthy benefactor. Gilbert put together a "very realistic" budget for Thimbleweed Park 2, higher than the cost of the original (which the report says cost just over $1 million), and the as-yet-anonymous rich guy threw the thumbs up on what Gilbert said is a far better deal than he'd get from any publisher: "This deal is a lot more fair in that he gets whole very quickly, and then it’s a reasonable split."</p><p>The audience for point-and-click adventures is relatively niche, but those who like them—as this story shows—tend to like them a lot. Adventures also tend to have a longer tail than some genres, at least in part because they're not dependent on cutting edge technology: Many of the best of them, <a href="https://www.pcgamer.com/thimbleweed-park/" target="_blank">Thimbleweed Park</a> included, look (and, frankly, play) like they were made 20 or 30 years ago.</p><p>And Thimbleweed Park is still out there earning, too. "We’re almost 10 years from release and that game still sells," Gilbert said. "That tells me that there is an audience for that game and games like this."</p><p>Thimbleweed Park 2, neither a sequel nor a prequel, is currently expected to be out in early 2028.</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"><p><a href="https://www.pcgamer.com/best-sierra-adventure-games/" target="_blank" data-dimension112="195ed0fc-9825-11f1-9712-8fb8fea46631" data-action="Deal Block" data-label="Every Sierra graphical adventure game, ranked" data-dimension48="Every Sierra graphical adventure game, ranked" data-dimension25=""><strong>Every Sierra graphical adventure game, ranked</strong></a>: Discover the classics<br><a href="https://www.pcgamer.com/2022-was-a-stellar-year-for-adventure-games/" target="_blank"><strong>2022 was a stellar year for adventure games</strong></a>: Pentiment was just the start<br><a href="https://www.pcgamer.com/thimbleweed-park-review/" target="_blank"><strong>Thimbleweed Park review</strong></a>: An instant classic<br><a href="https://www.pcgamer.com/return-to-monkey-island-review/" target="_blank"><strong>Return to Monkey Island review</strong></a>: Worth the wait<br><a href="https://www.pcgamer.com/great-moments-in-pc-gaming-pocketing-the-fabulous-idol-in-the-secret-of-monkey-island/" target="_blank"><strong>Great moments in PC gaming: Pocketing the fabulous idol in The Secret of Monkey Island</strong></a>: So elegant, so perfect<a class="view-deal button" href="" target="_blank" rel="nofollow" data-dimension112="195ed0fc-9825-11f1-9712-8fb8fea46631" data-action="Deal Block" data-label="Every Sierra graphical adventure game, ranked" data-dimension48="Every Sierra graphical adventure game, ranked" data-dimension25="">View Deal</a></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>
                                                                            <description>
                            <![CDATA[ OSRS is a resounding MMO success story. ]]>
                                                                                                            </description>
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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>
                                <media:title type="plain"><![CDATA[Old School Runescape character looking heroic in promo image.]]></media:title>
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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>
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                                                            <title><![CDATA[ Pocketpair 'not planning to spend a year making a massive update' for Palworld 1.1 ]]></title>
                                                                                                <dc:content><![CDATA[ <p><a href="https://www.pcgamer.com/palworld/" target="_blank">Palworld</a> went into full release in July after more than two years of early access, and it's going pretty well: A massive surge in concurrent players on Steam is slowly settling back down to Earth, but more than a month after that 1.0 launch it's still putting up numbers that haven't been seen since the early days of that early access rollout. </p><p>Work on the game continues and there's more to come, but Pocketpair's publishing and communications head John "Bucky" Buckley recently warned that players should maybe temper their expectations about what's next.</p><p>Buckley apparently set the bar higher than intended yesterday when he celebrated Palworld's "incredible" 1.0 launch by <a href="https://x.com/Bucky_cm/status/2087887376169435358" target="_blank">retweeting an image</a> of a "Palworld v1.1 brainstorming session," adding, "time to get back to the grind!"</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:945px;"><p class="vanilla-image-block" style="padding-top:127.72%;"><img id="KBo9iD6b5WHZvUdwfvqR4M" name="buck1" alt="Palworld 1.0 was incredible, and you guys are the best for making it a success! But anyway... time to get back to the brain! If you've any suggestions...let me know" src="https://cdn.mos.cms.futurecdn.net/KBo9iD6b5WHZvUdwfvqR4M.png" mos="" align="middle" fullscreen="1" width="945" height="1207" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/KBo9iD6b5WHZvUdwfvqR4M.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: Bucky (Twitter))</span></figcaption></figure><p>He also invited suggestions, and received more than 2,000 responses, some of them—like more storage slots—manageable, and others, like cross-server PvP or being able to play as pals, less so. Eventually, he was forced to pump the brakes on the whole thing.</p><p>"Shot myself in the foot here, 1.7k comments later, but things like 'add a new continent', 'add 20 more levels' and similarly massive undertakings are not really what we want to do with v1.1," Buckley wrote in a more recent <a href="https://x.com/Bucky_cm/status/2088096824892760265" target="_blank">message</a>. "Open to ideas but, we’re not planning to spend a year making a massive update for 1.1."</p><p>Naturally, that didn't stop people from continuing to make unwieldy suggestions. Buckley made a trooper's effort to answer a lot of them: In <a href="https://x.com/Bucky_cm/status/2088104649622761775" target="_blank">response</a> to a request for a "variant system" for pals, he said it wouldn't be difficult, "just exceptionally time consuming. A variant of 200+ pals would take a considerably long time to do. Realistically, a year or more unless we hyper focus it. Unless you don’t do it by hand and automate it somehow but…"</p><p>Replying to another user who asked why the process would be so time-consuming, Buckley <a href="https://x.com/Bucky_cm/status/2088268080820674744" target="_blank">wrote</a>, "Because we would want to do it ourselves by hand rather than just automating it." (Pocketpair has been quite outspoken in its <a href="https://www.pcgamer.com/software/ai/palworld-studio-pocketpair-says-its-new-publishing-division-wont-handle-games-that-use-generative-ai-we-dont-believe-in-it/" target="_blank">opposition to the use of generative AI</a> in game development.)</p><p>Eventually, though—as it always does—it came to this:</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:945px;"><p class="vanilla-image-block" style="padding-top:137.46%;"><img id="HhBCPc7gzpt6vEdv9iruUM" name="buck2" alt="An image of Mike from Monsters Inc" src="https://cdn.mos.cms.futurecdn.net/HhBCPc7gzpt6vEdv9iruUM.png" mos="" align="middle" fullscreen="1" width="945" height="1299" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/HhBCPc7gzpt6vEdv9iruUM.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: Bucky (Twitter))</span></figcaption></figure><p>Deeply relatable. There's no word on when Palworld 1.1 will be out at this point, or what will be in it, but Buckley also recently suggested that <a href="https://www.pcgamer.com/games/survival-crafting/palworld-fans-do-not-realize-the-sheer-number-of-collabs-weve-rejected-even-with-the-survival-games-fun-first-approach/" target="_blank">more collaborations are on the way</a>, so at least you've got that to look forward to.</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="a11dbe36-981b-11f1-904d-77b300ef8514" data-action="Deal Block" data-label="Palworld best base locations" data-dimension48="Palworld best base locations" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:906px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="CUNyMUPoPjUSa5gd3y6a5k" name="Palworld-Square-Zoey-Boxout" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/CUNyMUPoPjUSa5gd3y6a5k.jpg" mos="" align="middle" fullscreen="" width="906" height="906" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/survival-crafting/palworld-best-base-locations/" target="_blank" data-dimension112="a11dbe36-981b-11f1-904d-77b300ef8514" data-action="Deal Block" data-label="Palworld best base locations" data-dimension48="Palworld best base locations" data-dimension25=""><strong>Palworld best base locations</strong></a>: Home sweet home <br><a href="https://www.pcgamer.com/games/survival-crafting/palworld-best-pals/" target="_blank"><strong>Palworld best pals</strong></a>: For every work suitability <br><a href="https://www.pcgamer.com/games/survival-crafting/palworld-every-new-pal-location/"><strong>Every new pal in Palworld 1.0</strong></a>: Catch 'em all <br><a href="https://www.pcgamer.com/games/survival-crafting/palworld-hardwood/" target="_blank"><strong>Palworld Hardwood</strong></a>: Get to choppin' <br><a href="https://www.pcgamer.com/games/survival-crafting/palworld-nightstar-sand/" target="_blank"><strong>Palworld Nightstar Sand</strong></a>: Moonlit materials <br><a href="https://www.pcgamer.com/games/survival-crafting/palworld-panthalus-location/" target="_blank"><strong>Palworld Panthalus</strong></a>: Legendary whale pal</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/survival-crafting/pocketpair-not-planning-to-spend-a-year-making-a-massive-update-for-palworld-1-1/</link>
                                                                            <description>
                            <![CDATA[ Careful what you ask for. ]]>
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                                                                        <pubDate>Fri, 14 Aug 2026 20:08:31 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Survival &amp; Crafting]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                                                                <author><![CDATA[ andy.chalk@pcgamer.com (Andy Chalk) ]]></author>                    <dc:creator><![CDATA[ Andy Chalk ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/hkTeZoDeGrvhQZtrNGPkbB.png ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
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                                                            <media:credit><![CDATA[Pocketpair]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Palworld - Wumpo, a bumbling, large blue and white pal with cat ears and a leaf in its mouth.]]></media:description>                                                            <media:text><![CDATA[Palworld - Wumpo, a bumbling, large blue and white pal with cat ears and a leaf in its mouth.]]></media:text>
                                <media:title type="plain"><![CDATA[Palworld - Wumpo, a bumbling, large blue and white pal with cat ears and a leaf in its mouth.]]></media:title>
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                                <p><a href="https://www.pcgamer.com/palworld/" target="_blank">Palworld</a> went into full release in July after more than two years of early access, and it's going pretty well: A massive surge in concurrent players on Steam is slowly settling back down to Earth, but more than a month after that 1.0 launch it's still putting up numbers that haven't been seen since the early days of that early access rollout. </p><p>Work on the game continues and there's more to come, but Pocketpair's publishing and communications head John "Bucky" Buckley recently warned that players should maybe temper their expectations about what's next.</p><p>Buckley apparently set the bar higher than intended yesterday when he celebrated Palworld's "incredible" 1.0 launch by <a href="https://x.com/Bucky_cm/status/2087887376169435358" target="_blank">retweeting an image</a> of a "Palworld v1.1 brainstorming session," adding, "time to get back to the grind!"</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:945px;"><p class="vanilla-image-block" style="padding-top:127.72%;"><img id="KBo9iD6b5WHZvUdwfvqR4M" name="buck1" alt="Palworld 1.0 was incredible, and you guys are the best for making it a success! But anyway... time to get back to the brain! If you've any suggestions...let me know" src="https://cdn.mos.cms.futurecdn.net/KBo9iD6b5WHZvUdwfvqR4M.png" mos="" align="middle" fullscreen="1" width="945" height="1207" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/KBo9iD6b5WHZvUdwfvqR4M.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: Bucky (Twitter))</span></figcaption></figure><p>He also invited suggestions, and received more than 2,000 responses, some of them—like more storage slots—manageable, and others, like cross-server PvP or being able to play as pals, less so. Eventually, he was forced to pump the brakes on the whole thing.</p><p>"Shot myself in the foot here, 1.7k comments later, but things like 'add a new continent', 'add 20 more levels' and similarly massive undertakings are not really what we want to do with v1.1," Buckley wrote in a more recent <a href="https://x.com/Bucky_cm/status/2088096824892760265" target="_blank">message</a>. "Open to ideas but, we’re not planning to spend a year making a massive update for 1.1."</p><p>Naturally, that didn't stop people from continuing to make unwieldy suggestions. Buckley made a trooper's effort to answer a lot of them: In <a href="https://x.com/Bucky_cm/status/2088104649622761775" target="_blank">response</a> to a request for a "variant system" for pals, he said it wouldn't be difficult, "just exceptionally time consuming. A variant of 200+ pals would take a considerably long time to do. Realistically, a year or more unless we hyper focus it. Unless you don’t do it by hand and automate it somehow but…"</p><p>Replying to another user who asked why the process would be so time-consuming, Buckley <a href="https://x.com/Bucky_cm/status/2088268080820674744" target="_blank">wrote</a>, "Because we would want to do it ourselves by hand rather than just automating it." (Pocketpair has been quite outspoken in its <a href="https://www.pcgamer.com/software/ai/palworld-studio-pocketpair-says-its-new-publishing-division-wont-handle-games-that-use-generative-ai-we-dont-believe-in-it/" target="_blank">opposition to the use of generative AI</a> in game development.)</p><p>Eventually, though—as it always does—it came to this:</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:945px;"><p class="vanilla-image-block" style="padding-top:137.46%;"><img id="HhBCPc7gzpt6vEdv9iruUM" name="buck2" alt="An image of Mike from Monsters Inc" src="https://cdn.mos.cms.futurecdn.net/HhBCPc7gzpt6vEdv9iruUM.png" mos="" align="middle" fullscreen="1" width="945" height="1299" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/HhBCPc7gzpt6vEdv9iruUM.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: Bucky (Twitter))</span></figcaption></figure><p>Deeply relatable. There's no word on when Palworld 1.1 will be out at this point, or what will be in it, but Buckley also recently suggested that <a href="https://www.pcgamer.com/games/survival-crafting/palworld-fans-do-not-realize-the-sheer-number-of-collabs-weve-rejected-even-with-the-survival-games-fun-first-approach/" target="_blank">more collaborations are on the way</a>, so at least you've got that to look forward to.</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="a11dbe36-981b-11f1-904d-77b300ef8514" data-action="Deal Block" data-label="Palworld best base locations" data-dimension48="Palworld best base locations" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:906px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="CUNyMUPoPjUSa5gd3y6a5k" name="Palworld-Square-Zoey-Boxout" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/CUNyMUPoPjUSa5gd3y6a5k.jpg" mos="" align="middle" fullscreen="" width="906" height="906" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/games/survival-crafting/palworld-best-base-locations/" target="_blank" data-dimension112="a11dbe36-981b-11f1-904d-77b300ef8514" data-action="Deal Block" data-label="Palworld best base locations" data-dimension48="Palworld best base locations" data-dimension25=""><strong>Palworld best base locations</strong></a>: Home sweet home <br><a href="https://www.pcgamer.com/games/survival-crafting/palworld-best-pals/" target="_blank"><strong>Palworld best pals</strong></a>: For every work suitability <br><a href="https://www.pcgamer.com/games/survival-crafting/palworld-every-new-pal-location/"><strong>Every new pal in Palworld 1.0</strong></a>: Catch 'em all <br><a href="https://www.pcgamer.com/games/survival-crafting/palworld-hardwood/" target="_blank"><strong>Palworld Hardwood</strong></a>: Get to choppin' <br><a href="https://www.pcgamer.com/games/survival-crafting/palworld-nightstar-sand/" target="_blank"><strong>Palworld Nightstar Sand</strong></a>: Moonlit materials <br><a href="https://www.pcgamer.com/games/survival-crafting/palworld-panthalus-location/" target="_blank"><strong>Palworld Panthalus</strong></a>: Legendary whale pal</p></div>
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                                                            <title><![CDATA[ US Senate launches investigation into Roblox: 'Children on your platform are hurting. Congress will not look the other way' ]]></title>
                                                                                                <dc:content><![CDATA[ <p>It looks like another bad day for <a href="https://www.pcgamer.com/roblox/" target="_blank">Roblox</a>: The US Senate Judiciary Committee Subcommittee on Crime and Counterterrorism has launched an investigation into child safety on the platform, saying the company "appears to prioritize revenue and engagement metrics over the safety and well-being of our children."</p><p>A <a href="https://www.hawley.senate.gov/wp-content/uploads/2026/08/2026.08.12-Hawley-Durbin-Letter-to-Roblox.pdf" target="_blank">letter</a> (via <a href="https://kotaku.com/roblox-is-now-under-investigation-by-the-u-s-senate-over-child-safety-20" target="_blank">Kotaku</a>) sent to Roblox CEO David Baszucki by subcommittee chairman Josh Hawley and ranking member Dick Durbin says that while Roblox has repeatedly claimed that it is a safe platform for children, "the public record raises serious questions about this promise."</p><p>"Over the past decade, police have arrested numerous individuals for committing serious acts of violence and harm against children they met via Roblox, including grooming, sexual abuse, kidnapping, rape, and even murder," the letter reads. "Roblox is being used to trade child sexual abuse material, participate in sexually explicit (and often violent) virtual 'experiences' with children, bribe and extort children into producing explicit content, and lure children into in-person meetings. It is heartbreaking."</p><p>The past year has been quite a ride for Roblox and those who use it. The company has been aggressively fighting allegations that it is, as one investment research firm called it, a "<a href="https://www.pcgamer.com/games/sim/roblox-scrambles-to-fight-the-pedophile-hellscape-allegations-with-changes-to-pre-teen-accounts-that-dont-seem-like-enough/" target="_blank">pedophile hellscape</a>," tightening <a href="https://www.pcgamer.com/games/roblox-makes-unrated-games-inaccessible-starting-next-month-has-a-plan-for-old-favorites-to-ensure-these-cherished-classics-are-not-lost/" target="_blank">restrictions on unrated games</a> and using <a href="https://www.pcgamer.com/gaming-industry/roblox-to-make-facial-age-checks-mandatory-to-access-any-chat-features-and-will-put-common-sense-limits-on-the-age-ranges-users-can-chat-within/" target="_blank">age estimation checks</a> and new kinds of <a href="https://www.pcgamer.com/software/platforms/roblox-to-introduce-new-kid-accounts-in-its-quest-to-appear-less-of-a-child-safety-nightmare/" target="_blank">limited accounts</a> to keep underage users away from inappropriate content and, well, pedophiles. Baszucki also took the very straightforward step of telling parents who are worried about Roblox, "<a href="https://www.pcgamer.com/games/dont-let-your-kids-be-on-roblox-roblox-ceo-tells-parents-before-comparing-himself-to-walt-disney-and-declaring-the-platform-the-future-of-communication/" target="_blank">Don't let your kids be on Roblox</a>."</p><p>There have been missteps, to put it gently. Baszucki said in 2025 that Roblox's predator problem is "not just a problem, <a href="https://www.pcgamer.com/games/interview-with-roblox-ceo-kicks-off-with-an-unbelievable-answer-about-its-predator-problem-being-not-just-a-problem-but-an-opportunity-and-somehow-just-gets-crazier-from-there/" target="_blank">but an opportunity</a>," which at the very least is a PR botch of ungodly proportions. He also mused about turning Roblox into a <a href="https://www.pcgamer.com/gaming-industry/roblox-ceo-horrifies-every-parent-alive-with-his-ambition-that-the-platform-become-a-dating-hub-even-if-he-promises-age-verification-a-virtual-date-to-start-and-then-if-they-connect-move-to-the-physical-world/" target="_blank">dating hub</a>, which again is <em>not </em>the sort of thing to say when you're facing legal action from <a href="https://www.pcgamer.com/games/roblox-changes-policies-on-romantic-and-sexual-content-and-promises-better-moderation-on-the-way-as-louisiana-ag-repeats-assertion-that-the-platform-is-a-breeding-ground-for-sex-predators/" target="_blank">Louisiana</a>, <a href="https://www.pcgamer.com/games/kentucky-sues-roblox-calling-it-a-playground-for-predators-who-seek-to-harm-our-children/" target="_blank">Kentucky</a>, <a href="https://www.pcgamer.com/games/florida-launches-criminal-investigation-into-roblox-claims-the-gaming-platform-enabled-our-kids-to-be-abused/" target="_blank">Florida</a>, <a href="https://www.pcgamer.com/games/roblox-must-do-more-to-protect-kids-from-sick-and-twisted-freaks-texas-attorney-general-says-as-he-sues-roblox-for-putting-pixel-pedophiles-and-profits-ahead-of-kids/" target="_blank">Texas</a>, <a href="https://www.pcgamer.com/gaming-industry/roblox-responds-to-la-county-lawsuit-the-latest-of-many-alleging-the-game-fails-to-protect-children-from-predators-while-no-system-can-be-perfect-our-commitment-to-safety-never-ends/" target="_blank">LA County</a>, <a href="https://www.pcgamer.com/gaming-industry/after-its-teen-social-media-ban-australia-is-swooping-on-roblox-following-ongoing-concerns-about-online-child-grooming/" target="_blank">Australia</a>, the <a href="https://www.pcgamer.com/gaming-industry/the-uk-government-is-considering-banning-children-from-speaking-to-strangers-in-games-like-fortnite-and-roblox/" target="_blank">UK</a>, and various others over your alleged systemic child safety failures.</p><p>At the same time, somehow, Roblox <a href="https://www.pcgamer.com/games/roblox-which-is-being-sued-by-2-us-states-for-endangering-children-earns-praise-from-the-us-attorney-general-alliance-for-promoting-safe-more-positive-digital-experiences/" target="_blank">earned praise</a> from the US Attorney General Alliance "for its readiness to collaborate directly with policymakers and respond to community concerns." And separate from all that, the kids <a href="https://www.pcgamer.com/games/roblox-ban-sparks-protests-in-russia/" target="_blank">really like Roblox</a>—although that might be softening. The Roblox audience is still massive but not as massive as it was, and that's <a href="https://www.pcgamer.com/games/roblox-shares-plummet-by-70-percent-after-the-company-reports-persistent-decline-in-player-numbers-and-of-course-the-solution-involves-ai/" target="_blank">hammered the company's share price</a>, although it's still trading roughly around where it was through 2023 and '24.</p><p>What it all adds up to is a company, and a platform, that's under pressure from multiple directions, and this Senate investigation only adds to that.</p><p>The letter from Hawley and Durbin says "Roblox appears to prioritize revenue and engagement metrics over the safety and well-being of our children," which makes it worthy of scrutiny. The company is thus ordered to preserve all records related to child safety, abuse, and "financial exploitation," and to provide requested documents and information by the end of August 2026.</p><p>"Let us be clear: children on your platform are hurting," the letter concludes. "Congress will not look the other way."</p><p>Roblox insists that it too is not looking away: The company says the uptick in reports of suspected child sexual exploitation to the National Center for Missing and Exploited Children cited in the latter—65,381 in 2025, more than double the number of 2024—simply reflects the company's ongoing effort to improve its systems and the safety of its users.</p><p>"Roblox is built on the foundation of safety," Roblox chief safety officer Mautt Kaufman said in a statement provided to PC Gamer. "We do not compromise on that commitment. We look forward to sharing the facts about how we work to protect children on the platform."</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="9e3c0dd4-9812-11f1-9a24-a3dc5181b6ac" data-action="Deal Block" data-label="Roblox codes" data-dimension48="Roblox codes" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:451px;"><p class="vanilla-image-block" style="padding-top:100.22%;"><img id="Wo5dbdpmeJZsYvqQnifajL" name="Dandys-World-Roblox-Codes-Square-Banner" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/Wo5dbdpmeJZsYvqQnifajL.jpg" mos="" align="middle" fullscreen="" width="451" height="452" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/roblox-promo-codes-redeem/" target="_blank" data-dimension112="9e3c0dd4-9812-11f1-9a24-a3dc5181b6ac" data-action="Deal Block" data-label="Roblox codes" data-dimension48="Roblox codes" data-dimension25=""><strong>Roblox codes</strong></a>: Cross-game freebies<br><a href="https://www.pcgamer.com/games/roblox/blade-ball-codes/" target="_blank"><strong>Blade Ball codes</strong></a>: Extra wheel spins<br><a href="https://www.pcgamer.com/games/roblox/anime-vanguards-codes/" target="_blank"><strong>Anime Vanguards codes</strong></a>: Rerolls and shards galore<br><a href="https://www.pcgamer.com/games/roblox/anime-defenders-codes/" target="_blank"><strong>Anime Defenders codes</strong></a>: More tokens and gems<br><a href="https://www.pcgamer.com/games/roblox/anime-reborn-codes/" target="_blank"><strong>Anime Reborn codes</strong></a>: Get extra gems<br><a href="https://www.pcgamer.com/games/roblox/dandys-world-codes/" target="_blank"><strong>Dandy's World codes</strong></a>: Sweet, sweet Ichor</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/software/platforms/us-senate-launches-investigation-into-roblox-children-on-your-platform-are-hurting-congress-will-not-look-the-other-way/</link>
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                            <![CDATA[ Roblox says it "looks forward to sharing the facts" with the investigative committee. ]]>
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                                                                        <pubDate>Fri, 14 Aug 2026 19:07:55 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Platforms]]></category>
                                                    <category><![CDATA[Software]]></category>
                                                                                                <author><![CDATA[ andy.chalk@pcgamer.com (Andy Chalk) ]]></author>                    <dc:creator><![CDATA[ Andy Chalk ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/hkTeZoDeGrvhQZtrNGPkbB.png ]]></dc:source>
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                                                            <media:credit><![CDATA[Getty Images - Photo by Kevin Dietsch/Getty Images]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[WASHINGTON, DC - APRIL 13: David Baszucki, founder and CEO of Roblox, participates in a discussion at the Semafor World Economy 2026 summit on April 13, 2026 in Washington, DC. The summit brings together business leaders and tech CEO&#039;s for discussions on economy, artificial intelligence and business trends. (Photo by Kevin Dietsch/Getty Images)]]></media:description>                                                            <media:text><![CDATA[WASHINGTON, DC - APRIL 13: David Baszucki, founder and CEO of Roblox, participates in a discussion at the Semafor World Economy 2026 summit on April 13, 2026 in Washington, DC. The summit brings together business leaders and tech CEO&#039;s for discussions on economy, artificial intelligence and business trends. (Photo by Kevin Dietsch/Getty Images)]]></media:text>
                                <media:title type="plain"><![CDATA[WASHINGTON, DC - APRIL 13: David Baszucki, founder and CEO of Roblox, participates in a discussion at the Semafor World Economy 2026 summit on April 13, 2026 in Washington, DC. The summit brings together business leaders and tech CEO&#039;s for discussions on economy, artificial intelligence and business trends. (Photo by Kevin Dietsch/Getty Images)]]></media:title>
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                                <p>It looks like another bad day for <a href="https://www.pcgamer.com/roblox/" target="_blank">Roblox</a>: The US Senate Judiciary Committee Subcommittee on Crime and Counterterrorism has launched an investigation into child safety on the platform, saying the company "appears to prioritize revenue and engagement metrics over the safety and well-being of our children."</p><p>A <a href="https://www.hawley.senate.gov/wp-content/uploads/2026/08/2026.08.12-Hawley-Durbin-Letter-to-Roblox.pdf" target="_blank">letter</a> (via <a href="https://kotaku.com/roblox-is-now-under-investigation-by-the-u-s-senate-over-child-safety-20" target="_blank">Kotaku</a>) sent to Roblox CEO David Baszucki by subcommittee chairman Josh Hawley and ranking member Dick Durbin says that while Roblox has repeatedly claimed that it is a safe platform for children, "the public record raises serious questions about this promise."</p><p>"Over the past decade, police have arrested numerous individuals for committing serious acts of violence and harm against children they met via Roblox, including grooming, sexual abuse, kidnapping, rape, and even murder," the letter reads. "Roblox is being used to trade child sexual abuse material, participate in sexually explicit (and often violent) virtual 'experiences' with children, bribe and extort children into producing explicit content, and lure children into in-person meetings. It is heartbreaking."</p><p>The past year has been quite a ride for Roblox and those who use it. The company has been aggressively fighting allegations that it is, as one investment research firm called it, a "<a href="https://www.pcgamer.com/games/sim/roblox-scrambles-to-fight-the-pedophile-hellscape-allegations-with-changes-to-pre-teen-accounts-that-dont-seem-like-enough/" target="_blank">pedophile hellscape</a>," tightening <a href="https://www.pcgamer.com/games/roblox-makes-unrated-games-inaccessible-starting-next-month-has-a-plan-for-old-favorites-to-ensure-these-cherished-classics-are-not-lost/" target="_blank">restrictions on unrated games</a> and using <a href="https://www.pcgamer.com/gaming-industry/roblox-to-make-facial-age-checks-mandatory-to-access-any-chat-features-and-will-put-common-sense-limits-on-the-age-ranges-users-can-chat-within/" target="_blank">age estimation checks</a> and new kinds of <a href="https://www.pcgamer.com/software/platforms/roblox-to-introduce-new-kid-accounts-in-its-quest-to-appear-less-of-a-child-safety-nightmare/" target="_blank">limited accounts</a> to keep underage users away from inappropriate content and, well, pedophiles. Baszucki also took the very straightforward step of telling parents who are worried about Roblox, "<a href="https://www.pcgamer.com/games/dont-let-your-kids-be-on-roblox-roblox-ceo-tells-parents-before-comparing-himself-to-walt-disney-and-declaring-the-platform-the-future-of-communication/" target="_blank">Don't let your kids be on Roblox</a>."</p><p>There have been missteps, to put it gently. Baszucki said in 2025 that Roblox's predator problem is "not just a problem, <a href="https://www.pcgamer.com/games/interview-with-roblox-ceo-kicks-off-with-an-unbelievable-answer-about-its-predator-problem-being-not-just-a-problem-but-an-opportunity-and-somehow-just-gets-crazier-from-there/" target="_blank">but an opportunity</a>," which at the very least is a PR botch of ungodly proportions. He also mused about turning Roblox into a <a href="https://www.pcgamer.com/gaming-industry/roblox-ceo-horrifies-every-parent-alive-with-his-ambition-that-the-platform-become-a-dating-hub-even-if-he-promises-age-verification-a-virtual-date-to-start-and-then-if-they-connect-move-to-the-physical-world/" target="_blank">dating hub</a>, which again is <em>not </em>the sort of thing to say when you're facing legal action from <a href="https://www.pcgamer.com/games/roblox-changes-policies-on-romantic-and-sexual-content-and-promises-better-moderation-on-the-way-as-louisiana-ag-repeats-assertion-that-the-platform-is-a-breeding-ground-for-sex-predators/" target="_blank">Louisiana</a>, <a href="https://www.pcgamer.com/games/kentucky-sues-roblox-calling-it-a-playground-for-predators-who-seek-to-harm-our-children/" target="_blank">Kentucky</a>, <a href="https://www.pcgamer.com/games/florida-launches-criminal-investigation-into-roblox-claims-the-gaming-platform-enabled-our-kids-to-be-abused/" target="_blank">Florida</a>, <a href="https://www.pcgamer.com/games/roblox-must-do-more-to-protect-kids-from-sick-and-twisted-freaks-texas-attorney-general-says-as-he-sues-roblox-for-putting-pixel-pedophiles-and-profits-ahead-of-kids/" target="_blank">Texas</a>, <a href="https://www.pcgamer.com/gaming-industry/roblox-responds-to-la-county-lawsuit-the-latest-of-many-alleging-the-game-fails-to-protect-children-from-predators-while-no-system-can-be-perfect-our-commitment-to-safety-never-ends/" target="_blank">LA County</a>, <a href="https://www.pcgamer.com/gaming-industry/after-its-teen-social-media-ban-australia-is-swooping-on-roblox-following-ongoing-concerns-about-online-child-grooming/" target="_blank">Australia</a>, the <a href="https://www.pcgamer.com/gaming-industry/the-uk-government-is-considering-banning-children-from-speaking-to-strangers-in-games-like-fortnite-and-roblox/" target="_blank">UK</a>, and various others over your alleged systemic child safety failures.</p><p>At the same time, somehow, Roblox <a href="https://www.pcgamer.com/games/roblox-which-is-being-sued-by-2-us-states-for-endangering-children-earns-praise-from-the-us-attorney-general-alliance-for-promoting-safe-more-positive-digital-experiences/" target="_blank">earned praise</a> from the US Attorney General Alliance "for its readiness to collaborate directly with policymakers and respond to community concerns." And separate from all that, the kids <a href="https://www.pcgamer.com/games/roblox-ban-sparks-protests-in-russia/" target="_blank">really like Roblox</a>—although that might be softening. The Roblox audience is still massive but not as massive as it was, and that's <a href="https://www.pcgamer.com/games/roblox-shares-plummet-by-70-percent-after-the-company-reports-persistent-decline-in-player-numbers-and-of-course-the-solution-involves-ai/" target="_blank">hammered the company's share price</a>, although it's still trading roughly around where it was through 2023 and '24.</p><p>What it all adds up to is a company, and a platform, that's under pressure from multiple directions, and this Senate investigation only adds to that.</p><p>The letter from Hawley and Durbin says "Roblox appears to prioritize revenue and engagement metrics over the safety and well-being of our children," which makes it worthy of scrutiny. The company is thus ordered to preserve all records related to child safety, abuse, and "financial exploitation," and to provide requested documents and information by the end of August 2026.</p><p>"Let us be clear: children on your platform are hurting," the letter concludes. "Congress will not look the other way."</p><p>Roblox insists that it too is not looking away: The company says the uptick in reports of suspected child sexual exploitation to the National Center for Missing and Exploited Children cited in the latter—65,381 in 2025, more than double the number of 2024—simply reflects the company's ongoing effort to improve its systems and the safety of its users.</p><p>"Roblox is built on the foundation of safety," Roblox chief safety officer Mautt Kaufman said in a statement provided to PC Gamer. "We do not compromise on that commitment. We look forward to sharing the facts about how we work to protect children on the platform."</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="9e3c0dd4-9812-11f1-9a24-a3dc5181b6ac" data-action="Deal Block" data-label="Roblox codes" data-dimension48="Roblox codes" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:451px;"><p class="vanilla-image-block" style="padding-top:100.22%;"><img id="Wo5dbdpmeJZsYvqQnifajL" name="Dandys-World-Roblox-Codes-Square-Banner" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/Wo5dbdpmeJZsYvqQnifajL.jpg" mos="" align="middle" fullscreen="" width="451" height="452" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/roblox-promo-codes-redeem/" target="_blank" data-dimension112="9e3c0dd4-9812-11f1-9a24-a3dc5181b6ac" data-action="Deal Block" data-label="Roblox codes" data-dimension48="Roblox codes" data-dimension25=""><strong>Roblox codes</strong></a>: Cross-game freebies<br><a href="https://www.pcgamer.com/games/roblox/blade-ball-codes/" target="_blank"><strong>Blade Ball codes</strong></a>: Extra wheel spins<br><a href="https://www.pcgamer.com/games/roblox/anime-vanguards-codes/" target="_blank"><strong>Anime Vanguards codes</strong></a>: Rerolls and shards galore<br><a href="https://www.pcgamer.com/games/roblox/anime-defenders-codes/" target="_blank"><strong>Anime Defenders codes</strong></a>: More tokens and gems<br><a href="https://www.pcgamer.com/games/roblox/anime-reborn-codes/" target="_blank"><strong>Anime Reborn codes</strong></a>: Get extra gems<br><a href="https://www.pcgamer.com/games/roblox/dandys-world-codes/" target="_blank"><strong>Dandy's World codes</strong></a>: Sweet, sweet Ichor</p></div>
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                                                            <title><![CDATA[ A dev tried to warn WB Games not to launch Lord of the Rings: War in the North 10 days before Skyrim, but was 'overruled' ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The Lord of the Rings: War in the North, a WB Games-published 2011 action RPG about a different fellowship that went the other way, <a href="https://www.pcgamer.com/games/action/a-long-lost-lord-of-the-rings-action-rpg-makes-a-surprise-return-to-steam/" target="_blank">recently reappeared on Steam</a> in a polished-up Legacy Edition package. While the modernizations are getting a favorable reception—it's currently enjoying a Very Positive rating <a href="https://store.steampowered.com/app/2523770/The_Lord_of_the_Rings_War_in_the_North__Legacy_Edition/" target="_blank">on Steam</a>—its original launch 15 didn't earn much attention for something with "The Lord of the Rings" in the title.</p><p>War in the North didn't review well, but looking back, there's a certain Bethesda-sized factor that might have stolen some of its thunder: Its original release date was November 1, 2011—just 10 days before The Elder Scrolls 5: Skyrim came out. On X this week (via <a href="https://www.ign.com/articles/the-lord-of-the-rings-war-in-the-north-dev-warned-warner-bros-not-to-go-up-against-skyrim-back-in-2011" target="_blank">IGN</a>), a former Warner Bros. dev said that unfavorable matchup might have been avoided if the publisher had taken his advice back in 2011.</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="Zt3f988WidafSHiKoortj9" name="ss_26298461a9449e71eac1a000f2e4a0163c517c8f.1920x1080" alt="War in the North characters preparing to shoot a troll." src="https://cdn.mos.cms.futurecdn.net/Zt3f988WidafSHiKoortj9.jpg" mos="" align="middle" fullscreen="1" width="1920" height="1080" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/Zt3f988WidafSHiKoortj9.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: Aspyr Media)</span></figcaption></figure><p>Christian Allen—current design director on Project Zomboid and former design director at WB Games Seattle, which coordinates Warner Bros. development and publishing efforts—<a href="https://x.com/Serellan/status/2087601408380228005?s=20" target="_blank">responded to the Legacy Edition's reveal</a> to share how he'd tried without success to get the publisher to revise its launch plans.</p><p>"Wow this is cool. 15 years ago I argued vociferously not to release this up against Skyrim, as it wouldn't get a fair shake. I got overruled," Allen said. "Nice to see it get a proper release."</p><p>In follow-up replies, Allen noted that, in addition to the oppressive cultural gravity of Todd Howard, War in the North also suffered from a strangely thin marketing campaign. Either WB Games "wrote it off," or it "thought hardcore LOTR fans would just know about it, somehow," he said. Unfortunately, even the Lord of the Rings doesn't sell itself.</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="iyrsE2mZFb2QiVfhUGgudE" name="screen3" alt="Gandalf in Lord of the Rings: War in the North - Legacy Edition" src="https://cdn.mos.cms.futurecdn.net/iyrsE2mZFb2QiVfhUGgudE.jpg" mos="" align="middle" fullscreen="1" width="3840" height="2160" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/iyrsE2mZFb2QiVfhUGgudE.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: Aspyr)</span></figcaption></figure><p>Not long after War in the North's disappointing launch, its original developer—Snowblind Studios—was merged with Monolith Productions in 2012. There, many former Snowblind studio staff would contribute to Middle-Earth: Shadow of Mordor, a production that Allen had initially overseen as WB Games design director. After releasing the sequel, Shadow of War, in 2017 and working for years on a Wonder Woman game, the studio was eventually <a href="https://www.pcgamer.com/gaming-industry/warner-bros-is-closing-monolith-player-first-games-and-wb-san-diego-and-has-cancelled-its-wonder-woman-game/" target="_blank">shuttered by Warner Bros. in 2025</a> as part of "a strategic change.</p><p>As for War in the North, Allen's overall assessment is that it was ultimately a casualty of corporate shortsightedness.</p><p>"Quarterly revenue motivations drive more decisions than people realize. It's a big challenge with stock-price driven organizations," he said. "Must be hard to be an exec and go, 'Well, this game will do better if we hold it until March, but my bonus will take a 50% hit.' 🤷"</p><p>Maybe the games industry of today <em>isn't </em>all that different from those of previous decades, despite <a href="https://www.pcgamer.com/gaming-industry/does-anyone-know-how-to-drive-this-thing/" target="_blank">how often it feels otherwise</a>.</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="3fa42ece-9802-11f1-ae2a-e3142c6e8716" 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="3fa42ece-9802-11f1-ae2a-e3142c6e8716" 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/a-dev-tried-to-warn-wb-games-not-to-launch-lord-of-the-rings-war-in-the-north-10-days-before-skyrim-but-was-overruled/</link>
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                            <![CDATA[ As a wise tree guy once said, "We must not be hasty." ]]>
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                                                                        <pubDate>Fri, 14 Aug 2026 17:07:16 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[RPG]]></category>
                                                    <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[New Line Cinema]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Sean Bean performing the &quot;one does not simply walk into Mordor&quot; bit in The Lord of the Rings: Fellowship of the Ring.]]></media:description>                                                            <media:text><![CDATA[Sean Bean performing the &quot;one does not simply walk into Mordor&quot; bit in The Lord of the Rings: Fellowship of the Ring.]]></media:text>
                                <media:title type="plain"><![CDATA[Sean Bean performing the &quot;one does not simply walk into Mordor&quot; bit in The Lord of the Rings: Fellowship of the Ring.]]></media:title>
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                                <p>The Lord of the Rings: War in the North, a WB Games-published 2011 action RPG about a different fellowship that went the other way, <a href="https://www.pcgamer.com/games/action/a-long-lost-lord-of-the-rings-action-rpg-makes-a-surprise-return-to-steam/" target="_blank">recently reappeared on Steam</a> in a polished-up Legacy Edition package. While the modernizations are getting a favorable reception—it's currently enjoying a Very Positive rating <a href="https://store.steampowered.com/app/2523770/The_Lord_of_the_Rings_War_in_the_North__Legacy_Edition/" target="_blank">on Steam</a>—its original launch 15 didn't earn much attention for something with "The Lord of the Rings" in the title.</p><p>War in the North didn't review well, but looking back, there's a certain Bethesda-sized factor that might have stolen some of its thunder: Its original release date was November 1, 2011—just 10 days before The Elder Scrolls 5: Skyrim came out. On X this week (via <a href="https://www.ign.com/articles/the-lord-of-the-rings-war-in-the-north-dev-warned-warner-bros-not-to-go-up-against-skyrim-back-in-2011" target="_blank">IGN</a>), a former Warner Bros. dev said that unfavorable matchup might have been avoided if the publisher had taken his advice back in 2011.</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="Zt3f988WidafSHiKoortj9" name="ss_26298461a9449e71eac1a000f2e4a0163c517c8f.1920x1080" alt="War in the North characters preparing to shoot a troll." src="https://cdn.mos.cms.futurecdn.net/Zt3f988WidafSHiKoortj9.jpg" mos="" align="middle" fullscreen="1" width="1920" height="1080" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/Zt3f988WidafSHiKoortj9.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: Aspyr Media)</span></figcaption></figure><p>Christian Allen—current design director on Project Zomboid and former design director at WB Games Seattle, which coordinates Warner Bros. development and publishing efforts—<a href="https://x.com/Serellan/status/2087601408380228005?s=20" target="_blank">responded to the Legacy Edition's reveal</a> to share how he'd tried without success to get the publisher to revise its launch plans.</p><p>"Wow this is cool. 15 years ago I argued vociferously not to release this up against Skyrim, as it wouldn't get a fair shake. I got overruled," Allen said. "Nice to see it get a proper release."</p><p>In follow-up replies, Allen noted that, in addition to the oppressive cultural gravity of Todd Howard, War in the North also suffered from a strangely thin marketing campaign. Either WB Games "wrote it off," or it "thought hardcore LOTR fans would just know about it, somehow," he said. Unfortunately, even the Lord of the Rings doesn't sell itself.</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="iyrsE2mZFb2QiVfhUGgudE" name="screen3" alt="Gandalf in Lord of the Rings: War in the North - Legacy Edition" src="https://cdn.mos.cms.futurecdn.net/iyrsE2mZFb2QiVfhUGgudE.jpg" mos="" align="middle" fullscreen="1" width="3840" height="2160" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/iyrsE2mZFb2QiVfhUGgudE.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: Aspyr)</span></figcaption></figure><p>Not long after War in the North's disappointing launch, its original developer—Snowblind Studios—was merged with Monolith Productions in 2012. There, many former Snowblind studio staff would contribute to Middle-Earth: Shadow of Mordor, a production that Allen had initially overseen as WB Games design director. After releasing the sequel, Shadow of War, in 2017 and working for years on a Wonder Woman game, the studio was eventually <a href="https://www.pcgamer.com/gaming-industry/warner-bros-is-closing-monolith-player-first-games-and-wb-san-diego-and-has-cancelled-its-wonder-woman-game/" target="_blank">shuttered by Warner Bros. in 2025</a> as part of "a strategic change.</p><p>As for War in the North, Allen's overall assessment is that it was ultimately a casualty of corporate shortsightedness.</p><p>"Quarterly revenue motivations drive more decisions than people realize. It's a big challenge with stock-price driven organizations," he said. "Must be hard to be an exec and go, 'Well, this game will do better if we hold it until March, but my bonus will take a 50% hit.' 🤷"</p><p>Maybe the games industry of today <em>isn't </em>all that different from those of previous decades, despite <a href="https://www.pcgamer.com/gaming-industry/does-anyone-know-how-to-drive-this-thing/" target="_blank">how often it feels otherwise</a>.</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="3fa42ece-9802-11f1-ae2a-e3142c6e8716" 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="3fa42ece-9802-11f1-ae2a-e3142c6e8716" 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[ We've been tracking graphics card prices for exactly one year and it's never been worse than this ]]></title>
                                                                                                <dc:content><![CDATA[ <p>We first started tracking the prices of individual graphics cards on August 14, 2025, and since then we've checked on an <em>almost</em> weekly cadence (we've got to have holidays, y'know). And it's not been a pretty year.</p><p>In the interests of full disclosure, the methodology behind this data capture has been to have one editor spend an inordinate amount of their work day tracking down the cheapest available version of each of the current generation of GPUs from Nvidia, AMD, and yes, even Intel. They must be new in-box, so no refurbs or open box sales, and they must be from reputable sellers—no vendors on Amazon called sdfgwegggggwawfdasfsreqwwqeccccawef, in other words.</p><p>This data captures the very cheapest prices these GPUs were available for throughout the year, but what it doesn't capture is the average price, which has often been much higher. Sometimes there might be a good deal on a particular graphics card, while the rest of the market is significantly more expensive. But our idea was to capture what a reader could spend in a particular week to bag the GPU chipset they wanted. And we're carrying that on, with <a href="https://www.pcgamer.com/hardware/graphics-cards/graphics-card-price-watch-deals/" target="_blank">our weekly updates page</a> always housing links to the cheapest cards we can find.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-XkwrzX"></div>                            </div>                            <script src="https://kwizly.com/embed/XkwrzX.js" async></script><p>Back in August of last year, things weren't particularly pretty at all. There was a mix of low stock and high demand, which meant that graphics cards from all the various manufacturers were well over their respective MSRPs… and had been since launch. Every GPU launched in 2025 had one thing in common: There was little initial supply and the promised launch prices generally evaporated in a puff of corporate greed.</p><p>And that was all before the RAMpocalypse took hold. </p><div ><table><caption>Changes in minimum GPU chipset price over 12 months</caption><thead><tr><th class="firstcol " ><p>GPU</p></th><th  ><p>August 14, 2025</p></th><th  ><p>August 14, 2026</p></th><th  ><p>Change ($)</p></th><th  ><p>Change (%)</p></th></tr></thead><tbody><tr><td class="firstcol " ><p><strong>Intel Arc B570</strong></p></td><td  ><p>$230</p></td><td  ><p>$260</p></td><td  ><p>+$30</p></td><td  ><p>+13.0%</p></td></tr><tr><td class="firstcol " ><p><strong>Nvidia RTX 5050</strong></p></td><td  ><p>$250</p></td><td  ><p>$299</p></td><td  ><p>+$49</p></td><td  ><p>+19.6%</p></td></tr><tr><td class="firstcol " ><p><strong>Intel Arc B580</strong></p></td><td  ><p>$260</p></td><td  ><p>$310</p></td><td  ><p>+$50</p></td><td  ><p>+19.2%</p></td></tr><tr><td class="firstcol " ><p><strong>AMD RX 9060 XT 8 GB</strong></p></td><td  ><p>$280</p></td><td  ><p>$370</p></td><td  ><p>+$90</p></td><td  ><p>+32.1%</p></td></tr><tr><td class="firstcol " ><p><strong>Nvidia RTX 5060</strong></p></td><td  ><p>$300</p></td><td  ><p>$359</p></td><td  ><p>+$59</p></td><td  ><p>+19.7%</p></td></tr><tr><td class="firstcol " ><p><strong>Nvidia RTX 5060 Ti 8 GB</strong></p></td><td  ><p>$368</p></td><td  ><p>$420</p></td><td  ><p>+$52</p></td><td  ><p>+14.1%</p></td></tr><tr><td class="firstcol " ><p><strong>AMD RX 9060 XT 16 GB</strong></p></td><td  ><p>$370</p></td><td  ><p>$470</p></td><td  ><p>+$100</p></td><td  ><p>+27.0%</p></td></tr><tr><td class="firstcol " ><p><strong>Nvidia RTX 5060 Ti 16 GB</strong></p></td><td  ><p>$430</p></td><td  ><p>$650</p></td><td  ><p>+$220</p></td><td  ><p>+51.2%</p></td></tr><tr><td class="firstcol " ><p><strong>Nvidia RTX 5070</strong></p></td><td  ><p>$550</p></td><td  ><p>$755</p></td><td  ><p>+$205</p></td><td  ><p>+37.3%</p></td></tr><tr><td class="firstcol " ><p><strong>AMD RX 9070</strong></p></td><td  ><p>$600</p></td><td  ><p>$650</p></td><td  ><p>+$50</p></td><td  ><p>+8.3%</p></td></tr><tr><td class="firstcol " ><p><strong>AMD RX 9070 XT</strong></p></td><td  ><p>$700</p></td><td  ><p>$720</p></td><td  ><p>+$20</p></td><td  ><p>+2.9%</p></td></tr><tr><td class="firstcol " ><p><strong>Nvidia RTX 5070 Ti</strong></p></td><td  ><p>$780</p></td><td  ><p>$1030</p></td><td  ><p>+$250</p></td><td  ><p>+32.1%</p></td></tr><tr><td class="firstcol " ><p><strong>Nvidia RTX 5080</strong></p></td><td  ><p>$1100</p></td><td  ><p>$1290</p></td><td  ><p>+$190</p></td><td  ><p>+17.3%</p></td></tr><tr><td class="firstcol " ><p><strong>Nvidia RTX 5090</strong></p></td><td  ><p>$2400</p></td><td  ><p>$4400</p></td><td  ><p>+$2000</p></td><td  ><p>+83.3%</p></td></tr></tbody></table></div><div><blockquote><p>I am getting a lump in my throat as I write this—pretty much every GPU was available at or under its MSRP.</p></blockquote></div><p>There was a beautifully innocent, AI ignorant moment in October, however, when—and I am getting a lump in my throat as I write this—pretty much every GPU except the <a href="https://www.pcgamer.com/hardware/graphics-cards/nvidia-geforce-rtx-5090-fe-review/" target="_blank">RTX 5090</a> was available at or under its MSRP. We've never had it so good… </p><p>But then almost as soon as the Black Friday sales wrapped up at the end of November things went—and I hope you'll forgive the technical industry jargon here—utterly tits up.</p><p>The memory crisis started to bite into the GPU market, and graphics card prices started to rise back up again, starting with the <a href="https://www.pcgamer.com/hardware/graphics-cards/nvidia-rtx-5080-founders-edition-review/" target="_blank">RTX 5080</a>, which then dragged up almost every GPU up the price ladder into the new year.</p><div class="vizualizer-embed"><style>@import url('https://fonts.googleapis.com/css2?family=Open+Sans:wght@400;700&display=swap');@import url('https://fonts.googleapis.com/css2?family=Poppins:wght@400;700&display=swap');#fv-chart-1786704331912-08qcars3b *, #fv-chart-1786704331912-08qcars3b *:before, #fv-chart-1786704331912-08qcars3b *:after, #fv-chart-1786704331912-08qcars3b-slideshow *, #fv-chart-1786704331912-08qcars3b-slideshow *:before, #fv-chart-1786704331912-08qcars3b-slideshow *:after {box-sizing: border-box !important; margin: 0; padding: 0; border: 0;font-size: 100%; font: inherit; vertical-align: baseline;}#fv-chart-1786704331912-08qcars3b, #fv-chart-1786704331912-08qcars3b-slideshow { font-family: 'Open Sans', sans-serif !important; }#fv-chart-1786704331912-08qcars3b {position: relative !important; overflow: visible !important;--riv-primary: #E33235;}#fv-chart-1786704331912-08qcars3b .fv-inner-wrapper {color: #1F2937 !important; background-color: #ededed !important;padding: 1.5rem 1.5rem 2rem !important; border-radius: 0.5rem !important;box-shadow: 0 1px 3px rgba(0, 0, 0, 0.1) !important;margin: 1rem 0 !important; display: flex !important; flex-direction: column !important;overflow: hidden !important;}#fv-chart-1786704331912-08qcars3b .fv-inner-wrapper.fv-no-header.fv-is-image-compare {padding-top: 0 !important;}#fv-chart-1786704331912-08qcars3b.fv-full-bleed {width: 100vw !important;margin-left: calc(50% - 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relative !important;display: flex !important;justify-content: space-between !important;align-items: center !important;padding: 0 0 16px 0 !important;width: 100% !important;z-index: 20 !important;}#fv-chart-1786704331912-08qcars3b-slideshow .fv-nav-btn {background-color: var(--riv-primary) !important;color: #ffffff !important;border: none !important;border-radius: 4px !important;padding: 8px 16px !important;font-size: 14px !important;font-weight: 700 !important;cursor: pointer !important;display: flex !important;align-items: center !important;justify-content: center !important;gap: 6px !important;transition: opacity 0.2s, background-color 0.2s !important;height: 36px !important;text-transform: none !important;box-shadow: 0 1px 2px rgba(0,0,0,0.1) !important;}#fv-chart-1786704331912-08qcars3b-slideshow .fv-nav-btn svg {width: 18px !important;height: 18px !important;stroke-width: 3px !important;filter: none !important;}#fv-chart-1786704331912-08qcars3b-slideshow .fv-nav-btn:hover {opacity: 0.9 !important;transform: translateY(-1px) !important;}#fv-chart-1786704331912-08qcars3b-slideshow .fv-nav-btn.disabled {background-color: #E5E7EB !important;color: #9CA3AF !important;cursor: default !important;pointer-events: none !important;box-shadow: none !important;}#fv-chart-1786704331912-08qcars3b-slideshow .fv-slide-counter {font-family: 'Poppins', sans-serif !important;font-size: 14px !important;font-weight: 600 !important;color: #374151 !important;text-align: center !important;min-width: 40px !important;background-color: rgba(255,255,255,0.8) !important;padding: 2px 8px !important;border-radius: 10px !important;}#fv-chart-1786704331912-08qcars3b-slideshow .fv-slideshow-select {position: absolute !important;top: 10px !important;right: 10px !important;z-index: 20 !important;appearance: none !important;-webkit-appearance: none !important;-moz-appearance: none !important;background-color: white !important;border: 1px solid #d1d5db !important;color: #1F2937 !important;font-family: 'Open Sans', sans-serif !important;font-size: 14px !important;font-weight: 600 !important;padding: 6px 32px 6px 12px !important;border-radius: 4px !important;cursor: pointer !important;box-shadow: 0 1px 2px rgba(0,0,0,0.05) !important;background-image: url("data:image/svg+xml,%3csvg xmlns='http://www.w3.org/2000/svg' fill='none' viewBox='0 0 20 20'%3e%3cpath stroke='%236b7280' stroke-linecap='round' stroke-linejoin='round' stroke-width='1.5' d='M6 8l4 4 4-4'/%3e%3c/svg%3e") !important;background-position: right 0.5rem center !important;background-repeat: no-repeat !important;background-size: 1.5em 1.5em !important;}#fv-chart-1786704331912-08qcars3b-slideshow .fv-slideshow-select:focus {outline: 2px solid #E33235 !important;border-color: #E33235 !important;}#fv-chart-1786704331912-08qcars3b .fv-chart-title {font-weight: bold !important;text-align: center !important;margin-bottom: 0.5rem !important;color: var(--riv-primary) !important;font-size: 20px !important;line-height: 1.2 !important;font-family: 'Open Sans', sans-serif !important;text-transform: none !important;white-space: normal !important;overflow-wrap: break-word !important;padding: 0 20px !important;}#fv-chart-1786704331912-08qcars3b .fv-chart-subhead {font-size: 18px !important;font-weight: 500 !important;text-align: center !important;margin-bottom: 2rem !important;color: #374151 !important;line-height: 1.7 !important;font-family: 'Open Sans', sans-serif !important;display: block !important;text-transform: none !important;padding: 0 20px !important;}#fv-chart-1786704331912-08qcars3b .rv-chart-caption { font-size: 15px !important; color: #374151 !important; text-align: center !important; font-style: normal !important; font-weight: normal !important; line-height: 1.7 !important; font-family: 'Open Sans', sans-serif !important; display: block !important; }#fv-chart-1786704331912-08qcars3b .fv-versus-chart { display: flex; flex-direction: column; width: 100%; margin-top: 1rem; }#fv-chart-1786704331912-08qcars3b .fv-versus-header { display: flex; justify-content: space-between; align-items: center; margin-bottom: 1.5rem; padding: 0 1rem; }#fv-chart-1786704331912-08qcars3b .fv-versus-select-wrapper { flex: 1; min-width: 0; }#fv-chart-1786704331912-08qcars3b .fv-versus-select-wrapper.fv-left { text-align: center; padding-right: 1rem; }#fv-chart-1786704331912-08qcars3b .fv-versus-select-wrapper.fv-right { text-align: center; padding-left: 1rem; }#fv-chart-1786704331912-08qcars3b .fv-versus-select-container { position: relative; display: inline-block; max-width: 100%; width: 100%; }#fv-chart-1786704331912-08qcars3b .fv-versus-chevron { position: absolute; top: 50%; transform: translateY(-50%); pointer-events: none; width: 16px; height: 16px; flex-shrink: 0; }#fv-chart-1786704331912-08qcars3b .fv-versus-select-wrapper.fv-left .fv-versus-chevron { right: 0; }#fv-chart-1786704331912-08qcars3b .fv-versus-select-wrapper.fv-right .fv-versus-chevron { right: 0; }#fv-chart-1786704331912-08qcars3b .fv-versus-select { background: transparent; border: none; border-bottom: 2px solid; font-family: 'Poppins', sans-serif; font-weight: 700; font-size: 14px; padding: 0.25rem 0; cursor: pointer; outline: none; appearance: none; -webkit-appearance: none; -moz-appearance: none; max-width: 100%; width: 100%; text-overflow: ellipsis; overflow: hidden; white-space: nowrap; }#fv-chart-1786704331912-08qcars3b .fv-versus-select.fv-select-left { text-align: center; direction: ltr; padding-right: 1.25rem; }#fv-chart-1786704331912-08qcars3b .fv-versus-select.fv-select-right { text-align: center; padding-right: 1.25rem; }#fv-chart-1786704331912-08qcars3b .fv-versus-select option { font-family: 'Open Sans', sans-serif; font-weight: 400; font-size: 14px; color: #374151; direction: ltr; text-align: left; }#fv-chart-1786704331912-08qcars3b .fv-versus-vs { font-family: 'Poppins', sans-serif; font-weight: 700; font-size: 14px; color: #374151; letter-spacing: 0.1em; padding: 0 1rem; }#fv-chart-1786704331912-08qcars3b .fv-versus-body { display: flex; flex-direction: column; gap: 1.5rem; }#fv-chart-1786704331912-08qcars3b .fv-versus-row { position: relative; height: auto; padding-top: 20px; margin-bottom: 0.25rem; display: block; }#fv-chart-1786704331912-08qcars3b .fv-versus-bar-container { position: relative; height: 32px; display: flex; align-items: center; }#fv-chart-1786704331912-08qcars3b .fv-versus-bar-left-wrapper { flex: 1; height: 100%; display: flex; justify-content: flex-end; align-items: center; }#fv-chart-1786704331912-08qcars3b .fv-versus-bar-right-wrapper { flex: 1; height: 100%; display: flex; justify-content: flex-start; align-items: center; }#fv-chart-1786704331912-08qcars3b .fv-versus-bar { height: 32px; width: var(--target-width); transition: width 0.8s ease-out; animation: fv-grow-max-width 0.8s ease-out forwards; display: flex; align-items: center; overflow: hidden; color: #ffffff; }#fv-chart-1786704331912-08qcars3b .fv-versus-bar-left { border-radius: 4px 0 0 4px; justify-content: flex-end; padding: 0 8px; }#fv-chart-1786704331912-08qcars3b .fv-versus-bar-right { border-radius: 0 4px 4px 0; justify-content: flex-start; padding: 0 8px; }@keyframes fv-grow-max-width {from { max-width: 0; }to { max-width: 100%; }}#fv-chart-1786704331912-08qcars3b .fv-versus-center-line { position: absolute; left: 50%; top: 0; bottom: 0; width: 4px; background-color: #ffffff; transform: translateX(-50%); z-index: 1; }#fv-chart-1786704331912-08qcars3b .fv-inside-left { white-space: nowrap; flex-shrink: 0; }#fv-chart-1786704331912-08qcars3b .fv-inside-right { white-space: nowrap; flex-shrink: 0; }#fv-chart-1786704331912-08qcars3b .fv-versus-val-text { font-family: 'Poppins', sans-serif; font-weight: 700; font-size: 14px; }#fv-chart-1786704331912-08qcars3b .fv-versus-pct-diff { font-size: 12px; font-weight: 600; }#fv-chart-1786704331912-08qcars3b .fv-versus-label { position: absolute; left: 50%; transform: translateX(-50%); top: 0; background-color: transparent; border: none; box-shadow: none; padding: 0; font-family: 'Open Sans', sans-serif; font-weight: 700; font-size: 14px; color: #374151; white-space: nowrap; }#fv-chart-1786704331912-08qcars3b .sr-only { position: absolute !important; width: 1px !important; height: 1px !important; padding: 0 !important; margin: -1px !important; overflow: hidden !important; clip: rect(0,0,0,0) !important; white-space: nowrap !important; border: 0 !important; }#fv-chart-1786704331912-08qcars3b .fv-bottom-bar { display: flex !important; flex-direction: column !important; align-items: center !important; margin-top: 0.5rem !important; gap: 1rem !important; }#fv-chart-1786704331912-08qcars3b .fv-footer-content { text-align: center !important; width: 100% !important; }#fv-chart-1786704331912-08qcars3b .fv-logo {display: block !important;margin: 0 auto !important;width: 120px !important;min-width: 120px !important;max-width: 120px !important;height: auto !important;object-fit: contain !important;flex-shrink: 0 !important;}#fv-chart-1786704331912-08qcars3b .fv-dropdown-wrapper { text-align: center !important; margin-bottom: 16px !important; margin-top: 0 !important; }#fv-chart-1786704331912-08qcars3b .fv-dropdown-title-container { position: relative !important; display: inline-block !important; max-width: 100% !important; }#fv-chart-1786704331912-08qcars3b .fv-dropdown-title {appearance: none !important;-webkit-appearance: none !important;-moz-appearance: none !important;background: transparent !important;border: none !important;font-size: 18px !important;font-weight: 600 !important;color: var(--riv-primary) !important;padding-right: 28px !important;padding-left: 10px !important;cursor: pointer !important;text-align: center !important;text-align-last: center !important;width: auto !important;max-width: 100% !important;font-family: 'Open Sans', sans-serif !important;line-height: 1.3 !important;margin: 0 !important;text-overflow: ellipsis !important;overflow: hidden !important;white-space: nowrap !important;}#fv-chart-1786704331912-08qcars3b .fv-dropdown-title:focus { outline: none !important; }#fv-chart-1786704331912-08qcars3b .fv-dropdown-title::-ms-expand { display: none !important; }#fv-chart-1786704331912-08qcars3b .fv-dropdown-chevron {position: absolute !important;right: 0 !important;top: 50% !important;transform: translateY(-50%) !important;pointer-events: none !important;color: var(--riv-primary) !important;display: flex !important;align-items: center !important;}#fv-chart-1786704331912-08qcars3b .fv-carousel-title-controls { display: flex !important; justify-content: space-between !important; align-items: center !important; margin-bottom: 16px !important; width: 100% !important; gap: 12px !important; }#fv-chart-1786704331912-08qcars3b .fv-carousel-nav-btn {background: transparent !important; border: 1px solid #d1d5db !important; border-radius: 6px !important; padding: 6px 10px !important;cursor: pointer !important; font-size: 14px !important; color: #374151 !important; display: flex !important; align-items: center !important; gap: 4px !important; font-family: 'Open Sans', sans-serif !important;}#fv-chart-1786704331912-08qcars3b .fv-carousel-nav-btn:hover { border-color: #9ca3af !important; }#fv-chart-1786704331912-08qcars3b .fv-carousel-counter { font-size: 14px !important; color: #374151 !important; text-align: center !important; margin-top: 1rem !important; }#fv-chart-1786704331912-08qcars3b .fv-legend { display: flex !important; justify-content: center !important; flex-wrap: wrap !important; gap: 8px 16px !important; margin: 0 !important; padding: 0 !important; margin-top: 1rem !important; }#fv-chart-1786704331912-08qcars3b .fv-legend-item { display: flex !important; align-items: center !important; gap: 6px !important; font-size: 14px !important; color: #374151 !important; }#fv-chart-1786704331912-08qcars3b .fv-legend-color { width: 12px !important; height: 12px !important; border-radius: 3px !important; }#fv-chart-1786704331912-08qcars3b .fv-multi-value-legend {display: flex !important;justify-content: center !important;flex-wrap: wrap !important;gap: 12px 24px !important;margin-bottom: 1.5rem !important;padding: 0 !important;}#fv-chart-1786704331912-08qcars3b .fv-multi-legend-item { display: flex !important; align-items: center !important; gap: 8px !important; font-size: 14px !important; color: #374151 !important; font-weight: 500 !important; }#fv-chart-1786704331912-08qcars3b .fv-multi-legend-swatch { width: 16px !important; height: 16px !important; border-radius: 3px !important; }#fv-chart-1786704331912-08qcars3b .fv-benchmark-group { margin-bottom: 1rem !important; }#fv-chart-1786704331912-08qcars3b .fv-benchmark-title {font-size: 18px !important; font-weight: 600 !important; margin-bottom: 16px !important; margin-top: 0 !important; padding: 0 !important;text-align: center !important; color: var(--riv-primary) !important; flex: 1 !important; min-width: 0 !important;font-family: 'Open Sans', sans-serif !important; line-height: 1.3 !important;text-transform: none !important;white-space: normal !important;overflow-wrap: break-word !important;word-wrap: break-word !important;max-width: 100% !important;}#fv-chart-1786704331912-08qcars3b .fv-bar-row, #fv-chart-1786704331912-08qcars3b .fv-stacked-product { display: flex !important; align-items: center !important; width: 100% !important; margin-bottom: 0.75rem !important; position: relative !important; }#fv-chart-1786704331912-08qcars3b .fv-bar-label { width: 150px !important; flex-shrink: 0 !important; font-size: 14px !important; color: #374151 !important; padding-right: 10px !important; text-align: right !important; font-weight: 500 !important; display: block !important; }#fv-chart-1786704331912-08qcars3b .fv-bar-container { flex-grow: 1 !important; background-color: #E5E7EB !important; border-radius: 4px !important; min-height: 25px !important; border: 1px solid #D1D5DB !important; position: relative !important; display: flex !important; align-items: center !important; }#fv-chart-1786704331912-08qcars3b .fv-bar-commentary-inline { display: none !important; position: absolute !important; left: 150px !important; top: 0 !important; bottom: 0 !important; right: 0 !important; width: calc(100% - 150px) !important; margin: 0 !important; padding: 0 8px !important; font-size: 13px !important; color: #fff !important; background: rgba(0,0,0,0.8) !important; border-radius: 4px !important; line-height: 1.4 !important; font-weight: normal !important; text-transform: none !important; word-wrap: break-word !important; z-index: 10 !important; align-items: center !important; overflow-y: auto !important; }#fv-chart-1786704331912-08qcars3b.preview-wrapper .fv-bar-row:hover .fv-bar-commentary-inline, #fv-chart-1786704331912-08qcars3b.preview-wrapper .fv-bar-commentary-inline:focus, #fv-chart-1786704331912-08qcars3b.preview-wrapper .fv-bar-commentary-inline:focus-within, #fv-chart-1786704331912-08qcars3b.mobile-view .fv-bar-row:hover .fv-bar-commentary-inline, #fv-chart-1786704331912-08qcars3b.mobile-view .fv-bar-commentary-inline:focus, #fv-chart-1786704331912-08qcars3b.mobile-view .fv-bar-commentary-inline:focus-within { display: flex !important; }#fv-chart-1786704331912-08qcars3b .fv-bar { height: 100% !important; border-radius: 3px !important; display: flex !important; align-items: center !important; transition: opacity 0.2s ease, width 0.8s ease-out !important; min-height: 23px !important; }#fv-chart-1786704331912-08qcars3b .fv-bar:hover { opacity: 0.8 !important; }#fv-chart-1786704331912-08qcars3b .fv-bar-inner-content { display: flex !important; justify-content: space-between !important; align-items: center !important; width: 100% !important; height: 100% !important; padding: 0 8px !important; font-size: 14px !important; font-weight: bold !important; overflow: hidden !important; }#fv-chart-1786704331912-08qcars3b .fv-bar-inner-label { white-space: nowrap !important; overflow: hidden !important; text-overflow: ellipsis !important; padding-right: 8px !important; }#fv-chart-1786704331912-08qcars3b .fv-bar-inner-value { flex-shrink: 0 !important; }#fv-chart-1786704331912-08qcars3b .fv-bar-value-outside { padding-left: 8px !important; font-size: 14px !important; font-weight: bold !important; color: #374151 !important; white-space: nowrap !important; }#fv-chart-1786704331912-08qcars3b .fv-bar-label.fv-primary-product { font-weight: bold !important; color: var(--riv-primary) !important; }#fv-chart-1786704331912-08qcars3b .fv-multi-bar-container { flex-direction: column !important; padding: 4px !important; align-items: stretch !important; gap: 4px !important; height: auto !important; }#fv-chart-1786704331912-08qcars3b .fv-multi-bar-item { display: flex !important; align-items: center !important; height: 25px !important; width: 100% !important; }#fv-chart-1786704331912-08qcars3b .fv-stacked-bar { display: flex !important; overflow: hidden !important; }#fv-chart-1786704331912-08qcars3b .fv-stacked-segment { height: 100% !important; display: flex !important; align-items: center !important; justify-content: flex-end !important; padding-right: 8px !important; border-right: 1px solid rgba(255,255,255,0.3) !important; }#fv-chart-1786704331912-08qcars3b .fv-stacked-segment:last-child { border-right: none !important; }#fv-chart-1786704331912-08qcars3b .fv-segment-value { font-size: 14px !important; font-weight: bold !important; }#fv-chart-1786704331912-08qcars3b .fv-grouped-bar-product { display: flex !important; flex-direction: column !important; width: 100% !important; margin-bottom: 1.25rem !important; }#fv-chart-1786704331912-08qcars3b .fv-grouped-product-title-wrapper { padding-left: 150px !important; }#fv-chart-1786704331912-08qcars3b .fv-grouped-product-title { width: 100% !important; text-align: left !important; padding-right: 0 !important; margin-bottom: 0.5rem !important; font-weight: 700 !important; font-size: 14px !important; color: #374151 !important; text-transform: none !important; }#fv-chart-1786704331912-08qcars3b .fv-bar-cluster { width: 100% !important; flex-grow: 1 !important; display: flex !important; flex-direction: column !important; }#fv-chart-1786704331912-08qcars3b .fv-bar-cluster .fv-bar-row { margin-bottom: 3px !important; }#fv-chart-1786704331912-08qcars3b .fv-bar-cluster .fv-bar-container { height: 20px !important; }#fv-chart-1786704331912-08qcars3b .riv-grid line {stroke: #D1D5DB !important;stroke-dasharray: 3 3 !important;}#fv-chart-1786704331912-08qcars3b .fv-x-axis-wrapper { display: flex !important; width: 100% !important; margin-top: 0.5rem !important; }#fv-chart-1786704331912-08qcars3b .fv-x-axis-label-space { width: 150px !important; padding-right: 10px !important; flex-shrink: 0 !important; }#fv-chart-1786704331912-08qcars3b .fv-x-axis-chart-space { flex-grow: 1 !important; padding-right: 8px !important; }#fv-chart-1786704331912-08qcars3b .fv-x-axis-wrapper.fv-grouped-x-axis { margin-left: 0 !important; }#fv-chart-1786704331912-08qcars3b .fv-x-axis-line { border-top: 1px solid #D1D5DB !important; }#fv-chart-1786704331912-08qcars3b .fv-x-axis-ticks { display: flex !important; justify-content: space-between !important; padding-top: 4px !important; font-size: 13px !important; color: #374151 !important; }#fv-chart-1786704331912-08qcars3b .fv-x-axis-ticks span { position: relative !important; }#fv-chart-1786704331912-08qcars3b .fv-x-axis-ticks span::before { content: '' !important; position: absolute !important; top: -6px !important; left: 50% !important; transform: translateX(-50%) !important; width: 2px !important; height: 4px !important; background-color: #D1D5DB !important; border-radius: 1px !important; }#fv-chart-1786704331912-08qcars3b .fv-x-axis-unit { text-align: center !important; font-size: 14px !important; color: #374151 !important; margin-top: 8px !important; display: block !important; }#fv-chart-1786704331912-08qcars3b .fv-x-axis-title { text-align: center !important; font-size: 15px !important; color: #374151 !important; margin-top: 8px !important; margin-bottom: 16px !important; line-height: 1.5 !important; padding: 0 1rem !important; display: block !important; font-weight: bold !important; }#fv-chart-1786704331912-08qcars3b .fv-y-axis-title {font-size: 15px !important;color: #374151 !important;line-height: 1.5 !important;text-align: left !important;padding-left: 5.83% !important;margin-bottom: 4px !important;display: block !important;font-weight: bold !important;}#fv-chart-1786704331912-08qcars3b.mobile-view .fv-pie-container,#fv-chart-1786704331912-08qcars3b.labels-on-top .fv-pie-container {flex-direction: column !important; gap: 1rem !important;}#fv-chart-1786704331912-08qcars3b.mobile-view .fv-grouped-product-title-wrapper,#fv-chart-1786704331912-08qcars3b.labels-on-top .fv-grouped-product-title-wrapper {padding-left: 0 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/></svg><div class="fv-x-axis-title">Week</div><div class="riv-line-legend" data-chart="fv-chart-1786704331912-08qcars3b-line-Lowest pricing"><button class="riv-legend-item " data-product="Nvidia RTX 5080"><span class="riv-legend-marker" style="background-color: #ffcea9;"></span>Nvidia RTX 5080</button><button class="riv-legend-item " data-product="Nvidia RTX 5070 Ti"><span class="riv-legend-marker" style="background-color: #d26365;"></span>Nvidia RTX 5070 Ti</button><button class="riv-legend-item " data-product="AMD RX 9070 XT"><span class="riv-legend-marker" style="background-color: #EB6F71;"></span>AMD RX 9070 XT</button><button class="riv-legend-item " data-product="AMD RX 9070"><span class="riv-legend-marker" style="background-color: #1CA9C4;"></span>AMD RX 9070</button><button class="riv-legend-item " data-product="Nvidia RTX 5070"><span class="riv-legend-marker" style="background-color: #75bdd1;"></span>Nvidia RTX 5070</button><button class="riv-legend-item " data-product="Nvidia RTX 5060 Ti 16 GB"><span class="riv-legend-marker" style="background-color: #e97a7b;"></span>Nvidia RTX 5060 Ti 16 GB</button><button class="riv-legend-item " data-product="Nvidia RTX 5060 Ti 8 GB"><span class="riv-legend-marker" style="background-color: #e38e4f;"></span>Nvidia RTX 5060 Ti 8 GB</button><button class="riv-legend-item " data-product="AMD RX 9060 XT 16 GB"><span class="riv-legend-marker" style="background-color: #E33235;"></span>AMD RX 9060 XT 16 GB</button><button class="riv-legend-item " data-product="AMD RX 9060 XT 8 GB"><span class="riv-legend-marker" style="background-color: #FE9F58;"></span>AMD RX 9060 XT 8 GB</button><button class="riv-legend-item " data-product="Nvidia RTX 5060"><span class="riv-legend-marker" style="background-color: #D07F46;"></span>Nvidia RTX 5060</button><button class="riv-legend-item " data-product="Nvidia RTX 5050"><span class="riv-legend-marker" style="background-color: #B5282A;"></span>Nvidia RTX 5050</button><button class="riv-legend-item " data-product="Intel Arc B580"><span class="riv-legend-marker" style="background-color: #66C5D7;"></span>Intel Arc B580</button><button class="riv-legend-item " data-product="Intel Arc B570"><span class="riv-legend-marker" style="background-color: #FFC08B;"></span>Intel Arc B570</button><button class="riv-legend-item " data-product="AMD Radeon RX 9070 GRE"><span class="riv-legend-marker" style="background-color: #E33235;"></span>AMD Radeon RX 9070 GRE</button></div><table class="sr-only"><caption>Lowest pricing Data</caption><thead><tr><th>Timestamp (Week)</th><th>Nvidia RTX 5080 (Price, $)</th><th>Nvidia RTX 5070 Ti (Price, $)</th><th>AMD RX 9070 XT (Price, $)</th><th>AMD RX 9070 (Price, $)</th><th>Nvidia RTX 5070 (Price, $)</th><th>Nvidia RTX 5060 Ti 16 GB (Price, $)</th><th>Nvidia RTX 5060 Ti 8 GB (Price, $)</th><th>AMD RX 9060 XT 16 GB (Price, $)</th><th>AMD RX 9060 XT 8 GB (Price, $)</th><th>Nvidia RTX 5060 (Price, $)</th><th>Nvidia RTX 5050 (Price, $)</th><th>Intel Arc B580 (Price, $)</th><th>Intel Arc B570 (Price, $)</th><th>AMD Radeon RX 9070 GRE (Price, $)</th></tr></thead><tbody><tr><td>1</td><td>1100</td><td>780</td><td>700</td><td>600</td><td>550</td><td>430</td><td>368</td><td>370</td><td>280</td><td>300</td><td>250</td><td>260</td><td>230</td><td>N/A</td></tr><tr><td>2</td><td>1099</td><td>750</td><td>700</td><td>600</td><td>550</td><td>430</td><td>340</td><td>370</td><td>270</td><td>300</td><td>250</td><td>260</td><td>230</td><td>N/A</td></tr><tr><td>3</td><td>1000</td><td>750</td><td>700</td><td>550</td><td>524</td><td>430</td><td>370</td><td>370</td><td>280</td><td>291</td><td>250</td><td>250</td><td>230</td><td>N/A</td></tr><tr><td>4</td><td>1000</td><td>750</td><td>695</td><td>550</td><td>546</td><td>430</td><td>345</td><td>370</td><td>280</td><td>296</td><td>250</td><td>250</td><td>230</td><td>N/A</td></tr><tr><td>5</td><td>1000</td><td>749</td><td>670</td><td>600</td><td>481</td><td>430</td><td>340</td><td>350</td><td>270</td><td>300</td><td>250</td><td>250</td><td>230</td><td>N/A</td></tr><tr><td>6</td><td>929</td><td>749</td><td>670</td><td>600</td><td>499</td><td>379</td><td>340</td><td>350</td><td>270</td><td>289</td><td>240</td><td>250</td><td>230</td><td>N/A</td></tr><tr><td>7</td><td>999</td><td>750</td><td>650</td><td>550</td><td>520</td><td>430</td><td>350</td><td>350</td><td>270</td><td>299</td><td>240</td><td>250</td><td>230</td><td>N/A</td></tr><tr><td>8</td><td>980</td><td>749</td><td>650</td><td>550</td><td>500</td><td>430</td><td>342</td><td>350</td><td>270</td><td>299</td><td>250</td><td>250</td><td>200</td><td>N/A</td></tr><tr><td>9</td><td>999</td><td>750</td><td>650</td><td>560</td><td>500</td><td>430</td><td>323</td><td>350</td><td>270</td><td>299</td><td>250</td><td>250</td><td>220</td><td>N/A</td></tr><tr><td>10</td><td>989</td><td>730</td><td>600</td><td>550</td><td>480</td><td>430</td><td>340</td><td>360</td><td>270</td><td>299</td><td>250</td><td>250</td><td>210</td><td>N/A</td></tr><tr><td>11</td><td>990</td><td>699</td><td>600</td><td>550</td><td>489</td><td>400</td><td>320</td><td>340</td><td>250</td><td>280</td><td>230</td><td>250</td><td>200</td><td>N/A</td></tr><tr><td>12</td><td>989</td><td>730</td><td>600</td><td>530</td><td>500</td><td>400</td><td>320</td><td>350</td><td>275</td><td>279</td><td>220</td><td>250</td><td>200</td><td>N/A</td></tr><tr><td>13</td><td>1000</td><td>750</td><td>600</td><td>530</td><td>527</td><td>420</td><td>342</td><td>350</td><td>280</td><td>279</td><td>220</td><td>250</td><td>200</td><td>N/A</td></tr><tr><td>14</td><td>1000</td><td>750</td><td>600</td><td>530</td><td>540</td><td>420</td><td>313</td><td>370</td><td>280</td><td>279</td><td>220</td><td>250</td><td>202</td><td>N/A</td></tr><tr><td>15</td><td>1000</td><td>749</td><td>600</td><td>530</td><td>499</td><td>430</td><td>350</td><td>380</td><td>288</td><td>279</td><td>200</td><td>240</td><td>202</td><td>N/A</td></tr><tr><td>16</td><td>1100</td><td>750</td><td>620</td><td>530</td><td>499</td><td>430</td><td>350</td><td>380</td><td>288</td><td>270</td><td>200</td><td>240</td><td>202</td><td>N/A</td></tr><tr><td>17</td><td>1230</td><td>750</td><td>660</td><td>580</td><td>549</td><td>430</td><td>330</td><td>390</td><td>310</td><td>260</td><td>235</td><td>250</td><td>200</td><td>N/A</td></tr><tr><td>18</td><td>1268</td><td>829</td><td>700</td><td>580</td><td>540</td><td>450</td><td>330</td><td>390</td><td>310</td><td>290</td><td>240</td><td>250</td><td>200</td><td>N/A</td></tr><tr><td>19</td><td>1380</td><td>899</td><td>720</td><td>580</td><td>549</td><td>450</td><td>330</td><td>400</td><td>310</td><td>299</td><td>240</td><td>260</td><td>200</td><td>N/A</td></tr><tr><td>20</td><td>1350</td><td>1000</td><td>720</td><td>600</td><td>620</td><td>520</td><td>330</td><td>440</td><td>310</td><td>299</td><td>240</td><td>290</td><td>200</td><td>N/A</td></tr><tr><td>21</td><td>1365</td><td>950</td><td>730</td><td>590</td><td>620</td><td>520</td><td>351</td><td>440</td><td>350</td><td>299</td><td>260</td><td>290</td><td>250</td><td>N/A</td></tr><tr><td>22</td><td>1365</td><td>950</td><td>730</td><td>630</td><td>620</td><td>520</td><td>360</td><td>400</td><td>346</td><td>299</td><td>260</td><td>300</td><td>250</td><td>N/A</td></tr><tr><td>23</td><td>1290</td><td>950</td><td>730</td><td>630</td><td>630</td><td>520</td><td>360</td><td>440</td><td>346</td><td>340</td><td>260</td><td>300</td><td>250</td><td>N/A</td></tr><tr><td>24</td><td>1290</td><td>950</td><td>730</td><td>620</td><td>625</td><td>520</td><td>360</td><td>440</td><td>346</td><td>340</td><td>260</td><td>300</td><td>250</td><td>N/A</td></tr><tr><td>25</td><td>1250</td><td>950</td><td>730</td><td>610</td><td>630</td><td>550</td><td>360</td><td>440</td><td>346</td><td>349</td><td>260</td><td>300</td><td>250</td><td>N/A</td></tr><tr><td>26</td><td>1260</td><td>950</td><td>730</td><td>610</td><td>604</td><td>550</td><td>360</td><td>440</td><td>340</td><td>349</td><td>290</td><td>300</td><td>250</td><td>N/A</td></tr><tr><td>27</td><td>1290</td><td>950</td><td>730</td><td>630</td><td>640</td><td>570</td><td>360</td><td>440</td><td>340</td><td>349</td><td>290</td><td>300</td><td>250</td><td>N/A</td></tr><tr><td>28</td><td>1250</td><td>900</td><td>720</td><td>620</td><td>630</td><td>515</td><td>390</td><td>440</td><td>346</td><td>349</td><td>290</td><td>290</td><td>250</td><td>N/A</td></tr><tr><td>29</td><td>1290</td><td>990</td><td>710</td><td>620</td><td>636</td><td>500</td><td>390</td><td>449</td><td>350</td><td>349</td><td>290</td><td>290</td><td>250</td><td>N/A</td></tr><tr><td>30</td><td>1290</td><td>990</td><td>710</td><td>620</td><td>630</td><td>500</td><td>390</td><td>440</td><td>350</td><td>330</td><td>290</td><td>290</td><td>260</td><td>N/A</td></tr><tr><td>31</td><td>1290</td><td>990</td><td>670</td><td>620</td><td>599</td><td>500</td><td>380</td><td>440</td><td>350</td><td>330</td><td>290</td><td>290</td><td>260</td><td>N/A</td></tr><tr><td>32</td><td>1290</td><td>990</td><td>710</td><td>620</td><td>599</td><td>515</td><td>380</td><td>430</td><td>360</td><td>310</td><td>290</td><td>290</td><td>260</td><td>N/A</td></tr><tr><td>33</td><td>1290</td><td>980</td><td>710</td><td>600</td><td>599</td><td>490</td><td>400</td><td>430</td><td>360</td><td>349</td><td>290</td><td>290</td><td>260</td><td>N/A</td></tr><tr><td>34</td><td>1270</td><td>980</td><td>710</td><td>620</td><td>599</td><td>550</td><td>380</td><td>440</td><td>360</td><td>349</td><td>290</td><td>290</td><td>260</td><td>N/A</td></tr><tr><td>35</td><td>1290</td><td>900</td><td>700</td><td>600</td><td>599</td><td>550</td><td>380</td><td>430</td><td>360</td><td>350</td><td>290</td><td>304</td><td>260</td><td>N/A</td></tr><tr><td>36</td><td>1250</td><td>980</td><td>700</td><td>600</td><td>599</td><td>550</td><td>370</td><td>440</td><td>360</td><td>340</td><td>290</td><td>300</td><td>260</td><td>550</td></tr><tr><td>37</td><td>1250</td><td>980</td><td>700</td><td>600</td><td>599</td><td>570</td><td>370</td><td>440</td><td>350</td><td>340</td><td>290</td><td>304</td><td>250</td><td>550</td></tr><tr><td>38</td><td>1250</td><td>980</td><td>700</td><td>600</td><td>599</td><td>570</td><td>370</td><td>440</td><td>350</td><td>340</td><td>290</td><td>304</td><td>250</td><td>550</td></tr><tr><td>39</td><td>1250</td><td>920</td><td>700</td><td>600</td><td>599</td><td>570</td><td>330</td><td>400</td><td>360</td><td>340</td><td>290</td><td>298</td><td>250</td><td>500</td></tr><tr><td>40</td><td>1250</td><td>955</td><td>700</td><td>600</td><td>599</td><td>565</td><td>330</td><td>430</td><td>360</td><td>340</td><td>290</td><td>291</td><td>260</td><td>500</td></tr><tr><td>41</td><td>1250</td><td>900</td><td>700</td><td>600</td><td>560</td><td>560</td><td>330</td><td>430</td><td>360</td><td>339</td><td>290</td><td>290</td><td>250</td><td>500</td></tr><tr><td>42</td><td>1250</td><td>950</td><td>690</td><td>635</td><td>550</td><td>570</td><td>380</td><td>450</td><td>360</td><td>350</td><td>290</td><td>290</td><td>260</td><td>550</td></tr><tr><td>43</td><td>1290</td><td>1030</td><td>720</td><td>650</td><td>755</td><td>650</td><td>420</td><td>470</td><td>370</td><td>359</td><td>299</td><td>310</td><td>260</td><td>500</td></tr></tbody></table><script 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Yes, the RTX 5090 has risen in price by 83% to $4,400, but everything else hit a plateau relatively quickly and we've been living in that new normal more or less happily for most of this year.</p><p>Okay, I say 'relatively happily' but the pricing for both the RTX 5080 and <a href="https://www.pcgamer.com/hardware/graphics-cards/nvidia-rtx-5070-ti-review-msi-ventus-3x/" target="_blank">RTX 5070 Ti</a> did hit levels that meant they could be more or less ignored by the general PC gaming populace who would never be able to countenance spending that much on a single component. And we did actually stop tracking the RTX 5090 when it hit $3,000 for that same reason: there was just no point recommending it.</p><p>And that relative stasis point for GPU pricing—there was individual fluctuation of GPUs, but little of significance—continued until, well, yesterday. I came back from a week away with the family to find Nvidia's mid-range graphics card market determined to wipe itself out. The <a href="https://www.pcgamer.com/hardware/graphics-cards/nvidia-rtx-5070-founders-edition-review/" target="_blank">RTX 5070</a> had been knocking around its $549 MSRP for a while, but all of a sudden that is over. </p><h4 id="tracking-12-and-16-gb-graphics-card-pricing-over-12-months">Tracking 12 and 16 GB graphics card pricing over 12 months</h4><iframe src="https://content.jwplatform.com/players/dp4OjPAz.html" id="dp4OjPAz" title="16 GB GPU Prices Over 12 Months" width="1920" height="1080" frameborder="0" scrolling="auto" allowfullscreen></iframe><p>Boom, prices rocket up to $700, now $755, and largely $800 across the board. For a fourth-tier GPU that was barely an improvement over the <a href="https://www.pcgamer.com/nvidia-rtx-4070-super-founders-edition-review-benchmarks-performance/" target="_blank">RTX 4070 Super</a> of the previous generation once you take out DLSS-related RTX Blackwell luxuries. The <a href="https://www.pcgamer.com/hardware/graphics-cards/nvidia-geforce-rtx-5060-ti-16-gb-review-palit-infinity-3/" target="_blank">RTX 5060 Ti 16 GB</a> card has followed it, like a rat up the ludicrous pricing drainpipe, dragging an increase of 51% up there with it.</p><p>So, we're now at a point where <a href="https://www.pcgamer.com/hardware/graphics-cards/the-gpu-price-hike-is-here-and-you-should-avoid-any-nvidia-card-with-more-than-8-gb-vram-if-you-value-your-bank-balance/" target="_blank">I'm recommending that PC Gamer readers do not buy any Nvidia RTX 50-series GPU with more than 8 GB of VRAM</a>, simply because they've priced themselves out of any form of relevance for gamers. Thankfully, the AMD RDNA 4 cards are still priced almost sensibly, though there are hints that will soon change. But for now the 12 and 16 GB Navi 48-based cards—the <a href="https://www.pcgamer.com/hardware/graphics-cards/amd-radeon-rx-9070-gre-review-acer-nitro/" target="_blank">RX 9070 GRE</a>, <a href="https://www.pcgamer.com/hardware/graphics-cards/xfx-swift-radeon-rx-9070-oc-review/" target="_blank">RX 9070</a>, and <a href="https://www.pcgamer.com/hardware/graphics-cards/amd-radeon-rx-9700-xt-review-asus-prime-oc/" target="_blank">RX 9070 XT</a>—are all priced under the level of the RTX 5070.</p><p>But we're still at a point where the top five Nvidia GeForce GPUs are priced at $650 or above and that makes me want to sick up a bit. Y'know, arching my back like a cat at the thought of an RTX 5060 Ti costing that much. Ack. Acccckhh.</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="egsViELGNtg8LhJYrYfWtk" name="nvidia-rtx-5080-03" alt="Nvidia RTX 5080 Founders Edition graphics card from different angles" src="https://cdn.mos.cms.futurecdn.net/egsViELGNtg8LhJYrYfWtk.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: Future)</span></figcaption></figure><p>And where do we go from here? I'll be continuing to track the pricing of graphics cards <em>most </em>weeks (43 out of 52 ain't bad) so we'll see when <a href="https://www.pcgamer.com/hardware/graphics-cards/amd-is-reportedly-raising-graphics-card-prices-it-was-just-waiting-for-nvidia-to-do-it-first/" target="_blank">the Radeon price bump</a> comes into effect in retail, and then we have to figure out if this generation of graphics cards is then best just left to the datacentres and AI sickos.</p><p>What happens to the next generation of GPUs? There's been the expectation of a Super refresh for the RTX Blackwell range, which can only really offer a bump in VRAM given the silicon limitations of each GPU, and then how do you price that? Here's an RTX 5080 Super, that'll be $1,499, thanks. RTX 5070 Ti Super, ma'am? 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--default-font-family: var(--font-sans); --default-mono-font-family: var(--font-mono); }*, ::after, ::before, ::backdrop { box-sizing: border-box; border: 0px solid; margin: 0px; padding: 0px; }::file-selector-button { box-sizing: border-box; border: 0px solid; margin: 0px; padding: 0px; }html, :host { text-size-adjust: 100%; tab-size: 4; line-height: 1.5; font-family: var(--default-font-family,ui-sans-serif, system-ui, sans-serif, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol", "Noto Color Emoji"); font-feature-settings: var(--default-font-feature-settings,normal); font-variation-settings: var(--default-font-variation-settings,normal); -webkit-tap-highlight-color: transparent; }hr { height: 0px; color: inherit; border-top-width: 1px; }abbr:where([title]) { text-decoration: underline dotted; }h1, h2, h3, h4, h5, h6 { font-size: inherit; font-weight: inherit; }a { color: inherit; text-decoration: inherit; }b, strong { font-weight: bolder; }code, kbd, samp, pre { font-family: var(--default-mono-font-family,ui-monospace, SFMono-Regular, Menlo, Monaco, Consolas, "Liberation Mono", "Courier New", monospace); font-feature-settings: var(--default-mono-font-feature-settings,normal); font-variation-settings: var(--default-mono-font-variation-settings,normal); font-size: 1em; }small { font-size: 80%; }sub, sup { vertical-align: baseline; font-size: 75%; line-height: 0; position: relative; }sub { bottom: -0.25em; }sup { top: -0.5em; }table { text-indent: 0px; border-color: inherit; border-collapse: collapse; }progress { vertical-align: baseline; }summary { display: list-item; }ol, ul, menu { list-style: none; }img, svg, video, canvas, audio, iframe, embed, object { vertical-align: middle; display: block; }img, video { max-width: 100%; height: auto; }button, input, select, optgroup, textarea { font: inherit; letter-spacing: inherit; color: inherit; opacity: 1; background-color: rgba(0, 0, 0, 0); border-radius: 0px; }::file-selector-button { font: inherit; letter-spacing: inherit; color: inherit; opacity: 1; background-color: rgba(0, 0, 0, 0); border-radius: 0px; }:where(select:is([multiple], [size])) optgroup { font-weight: bolder; }:where(select:is([multiple], [size])) optgroup option { padding-inline-start: 20px; }::file-selector-button { margin-inline-end: 4px; }::placeholder { opacity: 1; }@supports (not ((-webkit-appearance:-apple-pay-button))) or (contain-intrinsic-size:1px) {  ::placeholder { color: currentcolor; }  @supports (color:color-mix(in lab,red,red)) {  ::placeholder { color: color-mix(currentcolor, transparent); }}}textarea { resize: vertical; }::-webkit-search-decoration { appearance: none; }::-webkit-date-and-time-value { min-height: 1lh; text-align: inherit; }::-webkit-datetime-edit { display: inline-flex; }::-webkit-datetime-edit-fields-wrapper { padding: 0px; }::-webkit-datetime-edit { padding-block: 0px; }::-webkit-datetime-edit-year-field { padding-block: 0px; }::-webkit-datetime-edit-month-field { padding-block: 0px; }::-webkit-datetime-edit-day-field { padding-block: 0px; }::-webkit-datetime-edit-hour-field { padding-block: 0px; }::-webkit-datetime-edit-minute-field { padding-block: 0px; }::-webkit-datetime-edit-second-field { padding-block: 0px; }::-webkit-datetime-edit-millisecond-field { padding-block: 0px; }::-webkit-datetime-edit-meridiem-field { padding-block: 0px; }::-webkit-calendar-picker-indicator { line-height: 1; }button, input:where([type="button"], [type="reset"], [type="submit"]) { appearance: button; }::file-selector-button { appearance: button; }::-webkit-inner-spin-button { height: auto; }::-webkit-outer-spin-button { height: auto; }[hidden]:where(:not([hidden="until-found"])) { display: none !important; }@layer components;.\@container { container-type: inline-size; }.pointer-events-auto { pointer-events: auto; }.pointer-events-none { pointer-events: none; }.collapse { visibility: collapse; }.invisible { visibility: hidden; }.visible { visibility: visible; }.sr-only { clip-path: inset(50%); white-space: nowrap; border-width: 0px; width: 1px; height: 1px; margin: -1px; padding: 0px; position: absolute; overflow: hidden; }.absolute { position: absolute; }.fixed { position: fixed; }.relative { position: relative; }.static { position: static; }.sticky { position: sticky; }.inset-0 { inset: calc(var(--spacing) * 0); }.top-0 { top: calc(var(--spacing) * 0); }.top-1 { top: calc(var(--spacing) * 1); }.top-1\/2 { top: 50%; }.top-3 { top: calc(var(--spacing) * 3); }.top-4 { top: calc(var(--spacing) * 4); }.top-\[76px\] { top: 76px; }.top-\[80px\] { top: 80px; }.top-auto { top: auto; }.top-full { top: 100%; }.-right-0, .right-0 { right: calc(var(--spacing) * 0); }.right-1 { right: calc(var(--spacing) * 1); }.right-2 { right: calc(var(--spacing) * 2); }.right-3 { right: calc(var(--spacing) * 3); }.right-4 { right: calc(var(--spacing) * 4); }.right-full { right: 100%; }.-bottom-0, .bottom-0 { bottom: calc(var(--spacing) * 0); }.bottom-3 { bottom: calc(var(--spacing) * 3); }.bottom-4 { bottom: calc(var(--spacing) * 4); }.bottom-full { bottom: 100%; }.-left-2 { left: calc(var(--spacing) * -2); }.left-0 { left: calc(var(--spacing) * 0); }.left-1 { left: calc(var(--spacing) * 1); }.left-1\/2 { left: 50%; }.left-2 { left: calc(var(--spacing) * 2); }.left-3 { left: calc(var(--spacing) * 3); }.left-4 { left: calc(var(--spacing) * 4); }.left-auto { left: auto; }.left-full { left: 100%; }.isolate { isolation: isolate; }.z-10 { z-index: 10; }.z-20 { z-index: 20; }.z-50 { z-index: 50; }.z-\[60\] { z-index: 60; }.z-\[99\] { z-index: 99; }.z-\[100\] { z-index: 100; }.z-\[9999\] { z-index: 9999; }.z-\[10000\] { z-index: 10000; }.z-\[10001\] { z-index: 10001; }.z-\[var\(--burger-btn-z-index\,1\)\] { z-index: var(--burger-btn-z-index,1); }.order-first { order: -9999; }.col-span-2 { grid-column: span 2 / span 2; }.col-span-3 { grid-column: span 3 / span 3; }.col-span-7 { grid-column: span 7 / span 7; }.col-span-10 { grid-column: span 10 / span 10; }.row-3 { grid-row: 3; }.row-4 { grid-row: 4; }.float-end { float: inline-end; }.float-left { float: left; }.float-start { float: inline-start; }.clear-both { clear: both; }.clear-left { clear: left; }.container { width: 100%; }@media (min-width: 640px) {  .container { max-width: 640px; }}@media (min-width: 768px) {  .container { max-width: 768px; }}@media (min-width: 1024px) {  .container { max-width: 1024px; }}@media (min-width: 1280px) {  .container { max-width: 1280px; }}@media (min-width: 1536px) {  .container { max-width: 1536px; }}.m-0 { margin: calc(var(--spacing) * 0); }.m-1 { margin: calc(var(--spacing) * 1); }.m-4 { margin: calc(var(--spacing) * 4); }.m-auto { margin: auto; }.-mx-4 { margin-inline: calc(var(--spacing) * -4); }.mx-0 { margin-inline: calc(var(--spacing) * 0); }.mx-1 { margin-inline: calc(var(--spacing) * 1); }.mx-2 { margin-inline: calc(var(--spacing) * 2); }.mx-4 { margin-inline: calc(var(--spacing) * 4); }.mx-auto { margin-inline: auto; }.-my-2 { margin-block: calc(var(--spacing) * -2); }.my-0 { margin-block: calc(var(--spacing) * 0); }.my-1 { margin-block: calc(var(--spacing) * 1); }.my-2 { margin-block: calc(var(--spacing) * 2); }.my-3 { margin-block: calc(var(--spacing) * 3); }.my-4 { margin-block: calc(var(--spacing) * 4); }.my-5 { margin-block: calc(var(--spacing) * 5); }.my-6 { margin-block: calc(var(--spacing) * 6); }.my-7 { margin-block: calc(var(--spacing) * 7); }.my-8 { margin-block: calc(var(--spacing) * 8); }.my-10 { margin-block: calc(var(--spacing) * 10); }.my-auto { margin-block: auto; }.ms-4 { margin-inline-start: calc(var(--spacing) * 4); }.me-2 { margin-inline-end: calc(var(--spacing) * 2); }.prose { color: var(--tw-prose-#widget-fgquwur); max-width: 65ch; }.prose :where(p):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 1.25em; margin-bottom: 1.25em; }.prose :where([class~="lead"]):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: var(--tw-prose-lead); margin-top: 1.2em; margin-bottom: 1.2em; font-size: 1.25em; line-height: 1.6; }.prose :where(a):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: var(--tw-prose-links); font-weight: 500; text-decoration: underline; }.prose :where(strong):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: var(--tw-prose-bold); font-weight: 600; }.prose :where(a strong):not(:where([class~="not-prose"], [class~="not-prose"] *)), .prose :where(blockquote strong):not(:where([class~="not-prose"], [class~="not-prose"] *)), .prose :where(thead th strong):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: inherit; }.prose :where(ol):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 1.25em; margin-bottom: 1.25em; padding-inline-start: 1.625em; list-style-type: decimal; }.prose :where(ol[type="A"]):not(:where([class~="not-prose"], [class~="not-prose"] *)) { list-style-type: upper-alpha; }.prose :where(ol[type="a"]):not(:where([class~="not-prose"], [class~="not-prose"] *)) { list-style-type: lower-alpha; }.prose :where():not(:where([class~="not-prose"], [class~="not-prose"] *)) { list-style-type: upper-alpha; }.prose :where():not(:where([class~="not-prose"], [class~="not-prose"] *)) { list-style-type: lower-alpha; }.prose :where(ol[type="I"]):not(:where([class~="not-prose"], [class~="not-prose"] *)) { list-style-type: upper-roman; }.prose :where(ol[type="i"]):not(:where([class~="not-prose"], [class~="not-prose"] *)) { list-style-type: lower-roman; }.prose :where():not(:where([class~="not-prose"], [class~="not-prose"] *)) { list-style-type: upper-roman; }.prose :where():not(:where([class~="not-prose"], [class~="not-prose"] *)) { list-style-type: lower-roman; }.prose :where(ol[type="1"]):not(:where([class~="not-prose"], [class~="not-prose"] *)) { list-style-type: decimal; }.prose :where(ul):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 1.25em; margin-bottom: 1.25em; padding-inline-start: 1.625em; list-style-type: disc; }.prose :where(ol > li):not(:where([class~="not-prose"], [class~="not-prose"] *))::marker { color: var(--tw-prose-counters); font-weight: 400; }.prose :where(ul > li):not(:where([class~="not-prose"], [class~="not-prose"] *))::marker { color: var(--tw-prose-bullets); }.prose :where(dt):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: var(--tw-prose-headings); margin-top: 1.25em; font-weight: 600; }.prose :where(hr):not(:where([class~="not-prose"], [class~="not-prose"] *)) { border-color: var(--tw-prose-hr); border-top-width: 1px; margin-top: 3em; margin-bottom: 3em; }.prose :where(blockquote):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: var(--tw-prose-quotes); border-inline-start-width: 4px; border-inline-start-color: var(--tw-prose-quote-borders); quotes: "“" "”" "‘" "’"; margin-top: 1.6em; margin-bottom: 1.6em; padding-inline-start: 1em; font-style: italic; font-weight: 500; }.prose :where(blockquote p:first-of-type):not(:where([class~="not-prose"], [class~="not-prose"] *))::before { content: open-quote; }.prose :where(blockquote p:last-of-type):not(:where([class~="not-prose"], [class~="not-prose"] *))::after { content: close-quote; }.prose :where(h1):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: var(--tw-prose-headings); margin-top: 0px; margin-bottom: 0.888889em; font-size: 2.25em; font-weight: 800; line-height: 1.11111; }.prose :where(h1 strong):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: inherit; font-weight: 900; }.prose :where(h2):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: var(--tw-prose-headings); margin-top: 2em; margin-bottom: 1em; font-size: 1.5em; font-weight: 700; line-height: 1.33333; }.prose :where(h2 strong):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: inherit; font-weight: 800; }.prose :where(h3):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: var(--tw-prose-headings); margin-top: 1.6em; margin-bottom: 0.6em; font-size: 1.25em; font-weight: 600; line-height: 1.6; }.prose :where(h3 strong):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: inherit; font-weight: 700; }.prose :where(h4):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: var(--tw-prose-headings); margin-top: 1.5em; margin-bottom: 0.5em; font-weight: 600; line-height: 1.5; }.prose :where(h4 strong):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: inherit; font-weight: 700; }.prose :where(img):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 2em; margin-bottom: 2em; }.prose :where(picture):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 2em; margin-bottom: 2em; display: block; }.prose :where(video):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 2em; margin-bottom: 2em; }.prose :where(kbd):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: var(--tw-prose-kbd); box-shadow: 0 0 0 1px var(--tw-prose-kbd-shadows),0 3px 0 var(--tw-prose-kbd-shadows); padding-top: 0.1875em; padding-inline: 0.375em; padding-bottom: 0.1875em; border-radius: 5px; font-family: inherit; font-size: 0.875em; font-weight: 500; }.prose :where(code):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: var(--tw-prose-code); font-size: 0.875em; font-weight: 600; }.prose :where(code):not(:where([class~="not-prose"], [class~="not-prose"] *))::before, .prose :where(code):not(:where([class~="not-prose"], [class~="not-prose"] *))::after { content: "`"; }.prose :where(a code):not(:where([class~="not-prose"], [class~="not-prose"] *)), .prose :where(h1 code):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: inherit; }.prose :where(h2 code):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: inherit; font-size: 0.875em; }.prose :where(h3 code):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: inherit; font-size: 0.9em; }.prose :where(h4 code):not(:where([class~="not-prose"], [class~="not-prose"] *)), .prose :where(blockquote code):not(:where([class~="not-prose"], [class~="not-prose"] *)), .prose :where(thead th code):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: inherit; }.prose :where(pre):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: var(--tw-prose-pre-code); background-color: var(--tw-prose-pre-bg); padding-top: 0.857143em; padding-inline: 1.14286em; padding-bottom: 0.857143em; border-radius: 6px; margin-top: 1.71429em; margin-bottom: 1.71429em; font-size: 0.875em; font-weight: 400; line-height: 1.71429; overflow-x: auto; }.prose :where(pre code):not(:where([class~="not-prose"], [class~="not-prose"] *)) { font-weight: inherit; color: inherit; font-size: inherit; font-family: inherit; line-height: inherit; background-color: rgba(0, 0, 0, 0); border-width: 0px; border-radius: 0px; padding: 0px; }.prose :where(pre code):not(:where([class~="not-prose"], [class~="not-prose"] *))::before, .prose :where(pre code):not(:where([class~="not-prose"], [class~="not-prose"] *))::after { content: none; }.prose :where(table):not(:where([class~="not-prose"], [class~="not-prose"] *)) { table-layout: auto; width: 100%; margin-top: 2em; margin-bottom: 2em; font-size: 0.875em; line-height: 1.71429; }.prose :where(thead):not(:where([class~="not-prose"], [class~="not-prose"] *)) { border-bottom-width: 1px; border-bottom-color: var(--tw-prose-th-borders); }.prose :where(thead th):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: var(--tw-prose-headings); vertical-align: bottom; padding-inline: 0.571429em; padding-bottom: 0.571429em; font-weight: 600; }.prose :where(t#widget-fgquwur tr):not(:where([class~="not-prose"], [class~="not-prose"] *)) { border-bottom-width: 1px; border-bottom-color: var(--tw-prose-td-borders); }.prose :where(t#widget-fgquwur tr:last-child):not(:where([class~="not-prose"], [class~="not-prose"] *)) { border-bottom-width: 0px; }.prose :where(t#widget-fgquwur td):not(:where([class~="not-prose"], [class~="not-prose"] *)) { vertical-align: baseline; }.prose :where(tfoot):not(:where([class~="not-prose"], [class~="not-prose"] *)) { border-top-width: 1px; border-top-color: var(--tw-prose-th-borders); }.prose :where(tfoot td):not(:where([class~="not-prose"], [class~="not-prose"] *)) { vertical-align: top; }.prose :where(th, td):not(:where([class~="not-prose"], [class~="not-prose"] *)) { text-align: start; }.prose :where(figure > *):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 0px; margin-bottom: 0px; }.prose :where(figcaption):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: var(--tw-prose-captions); margin-top: 0.857143em; font-size: 0.875em; line-height: 1.42857; }.prose { --tw-prose-#widget-fgquwur: oklch(37.3% .034 259.733); --tw-prose-headings: oklch(21% .034 264.665); --tw-prose-lead: oklch(44.6% .03 256.802); --tw-prose-links: oklch(21% .034 264.665); --tw-prose-bold: oklch(21% .034 264.665); --tw-prose-counters: oklch(55.1% .027 264.364); --tw-prose-bullets: oklch(87.2% .01 258.338); --tw-prose-hr: oklch(92.8% .006 264.531); --tw-prose-quotes: oklch(21% .034 264.665); --tw-prose-quote-borders: oklch(92.8% .006 264.531); --tw-prose-captions: oklch(55.1% .027 264.364); --tw-prose-kbd: oklch(21% .034 264.665); --tw-prose-kbd-shadows: oklab(21% -.00316127 -.0338527/.1); --tw-prose-code: oklch(21% .034 264.665); --tw-prose-pre-code: oklch(92.8% .006 264.531); --tw-prose-pre-bg: oklch(27.8% .033 256.848); --tw-prose-th-borders: oklch(87.2% .01 258.338); --tw-prose-td-borders: oklch(92.8% .006 264.531); --tw-prose-invert-#widget-fgquwur: oklch(87.2% .01 258.338); --tw-prose-invert-headings: #fff; --tw-prose-invert-lead: oklch(70.7% .022 261.325); --tw-prose-invert-links: #fff; --tw-prose-invert-bold: #fff; --tw-prose-invert-counters: oklch(70.7% .022 261.325); --tw-prose-invert-bullets: oklch(44.6% .03 256.802); --tw-prose-invert-hr: oklch(37.3% .034 259.733); --tw-prose-invert-quotes: oklch(96.7% .003 264.542); --tw-prose-invert-quote-borders: oklch(37.3% .034 259.733); --tw-prose-invert-captions: oklch(70.7% .022 261.325); --tw-prose-invert-kbd: #fff; --tw-prose-invert-kbd-shadows: #ffffff1a; --tw-prose-invert-code: #fff; --tw-prose-invert-pre-code: oklch(87.2% .01 258.338); --tw-prose-invert-pre-bg: #00000080; --tw-prose-invert-th-borders: oklch(44.6% .03 256.802); --tw-prose-invert-td-borders: oklch(37.3% .034 259.733); font-size: 16px; line-height: 1.75; }.prose :where(picture > img):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 0px; margin-bottom: 0px; }.prose :where(li):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 0.5em; margin-bottom: 0.5em; }.prose :where(ol > li):not(:where([class~="not-prose"], [class~="not-prose"] *)), .prose :where(ul > li):not(:where([class~="not-prose"], [class~="not-prose"] *)) { padding-inline-start: 0.375em; }.prose :where(.prose > ul > li p):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 0.75em; margin-bottom: 0.75em; }.prose :where(.prose > ul > li > p:first-child):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 1.25em; }.prose :where(.prose > ul > li > p:last-child):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-bottom: 1.25em; }.prose :where(.prose > ol > li > p:first-child):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 1.25em; }.prose :where(.prose > ol > li > p:last-child):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-bottom: 1.25em; }.prose :where(ul ul, ul ol, ol ul, ol ol):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 0.75em; margin-bottom: 0.75em; }.prose :where(dl):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 1.25em; margin-bottom: 1.25em; }.prose :where(dd):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 0.5em; padding-inline-start: 1.625em; }.prose :where(hr + *):not(:where([class~="not-prose"], [class~="not-prose"] *)), .prose :where(h2 + *):not(:where([class~="not-prose"], [class~="not-prose"] *)), .prose :where(h3 + *):not(:where([class~="not-prose"], [class~="not-prose"] *)), .prose :where(h4 + *):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 0px; }.prose :where(thead th:first-child):not(:where([class~="not-prose"], [class~="not-prose"] *)) { padding-inline-start: 0px; }.prose :where(thead th:last-child):not(:where([class~="not-prose"], [class~="not-prose"] *)) { padding-inline-end: 0px; }.prose :where(t#widget-fgquwur td, tfoot td):not(:where([class~="not-prose"], [class~="not-prose"] *)) { padding-top: 0.571429em; padding-inline: 0.571429em; padding-bottom: 0.571429em; }.prose :where(t#widget-fgquwur td:first-child, tfoot td:first-child):not(:where([class~="not-prose"], [class~="not-prose"] *)) { padding-inline-start: 0px; }.prose :where(t#widget-fgquwur td:last-child, tfoot td:last-child):not(:where([class~="not-prose"], [class~="not-prose"] *)) { padding-inline-end: 0px; }.prose :where(figure):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 2em; margin-bottom: 2em; }.prose :where(.prose > :first-child):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 0px; }.prose :where(.prose > :last-child):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-bottom: 0px; }.prose-lg { font-size: 18px; line-height: 1.77778; }.prose-lg :where(p):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 1.33333em; margin-bottom: 1.33333em; }.prose-lg :where([class~="lead"]):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 1.09091em; margin-bottom: 1.09091em; font-size: 1.22222em; line-height: 1.45455; }.prose-lg :where(blockquote):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 1.66667em; margin-bottom: 1.66667em; padding-inline-start: 1em; }.prose-lg :where(h1):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 0px; margin-bottom: 0.833333em; font-size: 2.66667em; line-height: 1; }.prose-lg :where(h2):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 1.86667em; margin-bottom: 1.06667em; font-size: 1.66667em; line-height: 1.33333; }.prose-lg :where(h3):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 1.66667em; margin-bottom: 0.666667em; font-size: 1.33333em; line-height: 1.5; }.prose-lg :where(h4):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 1.77778em; margin-bottom: 0.444444em; line-height: 1.55556; }.prose-lg :where(img):not(:where([class~="not-prose"], [class~="not-prose"] *)), .prose-lg :where(picture):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 1.77778em; margin-bottom: 1.77778em; }.prose-lg :where(picture > img):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 0px; margin-bottom: 0px; }.prose-lg :where(video):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 1.77778em; margin-bottom: 1.77778em; }.prose-lg :where(kbd):not(:where([class~="not-prose"], [class~="not-prose"] *)) { padding-top: 0.222222em; padding-inline: 0.444444em; padding-bottom: 0.222222em; border-radius: 5px; font-size: 0.888889em; }.prose-lg :where(code):not(:where([class~="not-prose"], [class~="not-prose"] *)) { font-size: 0.888889em; }.prose-lg :where(h2 code):not(:where([class~="not-prose"], [class~="not-prose"] *)) { font-size: 0.866667em; }.prose-lg :where(h3 code):not(:where([class~="not-prose"], [class~="not-prose"] *)) { font-size: 0.875em; }.prose-lg :where(pre):not(:where([class~="not-prose"], [class~="not-prose"] *)) { padding-top: 1em; padding-inline: 1.5em; padding-bottom: 1em; border-radius: 6px; margin-top: 2em; margin-bottom: 2em; font-size: 0.888889em; line-height: 1.75; }.prose-lg :where(ol):not(:where([class~="not-prose"], [class~="not-prose"] *)), .prose-lg :where(ul):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 1.33333em; margin-bottom: 1.33333em; padding-inline-start: 1.55556em; }.prose-lg :where(li):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 0.666667em; margin-bottom: 0.666667em; }.prose-lg :where(ol > li):not(:where([class~="not-prose"], [class~="not-prose"] *)), .prose-lg :where(ul > li):not(:where([class~="not-prose"], [class~="not-prose"] *)) { padding-inline-start: 0.444444em; }.prose-lg :where(.prose-lg > ul > li p):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 0.888889em; margin-bottom: 0.888889em; }.prose-lg :where(.prose-lg > ul > li > p:first-child):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 1.33333em; }.prose-lg :where(.prose-lg > ul > li > p:last-child):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-bottom: 1.33333em; }.prose-lg :where(.prose-lg > ol > li > p:first-child):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 1.33333em; }.prose-lg :where(.prose-lg > ol > li > p:last-child):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-bottom: 1.33333em; }.prose-lg :where(ul ul, ul ol, ol ul, ol ol):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 0.888889em; margin-bottom: 0.888889em; }.prose-lg :where(dl):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 1.33333em; margin-bottom: 1.33333em; }.prose-lg :where(dt):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 1.33333em; }.prose-lg :where(dd):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 0.666667em; padding-inline-start: 1.55556em; }.prose-lg :where(hr):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 3.11111em; margin-bottom: 3.11111em; }.prose-lg :where(hr + *):not(:where([class~="not-prose"], [class~="not-prose"] *)), .prose-lg :where(h2 + *):not(:where([class~="not-prose"], [class~="not-prose"] *)), .prose-lg :where(h3 + *):not(:where([class~="not-prose"], [class~="not-prose"] *)), .prose-lg :where(h4 + *):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 0px; }.prose-lg :where(table):not(:where([class~="not-prose"], [class~="not-prose"] *)) { font-size: 0.888889em; line-height: 1.5; }.prose-lg :where(thead th):not(:where([class~="not-prose"], [class~="not-prose"] *)) { padding-inline: 0.75em; padding-bottom: 0.75em; }.prose-lg :where(thead th:first-child):not(:where([class~="not-prose"], [class~="not-prose"] *)) { padding-inline-start: 0px; }.prose-lg :where(thead th:last-child):not(:where([class~="not-prose"], [class~="not-prose"] *)) { padding-inline-end: 0px; }.prose-lg :where(t#widget-fgquwur td, tfoot td):not(:where([class~="not-prose"], [class~="not-prose"] *)) { padding-top: 0.75em; padding-inline: 0.75em; padding-bottom: 0.75em; }.prose-lg :where(t#widget-fgquwur td:first-child, tfoot td:first-child):not(:where([class~="not-prose"], [class~="not-prose"] *)) { padding-inline-start: 0px; }.prose-lg :where(t#widget-fgquwur td:last-child, tfoot td:last-child):not(:where([class~="not-prose"], [class~="not-prose"] *)) { padding-inline-end: 0px; }.prose-lg :where(figure):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 1.77778em; margin-bottom: 1.77778em; }.prose-lg :where(figure > *):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 0px; margin-bottom: 0px; }.prose-lg :where(figcaption):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 1em; font-size: 0.888889em; line-height: 1.5; }.prose-lg :where(.prose-lg > :first-child):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 0px; }.prose-lg :where(.prose-lg > :last-child):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-bottom: 0px; }.mt-0 { margin-top: calc(var(--spacing) * 0); }.mt-1 { margin-top: calc(var(--spacing) * 1); }.mt-2 { margin-top: calc(var(--spacing) * 2); }.mt-3 { margin-top: calc(var(--spacing) * 3); }.mt-4 { margin-top: calc(var(--spacing) * 4); }.mt-5 { margin-top: calc(var(--spacing) * 5); }.mt-6 { margin-top: calc(var(--spacing) * 6); }.mt-7 { margin-top: calc(var(--spacing) * 7); }.mt-8 { margin-top: calc(var(--spacing) * 8); }.mt-10 { margin-top: calc(var(--spacing) * 10); }.mt-auto { margin-top: auto; }.-mr-1 { margin-right: calc(var(--spacing) * -1); }.mr-0 { margin-right: calc(var(--spacing) * 0); }.mr-1 { margin-right: calc(var(--spacing) * 1); }.mr-1\.5 { margin-right: calc(var(--spacing) * 1.5); }.mr-2 { margin-right: calc(var(--spacing) * 2); }.mr-3 { margin-right: calc(var(--spacing) * 3); }.mr-4 { margin-right: calc(var(--spacing) * 4); }.mr-5 { margin-right: calc(var(--spacing) * 5); }.mr-8 { margin-right: calc(var(--spacing) * 8); }.mr-auto { margin-right: auto; }.mb-0 { margin-bottom: calc(var(--spacing) * 0); }.mb-1 { margin-bottom: calc(var(--spacing) * 1); }.mb-2 { margin-bottom: calc(var(--spacing) * 2); }.mb-3 { margin-bottom: calc(var(--spacing) * 3); }.mb-4 { margin-bottom: calc(var(--spacing) * 4); }.mb-5 { margin-bottom: calc(var(--spacing) * 5); }.mb-6 { margin-bottom: calc(var(--spacing) * 6); }.mb-7 { margin-bottom: calc(var(--spacing) * 7); }.mb-8 { margin-bottom: calc(var(--spacing) * 8); }.mb-10 { margin-bottom: calc(var(--spacing) * 10); }.-ml-1 { margin-left: calc(var(--spacing) * -1); }.-ml-2 { margin-left: calc(var(--spacing) * -2); }.-ml-5 { margin-left: calc(var(--spacing) * -5); }.ml-0 { margin-left: calc(var(--spacing) * 0); }.ml-0\.5 { margin-left: calc(var(--spacing) * .5); }.ml-1 { margin-left: calc(var(--spacing) * 1); }.ml-2 { margin-left: calc(var(--spacing) * 2); }.ml-3 { margin-left: calc(var(--spacing) * 3); }.ml-4 { margin-left: calc(var(--spacing) * 4); }.ml-6 { margin-left: calc(var(--spacing) * 6); }.ml-8 { margin-left: calc(var(--spacing) * 8); }.ml-auto { margin-left: auto; }.box-border { box-sizing: border-box; }.line-clamp-2 { -webkit-line-clamp: 2; -webkit-box-orient: vertical; display: -webkit-box; overflow: hidden; }.line-clamp-3 { -webkit-line-clamp: 3; -webkit-box-orient: vertical; display: -webkit-box; overflow: hidden; }.block { display: block; }.contents { display: contents; }.flex { display: flex; }.flow-root { display: flow-root; }.grid { display: grid; }.hidden { display: none; }.inline { display: inline; }.inline-block { display: inline-block; }.inline-flex { display: inline-flex; }.table { display: table; }.table-row { display: table-row; }.aspect-square { aspect-ratio: 1 / 1; }.size-1 { width: calc(var(--spacing) * 1); height: calc(var(--spacing) * 1); }.size-1\.5 { width: calc(var(--spacing) * 1.5); height: calc(var(--spacing) * 1.5); }.size-2 { width: calc(var(--spacing) * 2); height: calc(var(--spacing) * 2); }.size-3 { width: calc(var(--spacing) * 3); height: calc(var(--spacing) * 3); }.size-4 { width: calc(var(--spacing) * 4); height: calc(var(--spacing) * 4); }.size-5 { width: calc(var(--spacing) * 5); height: calc(var(--spacing) * 5); }.size-6 { width: calc(var(--spacing) * 6); height: calc(var(--spacing) * 6); }.size-7 { width: calc(var(--spacing) * 7); height: calc(var(--spacing) * 7); }.size-8 { width: calc(var(--spacing) * 8); height: calc(var(--spacing) * 8); }.size-9 { width: calc(var(--spacing) * 9); height: calc(var(--spacing) * 9); }.size-10 { width: calc(var(--spacing) * 10); height: calc(var(--spacing) * 10); }.size-12 { width: calc(var(--spacing) * 12); height: calc(var(--spacing) * 12); }.size-16 { width: calc(var(--spacing) * 16); height: calc(var(--spacing) * 16); }.size-20 { width: calc(var(--spacing) * 20); height: calc(var(--spacing) * 20); }.size-40 { width: calc(var(--spacing) * 40); height: calc(var(--spacing) * 40); }.size-full { width: 100%; height: 100%; }.h-1 { height: calc(var(--spacing) * 1); }.h-1\.5 { height: calc(var(--spacing) * 1.5); }.h-2 { height: calc(var(--spacing) * 2); }.h-3 { height: calc(var(--spacing) * 3); }.h-4 { height: calc(var(--spacing) * 4); }.h-5 { height: calc(var(--spacing) * 5); }.h-6 { height: calc(var(--spacing) * 6); }.h-7 { height: calc(var(--spacing) * 7); }.h-8 { height: calc(var(--spacing) * 8); }.h-9 { height: calc(var(--spacing) * 9); }.h-10 { height: calc(var(--spacing) * 10); }.h-12 { height: calc(var(--spacing) * 12); }.h-14 { height: calc(var(--spacing) * 14); }.h-16 { height: calc(var(--spacing) * 16); }.h-20 { height: calc(var(--spacing) * 20); }.h-24 { height: calc(var(--spacing) * 24); }.h-28 { height: calc(var(--spacing) * 28); }.h-64 { height: calc(var(--spacing) * 64); }.h-\[30px\] { height: 30px; }.h-\[40px\] { height: 40px; }.h-\[44px\] { height: 44px; }.h-\[76px\] { height: 76px; }.h-\[600px\] { height: 600px; }.h-\[var\(--logo-height-mobile\,25px\)\] { height: var(--logo-height-mobile,25px); }.h-\[var\(--site-header-height\,60px\)\] { height: var(--site-header-height,60px); }.h-auto { height: auto; }.h-fit { height: fit-content; }.h-full { height: 100%; }.h-min { height: min-content; }.h-px { height: 1px; }.h-screen { height: 100vh; }.max-h-0 { max-height: calc(var(--spacing) * 0); }.max-h-6 { max-height: calc(var(--spacing) * 6); }.max-h-12 { max-height: calc(var(--spacing) * 12); }.max-h-32 { max-height: calc(var(--spacing) * 32); }.max-h-80 { max-height: calc(var(--spacing) * 80); }.max-h-\[90vh\] { max-height: 90vh; }.max-h-\[var\(--logo-height-mobile\,25px\)\] { max-height: var(--logo-height-mobile,25px); }.min-h-8 { min-height: calc(var(--spacing) * 8); }.min-h-10 { min-height: calc(var(--spacing) * 10); }.min-h-\[400px\] { min-height: 400px; }.min-h-full { min-height: 100%; }.min-h-screen { min-height: 100vh; }.w-0 { width: calc(var(--spacing) * 0); }.w-1 { width: calc(var(--spacing) * 1); }.w-1\.5 { width: calc(var(--spacing) * 1.5); }.w-1\/3 { width: 33.3333%; }.w-1\/4 { width: 25%; }.w-2 { width: calc(var(--spacing) * 2); }.w-3 { width: calc(var(--spacing) * 3); }.w-4 { width: calc(var(--spacing) * 4); }.w-5 { width: calc(var(--spacing) * 5); }.w-6 { width: calc(var(--spacing) * 6); }.w-8 { width: calc(var(--spacing) * 8); }.w-9 { width: calc(var(--spacing) * 9); }.w-10 { width: calc(var(--spacing) * 10); }.w-12 { width: calc(var(--spacing) * 12); }.w-16 { width: calc(var(--spacing) * 16); }.w-20 { width: calc(var(--spacing) * 20); }.w-24 { width: calc(var(--spacing) * 24); }.w-28 { width: calc(var(--spacing) * 28); }.w-32 { width: calc(var(--spacing) * 32); }.w-36 { width: calc(var(--spacing) * 36); }.w-40 { width: calc(var(--spacing) * 40); }.w-44 { width: calc(var(--spacing) * 44); }.w-48 { width: calc(var(--spacing) * 48); }.w-56 { width: calc(var(--spacing) * 56); }.w-64 { width: calc(var(--spacing) * 64); }.w-\[140px\] { width: 140px; }.w-auto { width: auto; }.w-fit { width: fit-content; }.w-full { width: 100%; }.w-max { width: max-content; }.w-px { width: 1px; }.w-screen { width: 100vw; }.max-w-2xl { max-width: var(--container-2xl); }.max-w-4xl { max-width: var(--container-4xl); }.max-w-6xl { max-width: var(--container-6xl); }.max-w-7xl { max-width: var(--container-7xl); }.max-w-32 { max-width: calc(var(--spacing) * 32); }.max-w-40 { max-width: calc(var(--spacing) * 40); }.max-w-64 { max-width: calc(var(--spacing) * 64); }.max-w-\[960px\] { max-width: 960px; }.max-w-\[65ch\] { max-width: 65ch; }.max-w-\[1200px\] { max-width: 1200px; }.max-w-\[min\(var\(--site-header-max-width\,970px\)\,98dvw\)\] { max-width: min(var(--site-header-max-width,970px),98dvw); }.max-w-full { max-width: 100%; }.max-w-lg { max-width: var(--container-lg); }.max-w-md { max-width: var(--container-md); }.max-w-none { max-width: none; }.max-w-screen-xl { max-width: var(--breakpoint-xl); }.max-w-sm { max-width: var(--container-sm); }.max-w-xl { max-width: var(--container-xl); }.min-w-0 { min-width: calc(var(--spacing) * 0); }.min-w-8 { min-width: calc(var(--spacing) * 8); }.min-w-10 { min-width: calc(var(--spacing) * 10); }.min-w-16 { min-width: calc(var(--spacing) * 16); }.min-w-20 { min-width: calc(var(--spacing) * 20); }.min-w-36 { min-width: calc(var(--spacing) * 36); }.min-w-40 { min-width: calc(var(--spacing) * 40); }.min-w-52 { min-width: calc(var(--spacing) * 52); }.min-w-\[800px\] { min-width: 800px; }.min-w-\[var\(--tray-bell-min-width\,40px\)\] { min-width: var(--tray-bell-min-width,40px); }.min-w-full { min-width: 100%; }.flex-0 { flex: 0 1 0%; }.flex-1 { flex: 1 1 0%; }.flex-none { flex: 0 0 auto; }.flex-shrink, .shrink { flex-shrink: 1; }.shrink-0 { flex-shrink: 0; }.flex-grow, .grow { flex-grow: 1; }.grow-0 { flex-grow: 0; }.basis-1 { flex-basis: calc(var(--spacing) * 1); }.basis-2 { flex-basis: calc(var(--spacing) * 2); }.basis-3 { flex-basis: calc(var(--spacing) * 3); }.basis-11 { flex-basis: calc(var(--spacing) * 11); }.basis-13 { flex-basis: calc(var(--spacing) * 13); }.basis-auto { flex-basis: auto; }.basis-full { flex-basis: 100%; }.border-collapse { border-collapse: collapse; }.origin-center { transform-origin: 50% center; }.origin-top-right { transform-origin: 100% 0px; }.-translate-x-1 { --tw-translate-x: calc(var(--spacing) * -1); translate: var(--tw-translate-x) var(--tw-translate-y); }.-translate-x-1\/2 { --tw-translate-x: -50%; translate: var(--tw-translate-x) var(--tw-translate-y); }.-translate-x-2 { --tw-translate-x: calc(var(--spacing) * -2); translate: var(--tw-translate-x) var(--tw-translate-y); }.-translate-y-1 { --tw-translate-y: calc(var(--spacing) * -1); translate: var(--tw-translate-x) var(--tw-translate-y); }.-translate-y-1\/2 { --tw-translate-y: -50%; translate: var(--tw-translate-x) var(--tw-translate-y); }.-translate-y-full { --tw-translate-y: -100%; translate: var(--tw-translate-x) var(--tw-translate-y); }.translate-y-0 { --tw-translate-y: calc(var(--spacing) * 0); translate: var(--tw-translate-x) var(--tw-translate-y); }.translate-y-4 { --tw-translate-y: calc(var(--spacing) * 4); translate: var(--tw-translate-x) var(--tw-translate-y); }.translate-y-full { --tw-translate-y: 100%; translate: var(--tw-translate-x) var(--tw-translate-y); }.scale-95 { --tw-scale-x: 95%; --tw-scale-y: 95%; --tw-scale-z: 95%; scale: var(--tw-scale-x) var(--tw-scale-y); }.scale-100 { --tw-scale-x: 100%; --tw-scale-y: 100%; --tw-scale-z: 100%; scale: var(--tw-scale-x) var(--tw-scale-y); }.-rotate-90 { rotate: -90deg; }.rotate-90 { rotate: 90deg; }.rotate-180 { rotate: 180deg; }.transform { transform: var(--tw-rotate-x,) var(--tw-rotate-y,) var(--tw-rotate-z,) var(--tw-skew-x,) var(--tw-skew-y,); }.animate-pulse { animation: var(--animate-pulse); }.animate-spin { animation: var(--animate-spin); }.cursor-default { cursor: default; }.cursor-not-allowed { cursor: not-allowed; }.cursor-pointer { cursor: pointer; }.resize { resize: both; }.resize-y { resize: vertical; }.snap-x { scroll-snap-type: x var(--tw-scroll-snap-strictness); }.snap-mandatory { --tw-scroll-snap-strictness: mandatory; }.snap-start { scroll-snap-align: start; }.list-outside { list-style-position: outside; }.list-disc { list-style-type: disc; }.list-none { list-style-type: none; }.appearance-none { appearance: none; }.grid-cols-1 { grid-template-columns: repeat(1, minmax(0px, 1fr)); }.grid-cols-2 { grid-template-columns: repeat(2, minmax(0px, 1fr)); }.grid-cols-3 { grid-template-columns: repeat(3, minmax(0px, 1fr)); }.grid-rows-2 { grid-template-rows: repeat(2, minmax(0px, 1fr)); }.flex-col { flex-direction: column; }.flex-row { flex-direction: row; }.flex-row-reverse { flex-direction: row-reverse; }.flex-nowrap { flex-wrap: nowrap; }.flex-wrap { flex-wrap: wrap; }.place-items-center { place-items: center; }.content-around { align-content: space-around; }.content-center { align-content: center; }.content-stretch { align-content: stretch; }.items-baseline { align-items: baseline; }.items-center { align-items: center; }.items-end { align-items: flex-end; }.items-start { align-items: flex-start; }.items-stretch { align-items: stretch; }.justify-between { justify-content: space-between; }.justify-center { justify-content: center; }.justify-end { justify-content: flex-end; }.justify-start { justify-content: flex-start; }.gap-0 { gap: calc(var(--spacing) * 0); }.gap-1 { gap: calc(var(--spacing) * 1); }.gap-1\.5 { gap: calc(var(--spacing) * 1.5); }.gap-2 { gap: calc(var(--spacing) * 2); }.gap-3 { gap: calc(var(--spacing) * 3); }.gap-4 { gap: calc(var(--spacing) * 4); }.gap-5 { gap: calc(var(--spacing) * 5); }.gap-6 { gap: calc(var(--spacing) * 6); }.gap-8 { gap: calc(var(--spacing) * 8); }.gap-\[var\(--site-header-gap\,0\10.4px\)\] { gap: var(--site-header-gap,10.4px); }.gap-px { gap: 1px; }:where(.space-y-1 > :not(:last-child)) { --tw-space-y-reverse: 0; margin-block-start: calc(calc(var(--spacing) * 1) * var(--tw-space-y-reverse)); margin-block-end: calc(calc(var(--spacing) * 1) * calc(1 - var(--tw-space-y-reverse))); }.gap-x-1 { column-gap: calc(var(--spacing) * 1); }.gap-x-3 { column-gap: calc(var(--spacing) * 3); }.gap-x-4 { column-gap: calc(var(--spacing) * 4); }.gap-x-5 { column-gap: calc(var(--spacing) * 5); }.gap-x-8 { column-gap: calc(var(--spacing) * 8); }.gap-x-10 { column-gap: calc(var(--spacing) * 10); }:where(.space-x-3 > :not(:last-child)) { --tw-space-x-reverse: 0; margin-inline-start: calc(calc(var(--spacing) * 3) * var(--tw-space-x-reverse)); margin-inline-end: calc(calc(var(--spacing) * 3) * calc(1 - var(--tw-space-x-reverse))); }.gap-y-1 { row-gap: calc(var(--spacing) * 1); }.gap-y-2 { row-gap: calc(var(--spacing) * 2); }.gap-y-3 { row-gap: calc(var(--spacing) * 3); }.gap-y-4 { row-gap: calc(var(--spacing) * 4); }.gap-y-6 { row-gap: calc(var(--spacing) * 6); }.gap-y-12 { row-gap: calc(var(--spacing) * 12); }:where(.divide-y > :not(:last-child)) { --tw-divide-y-reverse: 0; border-bottom-style: var(--tw-border-style); border-top-style: var(--tw-border-style); border-top-width: calc(1px * var(--tw-divide-y-reverse)); border-bottom-width: calc(1px * calc(1 - var(--tw-divide-y-reverse))); }:where(.divide-neutral-100 > :not(:last-child)) { border-color: var(--color-neutral-100); }:where(.divide-white > :not(:last-child)) { border-color: var(--color-white); }.self-center { align-self: center; }.self-start { align-self: flex-start; }.truncate { text-overflow: ellipsis; white-space: nowrap; overflow: hidden; }.overflow-auto { overflow: auto; }.overflow-hidden { overflow: hidden; }.overflow-visible { overflow: visible; }.overflow-x-auto { overflow-x: auto; }.overflow-x-hidden { overflow-x: hidden; }.overflow-x-scroll { overflow-x: scroll; }.overflow-y-auto { overflow-y: auto; }.overflow-y-clip { overflow-y: clip; }.overflow-y-hidden { overflow-y: hidden; }.overflow-y-visible { overflow-y: visible; }.overscroll-x-contain { overscroll-behavior-x: contain; }.scroll-smooth { scroll-behavior: smooth; }.rounded { border-radius: 4px; }.rounded-2xl { border-radius: var(--radius-2xl); }.rounded-3xl { border-radius: var(--radius-3xl); }.rounded-4xl { border-radius: var(--radius-4xl); }.rounded-\[50\%\] { border-radius: 50%; }.rounded-\[var\(--image--border-radius\,0\)\] { border-radius: var(--image--border-radius,0); }.rounded-full { border-radius: 3.40282e+38px; }.rounded-lg { border-radius: var(--radius-lg); }.rounded-md { border-radius: var(--radius-md); }.rounded-none { border-radius: 0px; }.rounded-sm { border-radius: var(--radius-sm); }.rounded-xl { border-radius: var(--radius-xl); }.rounded-xs { border-radius: var(--radius-xs); }.rounded-t-2xl { border-top-left-radius: var(--radius-2xl); border-top-right-radius: var(--radius-2xl); }.rounded-l-full { border-top-left-radius: 3.40282e+38px; border-bottom-left-radius: 3.40282e+38px; }.rounded-tl-lg { border-top-left-radius: var(--radius-lg); }.rounded-r-full { border-top-right-radius: 3.40282e+38px; border-bottom-right-radius: 3.40282e+38px; }.rounded-tr-lg { border-top-right-radius: var(--radius-lg); }.rounded-b-none { border-bottom-right-radius: 0px; border-bottom-left-radius: 0px; }.rounded-br-lg { border-bottom-right-radius: var(--radius-lg); }.rounded-bl-lg { border-bottom-left-radius: var(--radius-lg); }.border { border-style: var(--tw-border-style); border-width: 1px; }.border-0 { border-style: var(--tw-border-style); border-width: 0px; }.border-1 { border-style: var(--tw-border-style); border-width: 1px; }.border-2 { border-style: var(--tw-border-style); border-width: 2px; }.border-8 { border-style: var(--tw-border-style); border-width: 8px; }.border-x-0 { border-inline-style: var(--tw-border-style); border-inline-width: 0px; }.border-y { border-block-style: var(--tw-border-style); border-block-width: 1px; }.border-y-0 { border-block-style: var(--tw-border-style); border-block-width: 0px; }.border-y-2 { border-block-style: var(--tw-border-style); border-block-width: 2px; }.border-t { border-top-style: var(--tw-border-style); border-top-width: 1px; }.border-t-2 { border-top-style: var(--tw-border-style); border-top-width: 2px; }.border-r { border-right-style: var(--tw-border-style); border-right-width: 1px; }.border-r-0 { border-right-style: var(--tw-border-style); border-right-width: 0px; }.border-b { border-bottom-style: var(--tw-border-style); border-bottom-width: 1px; }.border-b-0 { border-bottom-style: var(--tw-border-style); border-bottom-width: 0px; }.border-b-2 { border-bottom-style: var(--tw-border-style); border-bottom-width: 2px; }.border-l { border-left-style: var(--tw-border-style); border-left-width: 1px; }.border-dashed { --tw-border-style: dashed; border-style: dashed; }.border-none { --tw-border-style: none; border-style: none; }.border-solid { --tw-border-style: solid; border-style: solid; }.border-\(--footer-nav-border-color\) { border-color: var(--footer-nav-border-color); }.border-\[\#DC1F26\] { border-color: rgb(220, 31, 38); }.border-black { border-color: var(--color-black); }.border-gray-100 { border-color: var(--color-gray-100); }.border-gray-200 { border-color: var(--color-gray-200); }.border-gray-300 { border-color: var(--color-gray-300); }.border-gray-400 { border-color: var(--color-gray-400); }.border-gray-500 { border-color: var(--color-gray-500); }.border-gray-600 { border-color: var(--color-gray-600); }.border-gray-700 { border-color: var(--color-gray-700); }.border-gray-800 { border-color: var(--color-gray-800); }.border-green-600 { border-color: var(--color-green-600); }.border-neutral-100 { border-color: var(--color-neutral-100); }.border-neutral-200 { border-color: var(--color-neutral-200); }.border-neutral-300 { border-color: var(--color-neutral-300); }.border-red-600 { border-color: var(--color-red-600); }.border-rose-100 { border-color: var(--color-rose-100); }.border-slate-600 { border-color: var(--color-slate-600); }.border-transparent { border-color: rgba(0, 0, 0, 0); }.border-white { border-color: var(--color-white); }.border-yellow-300 { border-color: var(--color-yellow-300); }.border-yellow-500 { border-color: var(--color-yellow-500); }.border-t-black { border-top-color: var(--color-black); }.border-t-neutral-500 { border-top-color: var(--color-neutral-500); }.border-r-neutral-100 { border-right-color: var(--color-neutral-100); }.border-r-neutral-200 { border-right-color: var(--color-neutral-200); }.border-b-black { border-bottom-color: var(--color-black); }.border-b-neutral-200 { border-bottom-color: var(--color-neutral-200); }.border-b-neutral-300 { border-bottom-color: var(--color-neutral-300); }.border-l-neutral-200 { border-left-color: var(--color-neutral-200); }.bg-\(--footer-bg-color\) { background-color: var(--footer-bg-color); }.bg-\[\#33333370\] { background-color: rgba(51, 51, 51, 0.44); }.bg-\[\#DC1F26\] { background-color: rgb(220, 31, 38); }.bg-\[\#ededed\] { background-color: rgb(237, 237, 237); }.bg-\[var\(--region-redirect-banner-background\,var\(--brand-color-1\)\)\] { background-color: var(--region-redirect-banner-background,var(--brand-color-1)); }.bg-\[var\(--site-header-background-color\,white\)\] { background-color: var(--site-header-background-color,white); }.bg-amber-50 { background-color: var(--color-amber-50); }.bg-black { background-color: var(--color-black); }.bg-blue-50 { background-color: var(--color-blue-50); }.bg-gray-50 { background-color: var(--color-gray-50); }.bg-gray-100 { background-color: var(--color-gray-100); }.bg-gray-200 { background-color: var(--color-gray-200); }.bg-gray-300 { background-color: var(--color-gray-300); }.bg-gray-500 { background-color: var(--color-gray-500); }.bg-gray-500\/75 { background-color: rgba(106, 114, 130, 0.75); }@supports (color:color-mix(in lab,red,red)) {  .bg-gray-500\/75 { background-color: color-mix(in oklab,var(--color-gray-500) 75%,transparent); }}.bg-gray-800 { background-color: var(--color-gray-800); }.bg-gray-900 { background-color: var(--color-gray-900); }.bg-gray-950 { background-color: var(--color-gray-950); }.bg-green-50 { background-color: var(--color-green-50); }.bg-green-100 { background-color: var(--color-green-100); }.bg-green-500 { background-color: var(--color-green-500); }.bg-green-600 { background-color: var(--color-green-600); }.bg-inherit { background-color: inherit; }.bg-neutral-50 { background-color: var(--color-neutral-50); }.bg-neutral-50\/50 { background-color: rgba(250, 250, 250, 0.5); }@supports (color:color-mix(in lab,red,red)) {  .bg-neutral-50\/50 { background-color: color-mix(in oklab,var(--color-neutral-50) 50%,transparent); }}.bg-neutral-100 { background-color: var(--color-neutral-100); }.bg-neutral-200 { background-color: var(--color-neutral-200); }.bg-neutral-300 { background-color: var(--color-neutral-300); }.bg-neutral-500 { background-color: var(--color-neutral-500); }.bg-neutral-600 { background-color: var(--color-neutral-600); }.bg-neutral-800 { background-color: var(--color-neutral-800); }.bg-neutral-900 { background-color: var(--color-neutral-900); }.bg-neutral-900\/40 { background-color: rgba(23, 23, 23, 0.4); }@supports (color:color-mix(in lab,red,red)) {  .bg-neutral-900\/40 { background-color: color-mix(in oklab,var(--color-neutral-900) 40%,transparent); }}.bg-neutral-950 { background-color: var(--color-neutral-950); }.bg-orange-50 { background-color: var(--color-orange-50); }.bg-purple-50 { background-color: var(--color-purple-50); }.bg-red-50 { background-color: var(--color-red-50); }.bg-red-100 { background-color: var(--color-red-100); }.bg-red-500 { background-color: var(--color-red-500); }.bg-red-600 { background-color: var(--color-red-600); }.bg-rose-50 { background-color: var(--color-rose-50); }.bg-rose-500 { background-color: var(--color-rose-500); }.bg-slate-50 { background-color: var(--color-slate-50); }.bg-slate-500 { background-color: var(--color-slate-500); }.bg-slate-900 { background-color: var(--color-slate-900); }.bg-teal-50 { background-color: var(--color-teal-50); }.bg-transparent { background-color: rgba(0, 0, 0, 0); }.bg-white { background-color: var(--color-white); }.bg-yellow-50 { background-color: var(--color-yellow-50); }.bg-yellow-500 { background-color: var(--color-yellow-500); }.bg-zinc-300 { background-color: var(--color-zinc-300); }.bg-zinc-800 { background-color: var(--color-zinc-800); }.bg-zinc-900 { background-color: var(--color-zinc-900); }.bg-gradient-to-l { --tw-gradient-position: to left in oklab; background-image: linear-gradient(var(--tw-gradient-stops)); }.bg-gradient-to-t { --tw-gradient-position: to top in oklab; background-image: linear-gradient(var(--tw-gradient-stops)); }.bg-none { background-image: none; }.from-gray-100 { --tw-gradient-from: var(--color-gray-100); --tw-gradient-stops: var(--tw-gradient-via-stops,var(--tw-gradient-position), var(--tw-gradient-from) var(--tw-gradient-from-position), var(--tw-gradient-to) var(--tw-gradient-to-position)); }.from-gray-950 { --tw-gradient-from: var(--color-gray-950); --tw-gradient-stops: var(--tw-gradient-via-stops,var(--tw-gradient-position), var(--tw-gradient-from) var(--tw-gradient-from-position), var(--tw-gradient-to) var(--tw-gradient-to-position)); }.from-white { --tw-gradient-from: var(--color-white); --tw-gradient-stops: var(--tw-gradient-via-stops,var(--tw-gradient-position), var(--tw-gradient-from) var(--tw-gradient-from-position), var(--tw-gradient-to) var(--tw-gradient-to-position)); }.to-gray-200 { --tw-gradient-to: var(--color-gray-200); --tw-gradient-stops: var(--tw-gradient-via-stops,var(--tw-gradient-position), var(--tw-gradient-from) var(--tw-gradient-from-position), var(--tw-gradient-to) var(--tw-gradient-to-position)); }.to-gray-800 { --tw-gradient-to: var(--color-gray-800); --tw-gradient-stops: var(--tw-gradient-via-stops,var(--tw-gradient-position), var(--tw-gradient-from) var(--tw-gradient-from-position), var(--tw-gradient-to) var(--tw-gradient-to-position)); }.to-transparent { --tw-gradient-to: transparent; --tw-gradient-stops: var(--tw-gradient-via-stops,var(--tw-gradient-position), var(--tw-gradient-from) var(--tw-gradient-from-position), var(--tw-gradient-to) var(--tw-gradient-to-position)); }.bg-cover { background-size: cover; }.bg-center { background-position: 50% center; }.bg-repeat { background-repeat: repeat; }.fill-gray-500 { fill: var(--color-gray-500); }.fill-white { fill: var(--color-white); }.object-contain { object-fit: contain; }.object-cover { object-fit: cover; }.object-center { object-position: center center; }.p-0 { padding: calc(var(--spacing) * 0); }.p-1 { padding: calc(var(--spacing) * 1); }.p-1\.5 { padding: calc(var(--spacing) * 1.5); }.p-2 { padding: calc(var(--spacing) * 2); }.p-3 { padding: calc(var(--spacing) * 3); }.p-4 { padding: calc(var(--spacing) * 4); }.p-5 { padding: calc(var(--spacing) * 5); }.p-6 { padding: calc(var(--spacing) * 6); }.p-8 { padding: calc(var(--spacing) * 8); }.px-0 { padding-inline: calc(var(--spacing) * 0); }.px-1 { padding-inline: calc(var(--spacing) * 1); }.px-2 { padding-inline: calc(var(--spacing) * 2); }.px-2\.5 { padding-inline: calc(var(--spacing) * 2.5); }.px-3 { padding-inline: calc(var(--spacing) * 3); }.px-4 { padding-inline: calc(var(--spacing) * 4); }.px-5 { padding-inline: calc(var(--spacing) * 5); }.px-6 { padding-inline: calc(var(--spacing) * 6); }.px-8 { padding-inline: calc(var(--spacing) * 8); }.px-12 { padding-inline: calc(var(--spacing) * 12); }.py-0 { padding-block: calc(var(--spacing) * 0); }.py-0\.5 { padding-block: calc(var(--spacing) * .5); }.py-1 { padding-block: calc(var(--spacing) * 1); }.py-1\.5 { padding-block: calc(var(--spacing) * 1.5); }.py-2 { padding-block: calc(var(--spacing) * 2); }.py-2\.5 { padding-block: calc(var(--spacing) * 2.5); }.py-3 { padding-block: calc(var(--spacing) * 3); }.py-4 { padding-block: calc(var(--spacing) * 4); }.py-5 { padding-block: calc(var(--spacing) * 5); }.py-6 { padding-block: calc(var(--spacing) * 6); }.py-7 { padding-block: calc(var(--spacing) * 7); }.py-8 { padding-block: calc(var(--spacing) * 8); }.py-10 { padding-block: calc(var(--spacing) * 10); }.py-12 { padding-block: calc(var(--spacing) * 12); }.py-24 { padding-block: calc(var(--spacing) * 24); }.pt-1 { padding-top: calc(var(--spacing) * 1); }.pt-2 { padding-top: calc(var(--spacing) * 2); }.pt-3 { padding-top: calc(var(--spacing) * 3); }.pt-4 { padding-top: calc(var(--spacing) * 4); }.pt-5 { padding-top: calc(var(--spacing) * 5); }.pt-6 { padding-top: calc(var(--spacing) * 6); }.pt-7 { padding-top: calc(var(--spacing) * 7); }.pt-8 { padding-top: calc(var(--spacing) * 8); }.pr-0 { padding-right: calc(var(--spacing) * 0); }.pr-1 { padding-right: calc(var(--spacing) * 1); }.pr-2 { padding-right: calc(var(--spacing) * 2); }.pr-3 { padding-right: calc(var(--spacing) * 3); }.pr-4 { padding-right: calc(var(--spacing) * 4); }.pr-5 { padding-right: calc(var(--spacing) * 5); }.pr-6 { padding-right: calc(var(--spacing) * 6); }.pr-8 { padding-right: calc(var(--spacing) * 8); }.pr-10 { padding-right: calc(var(--spacing) * 10); }.pr-12 { padding-right: calc(var(--spacing) * 12); }.pb-0 { padding-bottom: calc(var(--spacing) * 0); }.pb-1 { padding-bottom: calc(var(--spacing) * 1); }.pb-2 { padding-bottom: calc(var(--spacing) * 2); }.pb-3 { padding-bottom: calc(var(--spacing) * 3); }.pb-4 { padding-bottom: calc(var(--spacing) * 4); }.pb-5 { padding-bottom: calc(var(--spacing) * 5); }.pb-6 { padding-bottom: calc(var(--spacing) * 6); }.pb-8 { padding-bottom: calc(var(--spacing) * 8); }.pb-12 { padding-bottom: calc(var(--spacing) * 12); }.pb-\[var\(--strapline-padding-bottom\,12px\)\] { padding-bottom: var(--strapline-padding-bottom,12px); }.pl-0 { padding-left: calc(var(--spacing) * 0); }.pl-1 { padding-left: calc(var(--spacing) * 1); }.pl-1\.5 { padding-left: calc(var(--spacing) * 1.5); }.pl-2 { padding-left: calc(var(--spacing) * 2); }.pl-3 { padding-left: calc(var(--spacing) * 3); }.pl-4 { padding-left: calc(var(--spacing) * 4); }.pl-8 { padding-left: calc(var(--spacing) * 8); }.pl-9 { padding-left: calc(var(--spacing) * 9); }.pl-12 { padding-left: calc(var(--spacing) * 12); }.text-center { text-align: center; }.text-left { text-align: left; }.text-right { text-align: right; }.-indent-0 { text-indent: calc(var(--spacing) * 0); }.align-middle { vertical-align: middle; }.align-text-top { vertical-align: text-top; }.align-top { vertical-align: top; }.font-mono { font-family: var(--font-mono); }.font-sans { font-family: var(--font-sans); }.font-serif { font-family: var(--font-serif); }.text-2xl { font-size: var(--text-2xl); line-height: var(--tw-leading,var(--text-2xl--line-height)); }.text-3xl { font-size: var(--text-3xl); line-height: var(--tw-leading,var(--text-3xl--line-height)); }.text-4xl { font-size: var(--text-4xl); line-height: var(--tw-leading,var(--text-4xl--line-height)); }.text-base { font-size: var(--text-base); line-height: var(--tw-leading,var(--text-base--line-height)); }.text-lg { font-size: var(--text-lg); line-height: var(--tw-leading,var(--text-lg--line-height)); }.text-sm { font-size: var(--text-sm); line-height: var(--tw-leading,var(--text-sm--line-height)); }.text-xl { font-size: var(--text-xl); line-height: var(--tw-leading,var(--text-xl--line-height)); }.text-xs { font-size: var(--text-xs); line-height: var(--tw-leading,var(--text-xs--line-height)); }.text-\[10px\] { font-size: 10px; }.text-\[11px\] { font-size: 11px; }.text-\[length\:var\(--strapline-font-size\,13px\)\] { font-size: var(--strapline-font-size,13px); }.leading-2 { --tw-leading: calc(var(--spacing) * 2); line-height: calc(var(--spacing) * 2); }.leading-3 { --tw-leading: calc(var(--spacing) * 3); line-height: calc(var(--spacing) * 3); }.leading-4 { --tw-leading: calc(var(--spacing) * 4); line-height: calc(var(--spacing) * 4); }.leading-5 { --tw-leading: calc(var(--spacing) * 5); line-height: calc(var(--spacing) * 5); }.leading-6 { --tw-leading: calc(var(--spacing) * 6); line-height: calc(var(--spacing) * 6); }.leading-7 { --tw-leading: calc(var(--spacing) * 7); line-height: calc(var(--spacing) * 7); }.leading-8 { --tw-leading: calc(var(--spacing) * 8); line-height: calc(var(--spacing) * 8); }.leading-10 { --tw-leading: calc(var(--spacing) * 10); line-height: calc(var(--spacing) * 10); }.leading-none { --tw-leading: 1; line-height: 1; }.leading-normal { --tw-leading: var(--leading-normal); line-height: var(--leading-normal); }.leading-relaxed { --tw-leading: var(--leading-relaxed); line-height: var(--leading-relaxed); }.leading-snug { --tw-leading: var(--leading-snug); line-height: var(--leading-snug); }.leading-tight { --tw-leading: var(--leading-tight); line-height: var(--leading-tight); }.font-black { --tw-font-weight: var(--font-weight-black); font-weight: var(--font-weight-black); }.font-bold { --tw-font-weight: var(--font-weight-bold); font-weight: var(--font-weight-bold); }.font-extrabold { --tw-font-weight: var(--font-weight-extrabold); font-weight: var(--font-weight-extrabold); }.font-medium { --tw-font-weight: var(--font-weight-medium); font-weight: var(--font-weight-medium); }.font-normal { --tw-font-weight: var(--font-weight-normal); font-weight: var(--font-weight-normal); }.font-semibold { --tw-font-weight: var(--font-weight-semibold); font-weight: var(--font-weight-semibold); }.tracking-normal { --tw-tracking: var(--tracking-normal); letter-spacing: var(--tracking-normal); }.tracking-tight { --tw-tracking: var(--tracking-tight); letter-spacing: var(--tracking-tight); }.tracking-wide { --tw-tracking: var(--tracking-wide); letter-spacing: var(--tracking-wide); }.tracking-wider { --tw-tracking: var(--tracking-wider); letter-spacing: var(--tracking-wider); }.tracking-widest { --tw-tracking: var(--tracking-widest); letter-spacing: var(--tracking-widest); }.text-nowrap { text-wrap: nowrap; }.text-wrap { text-wrap: wrap; }.break-words { overflow-wrap: break-word; }.text-ellipsis { text-overflow: ellipsis; }.whitespace-break-spaces { white-space: break-spaces; }.whitespace-normal { white-space: normal; }.whitespace-nowrap { white-space: nowrap; }.whitespace-pre { white-space: pre; }.text-\(--footer-text-color\) { color: var(--footer-text-color); }.text-\[\#DC1F26\] { color: rgb(220, 31, 38); }.text-\[var\(--site-header-text-color\,\#333\)\] { color: var(--site-header-text-color,#333); }.text-amber-700 { color: var(--color-amber-700); }.text-black { color: var(--color-black); }.text-blue-500 { color: var(--color-blue-500); }.text-blue-700 { color: var(--color-blue-700); }.text-current { color: currentcolor; }.text-gray-50 { color: var(--color-gray-50); }.text-gray-100 { color: var(--color-gray-100); }.text-gray-200 { color: var(--color-gray-200); }.text-gray-300 { color: var(--color-gray-300); }.text-gray-400 { color: var(--color-gray-400); }.text-gray-500 { color: var(--color-gray-500); }.text-gray-600 { color: var(--color-gray-600); }.text-gray-700 { color: var(--color-gray-700); }.text-gray-800 { color: var(--color-gray-800); }.text-gray-900 { color: var(--color-gray-900); }.text-green-50 { color: var(--color-green-50); }.text-green-400 { color: var(--color-green-400); }.text-green-500 { color: var(--color-green-500); }.text-green-600 { color: var(--color-green-600); }.text-green-700 { color: var(--color-green-700); }.text-inherit { color: inherit; }.text-lime-700 { color: var(--color-lime-700); }.text-neutral-100 { color: var(--color-neutral-100); }.text-neutral-200 { color: var(--color-neutral-200); }.text-neutral-300 { color: var(--color-neutral-300); }.text-neutral-400 { color: var(--color-neutral-400); }.text-neutral-500 { color: var(--color-neutral-500); }.text-neutral-600 { color: var(--color-neutral-600); }.text-neutral-700 { color: var(--color-neutral-700); }.text-neutral-800 { color: var(--color-neutral-800); }.text-neutral-900 { color: var(--color-neutral-900); }.text-orange-700 { color: var(--color-orange-700); }.text-pink-600 { color: var(--color-pink-600); }.text-purple-700 { color: var(--color-purple-700); }.text-red-50 { color: var(--color-red-50); }.text-red-500 { color: var(--color-red-500); }.text-red-600 { color: var(--color-red-600); }.text-red-700 { color: var(--color-red-700); }.text-rose-600 { color: var(--color-rose-600); }.text-slate-50 { color: var(--color-slate-50); }.text-slate-500 { color: var(--color-slate-500); }.text-teal-700 { color: var(--color-teal-700); }.text-white { color: var(--color-white); }.text-yellow-700 { color: var(--color-yellow-700); }.text-yellow-800 { color: var(--color-yellow-800); }.\[text-transform\:var\(--strapline-text-transform\,uppercase\)\] { text-transform: var(--strapline-text-transform,uppercase); }.capitalize { text-transform: capitalize; }.lowercase { text-transform: lowercase; }.normal-case { text-transform: none; }.uppercase { text-transform: uppercase; }.italic { font-style: italic; }.ordinal { --tw-ordinal: ordinal; font-variant-numeric: var(--tw-ordinal,) var(--tw-slashed-zero,) var(--tw-numeric-figure,) var(--tw-numeric-spacing,) var(--tw-numeric-fraction,); }.line-through { text-decoration-line: line-through; }.no-underline { text-decoration-line: none; }.underline { text-decoration-line: underline; }.decoration-current { text-decoration-color: currentcolor; }.decoration-transparent { text-decoration-color: rgba(0, 0, 0, 0); }.decoration-solid { text-decoration-style: solid; }.underline-offset-2 { text-underline-offset: 2px; }.placeholder-neutral-500::placeholder { color: var(--color-neutral-500); }.opacity-0 { opacity: 0; }.opacity-30 { opacity: 0.3; }.opacity-40 { opacity: 0.4; }.opacity-50 { opacity: 0.5; }.opacity-80 { opacity: 0.8; }.opacity-100 { opacity: 1; }.shadow { --tw-shadow: 0 1px 3px 0 var(--tw-shadow-color,#0000001a), 0 1px 2px -1px var(--tw-shadow-color,#0000001a); box-shadow: var(--tw-inset-shadow),var(--tw-inset-ring-shadow),var(--tw-ring-offset-shadow),var(--tw-ring-shadow),var(--tw-shadow); }.shadow-2xl { --tw-shadow: 0 25px 50px -12px var(--tw-shadow-color,#00000040); box-shadow: var(--tw-inset-shadow),var(--tw-inset-ring-shadow),var(--tw-ring-offset-shadow),var(--tw-ring-shadow),var(--tw-shadow); }.shadow-\[0_20px_60px_-15px_rgba\(0\,0\,0\,0\.4\)\] { --tw-shadow: 0 20px 60px -15px var(--tw-shadow-color,#0006); box-shadow: var(--tw-inset-shadow),var(--tw-inset-ring-shadow),var(--tw-ring-offset-shadow),var(--tw-ring-shadow),var(--tw-shadow); }.shadow-inner { --tw-shadow: inset 0 2px 4px 0 var(--tw-shadow-color,#0000000d); box-shadow: var(--tw-inset-shadow),var(--tw-inset-ring-shadow),var(--tw-ring-offset-shadow),var(--tw-ring-shadow),var(--tw-shadow); }.shadow-lg { --tw-shadow: 0 10px 15px -3px var(--tw-shadow-color,#0000001a), 0 4px 6px -4px var(--tw-shadow-color,#0000001a); box-shadow: var(--tw-inset-shadow),var(--tw-inset-ring-shadow),var(--tw-ring-offset-shadow),var(--tw-ring-shadow),var(--tw-shadow); }.shadow-md { --tw-shadow: 0 4px 6px -1px var(--tw-shadow-color,#0000001a), 0 2px 4px -2px var(--tw-shadow-color,#0000001a); box-shadow: var(--tw-inset-shadow),var(--tw-inset-ring-shadow),var(--tw-ring-offset-shadow),var(--tw-ring-shadow),var(--tw-shadow); }.shadow-none { --tw-shadow: 0 0 #0000; box-shadow: var(--tw-inset-shadow),var(--tw-inset-ring-shadow),var(--tw-ring-offset-shadow),var(--tw-ring-shadow),var(--tw-shadow); }.shadow-sm { --tw-shadow: 0 1px 3px 0 var(--tw-shadow-color,#0000001a), 0 1px 2px -1px var(--tw-shadow-color,#0000001a); box-shadow: var(--tw-inset-shadow),var(--tw-inset-ring-shadow),var(--tw-ring-offset-shadow),var(--tw-ring-shadow),var(--tw-shadow); }.shadow-xl { --tw-shadow: 0 20px 25px -5px var(--tw-shadow-color,#0000001a), 0 8px 10px -6px var(--tw-shadow-color,#0000001a); box-shadow: var(--tw-inset-shadow),var(--tw-inset-ring-shadow),var(--tw-ring-offset-shadow),var(--tw-ring-shadow),var(--tw-shadow); }.shadow-xs { --tw-shadow: 0 1px 2px 0 var(--tw-shadow-color,#0000000d); box-shadow: var(--tw-inset-shadow),var(--tw-inset-ring-shadow),var(--tw-ring-offset-shadow),var(--tw-ring-shadow),var(--tw-shadow); }.ring, .ring-1 { --tw-ring-shadow: var(--tw-ring-inset,) 0 0 0 calc(1px + var(--tw-ring-offset-width)) var(--tw-ring-color,currentcolor); box-shadow: var(--tw-inset-shadow),var(--tw-inset-ring-shadow),var(--tw-ring-offset-shadow),var(--tw-ring-shadow),var(--tw-shadow); }.ring-4 { --tw-ring-shadow: var(--tw-ring-inset,) 0 0 0 calc(4px + var(--tw-ring-offset-width)) var(--tw-ring-color,currentcolor); box-shadow: var(--tw-inset-shadow),var(--tw-inset-ring-shadow),var(--tw-ring-offset-shadow),var(--tw-ring-shadow),var(--tw-shadow); }.ring-amber-600 { --tw-ring-color: var(--color-amber-600); }.ring-black { --tw-ring-color: var(--color-black); }.ring-blue-600 { --tw-ring-color: var(--color-blue-600); }.ring-gray-300 { --tw-ring-color: var(--color-gray-300); }.ring-green-600 { --tw-ring-color: var(--color-green-600); }.ring-orange-600 { --tw-ring-color: var(--color-orange-600); }.ring-purple-400 { --tw-ring-color: var(--color-purple-400); }.ring-purple-600 { --tw-ring-color: var(--color-purple-600); }.ring-red-600 { --tw-ring-color: var(--color-red-600); }.ring-slate-600 { --tw-ring-color: var(--color-slate-600); }.ring-teal-600 { --tw-ring-color: var(--color-teal-600); }.ring-white { --tw-ring-color: var(--color-white); }.ring-yellow-600 { --tw-ring-color: var(--color-yellow-600); }.outline-hidden { --tw-outline-style: none; outline-style: none; }@media (forced-colors: active) {  .outline-hidden { outline-offset: 2px; outline: rgba(0, 0, 0, 0) solid 2px; }}.outline, .outline-1 { outline-style: var(--tw-outline-style); outline-width: 1px; }.outline-transparent { outline-color: rgba(0, 0, 0, 0); }.blur { --tw-blur: blur(8px); filter: var(--tw-blur,) var(--tw-brightness,) var(--tw-contrast,) var(--tw-grayscale,) var(--tw-hue-rotate,) var(--tw-invert,) var(--tw-saturate,) var(--tw-sepia,) var(--tw-drop-shadow,); }.brightness-0 { --tw-brightness: brightness(0%); filter: var(--tw-blur,) var(--tw-brightness,) var(--tw-contrast,) var(--tw-grayscale,) var(--tw-hue-rotate,) var(--tw-invert,) var(--tw-saturate,) var(--tw-sepia,) var(--tw-drop-shadow,); }.contrast-100 { --tw-contrast: contrast(100%); filter: var(--tw-blur,) var(--tw-brightness,) var(--tw-contrast,) var(--tw-grayscale,) var(--tw-hue-rotate,) var(--tw-invert,) var(--tw-saturate,) var(--tw-sepia,) var(--tw-drop-shadow,); }.grayscale { --tw-grayscale: grayscale(100%); filter: var(--tw-blur,) var(--tw-brightness,) var(--tw-contrast,) var(--tw-grayscale,) var(--tw-hue-rotate,) var(--tw-invert,) var(--tw-saturate,) var(--tw-sepia,) var(--tw-drop-shadow,); }.invert { --tw-invert: invert(100%); filter: var(--tw-blur,) var(--tw-brightness,) var(--tw-contrast,) var(--tw-grayscale,) var(--tw-hue-rotate,) var(--tw-invert,) var(--tw-saturate,) var(--tw-sepia,) var(--tw-drop-shadow,); }.filter { filter: var(--tw-blur,) var(--tw-brightness,) var(--tw-contrast,) var(--tw-grayscale,) var(--tw-hue-rotate,) var(--tw-invert,) var(--tw-saturate,) var(--tw-sepia,) var(--tw-drop-shadow,); }.backdrop-blur-sm { --tw-backdrop-blur: blur(var(--blur-sm)); backdrop-filter: var(--tw-backdrop-blur,) var(--tw-backdrop-brightness,) var(--tw-backdrop-contrast,) var(--tw-backdrop-grayscale,) var(--tw-backdrop-hue-rotate,) var(--tw-backdrop-invert,) var(--tw-backdrop-opacity,) var(--tw-backdrop-saturate,) var(--tw-backdrop-sepia,); }.backdrop-filter { backdrop-filter: var(--tw-backdrop-blur,) var(--tw-backdrop-brightness,) var(--tw-backdrop-contrast,) var(--tw-backdrop-grayscale,) var(--tw-backdrop-hue-rotate,) var(--tw-backdrop-invert,) var(--tw-backdrop-opacity,) var(--tw-backdrop-saturate,) var(--tw-backdrop-sepia,); }.transition { transition-property: color, background-color, border-color, outline-color, text-decoration-color, fill, stroke, --tw-gradient-from, --tw-gradient-via, --tw-gradient-to, opacity, box-shadow, transform, translate, scale, rotate, filter, -webkit-backdrop-filter, backdrop-filter, display, content-visibility, overlay, pointer-events; transition-timing-function: var(--tw-ease,var(--default-transition-timing-function)); transition-duration: var(--tw-duration,var(--default-transition-duration)); }.transition-all { transition-property: all; transition-timing-function: var(--tw-ease,var(--default-transition-timing-function)); transition-duration: var(--tw-duration,var(--default-transition-duration)); }.transition-colors { transition-property: color, background-color, border-color, outline-color, text-decoration-color, fill, stroke, --tw-gradient-from, --tw-gradient-via, --tw-gradient-to; transition-timing-function: var(--tw-ease,var(--default-transition-timing-function)); transition-duration: var(--tw-duration,var(--default-transition-duration)); }.transition-opacity { transition-property: opacity; transition-timing-function: var(--tw-ease,var(--default-transition-timing-function)); transition-duration: var(--tw-duration,var(--default-transition-duration)); }.transition-shadow { transition-property: box-shadow; transition-timing-function: var(--tw-ease,var(--default-transition-timing-function)); transition-duration: var(--tw-duration,var(--default-transition-duration)); }.transition-transform { transition-property: transform, translate, scale, rotate; transition-timing-function: var(--tw-ease,var(--default-transition-timing-function)); transition-duration: var(--tw-duration,var(--default-transition-duration)); }.duration-75 { --tw-duration: 75ms; transition-duration: 75ms; }.duration-100 { --tw-duration: .1s; transition-duration: 0.1s; }.duration-150 { --tw-duration: .15s; transition-duration: 0.15s; }.duration-200 { --tw-duration: .2s; transition-duration: 0.2s; }.duration-300 { --tw-duration: .3s; transition-duration: 0.3s; }.duration-500 { --tw-duration: .5s; transition-duration: 0.5s; }.ease-in { --tw-ease: var(--ease-in); transition-timing-function: var(--ease-in); }.ease-in-out { --tw-ease: var(--ease-in-out); transition-timing-function: var(--ease-in-out); }.ease-out { --tw-ease: var(--ease-out); transition-timing-function: var(--ease-out); }.prose-neutral { --tw-prose-#widget-fgquwur: oklch(37.1% 0 0); --tw-prose-headings: oklch(20.5% 0 0); --tw-prose-lead: oklch(43.9% 0 0); --tw-prose-links: oklch(20.5% 0 0); --tw-prose-bold: oklch(20.5% 0 0); --tw-prose-counters: oklch(55.6% 0 0); --tw-prose-bullets: oklch(87% 0 0); --tw-prose-hr: oklch(92.2% 0 0); --tw-prose-quotes: oklch(20.5% 0 0); --tw-prose-quote-borders: oklch(92.2% 0 0); --tw-prose-captions: oklch(55.6% 0 0); --tw-prose-kbd: oklch(20.5% 0 0); --tw-prose-kbd-shadows: oklab(20.5% 0 0/.1); --tw-prose-code: oklch(20.5% 0 0); --tw-prose-pre-code: oklch(92.2% 0 0); --tw-prose-pre-bg: oklch(26.9% 0 0); --tw-prose-th-borders: oklch(87% 0 0); --tw-prose-td-borders: oklch(92.2% 0 0); --tw-prose-invert-#widget-fgquwur: oklch(87% 0 0); --tw-prose-invert-headings: #fff; --tw-prose-invert-lead: oklch(70.8% 0 0); --tw-prose-invert-links: #fff; --tw-prose-invert-bold: #fff; --tw-prose-invert-counters: oklch(70.8% 0 0); --tw-prose-invert-bullets: oklch(43.9% 0 0); --tw-prose-invert-hr: oklch(37.1% 0 0); --tw-prose-invert-quotes: oklch(97% 0 0); --tw-prose-invert-quote-borders: oklch(37.1% 0 0); --tw-prose-invert-captions: oklch(70.8% 0 0); --tw-prose-invert-kbd: #fff; --tw-prose-invert-kbd-shadows: #ffffff1a; --tw-prose-invert-code: #fff; --tw-prose-invert-pre-code: oklch(87% 0 0); --tw-prose-invert-pre-bg: #00000080; --tw-prose-invert-th-borders: oklch(43.9% 0 0); --tw-prose-invert-td-borders: oklch(37.1% 0 0); }.outline-none { --tw-outline-style: none; outline-style: none; }.select-none { user-select: none; }.ring-inset { --tw-ring-inset: inset; }:is(.\*\:pointer-events-auto > *) { pointer-events: auto; }@media (hover: hover) {  .group-hover\:text-\[\#DC1F26\]:is(:where(.group):hover *) { color: rgb(220, 31, 38); }  .group-hover\:opacity-100:is(:where(.group):hover *) { opacity: 1; }}.visited\:text-inherit:visited { color: inherit; }.empty\:border-none:empty { --tw-border-style: none; border-style: none; }@media (hover: hover) {  .hover\:border-black:hover { border-color: var(--color-black); }  .hover\:border-neutral-300:hover { border-color: var(--color-neutral-300); }  .hover\:bg-black:hover { background-color: var(--color-black); }  .hover\:bg-blue-50:hover { background-color: var(--color-blue-50); }  .hover\:bg-green-50:hover { background-color: var(--color-green-50); }  .hover\:bg-green-700:hover { background-color: var(--color-green-700); }  .hover\:bg-indigo-50:hover { background-color: var(--color-indigo-50); }  .hover\:bg-neutral-50:hover { background-color: var(--color-neutral-50); }  .hover\:bg-neutral-100:hover { background-color: var(--color-neutral-100); }  .hover\:bg-neutral-200:hover { background-color: var(--color-neutral-200); }  .hover\:bg-neutral-800:hover { background-color: var(--color-neutral-800); }  .hover\:bg-red-50:hover { background-color: var(--color-red-50); }  .hover\:bg-red-700:hover { background-color: var(--color-red-700); }  .hover\:text-\[\#DC1F26\]:hover { color: rgb(220, 31, 38); }  .hover\:text-blue-600:hover { color: var(--color-blue-600); }  .hover\:text-gray-500:hover { color: var(--color-gray-500); }  .hover\:text-indigo-600:hover { color: var(--color-indigo-600); }  .hover\:text-inherit:hover { color: inherit; }  .hover\:text-neutral-700:hover { color: var(--color-neutral-700); }  .hover\:text-neutral-900:hover { color: var(--color-neutral-900); }  .hover\:text-red-600:hover { color: var(--color-red-600); }  .hover\:no-underline:hover { text-decoration-line: none; }  .hover\:underline:hover { text-decoration-line: underline; }  .hover\:decoration-transparent:hover { text-decoration-color: rgba(0, 0, 0, 0); }  .hover\:underline-offset-2:hover { text-underline-offset: 2px; }}.focus\:border-rose-500:focus { border-color: var(--color-rose-500); }.focus\:text-inherit:focus { color: inherit; }.focus\:decoration-transparent:focus { text-decoration-color: rgba(0, 0, 0, 0); }.focus\:ring-1:focus { --tw-ring-shadow: var(--tw-ring-inset,) 0 0 0 calc(1px + var(--tw-ring-offset-width)) var(--tw-ring-color,currentcolor); box-shadow: var(--tw-inset-shadow),var(--tw-inset-ring-shadow),var(--tw-ring-offset-shadow),var(--tw-ring-shadow),var(--tw-shadow); }.focus\:ring-2:focus { --tw-ring-shadow: var(--tw-ring-inset,) 0 0 0 calc(2px + var(--tw-ring-offset-width)) var(--tw-ring-color,currentcolor); box-shadow: var(--tw-inset-shadow),var(--tw-inset-ring-shadow),var(--tw-ring-offset-shadow),var(--tw-ring-shadow),var(--tw-shadow); }.focus\:ring-4:focus { --tw-ring-shadow: var(--tw-ring-inset,) 0 0 0 calc(4px + var(--tw-ring-offset-width)) var(--tw-ring-color,currentcolor); box-shadow: var(--tw-inset-shadow),var(--tw-inset-ring-shadow),var(--tw-ring-offset-shadow),var(--tw-ring-shadow),var(--tw-shadow); }.focus\:ring-\[\#DC1F26\]\/20:focus { --tw-ring-color: oklab(57.3239% .195826 .0976754/.2); }.focus\:ring-rose-500:focus { --tw-ring-color: var(--color-rose-500); }.focus\:ring-offset-2:focus { --tw-ring-offset-width: 2px; --tw-ring-offset-shadow: var(--tw-ring-inset,) 0 0 0 var(--tw-ring-offset-width) var(--tw-ring-offset-color); }.focus\:outline-hidden:focus { --tw-outline-style: none; outline-style: none; }@media (forced-colors: active) {  .focus\:outline-hidden:focus { outline-offset: 2px; outline: rgba(0, 0, 0, 0) solid 2px; }}.focus\:outline-1:focus { outline-style: var(--tw-outline-style); outline-width: 1px; }.focus\:outline-none:focus { --tw-outline-style: none; outline-style: none; }.focus\:\[outline-style\:auto\]:focus { outline-style: auto; }.focus-visible\:ring-2:focus-visible { --tw-ring-shadow: var(--tw-ring-inset,) 0 0 0 calc(2px + var(--tw-ring-offset-width)) var(--tw-ring-color,currentcolor); box-shadow: var(--tw-inset-shadow),var(--tw-inset-ring-shadow),var(--tw-ring-offset-shadow),var(--tw-ring-shadow),var(--tw-shadow); }.focus-visible\:ring-gray-900:focus-visible { --tw-ring-color: var(--color-gray-900); }.focus-visible\:outline-hidden:focus-visible { --tw-outline-style: none; outline-style: none; }@media (forced-colors: active) {  .focus-visible\:outline-hidden:focus-visible { outline-offset: 2px; outline: rgba(0, 0, 0, 0) solid 2px; }}.active\:text-inherit:active { color: inherit; }@media not all and (min-width: 640px) {  .max-sm\:top-full { top: 100%; }  .max-sm\:left-2\/4 { left: 50%; }  .max-sm\:hidden { display: none; }  .max-sm\:min-w-\[300px\] { min-width: 300px; }  .max-sm\:-translate-x-2\/4 { --tw-translate-x: -50%; translate: var(--tw-translate-x) var(--tw-translate-y); }}@media (min-width: 640px) {  .sm\:visible { visibility: visible; }  .sm\:relative { position: relative; }  .sm\:top-4 { top: calc(var(--spacing) * 4); }  .sm\:top-\[88px\] { top: 88px; }  .sm\:top-\[92px\] { top: 92px; }  .sm\:right-3 { right: calc(var(--spacing) * 3); }  .sm\:right-4 { right: calc(var(--spacing) * 4); }  .sm\:left-3 { left: calc(var(--spacing) * 3); }  .sm\:order-3 { order: 3; }  .sm\:mx-auto { margin-inline: auto; }  .sm\:my-8 { margin-block: calc(var(--spacing) * 8); }  .sm\:mt-5 { margin-top: calc(var(--spacing) * 5); }  .sm\:mt-6 { margin-top: calc(var(--spacing) * 6); }  .sm\:mb-6 { margin-bottom: calc(var(--spacing) * 6); }  .sm\:mb-8 { margin-bottom: calc(var(--spacing) * 8); }  .sm\:block { display: block; }  .sm\:flex { display: flex; }  .sm\:hidden { display: none; }  .sm\:inline { display: inline; }  .sm\:h-6 { height: calc(var(--spacing) * 6); }  .sm\:h-12 { height: calc(var(--spacing) * 12); }  .sm\:h-\[50px\] { height: 50px; }  .sm\:h-\[var\(--logo-height-desktop\,auto\)\] { height: var(--logo-height-desktop,auto); }  .sm\:max-h-full { max-height: 100%; }  .sm\:w-6 { width: calc(var(--spacing) * 6); }  .sm\:w-12 { width: calc(var(--spacing) * 12); }  .sm\:w-64 { width: calc(var(--spacing) * 64); }  .sm\:w-\[480px\] { width: 480px; }  .sm\:max-w-full { max-width: 100%; }  .sm\:max-w-sm { max-width: var(--container-sm); }  .sm\:min-w-auto { min-width: auto; }  .sm\:translate-y-0 { --tw-translate-y: calc(var(--spacing) * 0); translate: var(--tw-translate-x) var(--tw-translate-y); }  .sm\:scale-95 { --tw-scale-x: 95%; --tw-scale-y: 95%; --tw-scale-z: 95%; scale: var(--tw-scale-x) var(--tw-scale-y); }  .sm\:scale-100 { --tw-scale-x: 100%; --tw-scale-y: 100%; --tw-scale-z: 100%; scale: var(--tw-scale-x) var(--tw-scale-y); }  .sm\:grid-cols-3 { grid-template-columns: repeat(3, minmax(0px, 1fr)); }  .sm\:flex-row { flex-direction: row; }  .sm\:items-center { align-items: center; }  .sm\:border-r { border-right-style: var(--tw-border-style); border-right-width: 1px; }  .sm\:border-solid { --tw-border-style: solid; border-style: solid; }  .sm\:border-gray-300 { border-color: var(--color-gray-300); }  .sm\:p-0 { padding: calc(var(--spacing) * 0); }  .sm\:p-3 { padding: calc(var(--spacing) * 3); }  .sm\:p-6 { padding: calc(var(--spacing) * 6); }  .sm\:p-8 { padding: calc(var(--spacing) * 8); }  .sm\:px-0 { padding-inline: calc(var(--spacing) * 0); }  .sm\:px-4 { padding-inline: calc(var(--spacing) * 4); }  .sm\:py-4 { padding-block: calc(var(--spacing) * 4); }  .sm\:pl-14 { padding-left: calc(var(--spacing) * 14); }  .sm\:text-3xl { font-size: var(--text-3xl); line-height: var(--tw-leading,var(--text-3xl--line-height)); }  .sm\:text-base { font-size: var(--text-base); line-height: var(--tw-leading,var(--text-base--line-height)); }}@media (min-width: 768px) {  .md\:visible { visibility: visible; }  .md\:inline { display: inline; }  .md\:h-screen { height: 100vh; }  .md\:w-80 { width: calc(var(--spacing) * 80); }  .md\:grid-cols-4 { grid-template-columns: repeat(4, minmax(0px, 1fr)); }  .md\:flex-row { flex-direction: row; }  .md\:overflow-hidden { overflow: hidden; }  .md\:overflow-y-auto { overflow-y: auto; }  .md\:p-12 { padding: calc(var(--spacing) * 12); }  .md\:text-4xl { font-size: var(--text-4xl); line-height: var(--tw-leading,var(--text-4xl--line-height)); }  .md\:text-lg { font-size: var(--text-lg); line-height: var(--tw-leading,var(--text-lg--line-height)); }  .md\:text-xs { font-size: var(--text-xs); line-height: var(--tw-leading,var(--text-xs--line-height)); }}.prose-headings\:font-serif :where(h1, h2, h3, h4, h5, h6, th):not(:where([class~="not-prose"], [class~="not-prose"] *)), .prose-p\:font-serif :where(p):not(:where([class~="not-prose"], [class~="not-prose"] *)) { font-family: var(--font-serif); }.prose-p\:leading-relaxed :where(p):not(:where([class~="not-prose"], [class~="not-prose"] *)) { --tw-leading: var(--leading-relaxed); line-height: var(--leading-relaxed); }.prose-p\:text-neutral-700 :where(p):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: var(--color-neutral-700); }@property --tw-translate-x { syntax: "*"; inherits: false; initial-value: 0; }@property --tw-translate-y { syntax: "*"; inherits: false; initial-value: 0; }@property --tw-translate-z { syntax: "*"; inherits: false; initial-value: 0; }@property --tw-scale-x { syntax: "*"; inherits: false; initial-value: 1; }@property --tw-scale-y { syntax: "*"; inherits: false; initial-value: 1; }@property --tw-scale-z { syntax: "*"; inherits: false; initial-value: 1; }@property --tw-rotate-x { syntax: "*"; inherits: false; }@property --tw-rotate-y { syntax: "*"; inherits: false; }@property --tw-rotate-z { syntax: "*"; inherits: false; }@property --tw-skew-x { syntax: "*"; inherits: false; }@property --tw-skew-y { syntax: "*"; inherits: false; }@property --tw-scroll-snap-strictness { syntax: "*"; inherits: false; initial-value: proximity; }@property --tw-space-y-reverse { syntax: "*"; inherits: false; initial-value: 0; }@property --tw-space-x-reverse { syntax: "*"; inherits: false; initial-value: 0; }@property --tw-divide-y-reverse { syntax: "*"; inherits: false; initial-value: 0; }@property --tw-border-style { syntax: "*"; inherits: false; initial-value: solid; }@property --tw-gradient-position { syntax: "*"; inherits: false; }@property --tw-gradient-from { syntax: "<color>"; inherits: false; initial-value: #0000; }@property --tw-gradient-via { syntax: "<color>"; inherits: false; initial-value: #0000; }@property --tw-gradient-to { syntax: "<color>"; inherits: false; initial-value: #0000; }@property --tw-gradient-stops { syntax: "*"; inherits: false; }@property --tw-gradient-via-stops { syntax: "*"; inherits: false; }@property --tw-gradient-from-position { syntax: "<length-percentage>"; inherits: false; initial-value: 0%; }@property --tw-gradient-via-position { syntax: "<length-percentage>"; inherits: false; initial-value: 50%; }@property --tw-gradient-to-position { syntax: "<length-percentage>"; inherits: false; initial-value: 100%; }@property --tw-leading { syntax: "*"; inherits: false; }@property --tw-font-weight { syntax: "*"; inherits: false; }@property --tw-tracking { syntax: "*"; inherits: false; }@property --tw-ordinal { syntax: "*"; inherits: false; }@property --tw-slashed-zero { syntax: "*"; inherits: false; }@property --tw-numeric-figure { syntax: "*"; inherits: false; }@property --tw-numeric-spacing { syntax: "*"; inherits: false; }@property --tw-numeric-fraction { syntax: "*"; inherits: false; }@property --tw-shadow { syntax: "*"; inherits: false; initial-value: 0 0 #0000; }@property --tw-shadow-color { syntax: "*"; inherits: false; }@property --tw-shadow-alpha { syntax: "<percentage>"; inherits: false; initial-value: 100%; }@property --tw-inset-shadow { syntax: "*"; inherits: false; initial-value: 0 0 #0000; }@property --tw-inset-shadow-color { syntax: "*"; inherits: false; }@property --tw-inset-shadow-alpha { syntax: "<percentage>"; inherits: false; initial-value: 100%; }@property --tw-ring-color { syntax: "*"; inherits: false; }@property --tw-ring-shadow { syntax: "*"; inherits: false; initial-value: 0 0 #0000; }@property --tw-inset-ring-color { syntax: "*"; inherits: false; }@property --tw-inset-ring-shadow { syntax: "*"; inherits: false; initial-value: 0 0 #0000; }@property --tw-ring-inset { syntax: "*"; inherits: false; }@property --tw-ring-offset-width { syntax: "<length>"; inherits: false; initial-value: 0; }@property --tw-ring-offset-color { syntax: "*"; inherits: false; initial-value: #fff; }@property --tw-ring-offset-shadow { syntax: "*"; inherits: false; initial-value: 0 0 #0000; }@property --tw-outline-style { syntax: "*"; inherits: false; initial-value: solid; }@property --tw-blur { syntax: "*"; inherits: false; }@property --tw-brightness { syntax: "*"; inherits: false; }@property --tw-contrast { syntax: "*"; inherits: false; }@property --tw-grayscale { syntax: "*"; inherits: false; }@property --tw-hue-rotate { syntax: "*"; inherits: false; }@property --tw-invert { syntax: "*"; inherits: false; }@property --tw-opacity { syntax: "*"; inherits: false; }@property --tw-saturate { syntax: "*"; inherits: false; }@property --tw-sepia { syntax: "*"; inherits: false; }@property --tw-drop-shadow { syntax: "*"; inherits: false; }@property --tw-drop-shadow-color { syntax: "*"; inherits: false; }@property --tw-drop-shadow-alpha { syntax: "<percentage>"; inherits: false; initial-value: 100%; }@property --tw-drop-shadow-size { syntax: "*"; inherits: false; }@property --tw-backdrop-blur { syntax: "*"; inherits: false; }@property --tw-backdrop-brightness { syntax: "*"; inherits: false; }@property --tw-backdrop-contrast { syntax: "*"; inherits: false; }@property --tw-backdrop-grayscale { syntax: "*"; inherits: false; }@property --tw-backdrop-hue-rotate { syntax: "*"; inherits: false; }@property --tw-backdrop-invert { syntax: "*"; inherits: false; }@property --tw-backdrop-opacity { syntax: "*"; inherits: false; }@property --tw-backdrop-saturate { syntax: "*"; inherits: false; }@property --tw-backdrop-sepia { syntax: "*"; inherits: false; }@property --tw-duration { syntax: "*"; inherits: false; }@property --tw-ease { syntax: "*"; inherits: false; }@keyframes spin {   100% { transform: rotate(360deg); }}@keyframes pulse {   50% { opacity: 0.5; }}      .pcg-results-list { display: flex; flex-direction: column; list-style: none; margin: 0; padding: 0; }      .pcg-result-item { margin: 0; padding: 0; list-style: none; }      .pcg-result-btn { display: flex; width: 100%; align-items: center; justify-content: space-between; padding: 1rem; border: none; background: transparent; cursor: pointer; text-align: left; transition: background 0.2s; height: 76px; }      .pcg-result-btn.hovered { background-color: #f9fafb; }      .pcg-result-border { border-bottom: 1px solid #f5f5f5; }      .pcg-result-content { display: flex; flex-direction: column; justify-content: center; overflow: hidden; padding-right: 1rem; flex: 1; }      .pcg-result-meta-row { display: flex; align-items: center; gap: 0.5rem; overflow: hidden; }      .pcg-result-title { color: #000000; font-weight: bold; font-size: 1rem; white-space: nowrap; overflow: hidden; text-overflow: ellipsis; }      .pcg-meta-date { color: #737373; font-size: 0.75rem; text-transform: uppercase; letter-spacing: -0.025em; flex-shrink: 0; }      .pcg-result-summary { color: #737373; font-size: 0.75rem; white-space: nowrap; overflow: hidden; text-overflow: ellipsis; margin-top: 0.25rem; }      .pcg-result-actions { display: flex; align-items: center; gap: 1rem; flex: none; }      .pcg-score { color: #DC1F26; font-weight: 900; font-size: 1.25rem; font-style: italic; }      .pcg-result-arrow { color: #d4d4d4; transition: color 0.2s; }      .pcg-reader-msg { text-align: center; padding: 2rem; color: #737373; }      .pcg-reader-loading { display: flex; justify-content: center; align-items: center; height: 100%; min-height: 400px; }      .pcg-reader-loading p { color: #DC1F26; }      .pcg-prose-content { max-width: 65ch; margin: 0 auto; padding: 0 0.5rem; }      .pcg-reader-header { margin-bottom: 2rem; }      .pcg-reader-title { font-size: 1.75rem; font-weight: bold; line-height: 1.2; margin-bottom: 1rem; }      .pcg-reader-meta { display: flex; gap: 0.75rem; align-items: center; font-size: 0.875rem; font-weight: 500; color: #52525b; text-transform: uppercase; letter-spacing: 0.05em; }      .pcg-reader-meta-divider { color: #d4d4d8; }      .pcg-reader-body { line-height: 1.6; color: #262626; font-size: 1.125rem; }      .pcg-prose-content img { width: 100%; height: auto; margin: 1.5rem 0; box-shadow: 0 4px 6px -1px rgb(0 0 0 / 0.1); border-radius: 0.5rem; }       .pcg-prose-content a { color: #e11d48; text-decoration: none; font-weight: 500; }       .pcg-prose-content a:hover { text-decoration: underline; }       .pcg-prose-content p { margin-bottom: 1.5em !important; display: block !important; }    </style></head><body style="margin:0; padding:0; background:transparent;">  <div style="position: relative;">    <div class="w-full max-w-2xl mx-auto flex justify-center" id="widget-fgquwur"><div class="w-full max-w-2xl mx-auto font-sans relative"><div id="pcg-search-container" class="bg-[#ededed] p-2 sm:p-3 rounded-full shadow-sm relative z-20 flex items-center"><div class="relative w-full text-sm sm:text-base md:text-lg"><div class="absolute left-4 top-1/2 -translate-y-1/2 text-[#DC1F26]"><svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="currentColor" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="lucide lucide-search w-5 h-5 sm:w-6 sm:h-6" aria-hidden="true"><path d="m21 21-4.34-4.34"></path><circle cx="11" cy="11" r="8"></circle></svg></div><input id="pcg-search" placeholder="Search our 108 graphics card reviews" class="w-full bg-white border-2 border-[#DC1F26] rounded-full py-3 sm:py-4 pl-12 sm:pl-14 pr-10 outline-none text-black placeholder-neutral-500 shadow-inner focus:ring-4 focus:ring-[#DC1F26]/20 transition-all font-medium text-ellipsis overflow-hidden" type="text" value=""></div></div><div id="pcg-footer-stats" class="mt-4 text-center text-sm sm:text-base font-semibold 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                                                                                                                                            <link>https://www.pcgamer.com/hardware/graphics-cards/weve-been-tracking-graphics-card-prices-for-exactly-one-year-and-its-never-been-worse-than-this/</link>
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                            <![CDATA[ And I don't know where we go from here. Any positive thoughts welcome. ]]>
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                                                                        <pubDate>Fri, 14 Aug 2026 16:27:24 +0000</pubDate>                                                                                                                                <updated>Fri, 14 Aug 2026 16:27:29 +0000</updated>
                                                                                                                                            <category><![CDATA[Graphics Cards]]></category>
                                                    <category><![CDATA[Hardware]]></category>
                                                                                                <author><![CDATA[ dave.james@futurenet.com (Dave James) ]]></author>                    <dc:creator><![CDATA[ Dave James ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/Ti9gYoetCsh9crRvpUzKD9.png ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
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                                                            <media:credit><![CDATA[Future]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[AMD RX 9070 XT and Nvidia RTX 5070 Ti graphics cards from Asus]]></media:description>                                                            <media:text><![CDATA[AMD RX 9070 XT and Nvidia RTX 5070 Ti graphics cards from Asus]]></media:text>
                                <media:title type="plain"><![CDATA[AMD RX 9070 XT and Nvidia RTX 5070 Ti graphics cards from Asus]]></media:title>
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                                <p>We first started tracking the prices of individual graphics cards on August 14, 2025, and since then we've checked on an <em>almost</em> weekly cadence (we've got to have holidays, y'know). And it's not been a pretty year.</p><p>In the interests of full disclosure, the methodology behind this data capture has been to have one editor spend an inordinate amount of their work day tracking down the cheapest available version of each of the current generation of GPUs from Nvidia, AMD, and yes, even Intel. They must be new in-box, so no refurbs or open box sales, and they must be from reputable sellers—no vendors on Amazon called sdfgwegggggwawfdasfsreqwwqeccccawef, in other words.</p><p>This data captures the very cheapest prices these GPUs were available for throughout the year, but what it doesn't capture is the average price, which has often been much higher. Sometimes there might be a good deal on a particular graphics card, while the rest of the market is significantly more expensive. But our idea was to capture what a reader could spend in a particular week to bag the GPU chipset they wanted. And we're carrying that on, with <a href="https://www.pcgamer.com/hardware/graphics-cards/graphics-card-price-watch-deals/" target="_blank">our weekly updates page</a> always housing links to the cheapest cards we can find.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-XkwrzX"></div>                            </div>                            <script src="https://kwizly.com/embed/XkwrzX.js" async></script><p>Back in August of last year, things weren't particularly pretty at all. There was a mix of low stock and high demand, which meant that graphics cards from all the various manufacturers were well over their respective MSRPs… and had been since launch. Every GPU launched in 2025 had one thing in common: There was little initial supply and the promised launch prices generally evaporated in a puff of corporate greed.</p><p>And that was all before the RAMpocalypse took hold. </p><div ><table><caption>Changes in minimum GPU chipset price over 12 months</caption><thead><tr><th class="firstcol " ><p>GPU</p></th><th  ><p>August 14, 2025</p></th><th  ><p>August 14, 2026</p></th><th  ><p>Change ($)</p></th><th  ><p>Change (%)</p></th></tr></thead><tbody><tr><td class="firstcol " ><p><strong>Intel Arc B570</strong></p></td><td  ><p>$230</p></td><td  ><p>$260</p></td><td  ><p>+$30</p></td><td  ><p>+13.0%</p></td></tr><tr><td class="firstcol " ><p><strong>Nvidia RTX 5050</strong></p></td><td  ><p>$250</p></td><td  ><p>$299</p></td><td  ><p>+$49</p></td><td  ><p>+19.6%</p></td></tr><tr><td class="firstcol " ><p><strong>Intel Arc B580</strong></p></td><td  ><p>$260</p></td><td  ><p>$310</p></td><td  ><p>+$50</p></td><td  ><p>+19.2%</p></td></tr><tr><td class="firstcol " ><p><strong>AMD RX 9060 XT 8 GB</strong></p></td><td  ><p>$280</p></td><td  ><p>$370</p></td><td  ><p>+$90</p></td><td  ><p>+32.1%</p></td></tr><tr><td class="firstcol " ><p><strong>Nvidia RTX 5060</strong></p></td><td  ><p>$300</p></td><td  ><p>$359</p></td><td  ><p>+$59</p></td><td  ><p>+19.7%</p></td></tr><tr><td class="firstcol " ><p><strong>Nvidia RTX 5060 Ti 8 GB</strong></p></td><td  ><p>$368</p></td><td  ><p>$420</p></td><td  ><p>+$52</p></td><td  ><p>+14.1%</p></td></tr><tr><td class="firstcol " ><p><strong>AMD RX 9060 XT 16 GB</strong></p></td><td  ><p>$370</p></td><td  ><p>$470</p></td><td  ><p>+$100</p></td><td  ><p>+27.0%</p></td></tr><tr><td class="firstcol " ><p><strong>Nvidia RTX 5060 Ti 16 GB</strong></p></td><td  ><p>$430</p></td><td  ><p>$650</p></td><td  ><p>+$220</p></td><td  ><p>+51.2%</p></td></tr><tr><td class="firstcol " ><p><strong>Nvidia RTX 5070</strong></p></td><td  ><p>$550</p></td><td  ><p>$755</p></td><td  ><p>+$205</p></td><td  ><p>+37.3%</p></td></tr><tr><td class="firstcol " ><p><strong>AMD RX 9070</strong></p></td><td  ><p>$600</p></td><td  ><p>$650</p></td><td  ><p>+$50</p></td><td  ><p>+8.3%</p></td></tr><tr><td class="firstcol " ><p><strong>AMD RX 9070 XT</strong></p></td><td  ><p>$700</p></td><td  ><p>$720</p></td><td  ><p>+$20</p></td><td  ><p>+2.9%</p></td></tr><tr><td class="firstcol " ><p><strong>Nvidia RTX 5070 Ti</strong></p></td><td  ><p>$780</p></td><td  ><p>$1030</p></td><td  ><p>+$250</p></td><td  ><p>+32.1%</p></td></tr><tr><td class="firstcol " ><p><strong>Nvidia RTX 5080</strong></p></td><td  ><p>$1100</p></td><td  ><p>$1290</p></td><td  ><p>+$190</p></td><td  ><p>+17.3%</p></td></tr><tr><td class="firstcol " ><p><strong>Nvidia RTX 5090</strong></p></td><td  ><p>$2400</p></td><td  ><p>$4400</p></td><td  ><p>+$2000</p></td><td  ><p>+83.3%</p></td></tr></tbody></table></div><div><blockquote><p>I am getting a lump in my throat as I write this—pretty much every GPU was available at or under its MSRP.</p></blockquote></div><p>There was a beautifully innocent, AI ignorant moment in October, however, when—and I am getting a lump in my throat as I write this—pretty much every GPU except the <a href="https://www.pcgamer.com/hardware/graphics-cards/nvidia-geforce-rtx-5090-fe-review/" target="_blank">RTX 5090</a> was available at or under its MSRP. We've never had it so good… </p><p>But then almost as soon as the Black Friday sales wrapped up at the end of November things went—and I hope you'll forgive the technical industry jargon here—utterly tits up.</p><p>The memory crisis started to bite into the GPU market, and graphics card prices started to rise back up again, starting with the <a href="https://www.pcgamer.com/hardware/graphics-cards/nvidia-rtx-5080-founders-edition-review/" target="_blank">RTX 5080</a>, which then dragged up almost every GPU up the price ladder into the new year.</p><div class="vizualizer-embed"><style>@import url('https://fonts.googleapis.com/css2?family=Open+Sans:wght@400;700&display=swap');@import url('https://fonts.googleapis.com/css2?family=Poppins:wght@400;700&display=swap');#fv-chart-1786704331912-08qcars3b *, #fv-chart-1786704331912-08qcars3b *:before, #fv-chart-1786704331912-08qcars3b *:after, #fv-chart-1786704331912-08qcars3b-slideshow *, #fv-chart-1786704331912-08qcars3b-slideshow *:before, 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translateX(-50%); top: 0; background-color: transparent; border: none; box-shadow: none; padding: 0; font-family: 'Open Sans', sans-serif; font-weight: 700; font-size: 14px; color: #374151; white-space: nowrap; }#fv-chart-1786704331912-08qcars3b .sr-only { position: absolute !important; width: 1px !important; height: 1px !important; padding: 0 !important; margin: -1px !important; overflow: hidden !important; clip: rect(0,0,0,0) !important; white-space: nowrap !important; border: 0 !important; }#fv-chart-1786704331912-08qcars3b .fv-bottom-bar { display: flex !important; flex-direction: column !important; align-items: center !important; margin-top: 0.5rem !important; gap: 1rem !important; }#fv-chart-1786704331912-08qcars3b .fv-footer-content { text-align: center !important; width: 100% !important; }#fv-chart-1786704331912-08qcars3b .fv-logo {display: block !important;margin: 0 auto !important;width: 120px !important;min-width: 120px !important;max-width: 120px !important;height: auto !important;object-fit: contain !important;flex-shrink: 0 !important;}#fv-chart-1786704331912-08qcars3b .fv-dropdown-wrapper { text-align: center !important; margin-bottom: 16px !important; margin-top: 0 !important; }#fv-chart-1786704331912-08qcars3b .fv-dropdown-title-container { position: relative !important; display: inline-block !important; max-width: 100% !important; }#fv-chart-1786704331912-08qcars3b .fv-dropdown-title {appearance: none !important;-webkit-appearance: none !important;-moz-appearance: none !important;background: transparent !important;border: none !important;font-size: 18px !important;font-weight: 600 !important;color: var(--riv-primary) !important;padding-right: 28px !important;padding-left: 10px !important;cursor: pointer !important;text-align: center !important;text-align-last: center !important;width: auto !important;max-width: 100% !important;font-family: 'Open Sans', sans-serif !important;line-height: 1.3 !important;margin: 0 !important;text-overflow: ellipsis !important;overflow: hidden !important;white-space: nowrap !important;}#fv-chart-1786704331912-08qcars3b .fv-dropdown-title:focus { outline: none !important; }#fv-chart-1786704331912-08qcars3b .fv-dropdown-title::-ms-expand { display: none !important; }#fv-chart-1786704331912-08qcars3b .fv-dropdown-chevron {position: absolute !important;right: 0 !important;top: 50% !important;transform: translateY(-50%) !important;pointer-events: none !important;color: var(--riv-primary) !important;display: flex !important;align-items: center !important;}#fv-chart-1786704331912-08qcars3b .fv-carousel-title-controls { display: flex !important; justify-content: space-between !important; align-items: center !important; margin-bottom: 16px !important; width: 100% !important; gap: 12px !important; }#fv-chart-1786704331912-08qcars3b .fv-carousel-nav-btn {background: transparent !important; border: 1px solid #d1d5db !important; border-radius: 6px !important; padding: 6px 10px !important;cursor: pointer !important; font-size: 14px !important; color: #374151 !important; display: flex !important; align-items: center !important; gap: 4px !important; font-family: 'Open Sans', sans-serif !important;}#fv-chart-1786704331912-08qcars3b .fv-carousel-nav-btn:hover { border-color: #9ca3af !important; }#fv-chart-1786704331912-08qcars3b .fv-carousel-counter { font-size: 14px !important; color: #374151 !important; text-align: center !important; margin-top: 1rem !important; }#fv-chart-1786704331912-08qcars3b .fv-legend { display: flex !important; justify-content: center !important; flex-wrap: wrap !important; gap: 8px 16px !important; margin: 0 !important; padding: 0 !important; margin-top: 1rem !important; }#fv-chart-1786704331912-08qcars3b .fv-legend-item { display: flex !important; align-items: center !important; gap: 6px !important; font-size: 14px !important; color: #374151 !important; }#fv-chart-1786704331912-08qcars3b .fv-legend-color { width: 12px !important; height: 12px !important; border-radius: 3px !important; }#fv-chart-1786704331912-08qcars3b .fv-multi-value-legend {display: flex !important;justify-content: center !important;flex-wrap: wrap !important;gap: 12px 24px !important;margin-bottom: 1.5rem !important;padding: 0 !important;}#fv-chart-1786704331912-08qcars3b .fv-multi-legend-item { display: flex !important; align-items: center !important; gap: 8px !important; font-size: 14px !important; color: #374151 !important; font-weight: 500 !important; }#fv-chart-1786704331912-08qcars3b .fv-multi-legend-swatch { width: 16px !important; height: 16px !important; border-radius: 3px !important; }#fv-chart-1786704331912-08qcars3b .fv-benchmark-group { margin-bottom: 1rem !important; }#fv-chart-1786704331912-08qcars3b .fv-benchmark-title {font-size: 18px !important; font-weight: 600 !important; margin-bottom: 16px !important; margin-top: 0 !important; padding: 0 !important;text-align: center !important; color: var(--riv-primary) !important; flex: 1 !important; min-width: 0 !important;font-family: 'Open Sans', sans-serif !important; line-height: 1.3 !important;text-transform: none !important;white-space: normal !important;overflow-wrap: break-word !important;word-wrap: break-word !important;max-width: 100% !important;}#fv-chart-1786704331912-08qcars3b .fv-bar-row, #fv-chart-1786704331912-08qcars3b .fv-stacked-product { display: flex !important; align-items: center !important; width: 100% !important; margin-bottom: 0.75rem !important; position: relative !important; }#fv-chart-1786704331912-08qcars3b .fv-bar-label { width: 150px !important; flex-shrink: 0 !important; font-size: 14px !important; color: #374151 !important; padding-right: 10px !important; text-align: right !important; font-weight: 500 !important; display: block !important; }#fv-chart-1786704331912-08qcars3b .fv-bar-container { flex-grow: 1 !important; background-color: #E5E7EB !important; border-radius: 4px !important; min-height: 25px !important; border: 1px solid #D1D5DB !important; position: relative !important; display: flex !important; align-items: center !important; }#fv-chart-1786704331912-08qcars3b .fv-bar-commentary-inline { display: none !important; position: absolute !important; left: 150px !important; top: 0 !important; bottom: 0 !important; right: 0 !important; width: calc(100% - 150px) !important; margin: 0 !important; padding: 0 8px !important; font-size: 13px !important; color: #fff !important; background: rgba(0,0,0,0.8) !important; border-radius: 4px !important; line-height: 1.4 !important; font-weight: normal !important; text-transform: none !important; word-wrap: break-word !important; z-index: 10 !important; align-items: center !important; overflow-y: auto !important; }#fv-chart-1786704331912-08qcars3b.preview-wrapper .fv-bar-row:hover .fv-bar-commentary-inline, #fv-chart-1786704331912-08qcars3b.preview-wrapper .fv-bar-commentary-inline:focus, #fv-chart-1786704331912-08qcars3b.preview-wrapper .fv-bar-commentary-inline:focus-within, #fv-chart-1786704331912-08qcars3b.mobile-view .fv-bar-row:hover .fv-bar-commentary-inline, #fv-chart-1786704331912-08qcars3b.mobile-view .fv-bar-commentary-inline:focus, #fv-chart-1786704331912-08qcars3b.mobile-view .fv-bar-commentary-inline:focus-within { display: flex !important; }#fv-chart-1786704331912-08qcars3b .fv-bar { height: 100% !important; border-radius: 3px !important; display: flex !important; align-items: center !important; transition: opacity 0.2s ease, width 0.8s ease-out !important; min-height: 23px !important; }#fv-chart-1786704331912-08qcars3b .fv-bar:hover { opacity: 0.8 !important; }#fv-chart-1786704331912-08qcars3b .fv-bar-inner-content { display: flex !important; justify-content: space-between !important; align-items: center !important; width: 100% !important; height: 100% !important; padding: 0 8px !important; font-size: 14px !important; font-weight: bold !important; overflow: hidden !important; }#fv-chart-1786704331912-08qcars3b .fv-bar-inner-label { white-space: nowrap !important; overflow: hidden !important; text-overflow: ellipsis !important; padding-right: 8px !important; }#fv-chart-1786704331912-08qcars3b .fv-bar-inner-value { flex-shrink: 0 !important; }#fv-chart-1786704331912-08qcars3b .fv-bar-value-outside { padding-left: 8px !important; font-size: 14px !important; font-weight: bold !important; color: #374151 !important; white-space: nowrap !important; }#fv-chart-1786704331912-08qcars3b .fv-bar-label.fv-primary-product { font-weight: bold !important; color: var(--riv-primary) !important; }#fv-chart-1786704331912-08qcars3b .fv-multi-bar-container { flex-direction: column !important; padding: 4px !important; align-items: stretch !important; gap: 4px !important; height: auto !important; }#fv-chart-1786704331912-08qcars3b .fv-multi-bar-item { display: flex !important; align-items: center !important; height: 25px !important; width: 100% !important; }#fv-chart-1786704331912-08qcars3b .fv-stacked-bar { display: flex !important; overflow: hidden !important; }#fv-chart-1786704331912-08qcars3b .fv-stacked-segment { height: 100% !important; display: flex !important; align-items: center !important; justify-content: flex-end !important; padding-right: 8px !important; border-right: 1px solid rgba(255,255,255,0.3) !important; }#fv-chart-1786704331912-08qcars3b .fv-stacked-segment:last-child { border-right: none !important; }#fv-chart-1786704331912-08qcars3b .fv-segment-value { font-size: 14px !important; font-weight: bold !important; }#fv-chart-1786704331912-08qcars3b .fv-grouped-bar-product { display: flex !important; flex-direction: column !important; width: 100% !important; margin-bottom: 1.25rem !important; }#fv-chart-1786704331912-08qcars3b .fv-grouped-product-title-wrapper { padding-left: 150px !important; }#fv-chart-1786704331912-08qcars3b .fv-grouped-product-title { width: 100% !important; text-align: left !important; padding-right: 0 !important; margin-bottom: 0.5rem !important; font-weight: 700 !important; font-size: 14px !important; color: #374151 !important; text-transform: none !important; }#fv-chart-1786704331912-08qcars3b .fv-bar-cluster { width: 100% !important; flex-grow: 1 !important; display: flex !important; flex-direction: column !important; }#fv-chart-1786704331912-08qcars3b .fv-bar-cluster .fv-bar-row { margin-bottom: 3px !important; }#fv-chart-1786704331912-08qcars3b .fv-bar-cluster .fv-bar-container { height: 20px !important; }#fv-chart-1786704331912-08qcars3b .riv-grid line {stroke: #D1D5DB !important;stroke-dasharray: 3 3 !important;}#fv-chart-1786704331912-08qcars3b .fv-x-axis-wrapper { display: flex !important; width: 100% !important; margin-top: 0.5rem !important; }#fv-chart-1786704331912-08qcars3b .fv-x-axis-label-space { width: 150px !important; padding-right: 10px !important; flex-shrink: 0 !important; }#fv-chart-1786704331912-08qcars3b .fv-x-axis-chart-space { flex-grow: 1 !important; padding-right: 8px !important; }#fv-chart-1786704331912-08qcars3b .fv-x-axis-wrapper.fv-grouped-x-axis { margin-left: 0 !important; }#fv-chart-1786704331912-08qcars3b .fv-x-axis-line { border-top: 1px solid #D1D5DB !important; }#fv-chart-1786704331912-08qcars3b .fv-x-axis-ticks { display: flex !important; justify-content: space-between !important; padding-top: 4px !important; font-size: 13px !important; color: #374151 !important; }#fv-chart-1786704331912-08qcars3b .fv-x-axis-ticks span { position: relative !important; }#fv-chart-1786704331912-08qcars3b .fv-x-axis-ticks span::before { content: '' !important; position: absolute !important; top: -6px !important; left: 50% !important; transform: translateX(-50%) !important; width: 2px !important; height: 4px !important; background-color: #D1D5DB !important; border-radius: 1px !important; }#fv-chart-1786704331912-08qcars3b .fv-x-axis-unit { text-align: center !important; font-size: 14px !important; color: #374151 !important; margin-top: 8px !important; display: block !important; }#fv-chart-1786704331912-08qcars3b .fv-x-axis-title { text-align: center !important; font-size: 15px !important; color: #374151 !important; margin-top: 8px !important; margin-bottom: 16px !important; line-height: 1.5 !important; padding: 0 1rem !important; display: block !important; font-weight: bold !important; }#fv-chart-1786704331912-08qcars3b .fv-y-axis-title {font-size: 15px !important;color: #374151 !important;line-height: 1.5 !important;text-align: left !important;padding-left: 5.83% !important;margin-bottom: 4px !important;display: block !important;font-weight: bold !important;}#fv-chart-1786704331912-08qcars3b.mobile-view .fv-pie-container,#fv-chart-1786704331912-08qcars3b.labels-on-top .fv-pie-container {flex-direction: column !important; gap: 1rem !important;}#fv-chart-1786704331912-08qcars3b.mobile-view .fv-grouped-product-title-wrapper,#fv-chart-1786704331912-08qcars3b.labels-on-top .fv-grouped-product-title-wrapper {padding-left: 0 !important;}#fv-chart-1786704331912-08qcars3b.mobile-view .fv-bar-row,#fv-chart-1786704331912-08qcars3b.mobile-view .fv-stacked-product,#fv-chart-1786704331912-08qcars3b.mobile-view .fv-grouped-bar-product,#fv-chart-1786704331912-08qcars3b.labels-on-top .fv-bar-row,#fv-chart-1786704331912-08qcars3b.labels-on-top .fv-stacked-product,#fv-chart-1786704331912-08qcars3b.labels-on-top .fv-grouped-bar-product {flex-direction: column !important; align-items: flex-start !important; margin-bottom: 1.25rem !important;}#fv-chart-1786704331912-08qcars3b.mobile-view .fv-bar-label:not(.fv-grouped-product-title),#fv-chart-1786704331912-08qcars3b.labels-on-top .fv-bar-label:not(.fv-grouped-product-title) {width: 100% !important; text-align: left !important; padding-right: 0 !important; margin-bottom: 0.25rem !important; font-size: 14px !important; font-weight: 700 !important;}#fv-chart-1786704331912-08qcars3b.mobile-view .fv-bar-label,#fv-chart-1786704331912-08qcars3b.mobile-view .fv-grouped-product-title,#fv-chart-1786704331912-08qcars3b.labels-on-top .fv-bar-label,#fv-chart-1786704331912-08qcars3b.labels-on-top .fv-grouped-product-title {width: 100% !important; text-align: left !important; padding-right: 0 !important; margin-bottom: 0.25rem !important; font-size: 14px !important; font-weight: 700 !important;}#fv-chart-1786704331912-08qcars3b.mobile-view .fv-bar-container,#fv-chart-1786704331912-08qcars3b.mobile-view .fv-bar-cluster,#fv-chart-1786704331912-08qcars3b.labels-on-top .fv-bar-container,#fv-chart-1786704331912-08qcars3b.labels-on-top .fv-bar-cluster {width: 100% !important;}#fv-chart-1786704331912-08qcars3b.mobile-view .fv-bar-row .fv-bar-commentary-inline,#fv-chart-1786704331912-08qcars3b.mobile-view .fv-bar-row:hover .fv-bar-commentary-inline,#fv-chart-1786704331912-08qcars3b.mobile-view .fv-bar-row .fv-bar-commentary-inline:focus,#fv-chart-1786704331912-08qcars3b.mobile-view .fv-bar-row .fv-bar-commentary-inline:focus-within,#fv-chart-1786704331912-08qcars3b.labels-on-top .fv-bar-row .fv-bar-commentary-inline,#fv-chart-1786704331912-08qcars3b.labels-on-top .fv-bar-row:hover .fv-bar-commentary-inline,#fv-chart-1786704331912-08qcars3b.labels-on-top .fv-bar-row .fv-bar-commentary-inline:focus,#fv-chart-1786704331912-08qcars3b.labels-on-top .fv-bar-row .fv-bar-commentary-inline:focus-within {position: static !important; display: block !important; width: 100% !important; margin: 4px 0 0 0 !important; padding: 0 !important; background: transparent !important; color: #6B7280 !important; font-size: 12px !important;}#fv-chart-1786704331912-08qcars3b.mobile-view .fv-x-axis-wrapper,#fv-chart-1786704331912-08qcars3b.labels-on-top .fv-x-axis-wrapper {margin-left: 0 !important;}#fv-chart-1786704331912-08qcars3b.mobile-view .fv-x-axis-label-space,#fv-chart-1786704331912-08qcars3b.labels-on-top .fv-x-axis-label-space {display: none !important;}#fv-chart-1786704331912-08qcars3b.mobile-view .fv-x-axis-chart-space,#fv-chart-1786704331912-08qcars3b.labels-on-top .fv-x-axis-chart-space {padding-right: 0 !important;}#fv-chart-1786704331912-08qcars3b.mobile-view .fv-benchmark-title,#fv-chart-1786704331912-08qcars3b.labels-on-top .fv-benchmark-title {font-size: 16px !important;}#fv-chart-1786704331912-08qcars3b.mobile-view .fv-dropdown-title,#fv-chart-1786704331912-08qcars3b.labels-on-top .fv-dropdown-title {font-size: 16px !important;}#fv-chart-1786704331912-08qcars3b.mobile-view .fv-carousel-nav-btn,#fv-chart-1786704331912-08qcars3b.labels-on-top .fv-carousel-nav-btn {padding: 8px 12px !important; font-size: 14px !important;}#fv-chart-1786704331912-08qcars3b.mobile-view .fv-chart-title,#fv-chart-1786704331912-08qcars3b.labels-on-top .fv-chart-title {padding: 0 8px !important;}#fv-chart-1786704331912-08qcars3b.mobile-view .fv-chart-subhead,#fv-chart-1786704331912-08qcars3b.labels-on-top .fv-chart-subhead {padding: 0 8px !important;}#fv-chart-1786704331912-08qcars3b.mobile-view .fv-versus-header,#fv-chart-1786704331912-08qcars3b.labels-on-top .fv-versus-header {flex-direction: column !important; align-items: center !important; padding: 0 !important; gap: 0.5rem !important;}#fv-chart-1786704331912-08qcars3b.mobile-view .fv-versus-select-wrapper,#fv-chart-1786704331912-08qcars3b.labels-on-top .fv-versus-select-wrapper {flex: 1 !important; min-width: 0 !important; width: 100% !important;}#fv-chart-1786704331912-08qcars3b.mobile-view .fv-versus-select-wrapper.fv-left,#fv-chart-1786704331912-08qcars3b.labels-on-top .fv-versus-select-wrapper.fv-left {text-align: center !important; padding-right: 0 !important;}#fv-chart-1786704331912-08qcars3b.mobile-view .fv-versus-select-wrapper.fv-right,#fv-chart-1786704331912-08qcars3b.labels-on-top .fv-versus-select-wrapper.fv-right {text-align: center !important; padding-left: 0 !important;}#fv-chart-1786704331912-08qcars3b.mobile-view 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data-product="Intel Arc B570" cx="169.76" cy="326.33" r="2" fill="#FFC08B" style="opacity:0;" /><circle class="riv-dot" data-product="Intel Arc B570" cx="182.74" cy="326.33" r="2" fill="#FFC08B" style="opacity:0;" /><circle class="riv-dot" data-product="Intel Arc B570" cx="195.71" cy="326.33" r="2" fill="#FFC08B" style="opacity:0;" /><circle class="riv-dot" data-product="Intel Arc B570" cx="208.69" cy="325.85" r="2" fill="#FFC08B" style="opacity:0;" /><circle class="riv-dot" data-product="Intel Arc B570" cx="221.67" cy="325.85" r="2" fill="#FFC08B" style="opacity:0;" /><circle class="riv-dot" data-product="Intel Arc B570" cx="234.64" cy="325.85" r="2" fill="#FFC08B" style="opacity:0;" /><circle class="riv-dot" data-product="Intel Arc B570" cx="247.62" cy="326.33" r="2" fill="#FFC08B" style="opacity:0;" /><circle class="riv-dot" data-product="Intel Arc B570" cx="260.60" cy="326.33" r="2" fill="#FFC08B" style="opacity:0;" /><circle class="riv-dot" data-product="Intel Arc B570" 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data-product="AMD Radeon RX 9070 GRE" cx="494.17" cy="241.17" r="2" fill="#E33235" style="opacity:0;" /><circle class="riv-dot" data-product="AMD Radeon RX 9070 GRE" cx="507.14" cy="241.17" r="2" fill="#E33235" style="opacity:0;" /><circle class="riv-dot" data-product="AMD Radeon RX 9070 GRE" cx="520.12" cy="241.17" r="2" fill="#E33235" style="opacity:0;" /><circle class="riv-dot" data-product="AMD Radeon RX 9070 GRE" cx="533.10" cy="253.33" r="2" fill="#E33235" style="opacity:0;" /><circle class="riv-dot" data-product="AMD Radeon RX 9070 GRE" cx="546.07" cy="253.33" r="2" fill="#E33235" style="opacity:0;" /><circle class="riv-dot" data-product="AMD Radeon RX 9070 GRE" cx="559.05" cy="253.33" r="2" fill="#E33235" style="opacity:0;" /><circle class="riv-dot" data-product="AMD Radeon RX 9070 GRE" cx="572.02" cy="241.17" r="2" fill="#E33235" style="opacity:0;" /><circle class="riv-dot" data-product="AMD Radeon RX 9070 GRE" cx="585.00" cy="253.33" r="2" fill="#E33235" style="opacity:0;" /></svg><div class="fv-x-axis-title">Week</div><div class="riv-line-legend" data-chart="fv-chart-1786704331912-08qcars3b-line-Lowest pricing"><button class="riv-legend-item " data-product="Nvidia RTX 5080"><span class="riv-legend-marker" style="background-color: #ffcea9;"></span>Nvidia RTX 5080</button><button class="riv-legend-item " data-product="Nvidia RTX 5070 Ti"><span class="riv-legend-marker" style="background-color: #d26365;"></span>Nvidia RTX 5070 Ti</button><button class="riv-legend-item " data-product="AMD RX 9070 XT"><span class="riv-legend-marker" style="background-color: #EB6F71;"></span>AMD RX 9070 XT</button><button class="riv-legend-item " data-product="AMD RX 9070"><span class="riv-legend-marker" style="background-color: #1CA9C4;"></span>AMD RX 9070</button><button class="riv-legend-item " data-product="Nvidia RTX 5070"><span class="riv-legend-marker" style="background-color: #75bdd1;"></span>Nvidia RTX 5070</button><button class="riv-legend-item " data-product="Nvidia RTX 5060 Ti 16 GB"><span class="riv-legend-marker" style="background-color: #e97a7b;"></span>Nvidia RTX 5060 Ti 16 GB</button><button class="riv-legend-item " data-product="Nvidia RTX 5060 Ti 8 GB"><span class="riv-legend-marker" style="background-color: #e38e4f;"></span>Nvidia RTX 5060 Ti 8 GB</button><button class="riv-legend-item " data-product="AMD RX 9060 XT 16 GB"><span class="riv-legend-marker" style="background-color: #E33235;"></span>AMD RX 9060 XT 16 GB</button><button class="riv-legend-item " data-product="AMD RX 9060 XT 8 GB"><span class="riv-legend-marker" style="background-color: #FE9F58;"></span>AMD RX 9060 XT 8 GB</button><button class="riv-legend-item " data-product="Nvidia RTX 5060"><span class="riv-legend-marker" style="background-color: #D07F46;"></span>Nvidia RTX 5060</button><button class="riv-legend-item " data-product="Nvidia RTX 5050"><span class="riv-legend-marker" style="background-color: #B5282A;"></span>Nvidia RTX 5050</button><button class="riv-legend-item " data-product="Intel Arc B580"><span class="riv-legend-marker" style="background-color: #66C5D7;"></span>Intel Arc B580</button><button class="riv-legend-item " data-product="Intel Arc B570"><span class="riv-legend-marker" style="background-color: #FFC08B;"></span>Intel Arc B570</button><button class="riv-legend-item " data-product="AMD Radeon RX 9070 GRE"><span class="riv-legend-marker" style="background-color: #E33235;"></span>AMD Radeon RX 9070 GRE</button></div><table class="sr-only"><caption>Lowest pricing Data</caption><thead><tr><th>Timestamp (Week)</th><th>Nvidia RTX 5080 (Price, $)</th><th>Nvidia RTX 5070 Ti (Price, $)</th><th>AMD RX 9070 XT (Price, $)</th><th>AMD RX 9070 (Price, $)</th><th>Nvidia RTX 5070 (Price, $)</th><th>Nvidia RTX 5060 Ti 16 GB (Price, $)</th><th>Nvidia RTX 5060 Ti 8 GB (Price, $)</th><th>AMD RX 9060 XT 16 GB (Price, $)</th><th>AMD RX 9060 XT 8 GB (Price, $)</th><th>Nvidia RTX 5060 (Price, $)</th><th>Nvidia RTX 5050 (Price, $)</th><th>Intel Arc B580 (Price, $)</th><th>Intel Arc B570 (Price, $)</th><th>AMD Radeon RX 9070 GRE (Price, $)</th></tr></thead><tbody><tr><td>1</td><td>1100</td><td>780</td><td>700</td><td>600</td><td>550</td><td>430</td><td>368</td><td>370</td><td>280</td><td>300</td><td>250</td><td>260</td><td>230</td><td>N/A</td></tr><tr><td>2</td><td>1099</td><td>750</td><td>700</td><td>600</td><td>550</td><td>430</td><td>340</td><td>370</td><td>270</td><td>300</td><td>250</td><td>260</td><td>230</td><td>N/A</td></tr><tr><td>3</td><td>1000</td><td>750</td><td>700</td><td>550</td><td>524</td><td>430</td><td>370</td><td>370</td><td>280</td><td>291</td><td>250</td><td>250</td><td>230</td><td>N/A</td></tr><tr><td>4</td><td>1000</td><td>750</td><td>695</td><td>550</td><td>546</td><td>430</td><td>345</td><td>370</td><td>280</td><td>296</td><td>250</td><td>250</td><td>230</td><td>N/A</td></tr><tr><td>5</td><td>1000</td><td>749</td><td>670</td><td>600</td><td>481</td><td>430</td><td>340</td><td>350</td><td>270</td><td>300</td><td>250</td><td>250</td><td>230</td><td>N/A</td></tr><tr><td>6</td><td>929</td><td>749</td><td>670</td><td>600</td><td>499</td><td>379</td><td>340</td><td>350</td><td>270</td><td>289</td><td>240</td><td>250</td><td>230</td><td>N/A</td></tr><tr><td>7</td><td>999</td><td>750</td><td>650</td><td>550</td><td>520</td><td>430</td><td>350</td><td>350</td><td>270</td><td>299</td><td>240</td><td>250</td><td>230</td><td>N/A</td></tr><tr><td>8</td><td>980</td><td>749</td><td>650</td><td>550</td><td>500</td><td>430</td><td>342</td><td>350</td><td>270</td><td>299</td><td>250</td><td>250</td><td>200</td><td>N/A</td></tr><tr><td>9</td><td>999</td><td>750</td><td>650</td><td>560</td><td>500</td><td>430</td><td>323</td><td>350</td><td>270</td><td>299</td><td>250</td><td>250</td><td>220</td><td>N/A</td></tr><tr><td>10</td><td>989</td><td>730</td><td>600</td><td>550</td><td>480</td><td>430</td><td>340</td><td>360</td><td>270</td><td>299</td><td>250</td><td>250</td><td>210</td><td>N/A</td></tr><tr><td>11</td><td>990</td><td>699</td><td>600</td><td>550</td><td>489</td><td>400</td><td>320</td><td>340</td><td>250</td><td>280</td><td>230</td><td>250</td><td>200</td><td>N/A</td></tr><tr><td>12</td><td>989</td><td>730</td><td>600</td><td>530</td><td>500</td><td>400</td><td>320</td><td>350</td><td>275</td><td>279</td><td>220</td><td>250</td><td>200</td><td>N/A</td></tr><tr><td>13</td><td>1000</td><td>750</td><td>600</td><td>530</td><td>527</td><td>420</td><td>342</td><td>350</td><td>280</td><td>279</td><td>220</td><td>250</td><td>200</td><td>N/A</td></tr><tr><td>14</td><td>1000</td><td>750</td><td>600</td><td>530</td><td>540</td><td>420</td><td>313</td><td>370</td><td>280</td><td>279</td><td>220</td><td>250</td><td>202</td><td>N/A</td></tr><tr><td>15</td><td>1000</td><td>749</td><td>600</td><td>530</td><td>499</td><td>430</td><td>350</td><td>380</td><td>288</td><td>279</td><td>200</td><td>240</td><td>202</td><td>N/A</td></tr><tr><td>16</td><td>1100</td><td>750</td><td>620</td><td>530</td><td>499</td><td>430</td><td>350</td><td>380</td><td>288</td><td>270</td><td>200</td><td>240</td><td>202</td><td>N/A</td></tr><tr><td>17</td><td>1230</td><td>750</td><td>660</td><td>580</td><td>549</td><td>430</td><td>330</td><td>390</td><td>310</td><td>260</td><td>235</td><td>250</td><td>200</td><td>N/A</td></tr><tr><td>18</td><td>1268</td><td>829</td><td>700</td><td>580</td><td>540</td><td>450</td><td>330</td><td>390</td><td>310</td><td>290</td><td>240</td><td>250</td><td>200</td><td>N/A</td></tr><tr><td>19</td><td>1380</td><td>899</td><td>720</td><td>580</td><td>549</td><td>450</td><td>330</td><td>400</td><td>310</td><td>299</td><td>240</td><td>260</td><td>200</td><td>N/A</td></tr><tr><td>20</td><td>1350</td><td>1000</td><td>720</td><td>600</td><td>620</td><td>520</td><td>330</td><td>440</td><td>310</td><td>299</td><td>240</td><td>290</td><td>200</td><td>N/A</td></tr><tr><td>21</td><td>1365</td><td>950</td><td>730</td><td>590</td><td>620</td><td>520</td><td>351</td><td>440</td><td>350</td><td>299</td><td>260</td><td>290</td><td>250</td><td>N/A</td></tr><tr><td>22</td><td>1365</td><td>950</td><td>730</td><td>630</td><td>620</td><td>520</td><td>360</td><td>400</td><td>346</td><td>299</td><td>260</td><td>300</td><td>250</td><td>N/A</td></tr><tr><td>23</td><td>1290</td><td>950</td><td>730</td><td>630</td><td>630</td><td>520</td><td>360</td><td>440</td><td>346</td><td>340</td><td>260</td><td>300</td><td>250</td><td>N/A</td></tr><tr><td>24</td><td>1290</td><td>950</td><td>730</td><td>620</td><td>625</td><td>520</td><td>360</td><td>440</td><td>346</td><td>340</td><td>260</td><td>300</td><td>250</td><td>N/A</td></tr><tr><td>25</td><td>1250</td><td>950</td><td>730</td><td>610</td><td>630</td><td>550</td><td>360</td><td>440</td><td>346</td><td>349</td><td>260</td><td>300</td><td>250</td><td>N/A</td></tr><tr><td>26</td><td>1260</td><td>950</td><td>730</td><td>610</td><td>604</td><td>550</td><td>360</td><td>440</td><td>340</td><td>349</td><td>290</td><td>300</td><td>250</td><td>N/A</td></tr><tr><td>27</td><td>1290</td><td>950</td><td>730</td><td>630</td><td>640</td><td>570</td><td>360</td><td>440</td><td>340</td><td>349</td><td>290</td><td>300</td><td>250</td><td>N/A</td></tr><tr><td>28</td><td>1250</td><td>900</td><td>720</td><td>620</td><td>630</td><td>515</td><td>390</td><td>440</td><td>346</td><td>349</td><td>290</td><td>290</td><td>250</td><td>N/A</td></tr><tr><td>29</td><td>1290</td><td>990</td><td>710</td><td>620</td><td>636</td><td>500</td><td>390</td><td>449</td><td>350</td><td>349</td><td>290</td><td>290</td><td>250</td><td>N/A</td></tr><tr><td>30</td><td>1290</td><td>990</td><td>710</td><td>620</td><td>630</td><td>500</td><td>390</td><td>440</td><td>350</td><td>330</td><td>290</td><td>290</td><td>260</td><td>N/A</td></tr><tr><td>31</td><td>1290</td><td>990</td><td>670</td><td>620</td><td>599</td><td>500</td><td>380</td><td>440</td><td>350</td><td>330</td><td>290</td><td>290</td><td>260</td><td>N/A</td></tr><tr><td>32</td><td>1290</td><td>990</td><td>710</td><td>620</td><td>599</td><td>515</td><td>380</td><td>430</td><td>360</td><td>310</td><td>290</td><td>290</td><td>260</td><td>N/A</td></tr><tr><td>33</td><td>1290</td><td>980</td><td>710</td><td>600</td><td>599</td><td>490</td><td>400</td><td>430</td><td>360</td><td>349</td><td>290</td><td>290</td><td>260</td><td>N/A</td></tr><tr><td>34</td><td>1270</td><td>980</td><td>710</td><td>620</td><td>599</td><td>550</td><td>380</td><td>440</td><td>360</td><td>349</td><td>290</td><td>290</td><td>260</td><td>N/A</td></tr><tr><td>35</td><td>1290</td><td>900</td><td>700</td><td>600</td><td>599</td><td>550</td><td>380</td><td>430</td><td>360</td><td>350</td><td>290</td><td>304</td><td>260</td><td>N/A</td></tr><tr><td>36</td><td>1250</td><td>980</td><td>700</td><td>600</td><td>599</td><td>550</td><td>370</td><td>440</td><td>360</td><td>340</td><td>290</td><td>300</td><td>260</td><td>550</td></tr><tr><td>37</td><td>1250</td><td>980</td><td>700</td><td>600</td><td>599</td><td>570</td><td>370</td><td>440</td><td>350</td><td>340</td><td>290</td><td>304</td><td>250</td><td>550</td></tr><tr><td>38</td><td>1250</td><td>980</td><td>700</td><td>600</td><td>599</td><td>570</td><td>370</td><td>440</td><td>350</td><td>340</td><td>290</td><td>304</td><td>250</td><td>550</td></tr><tr><td>39</td><td>1250</td><td>920</td><td>700</td><td>600</td><td>599</td><td>570</td><td>330</td><td>400</td><td>360</td><td>340</td><td>290</td><td>298</td><td>250</td><td>500</td></tr><tr><td>40</td><td>1250</td><td>955</td><td>700</td><td>600</td><td>599</td><td>565</td><td>330</td><td>430</td><td>360</td><td>340</td><td>290</td><td>291</td><td>260</td><td>500</td></tr><tr><td>41</td><td>1250</td><td>900</td><td>700</td><td>600</td><td>560</td><td>560</td><td>330</td><td>430</td><td>360</td><td>339</td><td>290</td><td>290</td><td>250</td><td>500</td></tr><tr><td>42</td><td>1250</td><td>950</td><td>690</td><td>635</td><td>550</td><td>570</td><td>380</td><td>450</td><td>360</td><td>350</td><td>290</td><td>290</td><td>260</td><td>550</td></tr><tr><td>43</td><td>1290</td><td>1030</td><td>720</td><td>650</td><td>755</td><td>650</td><td>420</td><td>470</td><td>370</td><td>359</td><td>299</td><td>310</td><td>260</td><td>500</td></tr></tbody></table><script 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Yes, the RTX 5090 has risen in price by 83% to $4,400, but everything else hit a plateau relatively quickly and we've been living in that new normal more or less happily for most of this year.</p><p>Okay, I say 'relatively happily' but the pricing for both the RTX 5080 and <a href="https://www.pcgamer.com/hardware/graphics-cards/nvidia-rtx-5070-ti-review-msi-ventus-3x/" target="_blank">RTX 5070 Ti</a> did hit levels that meant they could be more or less ignored by the general PC gaming populace who would never be able to countenance spending that much on a single component. And we did actually stop tracking the RTX 5090 when it hit $3,000 for that same reason: there was just no point recommending it.</p><p>And that relative stasis point for GPU pricing—there was individual fluctuation of GPUs, but little of significance—continued until, well, yesterday. I came back from a week away with the family to find Nvidia's mid-range graphics card market determined to wipe itself out. The <a href="https://www.pcgamer.com/hardware/graphics-cards/nvidia-rtx-5070-founders-edition-review/" target="_blank">RTX 5070</a> had been knocking around its $549 MSRP for a while, but all of a sudden that is over. </p><h4 id="tracking-12-and-16-gb-graphics-card-pricing-over-12-months">Tracking 12 and 16 GB graphics card pricing over 12 months</h4><iframe src="https://content.jwplatform.com/players/dp4OjPAz.html" id="dp4OjPAz" title="16 GB GPU Prices Over 12 Months" width="1920" height="1080" frameborder="0" scrolling="auto" allowfullscreen></iframe><p>Boom, prices rocket up to $700, now $755, and largely $800 across the board. For a fourth-tier GPU that was barely an improvement over the <a href="https://www.pcgamer.com/nvidia-rtx-4070-super-founders-edition-review-benchmarks-performance/" target="_blank">RTX 4070 Super</a> of the previous generation once you take out DLSS-related RTX Blackwell luxuries. The <a href="https://www.pcgamer.com/hardware/graphics-cards/nvidia-geforce-rtx-5060-ti-16-gb-review-palit-infinity-3/" target="_blank">RTX 5060 Ti 16 GB</a> card has followed it, like a rat up the ludicrous pricing drainpipe, dragging an increase of 51% up there with it.</p><p>So, we're now at a point where <a href="https://www.pcgamer.com/hardware/graphics-cards/the-gpu-price-hike-is-here-and-you-should-avoid-any-nvidia-card-with-more-than-8-gb-vram-if-you-value-your-bank-balance/" target="_blank">I'm recommending that PC Gamer readers do not buy any Nvidia RTX 50-series GPU with more than 8 GB of VRAM</a>, simply because they've priced themselves out of any form of relevance for gamers. Thankfully, the AMD RDNA 4 cards are still priced almost sensibly, though there are hints that will soon change. But for now the 12 and 16 GB Navi 48-based cards—the <a href="https://www.pcgamer.com/hardware/graphics-cards/amd-radeon-rx-9070-gre-review-acer-nitro/" target="_blank">RX 9070 GRE</a>, <a href="https://www.pcgamer.com/hardware/graphics-cards/xfx-swift-radeon-rx-9070-oc-review/" target="_blank">RX 9070</a>, and <a href="https://www.pcgamer.com/hardware/graphics-cards/amd-radeon-rx-9700-xt-review-asus-prime-oc/" target="_blank">RX 9070 XT</a>—are all priced under the level of the RTX 5070.</p><p>But we're still at a point where the top five Nvidia GeForce GPUs are priced at $650 or above and that makes me want to sick up a bit. Y'know, arching my back like a cat at the thought of an RTX 5060 Ti costing that much. Ack. Acccckhh.</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="egsViELGNtg8LhJYrYfWtk" name="nvidia-rtx-5080-03" alt="Nvidia RTX 5080 Founders Edition graphics card from different angles" src="https://cdn.mos.cms.futurecdn.net/egsViELGNtg8LhJYrYfWtk.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: Future)</span></figcaption></figure><p>And where do we go from here? I'll be continuing to track the pricing of graphics cards <em>most </em>weeks (43 out of 52 ain't bad) so we'll see when <a href="https://www.pcgamer.com/hardware/graphics-cards/amd-is-reportedly-raising-graphics-card-prices-it-was-just-waiting-for-nvidia-to-do-it-first/" target="_blank">the Radeon price bump</a> comes into effect in retail, and then we have to figure out if this generation of graphics cards is then best just left to the datacentres and AI sickos.</p><p>What happens to the next generation of GPUs? There's been the expectation of a Super refresh for the RTX Blackwell range, which can only really offer a bump in VRAM given the silicon limitations of each GPU, and then how do you price that? Here's an RTX 5080 Super, that'll be $1,499, thanks. RTX 5070 Ti Super, ma'am? 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0px; }::-webkit-datetime-edit-day-field { padding-block: 0px; }::-webkit-datetime-edit-hour-field { padding-block: 0px; }::-webkit-datetime-edit-minute-field { padding-block: 0px; }::-webkit-datetime-edit-second-field { padding-block: 0px; }::-webkit-datetime-edit-millisecond-field { padding-block: 0px; }::-webkit-datetime-edit-meridiem-field { padding-block: 0px; }::-webkit-calendar-picker-indicator { line-height: 1; }button, input:where([type="button"], [type="reset"], [type="submit"]) { appearance: button; }::file-selector-button { appearance: button; }::-webkit-inner-spin-button { height: auto; }::-webkit-outer-spin-button { height: auto; }[hidden]:where(:not([hidden="until-found"])) { display: none !important; }@layer components;.\@container { container-type: inline-size; }.pointer-events-auto { pointer-events: auto; }.pointer-events-none { pointer-events: none; }.collapse { visibility: collapse; }.invisible { visibility: hidden; }.visible { visibility: visible; }.sr-only { clip-path: inset(50%); white-space: nowrap; border-width: 0px; width: 1px; height: 1px; margin: -1px; padding: 0px; position: absolute; overflow: hidden; }.absolute { position: absolute; }.fixed { position: fixed; }.relative { position: relative; }.static { position: static; }.sticky { position: sticky; }.inset-0 { inset: calc(var(--spacing) * 0); }.top-0 { top: calc(var(--spacing) * 0); }.top-1 { top: calc(var(--spacing) * 1); }.top-1\/2 { top: 50%; }.top-3 { top: calc(var(--spacing) * 3); }.top-4 { top: calc(var(--spacing) * 4); }.top-\[76px\] { top: 76px; }.top-\[80px\] { top: 80px; }.top-auto { top: auto; }.top-full { top: 100%; }.-right-0, .right-0 { right: calc(var(--spacing) * 0); }.right-1 { right: calc(var(--spacing) * 1); }.right-2 { right: calc(var(--spacing) * 2); }.right-3 { right: calc(var(--spacing) * 3); }.right-4 { right: calc(var(--spacing) * 4); }.right-full { right: 100%; }.-bottom-0, .bottom-0 { bottom: calc(var(--spacing) * 0); }.bottom-3 { bottom: calc(var(--spacing) * 3); }.bottom-4 { bottom: calc(var(--spacing) * 4); }.bottom-full { bottom: 100%; }.-left-2 { left: calc(var(--spacing) * -2); }.left-0 { left: calc(var(--spacing) * 0); }.left-1 { left: calc(var(--spacing) * 1); }.left-1\/2 { left: 50%; }.left-2 { left: calc(var(--spacing) * 2); }.left-3 { left: calc(var(--spacing) * 3); }.left-4 { left: calc(var(--spacing) * 4); }.left-auto { left: auto; }.left-full { left: 100%; }.isolate { isolation: isolate; }.z-10 { z-index: 10; }.z-20 { z-index: 20; }.z-50 { z-index: 50; }.z-\[60\] { z-index: 60; }.z-\[99\] { z-index: 99; }.z-\[100\] { z-index: 100; }.z-\[9999\] { z-index: 9999; }.z-\[10000\] { z-index: 10000; }.z-\[10001\] { z-index: 10001; }.z-\[var\(--burger-btn-z-index\,1\)\] { z-index: var(--burger-btn-z-index,1); }.order-first { order: -9999; }.col-span-2 { grid-column: span 2 / span 2; }.col-span-3 { grid-column: span 3 / span 3; }.col-span-7 { grid-column: span 7 / span 7; }.col-span-10 { grid-column: span 10 / span 10; }.row-3 { grid-row: 3; }.row-4 { grid-row: 4; }.float-end { float: inline-end; }.float-left { float: left; }.float-start { float: inline-start; }.clear-both { clear: both; }.clear-left { clear: left; }.container { width: 100%; }@media (min-width: 640px) {  .container { max-width: 640px; }}@media (min-width: 768px) {  .container { max-width: 768px; }}@media (min-width: 1024px) {  .container { max-width: 1024px; }}@media (min-width: 1280px) {  .container { max-width: 1280px; }}@media (min-width: 1536px) {  .container { max-width: 1536px; }}.m-0 { margin: calc(var(--spacing) * 0); }.m-1 { margin: calc(var(--spacing) * 1); }.m-4 { margin: calc(var(--spacing) * 4); }.m-auto { margin: auto; }.-mx-4 { margin-inline: calc(var(--spacing) * -4); }.mx-0 { margin-inline: calc(var(--spacing) * 0); }.mx-1 { margin-inline: calc(var(--spacing) * 1); }.mx-2 { margin-inline: calc(var(--spacing) * 2); }.mx-4 { margin-inline: calc(var(--spacing) * 4); }.mx-auto { margin-inline: auto; }.-my-2 { margin-block: calc(var(--spacing) * -2); }.my-0 { margin-block: calc(var(--spacing) * 0); }.my-1 { margin-block: calc(var(--spacing) * 1); }.my-2 { margin-block: calc(var(--spacing) * 2); }.my-3 { margin-block: calc(var(--spacing) * 3); }.my-4 { margin-block: calc(var(--spacing) * 4); }.my-5 { margin-block: calc(var(--spacing) * 5); }.my-6 { margin-block: calc(var(--spacing) * 6); }.my-7 { margin-block: calc(var(--spacing) * 7); }.my-8 { margin-block: calc(var(--spacing) * 8); }.my-10 { margin-block: calc(var(--spacing) * 10); }.my-auto { margin-block: auto; }.ms-4 { margin-inline-start: calc(var(--spacing) * 4); }.me-2 { margin-inline-end: calc(var(--spacing) * 2); }.prose { color: var(--tw-prose-#widget-fgquwur); max-width: 65ch; }.prose :where(p):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 1.25em; margin-bottom: 1.25em; }.prose :where([class~="lead"]):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: var(--tw-prose-lead); margin-top: 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[class~="not-prose"] *)) { list-style-type: lower-alpha; }.prose :where():not(:where([class~="not-prose"], [class~="not-prose"] *)) { list-style-type: upper-alpha; }.prose :where():not(:where([class~="not-prose"], [class~="not-prose"] *)) { list-style-type: lower-alpha; }.prose :where(ol[type="I"]):not(:where([class~="not-prose"], [class~="not-prose"] *)) { list-style-type: upper-roman; }.prose :where(ol[type="i"]):not(:where([class~="not-prose"], [class~="not-prose"] *)) { list-style-type: lower-roman; }.prose :where():not(:where([class~="not-prose"], [class~="not-prose"] *)) { list-style-type: upper-roman; }.prose :where():not(:where([class~="not-prose"], [class~="not-prose"] *)) { list-style-type: lower-roman; }.prose :where(ol[type="1"]):not(:where([class~="not-prose"], [class~="not-prose"] *)) { list-style-type: decimal; }.prose :where(ul):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 1.25em; margin-bottom: 1.25em; padding-inline-start: 1.625em; list-style-type: disc; }.prose :where(ol > li):not(:where([class~="not-prose"], [class~="not-prose"] *))::marker { color: var(--tw-prose-counters); font-weight: 400; }.prose :where(ul > li):not(:where([class~="not-prose"], [class~="not-prose"] *))::marker { color: var(--tw-prose-bullets); }.prose :where(dt):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: var(--tw-prose-headings); margin-top: 1.25em; font-weight: 600; }.prose :where(hr):not(:where([class~="not-prose"], [class~="not-prose"] *)) { border-color: var(--tw-prose-hr); border-top-width: 1px; margin-top: 3em; margin-bottom: 3em; }.prose :where(blockquote):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: var(--tw-prose-quotes); border-inline-start-width: 4px; border-inline-start-color: var(--tw-prose-quote-borders); quotes: "“" "”" "‘" "’"; margin-top: 1.6em; margin-bottom: 1.6em; padding-inline-start: 1em; font-style: italic; font-weight: 500; }.prose :where(blockquote p:first-of-type):not(:where([class~="not-prose"], [class~="not-prose"] *))::before { content: open-quote; }.prose :where(blockquote p:last-of-type):not(:where([class~="not-prose"], [class~="not-prose"] *))::after { content: close-quote; }.prose :where(h1):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: var(--tw-prose-headings); margin-top: 0px; margin-bottom: 0.888889em; font-size: 2.25em; font-weight: 800; line-height: 1.11111; }.prose :where(h1 strong):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: inherit; font-weight: 900; }.prose :where(h2):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: var(--tw-prose-headings); margin-top: 2em; margin-bottom: 1em; font-size: 1.5em; font-weight: 700; line-height: 1.33333; }.prose :where(h2 strong):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: inherit; font-weight: 800; }.prose :where(h3):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: var(--tw-prose-headings); margin-top: 1.6em; margin-bottom: 0.6em; font-size: 1.25em; font-weight: 600; line-height: 1.6; }.prose :where(h3 strong):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: inherit; font-weight: 700; }.prose :where(h4):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: var(--tw-prose-headings); margin-top: 1.5em; margin-bottom: 0.5em; font-weight: 600; line-height: 1.5; }.prose :where(h4 strong):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: inherit; font-weight: 700; }.prose :where(img):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 2em; margin-bottom: 2em; }.prose :where(picture):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 2em; margin-bottom: 2em; display: block; }.prose :where(video):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 2em; margin-bottom: 2em; }.prose :where(kbd):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: var(--tw-prose-kbd); box-shadow: 0 0 0 1px var(--tw-prose-kbd-shadows),0 3px 0 var(--tw-prose-kbd-shadows); padding-top: 0.1875em; padding-inline: 0.375em; padding-bottom: 0.1875em; border-radius: 5px; font-family: inherit; font-size: 0.875em; font-weight: 500; }.prose :where(code):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: var(--tw-prose-code); font-size: 0.875em; font-weight: 600; }.prose :where(code):not(:where([class~="not-prose"], [class~="not-prose"] *))::before, .prose :where(code):not(:where([class~="not-prose"], [class~="not-prose"] *))::after { content: "`"; }.prose :where(a code):not(:where([class~="not-prose"], [class~="not-prose"] *)), .prose :where(h1 code):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: inherit; }.prose :where(h2 code):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: inherit; font-size: 0.875em; }.prose :where(h3 code):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: inherit; font-size: 0.9em; }.prose :where(h4 code):not(:where([class~="not-prose"], [class~="not-prose"] *)), .prose :where(blockquote code):not(:where([class~="not-prose"], [class~="not-prose"] *)), .prose :where(thead th code):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: inherit; }.prose :where(pre):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: var(--tw-prose-pre-code); background-color: var(--tw-prose-pre-bg); padding-top: 0.857143em; padding-inline: 1.14286em; padding-bottom: 0.857143em; border-radius: 6px; margin-top: 1.71429em; margin-bottom: 1.71429em; font-size: 0.875em; font-weight: 400; line-height: 1.71429; overflow-x: auto; }.prose :where(pre code):not(:where([class~="not-prose"], [class~="not-prose"] *)) { font-weight: inherit; color: inherit; font-size: inherit; font-family: inherit; line-height: inherit; background-color: rgba(0, 0, 0, 0); border-width: 0px; border-radius: 0px; padding: 0px; }.prose :where(pre code):not(:where([class~="not-prose"], [class~="not-prose"] *))::before, .prose :where(pre code):not(:where([class~="not-prose"], [class~="not-prose"] *))::after { content: none; }.prose :where(table):not(:where([class~="not-prose"], [class~="not-prose"] *)) { table-layout: auto; width: 100%; margin-top: 2em; margin-bottom: 2em; font-size: 0.875em; line-height: 1.71429; }.prose :where(thead):not(:where([class~="not-prose"], [class~="not-prose"] *)) { border-bottom-width: 1px; border-bottom-color: var(--tw-prose-th-borders); }.prose :where(thead th):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: var(--tw-prose-headings); vertical-align: bottom; padding-inline: 0.571429em; padding-bottom: 0.571429em; font-weight: 600; }.prose :where(t#widget-fgquwur tr):not(:where([class~="not-prose"], [class~="not-prose"] *)) { border-bottom-width: 1px; border-bottom-color: var(--tw-prose-td-borders); }.prose :where(t#widget-fgquwur tr:last-child):not(:where([class~="not-prose"], [class~="not-prose"] *)) { border-bottom-width: 0px; }.prose :where(t#widget-fgquwur td):not(:where([class~="not-prose"], [class~="not-prose"] *)) { vertical-align: baseline; }.prose :where(tfoot):not(:where([class~="not-prose"], [class~="not-prose"] *)) { border-top-width: 1px; border-top-color: var(--tw-prose-th-borders); }.prose :where(tfoot td):not(:where([class~="not-prose"], [class~="not-prose"] *)) { vertical-align: top; }.prose :where(th, td):not(:where([class~="not-prose"], [class~="not-prose"] *)) { text-align: start; }.prose :where(figure > *):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 0px; margin-bottom: 0px; }.prose :where(figcaption):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: var(--tw-prose-captions); margin-top: 0.857143em; font-size: 0.875em; line-height: 1.42857; }.prose { --tw-prose-#widget-fgquwur: oklch(37.3% .034 259.733); --tw-prose-headings: oklch(21% .034 264.665); --tw-prose-lead: oklch(44.6% .03 256.802); --tw-prose-links: oklch(21% .034 264.665); --tw-prose-bold: oklch(21% .034 264.665); --tw-prose-counters: oklch(55.1% .027 264.364); --tw-prose-bullets: oklch(87.2% .01 258.338); --tw-prose-hr: oklch(92.8% .006 264.531); --tw-prose-quotes: oklch(21% .034 264.665); --tw-prose-quote-borders: oklch(92.8% .006 264.531); --tw-prose-captions: oklch(55.1% .027 264.364); --tw-prose-kbd: oklch(21% .034 264.665); --tw-prose-kbd-shadows: oklab(21% -.00316127 -.0338527/.1); --tw-prose-code: oklch(21% .034 264.665); --tw-prose-pre-code: oklch(92.8% .006 264.531); --tw-prose-pre-bg: oklch(27.8% .033 256.848); --tw-prose-th-borders: oklch(87.2% .01 258.338); --tw-prose-td-borders: oklch(92.8% .006 264.531); --tw-prose-invert-#widget-fgquwur: oklch(87.2% .01 258.338); --tw-prose-invert-headings: #fff; --tw-prose-invert-lead: oklch(70.7% .022 261.325); --tw-prose-invert-links: #fff; --tw-prose-invert-bold: #fff; --tw-prose-invert-counters: oklch(70.7% .022 261.325); --tw-prose-invert-bullets: oklch(44.6% .03 256.802); --tw-prose-invert-hr: oklch(37.3% .034 259.733); --tw-prose-invert-quotes: oklch(96.7% .003 264.542); --tw-prose-invert-quote-borders: oklch(37.3% .034 259.733); --tw-prose-invert-captions: oklch(70.7% .022 261.325); --tw-prose-invert-kbd: #fff; --tw-prose-invert-kbd-shadows: #ffffff1a; --tw-prose-invert-code: #fff; --tw-prose-invert-pre-code: oklch(87.2% .01 258.338); --tw-prose-invert-pre-bg: #00000080; --tw-prose-invert-th-borders: oklch(44.6% .03 256.802); --tw-prose-invert-td-borders: oklch(37.3% .034 259.733); font-size: 16px; line-height: 1.75; }.prose :where(picture > img):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 0px; margin-bottom: 0px; }.prose :where(li):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 0.5em; margin-bottom: 0.5em; }.prose :where(ol > li):not(:where([class~="not-prose"], [class~="not-prose"] *)), .prose :where(ul > li):not(:where([class~="not-prose"], [class~="not-prose"] *)) { padding-inline-start: 0.375em; }.prose :where(.prose > ul > li p):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 0.75em; margin-bottom: 0.75em; }.prose :where(.prose > ul > li > p:first-child):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 1.25em; }.prose :where(.prose > ul > li > p:last-child):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-bottom: 1.25em; }.prose :where(.prose > ol > li > p:first-child):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 1.25em; }.prose :where(.prose > ol > li > p:last-child):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-bottom: 1.25em; }.prose :where(ul ul, ul ol, ol ul, ol ol):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 0.75em; margin-bottom: 0.75em; }.prose :where(dl):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 1.25em; margin-bottom: 1.25em; }.prose :where(dd):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 0.5em; padding-inline-start: 1.625em; }.prose :where(hr + *):not(:where([class~="not-prose"], [class~="not-prose"] *)), .prose :where(h2 + *):not(:where([class~="not-prose"], [class~="not-prose"] *)), .prose :where(h3 + *):not(:where([class~="not-prose"], [class~="not-prose"] *)), .prose :where(h4 + *):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 0px; }.prose :where(thead th:first-child):not(:where([class~="not-prose"], [class~="not-prose"] *)) { padding-inline-start: 0px; }.prose :where(thead th:last-child):not(:where([class~="not-prose"], [class~="not-prose"] *)) { padding-inline-end: 0px; }.prose :where(t#widget-fgquwur td, tfoot td):not(:where([class~="not-prose"], [class~="not-prose"] *)) { padding-top: 0.571429em; padding-inline: 0.571429em; padding-bottom: 0.571429em; }.prose :where(t#widget-fgquwur td:first-child, tfoot td:first-child):not(:where([class~="not-prose"], [class~="not-prose"] *)) { padding-inline-start: 0px; }.prose :where(t#widget-fgquwur td:last-child, tfoot td:last-child):not(:where([class~="not-prose"], [class~="not-prose"] *)) { padding-inline-end: 0px; }.prose :where(figure):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 2em; margin-bottom: 2em; }.prose :where(.prose > :first-child):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 0px; }.prose :where(.prose > :last-child):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-bottom: 0px; }.prose-lg { font-size: 18px; line-height: 1.77778; }.prose-lg :where(p):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 1.33333em; margin-bottom: 1.33333em; }.prose-lg :where([class~="lead"]):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 1.09091em; margin-bottom: 1.09091em; font-size: 1.22222em; line-height: 1.45455; }.prose-lg :where(blockquote):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 1.66667em; margin-bottom: 1.66667em; padding-inline-start: 1em; }.prose-lg :where(h1):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 0px; margin-bottom: 0.833333em; font-size: 2.66667em; line-height: 1; }.prose-lg :where(h2):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 1.86667em; margin-bottom: 1.06667em; font-size: 1.66667em; line-height: 1.33333; }.prose-lg :where(h3):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 1.66667em; margin-bottom: 0.666667em; font-size: 1.33333em; line-height: 1.5; }.prose-lg :where(h4):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 1.77778em; margin-bottom: 0.444444em; line-height: 1.55556; }.prose-lg :where(img):not(:where([class~="not-prose"], [class~="not-prose"] *)), .prose-lg :where(picture):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 1.77778em; margin-bottom: 1.77778em; }.prose-lg :where(picture > img):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 0px; margin-bottom: 0px; }.prose-lg :where(video):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 1.77778em; margin-bottom: 1.77778em; }.prose-lg :where(kbd):not(:where([class~="not-prose"], [class~="not-prose"] *)) { padding-top: 0.222222em; padding-inline: 0.444444em; padding-bottom: 0.222222em; border-radius: 5px; font-size: 0.888889em; }.prose-lg :where(code):not(:where([class~="not-prose"], [class~="not-prose"] *)) { font-size: 0.888889em; }.prose-lg :where(h2 code):not(:where([class~="not-prose"], [class~="not-prose"] *)) { font-size: 0.866667em; }.prose-lg :where(h3 code):not(:where([class~="not-prose"], [class~="not-prose"] *)) { font-size: 0.875em; }.prose-lg :where(pre):not(:where([class~="not-prose"], [class~="not-prose"] *)) { padding-top: 1em; padding-inline: 1.5em; padding-bottom: 1em; border-radius: 6px; margin-top: 2em; margin-bottom: 2em; font-size: 0.888889em; line-height: 1.75; }.prose-lg :where(ol):not(:where([class~="not-prose"], [class~="not-prose"] *)), .prose-lg :where(ul):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 1.33333em; margin-bottom: 1.33333em; padding-inline-start: 1.55556em; }.prose-lg :where(li):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 0.666667em; margin-bottom: 0.666667em; }.prose-lg :where(ol > li):not(:where([class~="not-prose"], [class~="not-prose"] *)), .prose-lg :where(ul > li):not(:where([class~="not-prose"], [class~="not-prose"] *)) { padding-inline-start: 0.444444em; }.prose-lg :where(.prose-lg > ul > li p):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 0.888889em; margin-bottom: 0.888889em; }.prose-lg :where(.prose-lg > ul > li > p:first-child):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 1.33333em; }.prose-lg :where(.prose-lg > ul > li > p:last-child):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-bottom: 1.33333em; }.prose-lg :where(.prose-lg > ol > li > p:first-child):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 1.33333em; }.prose-lg :where(.prose-lg > ol > li > p:last-child):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-bottom: 1.33333em; }.prose-lg :where(ul ul, ul ol, ol ul, ol ol):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 0.888889em; margin-bottom: 0.888889em; }.prose-lg :where(dl):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 1.33333em; margin-bottom: 1.33333em; }.prose-lg :where(dt):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 1.33333em; }.prose-lg :where(dd):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 0.666667em; padding-inline-start: 1.55556em; }.prose-lg :where(hr):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 3.11111em; margin-bottom: 3.11111em; }.prose-lg :where(hr + *):not(:where([class~="not-prose"], [class~="not-prose"] *)), .prose-lg :where(h2 + *):not(:where([class~="not-prose"], [class~="not-prose"] *)), .prose-lg :where(h3 + *):not(:where([class~="not-prose"], [class~="not-prose"] *)), .prose-lg :where(h4 + *):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 0px; }.prose-lg :where(table):not(:where([class~="not-prose"], [class~="not-prose"] *)) { font-size: 0.888889em; line-height: 1.5; }.prose-lg :where(thead th):not(:where([class~="not-prose"], [class~="not-prose"] *)) { padding-inline: 0.75em; padding-bottom: 0.75em; }.prose-lg :where(thead th:first-child):not(:where([class~="not-prose"], [class~="not-prose"] *)) { padding-inline-start: 0px; }.prose-lg :where(thead th:last-child):not(:where([class~="not-prose"], [class~="not-prose"] *)) { padding-inline-end: 0px; }.prose-lg :where(t#widget-fgquwur td, tfoot td):not(:where([class~="not-prose"], [class~="not-prose"] *)) { padding-top: 0.75em; padding-inline: 0.75em; padding-bottom: 0.75em; }.prose-lg :where(t#widget-fgquwur td:first-child, tfoot td:first-child):not(:where([class~="not-prose"], [class~="not-prose"] *)) { padding-inline-start: 0px; }.prose-lg :where(t#widget-fgquwur td:last-child, tfoot td:last-child):not(:where([class~="not-prose"], [class~="not-prose"] *)) { padding-inline-end: 0px; }.prose-lg :where(figure):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 1.77778em; margin-bottom: 1.77778em; }.prose-lg :where(figure > *):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 0px; margin-bottom: 0px; }.prose-lg :where(figcaption):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 1em; font-size: 0.888889em; line-height: 1.5; }.prose-lg :where(.prose-lg > :first-child):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-top: 0px; }.prose-lg :where(.prose-lg > :last-child):not(:where([class~="not-prose"], [class~="not-prose"] *)) { margin-bottom: 0px; }.mt-0 { margin-top: calc(var(--spacing) * 0); }.mt-1 { margin-top: calc(var(--spacing) * 1); }.mt-2 { margin-top: calc(var(--spacing) * 2); }.mt-3 { margin-top: calc(var(--spacing) * 3); }.mt-4 { margin-top: calc(var(--spacing) * 4); }.mt-5 { margin-top: calc(var(--spacing) * 5); }.mt-6 { margin-top: calc(var(--spacing) * 6); }.mt-7 { margin-top: calc(var(--spacing) * 7); }.mt-8 { margin-top: calc(var(--spacing) * 8); }.mt-10 { margin-top: calc(var(--spacing) * 10); }.mt-auto { margin-top: auto; }.-mr-1 { margin-right: calc(var(--spacing) * -1); }.mr-0 { margin-right: calc(var(--spacing) * 0); }.mr-1 { margin-right: calc(var(--spacing) * 1); }.mr-1\.5 { margin-right: calc(var(--spacing) * 1.5); }.mr-2 { margin-right: calc(var(--spacing) * 2); }.mr-3 { margin-right: calc(var(--spacing) * 3); }.mr-4 { margin-right: calc(var(--spacing) * 4); }.mr-5 { margin-right: calc(var(--spacing) * 5); }.mr-8 { margin-right: calc(var(--spacing) * 8); }.mr-auto { margin-right: auto; }.mb-0 { margin-bottom: calc(var(--spacing) * 0); }.mb-1 { margin-bottom: calc(var(--spacing) * 1); }.mb-2 { margin-bottom: calc(var(--spacing) * 2); }.mb-3 { margin-bottom: calc(var(--spacing) * 3); }.mb-4 { margin-bottom: calc(var(--spacing) * 4); }.mb-5 { margin-bottom: calc(var(--spacing) * 5); }.mb-6 { margin-bottom: calc(var(--spacing) * 6); }.mb-7 { margin-bottom: calc(var(--spacing) * 7); }.mb-8 { margin-bottom: calc(var(--spacing) * 8); }.mb-10 { margin-bottom: calc(var(--spacing) * 10); }.-ml-1 { margin-left: calc(var(--spacing) * -1); }.-ml-2 { margin-left: calc(var(--spacing) * -2); }.-ml-5 { margin-left: calc(var(--spacing) * -5); }.ml-0 { margin-left: calc(var(--spacing) * 0); }.ml-0\.5 { margin-left: calc(var(--spacing) * .5); }.ml-1 { margin-left: calc(var(--spacing) * 1); }.ml-2 { margin-left: calc(var(--spacing) * 2); }.ml-3 { margin-left: calc(var(--spacing) * 3); }.ml-4 { margin-left: calc(var(--spacing) * 4); }.ml-6 { margin-left: calc(var(--spacing) * 6); }.ml-8 { margin-left: calc(var(--spacing) * 8); }.ml-auto { margin-left: auto; }.box-border { box-sizing: border-box; }.line-clamp-2 { -webkit-line-clamp: 2; -webkit-box-orient: vertical; display: -webkit-box; overflow: hidden; }.line-clamp-3 { -webkit-line-clamp: 3; -webkit-box-orient: vertical; display: -webkit-box; overflow: hidden; }.block { display: block; }.contents { display: contents; }.flex { display: flex; }.flow-root { display: flow-root; }.grid { display: grid; }.hidden { display: none; }.inline { display: inline; }.inline-block { display: inline-block; }.inline-flex { display: inline-flex; }.table { display: table; }.table-row { display: table-row; }.aspect-square { aspect-ratio: 1 / 1; }.size-1 { width: calc(var(--spacing) * 1); height: calc(var(--spacing) * 1); }.size-1\.5 { width: calc(var(--spacing) * 1.5); height: calc(var(--spacing) * 1.5); }.size-2 { width: calc(var(--spacing) * 2); height: calc(var(--spacing) * 2); }.size-3 { width: calc(var(--spacing) * 3); height: calc(var(--spacing) * 3); }.size-4 { width: calc(var(--spacing) * 4); height: calc(var(--spacing) * 4); }.size-5 { width: calc(var(--spacing) * 5); height: calc(var(--spacing) * 5); }.size-6 { width: calc(var(--spacing) * 6); height: calc(var(--spacing) * 6); }.size-7 { width: calc(var(--spacing) * 7); height: calc(var(--spacing) * 7); }.size-8 { width: calc(var(--spacing) * 8); height: calc(var(--spacing) * 8); }.size-9 { width: calc(var(--spacing) * 9); height: calc(var(--spacing) * 9); }.size-10 { width: calc(var(--spacing) * 10); height: calc(var(--spacing) * 10); }.size-12 { width: calc(var(--spacing) * 12); height: calc(var(--spacing) * 12); }.size-16 { width: calc(var(--spacing) * 16); height: calc(var(--spacing) * 16); }.size-20 { width: calc(var(--spacing) * 20); height: calc(var(--spacing) * 20); }.size-40 { width: calc(var(--spacing) * 40); height: calc(var(--spacing) * 40); }.size-full { width: 100%; height: 100%; }.h-1 { height: calc(var(--spacing) * 1); }.h-1\.5 { height: calc(var(--spacing) * 1.5); }.h-2 { height: calc(var(--spacing) * 2); }.h-3 { height: calc(var(--spacing) * 3); }.h-4 { height: calc(var(--spacing) * 4); }.h-5 { height: calc(var(--spacing) * 5); }.h-6 { height: calc(var(--spacing) * 6); }.h-7 { height: calc(var(--spacing) * 7); }.h-8 { height: calc(var(--spacing) * 8); }.h-9 { height: calc(var(--spacing) * 9); }.h-10 { height: calc(var(--spacing) * 10); }.h-12 { height: calc(var(--spacing) * 12); }.h-14 { height: calc(var(--spacing) * 14); }.h-16 { height: calc(var(--spacing) * 16); }.h-20 { height: calc(var(--spacing) * 20); }.h-24 { height: calc(var(--spacing) * 24); }.h-28 { height: calc(var(--spacing) * 28); }.h-64 { height: calc(var(--spacing) * 64); }.h-\[30px\] { height: 30px; }.h-\[40px\] { height: 40px; }.h-\[44px\] { height: 44px; }.h-\[76px\] { height: 76px; }.h-\[600px\] { height: 600px; }.h-\[var\(--logo-height-mobile\,25px\)\] { height: var(--logo-height-mobile,25px); }.h-\[var\(--site-header-height\,60px\)\] { height: var(--site-header-height,60px); }.h-auto { height: auto; }.h-fit { height: fit-content; }.h-full { height: 100%; }.h-min { height: min-content; }.h-px { height: 1px; }.h-screen { height: 100vh; }.max-h-0 { max-height: calc(var(--spacing) * 0); }.max-h-6 { max-height: calc(var(--spacing) * 6); }.max-h-12 { max-height: calc(var(--spacing) * 12); }.max-h-32 { max-height: calc(var(--spacing) * 32); }.max-h-80 { max-height: calc(var(--spacing) * 80); }.max-h-\[90vh\] { max-height: 90vh; }.max-h-\[var\(--logo-height-mobile\,25px\)\] { max-height: var(--logo-height-mobile,25px); }.min-h-8 { min-height: calc(var(--spacing) * 8); }.min-h-10 { min-height: calc(var(--spacing) * 10); }.min-h-\[400px\] { min-height: 400px; }.min-h-full { min-height: 100%; }.min-h-screen { min-height: 100vh; }.w-0 { width: calc(var(--spacing) * 0); }.w-1 { width: calc(var(--spacing) * 1); }.w-1\.5 { width: calc(var(--spacing) * 1.5); }.w-1\/3 { width: 33.3333%; }.w-1\/4 { width: 25%; }.w-2 { width: calc(var(--spacing) * 2); }.w-3 { width: calc(var(--spacing) * 3); }.w-4 { width: calc(var(--spacing) * 4); }.w-5 { width: calc(var(--spacing) * 5); }.w-6 { width: calc(var(--spacing) * 6); }.w-8 { width: calc(var(--spacing) * 8); }.w-9 { width: calc(var(--spacing) * 9); }.w-10 { width: calc(var(--spacing) * 10); }.w-12 { width: calc(var(--spacing) * 12); }.w-16 { width: calc(var(--spacing) * 16); }.w-20 { width: calc(var(--spacing) * 20); }.w-24 { width: calc(var(--spacing) * 24); }.w-28 { width: calc(var(--spacing) * 28); }.w-32 { width: calc(var(--spacing) * 32); }.w-36 { width: calc(var(--spacing) * 36); }.w-40 { width: calc(var(--spacing) * 40); }.w-44 { width: calc(var(--spacing) * 44); }.w-48 { width: calc(var(--spacing) * 48); }.w-56 { width: calc(var(--spacing) * 56); }.w-64 { width: calc(var(--spacing) * 64); }.w-\[140px\] { width: 140px; }.w-auto { width: auto; }.w-fit { width: fit-content; }.w-full { width: 100%; }.w-max { width: max-content; }.w-px { width: 1px; }.w-screen { width: 100vw; }.max-w-2xl { max-width: var(--container-2xl); }.max-w-4xl { max-width: var(--container-4xl); }.max-w-6xl { max-width: var(--container-6xl); }.max-w-7xl { max-width: var(--container-7xl); }.max-w-32 { max-width: calc(var(--spacing) * 32); }.max-w-40 { max-width: calc(var(--spacing) * 40); }.max-w-64 { max-width: calc(var(--spacing) * 64); }.max-w-\[960px\] { max-width: 960px; }.max-w-\[65ch\] { max-width: 65ch; }.max-w-\[1200px\] { max-width: 1200px; }.max-w-\[min\(var\(--site-header-max-width\,970px\)\,98dvw\)\] { max-width: min(var(--site-header-max-width,970px),98dvw); }.max-w-full { max-width: 100%; }.max-w-lg { max-width: var(--container-lg); }.max-w-md { max-width: var(--container-md); }.max-w-none { max-width: none; }.max-w-screen-xl { max-width: var(--breakpoint-xl); }.max-w-sm { max-width: var(--container-sm); }.max-w-xl { max-width: var(--container-xl); }.min-w-0 { min-width: calc(var(--spacing) * 0); }.min-w-8 { min-width: calc(var(--spacing) * 8); }.min-w-10 { min-width: calc(var(--spacing) * 10); }.min-w-16 { min-width: calc(var(--spacing) * 16); }.min-w-20 { min-width: calc(var(--spacing) * 20); }.min-w-36 { min-width: calc(var(--spacing) * 36); }.min-w-40 { min-width: calc(var(--spacing) * 40); }.min-w-52 { min-width: calc(var(--spacing) * 52); }.min-w-\[800px\] { min-width: 800px; }.min-w-\[var\(--tray-bell-min-width\,40px\)\] { min-width: var(--tray-bell-min-width,40px); }.min-w-full { min-width: 100%; }.flex-0 { flex: 0 1 0%; }.flex-1 { flex: 1 1 0%; }.flex-none { flex: 0 0 auto; }.flex-shrink, .shrink { flex-shrink: 1; }.shrink-0 { flex-shrink: 0; }.flex-grow, .grow { flex-grow: 1; }.grow-0 { flex-grow: 0; }.basis-1 { flex-basis: calc(var(--spacing) * 1); }.basis-2 { flex-basis: calc(var(--spacing) * 2); }.basis-3 { flex-basis: calc(var(--spacing) * 3); }.basis-11 { flex-basis: calc(var(--spacing) * 11); }.basis-13 { flex-basis: calc(var(--spacing) * 13); }.basis-auto { flex-basis: auto; }.basis-full { flex-basis: 100%; }.border-collapse { border-collapse: collapse; }.origin-center { transform-origin: 50% center; }.origin-top-right { transform-origin: 100% 0px; }.-translate-x-1 { --tw-translate-x: calc(var(--spacing) * -1); translate: var(--tw-translate-x) var(--tw-translate-y); }.-translate-x-1\/2 { --tw-translate-x: -50%; translate: var(--tw-translate-x) var(--tw-translate-y); }.-translate-x-2 { --tw-translate-x: calc(var(--spacing) * -2); translate: var(--tw-translate-x) var(--tw-translate-y); }.-translate-y-1 { --tw-translate-y: calc(var(--spacing) * -1); translate: var(--tw-translate-x) var(--tw-translate-y); }.-translate-y-1\/2 { --tw-translate-y: -50%; translate: var(--tw-translate-x) var(--tw-translate-y); }.-translate-y-full { --tw-translate-y: -100%; translate: var(--tw-translate-x) var(--tw-translate-y); }.translate-y-0 { --tw-translate-y: calc(var(--spacing) * 0); translate: var(--tw-translate-x) var(--tw-translate-y); }.translate-y-4 { --tw-translate-y: calc(var(--spacing) * 4); translate: var(--tw-translate-x) var(--tw-translate-y); }.translate-y-full { --tw-translate-y: 100%; translate: var(--tw-translate-x) var(--tw-translate-y); }.scale-95 { --tw-scale-x: 95%; --tw-scale-y: 95%; --tw-scale-z: 95%; scale: var(--tw-scale-x) var(--tw-scale-y); }.scale-100 { --tw-scale-x: 100%; --tw-scale-y: 100%; --tw-scale-z: 100%; scale: var(--tw-scale-x) var(--tw-scale-y); }.-rotate-90 { rotate: -90deg; }.rotate-90 { rotate: 90deg; }.rotate-180 { rotate: 180deg; }.transform { transform: var(--tw-rotate-x,) var(--tw-rotate-y,) var(--tw-rotate-z,) var(--tw-skew-x,) var(--tw-skew-y,); }.animate-pulse { animation: var(--animate-pulse); }.animate-spin { animation: var(--animate-spin); }.cursor-default { cursor: default; }.cursor-not-allowed { cursor: not-allowed; }.cursor-pointer { cursor: pointer; }.resize { resize: both; }.resize-y { resize: vertical; }.snap-x { scroll-snap-type: x var(--tw-scroll-snap-strictness); }.snap-mandatory { --tw-scroll-snap-strictness: mandatory; }.snap-start { scroll-snap-align: start; }.list-outside { list-style-position: outside; }.list-disc { list-style-type: disc; }.list-none { list-style-type: none; }.appearance-none { appearance: none; }.grid-cols-1 { grid-template-columns: repeat(1, minmax(0px, 1fr)); }.grid-cols-2 { grid-template-columns: repeat(2, minmax(0px, 1fr)); }.grid-cols-3 { grid-template-columns: repeat(3, minmax(0px, 1fr)); }.grid-rows-2 { grid-template-rows: repeat(2, minmax(0px, 1fr)); }.flex-col { flex-direction: column; }.flex-row { flex-direction: row; }.flex-row-reverse { flex-direction: row-reverse; }.flex-nowrap { flex-wrap: nowrap; }.flex-wrap { flex-wrap: wrap; }.place-items-center { place-items: center; }.content-around { align-content: space-around; }.content-center { align-content: center; }.content-stretch { align-content: stretch; }.items-baseline { align-items: baseline; }.items-center { align-items: center; }.items-end { align-items: flex-end; }.items-start { align-items: flex-start; }.items-stretch { align-items: stretch; }.justify-between { justify-content: space-between; }.justify-center { justify-content: center; }.justify-end { justify-content: flex-end; }.justify-start { justify-content: flex-start; }.gap-0 { gap: calc(var(--spacing) * 0); }.gap-1 { gap: calc(var(--spacing) * 1); }.gap-1\.5 { gap: calc(var(--spacing) * 1.5); }.gap-2 { gap: calc(var(--spacing) * 2); }.gap-3 { gap: calc(var(--spacing) * 3); }.gap-4 { gap: calc(var(--spacing) * 4); }.gap-5 { gap: calc(var(--spacing) * 5); }.gap-6 { gap: calc(var(--spacing) * 6); }.gap-8 { gap: calc(var(--spacing) * 8); }.gap-\[var\(--site-header-gap\,0\10.4px\)\] { gap: var(--site-header-gap,10.4px); }.gap-px { gap: 1px; }:where(.space-y-1 > :not(:last-child)) { --tw-space-y-reverse: 0; margin-block-start: calc(calc(var(--spacing) * 1) * var(--tw-space-y-reverse)); margin-block-end: calc(calc(var(--spacing) * 1) * calc(1 - var(--tw-space-y-reverse))); }.gap-x-1 { column-gap: calc(var(--spacing) * 1); }.gap-x-3 { column-gap: calc(var(--spacing) * 3); }.gap-x-4 { column-gap: calc(var(--spacing) * 4); }.gap-x-5 { column-gap: calc(var(--spacing) * 5); }.gap-x-8 { column-gap: calc(var(--spacing) * 8); }.gap-x-10 { column-gap: calc(var(--spacing) * 10); }:where(.space-x-3 > :not(:last-child)) { --tw-space-x-reverse: 0; margin-inline-start: calc(calc(var(--spacing) * 3) * var(--tw-space-x-reverse)); margin-inline-end: calc(calc(var(--spacing) * 3) * calc(1 - var(--tw-space-x-reverse))); }.gap-y-1 { row-gap: calc(var(--spacing) * 1); }.gap-y-2 { row-gap: calc(var(--spacing) * 2); }.gap-y-3 { row-gap: calc(var(--spacing) * 3); }.gap-y-4 { row-gap: calc(var(--spacing) * 4); }.gap-y-6 { row-gap: calc(var(--spacing) * 6); }.gap-y-12 { row-gap: calc(var(--spacing) * 12); }:where(.divide-y > :not(:last-child)) { --tw-divide-y-reverse: 0; border-bottom-style: var(--tw-border-style); border-top-style: var(--tw-border-style); border-top-width: calc(1px * var(--tw-divide-y-reverse)); border-bottom-width: calc(1px * calc(1 - var(--tw-divide-y-reverse))); }:where(.divide-neutral-100 > :not(:last-child)) { border-color: var(--color-neutral-100); }:where(.divide-white > :not(:last-child)) { border-color: var(--color-white); }.self-center { align-self: center; }.self-start { align-self: flex-start; }.truncate { text-overflow: ellipsis; white-space: nowrap; overflow: hidden; }.overflow-auto { overflow: auto; }.overflow-hidden { overflow: hidden; }.overflow-visible { overflow: visible; }.overflow-x-auto { overflow-x: auto; }.overflow-x-hidden { overflow-x: hidden; }.overflow-x-scroll { overflow-x: scroll; }.overflow-y-auto { overflow-y: auto; }.overflow-y-clip { overflow-y: clip; }.overflow-y-hidden { overflow-y: hidden; }.overflow-y-visible { overflow-y: visible; }.overscroll-x-contain { overscroll-behavior-x: contain; }.scroll-smooth { scroll-behavior: smooth; }.rounded { border-radius: 4px; }.rounded-2xl { border-radius: var(--radius-2xl); }.rounded-3xl { border-radius: var(--radius-3xl); }.rounded-4xl { border-radius: var(--radius-4xl); }.rounded-\[50\%\] { border-radius: 50%; }.rounded-\[var\(--image--border-radius\,0\)\] { border-radius: var(--image--border-radius,0); }.rounded-full { border-radius: 3.40282e+38px; }.rounded-lg { border-radius: var(--radius-lg); }.rounded-md { border-radius: var(--radius-md); }.rounded-none { border-radius: 0px; }.rounded-sm { border-radius: var(--radius-sm); }.rounded-xl { border-radius: var(--radius-xl); }.rounded-xs { border-radius: var(--radius-xs); }.rounded-t-2xl { border-top-left-radius: var(--radius-2xl); border-top-right-radius: var(--radius-2xl); }.rounded-l-full { border-top-left-radius: 3.40282e+38px; border-bottom-left-radius: 3.40282e+38px; }.rounded-tl-lg { border-top-left-radius: var(--radius-lg); }.rounded-r-full { border-top-right-radius: 3.40282e+38px; border-bottom-right-radius: 3.40282e+38px; }.rounded-tr-lg { border-top-right-radius: var(--radius-lg); }.rounded-b-none { border-bottom-right-radius: 0px; border-bottom-left-radius: 0px; }.rounded-br-lg { border-bottom-right-radius: var(--radius-lg); }.rounded-bl-lg { border-bottom-left-radius: var(--radius-lg); }.border { border-style: var(--tw-border-style); border-width: 1px; }.border-0 { border-style: var(--tw-border-style); border-width: 0px; }.border-1 { border-style: var(--tw-border-style); border-width: 1px; }.border-2 { border-style: var(--tw-border-style); border-width: 2px; }.border-8 { border-style: var(--tw-border-style); border-width: 8px; }.border-x-0 { border-inline-style: var(--tw-border-style); border-inline-width: 0px; }.border-y { border-block-style: var(--tw-border-style); border-block-width: 1px; }.border-y-0 { border-block-style: var(--tw-border-style); border-block-width: 0px; }.border-y-2 { border-block-style: var(--tw-border-style); border-block-width: 2px; }.border-t { border-top-style: var(--tw-border-style); border-top-width: 1px; }.border-t-2 { border-top-style: var(--tw-border-style); border-top-width: 2px; }.border-r { border-right-style: var(--tw-border-style); border-right-width: 1px; }.border-r-0 { border-right-style: var(--tw-border-style); border-right-width: 0px; }.border-b { border-bottom-style: var(--tw-border-style); border-bottom-width: 1px; }.border-b-0 { border-bottom-style: var(--tw-border-style); border-bottom-width: 0px; }.border-b-2 { border-bottom-style: var(--tw-border-style); border-bottom-width: 2px; }.border-l { border-left-style: var(--tw-border-style); border-left-width: 1px; }.border-dashed { --tw-border-style: dashed; border-style: dashed; }.border-none { --tw-border-style: none; border-style: none; }.border-solid { --tw-border-style: solid; border-style: solid; }.border-\(--footer-nav-border-color\) { border-color: var(--footer-nav-border-color); }.border-\[\#DC1F26\] { border-color: rgb(220, 31, 38); }.border-black { border-color: var(--color-black); }.border-gray-100 { border-color: var(--color-gray-100); }.border-gray-200 { border-color: var(--color-gray-200); }.border-gray-300 { border-color: var(--color-gray-300); }.border-gray-400 { border-color: var(--color-gray-400); }.border-gray-500 { border-color: var(--color-gray-500); }.border-gray-600 { border-color: var(--color-gray-600); }.border-gray-700 { border-color: var(--color-gray-700); }.border-gray-800 { border-color: var(--color-gray-800); }.border-green-600 { border-color: var(--color-green-600); }.border-neutral-100 { border-color: var(--color-neutral-100); }.border-neutral-200 { border-color: var(--color-neutral-200); }.border-neutral-300 { border-color: var(--color-neutral-300); }.border-red-600 { border-color: var(--color-red-600); }.border-rose-100 { border-color: var(--color-rose-100); }.border-slate-600 { border-color: var(--color-slate-600); }.border-transparent { border-color: rgba(0, 0, 0, 0); }.border-white { border-color: var(--color-white); }.border-yellow-300 { border-color: var(--color-yellow-300); }.border-yellow-500 { border-color: var(--color-yellow-500); }.border-t-black { border-top-color: var(--color-black); }.border-t-neutral-500 { border-top-color: var(--color-neutral-500); }.border-r-neutral-100 { border-right-color: var(--color-neutral-100); }.border-r-neutral-200 { border-right-color: var(--color-neutral-200); }.border-b-black { border-bottom-color: var(--color-black); }.border-b-neutral-200 { border-bottom-color: var(--color-neutral-200); }.border-b-neutral-300 { border-bottom-color: var(--color-neutral-300); }.border-l-neutral-200 { border-left-color: var(--color-neutral-200); }.bg-\(--footer-bg-color\) { background-color: var(--footer-bg-color); }.bg-\[\#33333370\] { background-color: rgba(51, 51, 51, 0.44); }.bg-\[\#DC1F26\] { background-color: rgb(220, 31, 38); }.bg-\[\#ededed\] { background-color: rgb(237, 237, 237); }.bg-\[var\(--region-redirect-banner-background\,var\(--brand-color-1\)\)\] { background-color: var(--region-redirect-banner-background,var(--brand-color-1)); }.bg-\[var\(--site-header-background-color\,white\)\] { background-color: var(--site-header-background-color,white); }.bg-amber-50 { background-color: var(--color-amber-50); }.bg-black { background-color: var(--color-black); }.bg-blue-50 { background-color: var(--color-blue-50); }.bg-gray-50 { background-color: var(--color-gray-50); }.bg-gray-100 { background-color: var(--color-gray-100); }.bg-gray-200 { background-color: var(--color-gray-200); }.bg-gray-300 { background-color: var(--color-gray-300); }.bg-gray-500 { background-color: var(--color-gray-500); }.bg-gray-500\/75 { background-color: rgba(106, 114, 130, 0.75); }@supports (color:color-mix(in lab,red,red)) {  .bg-gray-500\/75 { background-color: color-mix(in oklab,var(--color-gray-500) 75%,transparent); }}.bg-gray-800 { background-color: var(--color-gray-800); }.bg-gray-900 { background-color: var(--color-gray-900); }.bg-gray-950 { background-color: var(--color-gray-950); }.bg-green-50 { background-color: var(--color-green-50); }.bg-green-100 { background-color: var(--color-green-100); }.bg-green-500 { background-color: var(--color-green-500); }.bg-green-600 { background-color: var(--color-green-600); }.bg-inherit { background-color: inherit; }.bg-neutral-50 { background-color: var(--color-neutral-50); }.bg-neutral-50\/50 { background-color: rgba(250, 250, 250, 0.5); }@supports (color:color-mix(in lab,red,red)) {  .bg-neutral-50\/50 { background-color: color-mix(in oklab,var(--color-neutral-50) 50%,transparent); }}.bg-neutral-100 { background-color: var(--color-neutral-100); }.bg-neutral-200 { background-color: var(--color-neutral-200); }.bg-neutral-300 { background-color: var(--color-neutral-300); }.bg-neutral-500 { background-color: var(--color-neutral-500); }.bg-neutral-600 { background-color: var(--color-neutral-600); }.bg-neutral-800 { background-color: var(--color-neutral-800); }.bg-neutral-900 { background-color: var(--color-neutral-900); }.bg-neutral-900\/40 { background-color: rgba(23, 23, 23, 0.4); }@supports (color:color-mix(in lab,red,red)) {  .bg-neutral-900\/40 { background-color: color-mix(in oklab,var(--color-neutral-900) 40%,transparent); }}.bg-neutral-950 { background-color: var(--color-neutral-950); }.bg-orange-50 { background-color: var(--color-orange-50); }.bg-purple-50 { background-color: var(--color-purple-50); }.bg-red-50 { background-color: var(--color-red-50); }.bg-red-100 { background-color: var(--color-red-100); }.bg-red-500 { background-color: var(--color-red-500); }.bg-red-600 { background-color: var(--color-red-600); }.bg-rose-50 { background-color: var(--color-rose-50); }.bg-rose-500 { background-color: var(--color-rose-500); }.bg-slate-50 { background-color: var(--color-slate-50); }.bg-slate-500 { background-color: var(--color-slate-500); }.bg-slate-900 { background-color: var(--color-slate-900); }.bg-teal-50 { background-color: var(--color-teal-50); }.bg-transparent { background-color: rgba(0, 0, 0, 0); }.bg-white { background-color: var(--color-white); }.bg-yellow-50 { background-color: var(--color-yellow-50); }.bg-yellow-500 { background-color: var(--color-yellow-500); }.bg-zinc-300 { background-color: var(--color-zinc-300); }.bg-zinc-800 { background-color: var(--color-zinc-800); }.bg-zinc-900 { background-color: var(--color-zinc-900); }.bg-gradient-to-l { --tw-gradient-position: to left in oklab; background-image: linear-gradient(var(--tw-gradient-stops)); }.bg-gradient-to-t { --tw-gradient-position: to top in oklab; background-image: linear-gradient(var(--tw-gradient-stops)); }.bg-none { background-image: none; }.from-gray-100 { --tw-gradient-from: var(--color-gray-100); --tw-gradient-stops: var(--tw-gradient-via-stops,var(--tw-gradient-position), var(--tw-gradient-from) var(--tw-gradient-from-position), var(--tw-gradient-to) var(--tw-gradient-to-position)); }.from-gray-950 { --tw-gradient-from: var(--color-gray-950); --tw-gradient-stops: var(--tw-gradient-via-stops,var(--tw-gradient-position), var(--tw-gradient-from) var(--tw-gradient-from-position), var(--tw-gradient-to) var(--tw-gradient-to-position)); }.from-white { --tw-gradient-from: var(--color-white); --tw-gradient-stops: var(--tw-gradient-via-stops,var(--tw-gradient-position), var(--tw-gradient-from) var(--tw-gradient-from-position), var(--tw-gradient-to) var(--tw-gradient-to-position)); }.to-gray-200 { --tw-gradient-to: var(--color-gray-200); --tw-gradient-stops: var(--tw-gradient-via-stops,var(--tw-gradient-position), var(--tw-gradient-from) var(--tw-gradient-from-position), var(--tw-gradient-to) var(--tw-gradient-to-position)); }.to-gray-800 { --tw-gradient-to: var(--color-gray-800); --tw-gradient-stops: var(--tw-gradient-via-stops,var(--tw-gradient-position), var(--tw-gradient-from) var(--tw-gradient-from-position), var(--tw-gradient-to) var(--tw-gradient-to-position)); }.to-transparent { --tw-gradient-to: transparent; --tw-gradient-stops: var(--tw-gradient-via-stops,var(--tw-gradient-position), var(--tw-gradient-from) var(--tw-gradient-from-position), var(--tw-gradient-to) var(--tw-gradient-to-position)); }.bg-cover { background-size: cover; }.bg-center { background-position: 50% center; }.bg-repeat { background-repeat: repeat; }.fill-gray-500 { fill: var(--color-gray-500); }.fill-white { fill: var(--color-white); }.object-contain { object-fit: contain; }.object-cover { object-fit: cover; }.object-center { object-position: center center; }.p-0 { padding: calc(var(--spacing) * 0); }.p-1 { padding: calc(var(--spacing) * 1); }.p-1\.5 { padding: calc(var(--spacing) * 1.5); }.p-2 { padding: calc(var(--spacing) * 2); }.p-3 { padding: calc(var(--spacing) * 3); }.p-4 { padding: calc(var(--spacing) * 4); }.p-5 { padding: calc(var(--spacing) * 5); }.p-6 { padding: calc(var(--spacing) * 6); }.p-8 { padding: calc(var(--spacing) * 8); }.px-0 { padding-inline: calc(var(--spacing) * 0); }.px-1 { padding-inline: calc(var(--spacing) * 1); }.px-2 { padding-inline: calc(var(--spacing) * 2); }.px-2\.5 { padding-inline: calc(var(--spacing) * 2.5); }.px-3 { padding-inline: calc(var(--spacing) * 3); }.px-4 { padding-inline: calc(var(--spacing) * 4); }.px-5 { padding-inline: calc(var(--spacing) * 5); }.px-6 { padding-inline: calc(var(--spacing) * 6); }.px-8 { padding-inline: calc(var(--spacing) * 8); }.px-12 { padding-inline: calc(var(--spacing) * 12); }.py-0 { padding-block: calc(var(--spacing) * 0); }.py-0\.5 { padding-block: calc(var(--spacing) * .5); }.py-1 { padding-block: calc(var(--spacing) * 1); }.py-1\.5 { padding-block: calc(var(--spacing) * 1.5); }.py-2 { padding-block: calc(var(--spacing) * 2); }.py-2\.5 { padding-block: calc(var(--spacing) * 2.5); }.py-3 { padding-block: calc(var(--spacing) * 3); }.py-4 { padding-block: calc(var(--spacing) * 4); }.py-5 { padding-block: calc(var(--spacing) * 5); }.py-6 { padding-block: calc(var(--spacing) * 6); }.py-7 { padding-block: calc(var(--spacing) * 7); }.py-8 { padding-block: calc(var(--spacing) * 8); }.py-10 { padding-block: calc(var(--spacing) * 10); }.py-12 { padding-block: calc(var(--spacing) * 12); }.py-24 { padding-block: calc(var(--spacing) * 24); }.pt-1 { padding-top: calc(var(--spacing) * 1); }.pt-2 { padding-top: calc(var(--spacing) * 2); }.pt-3 { padding-top: calc(var(--spacing) * 3); }.pt-4 { padding-top: calc(var(--spacing) * 4); }.pt-5 { padding-top: calc(var(--spacing) * 5); }.pt-6 { padding-top: calc(var(--spacing) * 6); }.pt-7 { padding-top: calc(var(--spacing) * 7); }.pt-8 { padding-top: calc(var(--spacing) * 8); }.pr-0 { padding-right: calc(var(--spacing) * 0); }.pr-1 { padding-right: calc(var(--spacing) * 1); }.pr-2 { padding-right: calc(var(--spacing) * 2); }.pr-3 { padding-right: calc(var(--spacing) * 3); }.pr-4 { padding-right: calc(var(--spacing) * 4); }.pr-5 { padding-right: calc(var(--spacing) * 5); }.pr-6 { padding-right: calc(var(--spacing) * 6); }.pr-8 { padding-right: calc(var(--spacing) * 8); }.pr-10 { padding-right: calc(var(--spacing) * 10); }.pr-12 { padding-right: calc(var(--spacing) * 12); }.pb-0 { padding-bottom: calc(var(--spacing) * 0); }.pb-1 { padding-bottom: calc(var(--spacing) * 1); }.pb-2 { padding-bottom: calc(var(--spacing) * 2); }.pb-3 { padding-bottom: calc(var(--spacing) * 3); }.pb-4 { padding-bottom: calc(var(--spacing) * 4); }.pb-5 { padding-bottom: calc(var(--spacing) * 5); }.pb-6 { padding-bottom: calc(var(--spacing) * 6); }.pb-8 { padding-bottom: calc(var(--spacing) * 8); }.pb-12 { padding-bottom: calc(var(--spacing) * 12); }.pb-\[var\(--strapline-padding-bottom\,12px\)\] { padding-bottom: var(--strapline-padding-bottom,12px); }.pl-0 { padding-left: calc(var(--spacing) * 0); }.pl-1 { padding-left: calc(var(--spacing) * 1); }.pl-1\.5 { padding-left: calc(var(--spacing) * 1.5); }.pl-2 { padding-left: calc(var(--spacing) * 2); }.pl-3 { padding-left: calc(var(--spacing) * 3); }.pl-4 { padding-left: calc(var(--spacing) * 4); }.pl-8 { padding-left: calc(var(--spacing) * 8); }.pl-9 { padding-left: calc(var(--spacing) * 9); }.pl-12 { padding-left: calc(var(--spacing) * 12); }.text-center { text-align: center; }.text-left { text-align: left; }.text-right { text-align: right; }.-indent-0 { text-indent: calc(var(--spacing) * 0); }.align-middle { vertical-align: middle; }.align-text-top { vertical-align: text-top; }.align-top { vertical-align: top; }.font-mono { font-family: var(--font-mono); }.font-sans { font-family: var(--font-sans); }.font-serif { font-family: var(--font-serif); }.text-2xl { font-size: var(--text-2xl); line-height: var(--tw-leading,var(--text-2xl--line-height)); }.text-3xl { font-size: var(--text-3xl); line-height: var(--tw-leading,var(--text-3xl--line-height)); }.text-4xl { font-size: var(--text-4xl); line-height: var(--tw-leading,var(--text-4xl--line-height)); }.text-base { font-size: var(--text-base); line-height: var(--tw-leading,var(--text-base--line-height)); }.text-lg { font-size: var(--text-lg); line-height: var(--tw-leading,var(--text-lg--line-height)); }.text-sm { font-size: var(--text-sm); line-height: var(--tw-leading,var(--text-sm--line-height)); }.text-xl { font-size: var(--text-xl); line-height: var(--tw-leading,var(--text-xl--line-height)); }.text-xs { font-size: var(--text-xs); line-height: var(--tw-leading,var(--text-xs--line-height)); }.text-\[10px\] { font-size: 10px; }.text-\[11px\] { font-size: 11px; }.text-\[length\:var\(--strapline-font-size\,13px\)\] { font-size: var(--strapline-font-size,13px); }.leading-2 { --tw-leading: calc(var(--spacing) * 2); line-height: calc(var(--spacing) * 2); }.leading-3 { --tw-leading: calc(var(--spacing) * 3); line-height: calc(var(--spacing) * 3); }.leading-4 { --tw-leading: calc(var(--spacing) * 4); line-height: calc(var(--spacing) * 4); }.leading-5 { --tw-leading: calc(var(--spacing) * 5); line-height: calc(var(--spacing) * 5); }.leading-6 { --tw-leading: calc(var(--spacing) * 6); line-height: calc(var(--spacing) * 6); }.leading-7 { --tw-leading: calc(var(--spacing) * 7); line-height: calc(var(--spacing) * 7); }.leading-8 { --tw-leading: calc(var(--spacing) * 8); line-height: calc(var(--spacing) * 8); }.leading-10 { --tw-leading: calc(var(--spacing) * 10); line-height: calc(var(--spacing) * 10); }.leading-none { --tw-leading: 1; line-height: 1; }.leading-normal { --tw-leading: var(--leading-normal); line-height: var(--leading-normal); }.leading-relaxed { --tw-leading: var(--leading-relaxed); line-height: var(--leading-relaxed); }.leading-snug { --tw-leading: var(--leading-snug); line-height: var(--leading-snug); }.leading-tight { --tw-leading: var(--leading-tight); line-height: var(--leading-tight); }.font-black { --tw-font-weight: var(--font-weight-black); font-weight: var(--font-weight-black); }.font-bold { --tw-font-weight: var(--font-weight-bold); font-weight: var(--font-weight-bold); }.font-extrabold { --tw-font-weight: var(--font-weight-extrabold); font-weight: var(--font-weight-extrabold); }.font-medium { --tw-font-weight: var(--font-weight-medium); font-weight: var(--font-weight-medium); }.font-normal { --tw-font-weight: var(--font-weight-normal); font-weight: var(--font-weight-normal); }.font-semibold { --tw-font-weight: var(--font-weight-semibold); font-weight: var(--font-weight-semibold); }.tracking-normal { --tw-tracking: var(--tracking-normal); letter-spacing: var(--tracking-normal); }.tracking-tight { --tw-tracking: var(--tracking-tight); letter-spacing: var(--tracking-tight); }.tracking-wide { --tw-tracking: var(--tracking-wide); letter-spacing: var(--tracking-wide); }.tracking-wider { --tw-tracking: var(--tracking-wider); letter-spacing: var(--tracking-wider); }.tracking-widest { --tw-tracking: var(--tracking-widest); letter-spacing: var(--tracking-widest); }.text-nowrap { text-wrap: nowrap; }.text-wrap { text-wrap: wrap; }.break-words { overflow-wrap: break-word; }.text-ellipsis { text-overflow: ellipsis; }.whitespace-break-spaces { white-space: break-spaces; }.whitespace-normal { white-space: normal; }.whitespace-nowrap { white-space: nowrap; }.whitespace-pre { white-space: pre; }.text-\(--footer-text-color\) { color: var(--footer-text-color); }.text-\[\#DC1F26\] { color: rgb(220, 31, 38); }.text-\[var\(--site-header-text-color\,\#333\)\] { color: var(--site-header-text-color,#333); }.text-amber-700 { color: var(--color-amber-700); }.text-black { color: var(--color-black); }.text-blue-500 { color: var(--color-blue-500); }.text-blue-700 { color: var(--color-blue-700); }.text-current { color: currentcolor; }.text-gray-50 { color: var(--color-gray-50); }.text-gray-100 { color: var(--color-gray-100); }.text-gray-200 { color: var(--color-gray-200); }.text-gray-300 { color: var(--color-gray-300); }.text-gray-400 { color: var(--color-gray-400); }.text-gray-500 { color: var(--color-gray-500); }.text-gray-600 { color: var(--color-gray-600); }.text-gray-700 { color: var(--color-gray-700); }.text-gray-800 { color: var(--color-gray-800); }.text-gray-900 { color: var(--color-gray-900); }.text-green-50 { color: var(--color-green-50); }.text-green-400 { color: var(--color-green-400); }.text-green-500 { color: var(--color-green-500); }.text-green-600 { color: var(--color-green-600); }.text-green-700 { color: var(--color-green-700); }.text-inherit { color: inherit; }.text-lime-700 { color: var(--color-lime-700); }.text-neutral-100 { color: var(--color-neutral-100); }.text-neutral-200 { color: var(--color-neutral-200); }.text-neutral-300 { color: var(--color-neutral-300); }.text-neutral-400 { color: var(--color-neutral-400); }.text-neutral-500 { color: var(--color-neutral-500); }.text-neutral-600 { color: var(--color-neutral-600); }.text-neutral-700 { color: var(--color-neutral-700); }.text-neutral-800 { color: var(--color-neutral-800); }.text-neutral-900 { color: var(--color-neutral-900); }.text-orange-700 { color: var(--color-orange-700); }.text-pink-600 { color: var(--color-pink-600); }.text-purple-700 { color: var(--color-purple-700); }.text-red-50 { color: var(--color-red-50); }.text-red-500 { color: var(--color-red-500); }.text-red-600 { color: var(--color-red-600); }.text-red-700 { color: var(--color-red-700); }.text-rose-600 { color: var(--color-rose-600); }.text-slate-50 { color: var(--color-slate-50); }.text-slate-500 { color: var(--color-slate-500); }.text-teal-700 { color: var(--color-teal-700); }.text-white { color: var(--color-white); }.text-yellow-700 { color: var(--color-yellow-700); }.text-yellow-800 { color: var(--color-yellow-800); }.\[text-transform\:var\(--strapline-text-transform\,uppercase\)\] { text-transform: var(--strapline-text-transform,uppercase); }.capitalize { text-transform: capitalize; }.lowercase { text-transform: lowercase; }.normal-case { text-transform: none; }.uppercase { text-transform: uppercase; }.italic { font-style: italic; }.ordinal { --tw-ordinal: ordinal; font-variant-numeric: var(--tw-ordinal,) var(--tw-slashed-zero,) var(--tw-numeric-figure,) var(--tw-numeric-spacing,) var(--tw-numeric-fraction,); }.line-through { text-decoration-line: line-through; }.no-underline { text-decoration-line: none; }.underline { text-decoration-line: underline; }.decoration-current { text-decoration-color: currentcolor; }.decoration-transparent { text-decoration-color: rgba(0, 0, 0, 0); }.decoration-solid { text-decoration-style: solid; }.underline-offset-2 { text-underline-offset: 2px; }.placeholder-neutral-500::placeholder { color: var(--color-neutral-500); }.opacity-0 { opacity: 0; }.opacity-30 { opacity: 0.3; }.opacity-40 { opacity: 0.4; }.opacity-50 { opacity: 0.5; }.opacity-80 { opacity: 0.8; }.opacity-100 { opacity: 1; }.shadow { --tw-shadow: 0 1px 3px 0 var(--tw-shadow-color,#0000001a), 0 1px 2px -1px var(--tw-shadow-color,#0000001a); box-shadow: var(--tw-inset-shadow),var(--tw-inset-ring-shadow),var(--tw-ring-offset-shadow),var(--tw-ring-shadow),var(--tw-shadow); }.shadow-2xl { --tw-shadow: 0 25px 50px -12px var(--tw-shadow-color,#00000040); box-shadow: var(--tw-inset-shadow),var(--tw-inset-ring-shadow),var(--tw-ring-offset-shadow),var(--tw-ring-shadow),var(--tw-shadow); }.shadow-\[0_20px_60px_-15px_rgba\(0\,0\,0\,0\.4\)\] { --tw-shadow: 0 20px 60px -15px var(--tw-shadow-color,#0006); box-shadow: var(--tw-inset-shadow),var(--tw-inset-ring-shadow),var(--tw-ring-offset-shadow),var(--tw-ring-shadow),var(--tw-shadow); }.shadow-inner { --tw-shadow: inset 0 2px 4px 0 var(--tw-shadow-color,#0000000d); box-shadow: var(--tw-inset-shadow),var(--tw-inset-ring-shadow),var(--tw-ring-offset-shadow),var(--tw-ring-shadow),var(--tw-shadow); }.shadow-lg { --tw-shadow: 0 10px 15px -3px var(--tw-shadow-color,#0000001a), 0 4px 6px -4px var(--tw-shadow-color,#0000001a); box-shadow: var(--tw-inset-shadow),var(--tw-inset-ring-shadow),var(--tw-ring-offset-shadow),var(--tw-ring-shadow),var(--tw-shadow); }.shadow-md { --tw-shadow: 0 4px 6px -1px var(--tw-shadow-color,#0000001a), 0 2px 4px -2px var(--tw-shadow-color,#0000001a); box-shadow: var(--tw-inset-shadow),var(--tw-inset-ring-shadow),var(--tw-ring-offset-shadow),var(--tw-ring-shadow),var(--tw-shadow); }.shadow-none { --tw-shadow: 0 0 #0000; box-shadow: var(--tw-inset-shadow),var(--tw-inset-ring-shadow),var(--tw-ring-offset-shadow),var(--tw-ring-shadow),var(--tw-shadow); }.shadow-sm { --tw-shadow: 0 1px 3px 0 var(--tw-shadow-color,#0000001a), 0 1px 2px -1px var(--tw-shadow-color,#0000001a); box-shadow: var(--tw-inset-shadow),var(--tw-inset-ring-shadow),var(--tw-ring-offset-shadow),var(--tw-ring-shadow),var(--tw-shadow); }.shadow-xl { --tw-shadow: 0 20px 25px -5px var(--tw-shadow-color,#0000001a), 0 8px 10px -6px var(--tw-shadow-color,#0000001a); box-shadow: var(--tw-inset-shadow),var(--tw-inset-ring-shadow),var(--tw-ring-offset-shadow),var(--tw-ring-shadow),var(--tw-shadow); }.shadow-xs { --tw-shadow: 0 1px 2px 0 var(--tw-shadow-color,#0000000d); box-shadow: var(--tw-inset-shadow),var(--tw-inset-ring-shadow),var(--tw-ring-offset-shadow),var(--tw-ring-shadow),var(--tw-shadow); }.ring, .ring-1 { --tw-ring-shadow: var(--tw-ring-inset,) 0 0 0 calc(1px + var(--tw-ring-offset-width)) var(--tw-ring-color,currentcolor); box-shadow: var(--tw-inset-shadow),var(--tw-inset-ring-shadow),var(--tw-ring-offset-shadow),var(--tw-ring-shadow),var(--tw-shadow); }.ring-4 { --tw-ring-shadow: var(--tw-ring-inset,) 0 0 0 calc(4px + var(--tw-ring-offset-width)) var(--tw-ring-color,currentcolor); box-shadow: var(--tw-inset-shadow),var(--tw-inset-ring-shadow),var(--tw-ring-offset-shadow),var(--tw-ring-shadow),var(--tw-shadow); }.ring-amber-600 { --tw-ring-color: var(--color-amber-600); }.ring-black { --tw-ring-color: var(--color-black); }.ring-blue-600 { --tw-ring-color: var(--color-blue-600); }.ring-gray-300 { --tw-ring-color: var(--color-gray-300); }.ring-green-600 { --tw-ring-color: var(--color-green-600); }.ring-orange-600 { --tw-ring-color: var(--color-orange-600); }.ring-purple-400 { --tw-ring-color: var(--color-purple-400); }.ring-purple-600 { --tw-ring-color: var(--color-purple-600); }.ring-red-600 { --tw-ring-color: var(--color-red-600); }.ring-slate-600 { --tw-ring-color: var(--color-slate-600); }.ring-teal-600 { --tw-ring-color: var(--color-teal-600); }.ring-white { --tw-ring-color: var(--color-white); }.ring-yellow-600 { --tw-ring-color: var(--color-yellow-600); }.outline-hidden { --tw-outline-style: none; outline-style: none; }@media (forced-colors: active) {  .outline-hidden { outline-offset: 2px; outline: rgba(0, 0, 0, 0) solid 2px; }}.outline, .outline-1 { outline-style: var(--tw-outline-style); outline-width: 1px; }.outline-transparent { outline-color: rgba(0, 0, 0, 0); }.blur { --tw-blur: blur(8px); filter: var(--tw-blur,) var(--tw-brightness,) var(--tw-contrast,) var(--tw-grayscale,) var(--tw-hue-rotate,) var(--tw-invert,) var(--tw-saturate,) var(--tw-sepia,) var(--tw-drop-shadow,); }.brightness-0 { --tw-brightness: brightness(0%); filter: var(--tw-blur,) var(--tw-brightness,) var(--tw-contrast,) var(--tw-grayscale,) var(--tw-hue-rotate,) var(--tw-invert,) var(--tw-saturate,) var(--tw-sepia,) var(--tw-drop-shadow,); }.contrast-100 { --tw-contrast: contrast(100%); filter: var(--tw-blur,) var(--tw-brightness,) var(--tw-contrast,) var(--tw-grayscale,) var(--tw-hue-rotate,) var(--tw-invert,) var(--tw-saturate,) var(--tw-sepia,) var(--tw-drop-shadow,); }.grayscale { --tw-grayscale: grayscale(100%); filter: var(--tw-blur,) var(--tw-brightness,) var(--tw-contrast,) var(--tw-grayscale,) var(--tw-hue-rotate,) var(--tw-invert,) var(--tw-saturate,) var(--tw-sepia,) var(--tw-drop-shadow,); }.invert { --tw-invert: invert(100%); filter: var(--tw-blur,) var(--tw-brightness,) var(--tw-contrast,) var(--tw-grayscale,) var(--tw-hue-rotate,) var(--tw-invert,) var(--tw-saturate,) var(--tw-sepia,) var(--tw-drop-shadow,); }.filter { filter: var(--tw-blur,) var(--tw-brightness,) var(--tw-contrast,) var(--tw-grayscale,) var(--tw-hue-rotate,) var(--tw-invert,) var(--tw-saturate,) var(--tw-sepia,) var(--tw-drop-shadow,); }.backdrop-blur-sm { --tw-backdrop-blur: blur(var(--blur-sm)); backdrop-filter: var(--tw-backdrop-blur,) var(--tw-backdrop-brightness,) var(--tw-backdrop-contrast,) var(--tw-backdrop-grayscale,) var(--tw-backdrop-hue-rotate,) var(--tw-backdrop-invert,) var(--tw-backdrop-opacity,) var(--tw-backdrop-saturate,) var(--tw-backdrop-sepia,); }.backdrop-filter { backdrop-filter: var(--tw-backdrop-blur,) var(--tw-backdrop-brightness,) var(--tw-backdrop-contrast,) var(--tw-backdrop-grayscale,) var(--tw-backdrop-hue-rotate,) var(--tw-backdrop-invert,) var(--tw-backdrop-opacity,) var(--tw-backdrop-saturate,) var(--tw-backdrop-sepia,); }.transition { transition-property: color, background-color, border-color, outline-color, text-decoration-color, fill, stroke, --tw-gradient-from, --tw-gradient-via, --tw-gradient-to, opacity, box-shadow, transform, translate, scale, rotate, filter, -webkit-backdrop-filter, backdrop-filter, display, content-visibility, overlay, pointer-events; transition-timing-function: var(--tw-ease,var(--default-transition-timing-function)); transition-duration: var(--tw-duration,var(--default-transition-duration)); }.transition-all { transition-property: all; transition-timing-function: var(--tw-ease,var(--default-transition-timing-function)); transition-duration: var(--tw-duration,var(--default-transition-duration)); }.transition-colors { transition-property: color, background-color, border-color, outline-color, text-decoration-color, fill, stroke, --tw-gradient-from, --tw-gradient-via, --tw-gradient-to; transition-timing-function: var(--tw-ease,var(--default-transition-timing-function)); transition-duration: var(--tw-duration,var(--default-transition-duration)); }.transition-opacity { transition-property: opacity; transition-timing-function: var(--tw-ease,var(--default-transition-timing-function)); transition-duration: var(--tw-duration,var(--default-transition-duration)); }.transition-shadow { transition-property: box-shadow; transition-timing-function: var(--tw-ease,var(--default-transition-timing-function)); transition-duration: var(--tw-duration,var(--default-transition-duration)); }.transition-transform { transition-property: transform, translate, scale, rotate; transition-timing-function: var(--tw-ease,var(--default-transition-timing-function)); transition-duration: var(--tw-duration,var(--default-transition-duration)); }.duration-75 { --tw-duration: 75ms; transition-duration: 75ms; }.duration-100 { --tw-duration: .1s; transition-duration: 0.1s; }.duration-150 { --tw-duration: .15s; transition-duration: 0.15s; }.duration-200 { --tw-duration: .2s; transition-duration: 0.2s; }.duration-300 { --tw-duration: .3s; transition-duration: 0.3s; }.duration-500 { --tw-duration: .5s; transition-duration: 0.5s; }.ease-in { --tw-ease: var(--ease-in); transition-timing-function: var(--ease-in); }.ease-in-out { --tw-ease: var(--ease-in-out); transition-timing-function: var(--ease-in-out); }.ease-out { --tw-ease: var(--ease-out); transition-timing-function: var(--ease-out); }.prose-neutral { --tw-prose-#widget-fgquwur: oklch(37.1% 0 0); --tw-prose-headings: oklch(20.5% 0 0); --tw-prose-lead: oklch(43.9% 0 0); --tw-prose-links: oklch(20.5% 0 0); --tw-prose-bold: oklch(20.5% 0 0); --tw-prose-counters: oklch(55.6% 0 0); --tw-prose-bullets: oklch(87% 0 0); --tw-prose-hr: oklch(92.2% 0 0); --tw-prose-quotes: oklch(20.5% 0 0); --tw-prose-quote-borders: oklch(92.2% 0 0); --tw-prose-captions: oklch(55.6% 0 0); --tw-prose-kbd: oklch(20.5% 0 0); --tw-prose-kbd-shadows: oklab(20.5% 0 0/.1); --tw-prose-code: oklch(20.5% 0 0); --tw-prose-pre-code: oklch(92.2% 0 0); --tw-prose-pre-bg: oklch(26.9% 0 0); --tw-prose-th-borders: oklch(87% 0 0); --tw-prose-td-borders: oklch(92.2% 0 0); --tw-prose-invert-#widget-fgquwur: oklch(87% 0 0); --tw-prose-invert-headings: #fff; --tw-prose-invert-lead: oklch(70.8% 0 0); --tw-prose-invert-links: #fff; --tw-prose-invert-bold: #fff; --tw-prose-invert-counters: oklch(70.8% 0 0); --tw-prose-invert-bullets: oklch(43.9% 0 0); --tw-prose-invert-hr: oklch(37.1% 0 0); --tw-prose-invert-quotes: oklch(97% 0 0); --tw-prose-invert-quote-borders: oklch(37.1% 0 0); --tw-prose-invert-captions: oklch(70.8% 0 0); --tw-prose-invert-kbd: #fff; --tw-prose-invert-kbd-shadows: #ffffff1a; --tw-prose-invert-code: #fff; --tw-prose-invert-pre-code: oklch(87% 0 0); --tw-prose-invert-pre-bg: #00000080; --tw-prose-invert-th-borders: oklch(43.9% 0 0); --tw-prose-invert-td-borders: oklch(37.1% 0 0); }.outline-none { --tw-outline-style: none; outline-style: none; }.select-none { user-select: none; }.ring-inset { --tw-ring-inset: inset; }:is(.\*\:pointer-events-auto > *) { pointer-events: auto; }@media (hover: hover) {  .group-hover\:text-\[\#DC1F26\]:is(:where(.group):hover *) { color: rgb(220, 31, 38); }  .group-hover\:opacity-100:is(:where(.group):hover *) { opacity: 1; }}.visited\:text-inherit:visited { color: inherit; }.empty\:border-none:empty { --tw-border-style: none; border-style: none; }@media (hover: hover) {  .hover\:border-black:hover { border-color: var(--color-black); }  .hover\:border-neutral-300:hover { border-color: var(--color-neutral-300); }  .hover\:bg-black:hover { background-color: var(--color-black); }  .hover\:bg-blue-50:hover { background-color: var(--color-blue-50); }  .hover\:bg-green-50:hover { background-color: var(--color-green-50); }  .hover\:bg-green-700:hover { background-color: var(--color-green-700); }  .hover\:bg-indigo-50:hover { background-color: var(--color-indigo-50); }  .hover\:bg-neutral-50:hover { background-color: var(--color-neutral-50); }  .hover\:bg-neutral-100:hover { background-color: var(--color-neutral-100); }  .hover\:bg-neutral-200:hover { background-color: var(--color-neutral-200); }  .hover\:bg-neutral-800:hover { background-color: var(--color-neutral-800); }  .hover\:bg-red-50:hover { background-color: var(--color-red-50); }  .hover\:bg-red-700:hover { background-color: var(--color-red-700); }  .hover\:text-\[\#DC1F26\]:hover { color: rgb(220, 31, 38); }  .hover\:text-blue-600:hover { color: var(--color-blue-600); }  .hover\:text-gray-500:hover { color: var(--color-gray-500); }  .hover\:text-indigo-600:hover { color: var(--color-indigo-600); }  .hover\:text-inherit:hover { color: inherit; }  .hover\:text-neutral-700:hover { color: var(--color-neutral-700); }  .hover\:text-neutral-900:hover { color: var(--color-neutral-900); }  .hover\:text-red-600:hover { color: var(--color-red-600); }  .hover\:no-underline:hover { text-decoration-line: none; }  .hover\:underline:hover { text-decoration-line: underline; }  .hover\:decoration-transparent:hover { text-decoration-color: rgba(0, 0, 0, 0); }  .hover\:underline-offset-2:hover { text-underline-offset: 2px; }}.focus\:border-rose-500:focus { border-color: var(--color-rose-500); }.focus\:text-inherit:focus { color: inherit; }.focus\:decoration-transparent:focus { text-decoration-color: rgba(0, 0, 0, 0); }.focus\:ring-1:focus { --tw-ring-shadow: var(--tw-ring-inset,) 0 0 0 calc(1px + var(--tw-ring-offset-width)) var(--tw-ring-color,currentcolor); box-shadow: var(--tw-inset-shadow),var(--tw-inset-ring-shadow),var(--tw-ring-offset-shadow),var(--tw-ring-shadow),var(--tw-shadow); }.focus\:ring-2:focus { --tw-ring-shadow: var(--tw-ring-inset,) 0 0 0 calc(2px + var(--tw-ring-offset-width)) var(--tw-ring-color,currentcolor); box-shadow: var(--tw-inset-shadow),var(--tw-inset-ring-shadow),var(--tw-ring-offset-shadow),var(--tw-ring-shadow),var(--tw-shadow); }.focus\:ring-4:focus { --tw-ring-shadow: var(--tw-ring-inset,) 0 0 0 calc(4px + var(--tw-ring-offset-width)) var(--tw-ring-color,currentcolor); box-shadow: var(--tw-inset-shadow),var(--tw-inset-ring-shadow),var(--tw-ring-offset-shadow),var(--tw-ring-shadow),var(--tw-shadow); }.focus\:ring-\[\#DC1F26\]\/20:focus { --tw-ring-color: oklab(57.3239% .195826 .0976754/.2); }.focus\:ring-rose-500:focus { --tw-ring-color: var(--color-rose-500); }.focus\:ring-offset-2:focus { --tw-ring-offset-width: 2px; --tw-ring-offset-shadow: var(--tw-ring-inset,) 0 0 0 var(--tw-ring-offset-width) var(--tw-ring-offset-color); }.focus\:outline-hidden:focus { --tw-outline-style: none; outline-style: none; }@media (forced-colors: active) {  .focus\:outline-hidden:focus { outline-offset: 2px; outline: rgba(0, 0, 0, 0) solid 2px; }}.focus\:outline-1:focus { outline-style: var(--tw-outline-style); outline-width: 1px; }.focus\:outline-none:focus { --tw-outline-style: none; outline-style: none; }.focus\:\[outline-style\:auto\]:focus { outline-style: auto; }.focus-visible\:ring-2:focus-visible { --tw-ring-shadow: var(--tw-ring-inset,) 0 0 0 calc(2px + var(--tw-ring-offset-width)) var(--tw-ring-color,currentcolor); box-shadow: var(--tw-inset-shadow),var(--tw-inset-ring-shadow),var(--tw-ring-offset-shadow),var(--tw-ring-shadow),var(--tw-shadow); }.focus-visible\:ring-gray-900:focus-visible { --tw-ring-color: var(--color-gray-900); }.focus-visible\:outline-hidden:focus-visible { --tw-outline-style: none; outline-style: none; }@media (forced-colors: active) {  .focus-visible\:outline-hidden:focus-visible { outline-offset: 2px; outline: rgba(0, 0, 0, 0) solid 2px; }}.active\:text-inherit:active { color: inherit; }@media not all and (min-width: 640px) {  .max-sm\:top-full { top: 100%; }  .max-sm\:left-2\/4 { left: 50%; }  .max-sm\:hidden { display: none; }  .max-sm\:min-w-\[300px\] { min-width: 300px; }  .max-sm\:-translate-x-2\/4 { --tw-translate-x: -50%; translate: var(--tw-translate-x) var(--tw-translate-y); }}@media (min-width: 640px) {  .sm\:visible { visibility: visible; }  .sm\:relative { position: relative; }  .sm\:top-4 { top: calc(var(--spacing) * 4); }  .sm\:top-\[88px\] { top: 88px; }  .sm\:top-\[92px\] { top: 92px; }  .sm\:right-3 { right: calc(var(--spacing) * 3); }  .sm\:right-4 { right: calc(var(--spacing) * 4); }  .sm\:left-3 { left: calc(var(--spacing) * 3); }  .sm\:order-3 { order: 3; }  .sm\:mx-auto { margin-inline: auto; }  .sm\:my-8 { margin-block: calc(var(--spacing) * 8); }  .sm\:mt-5 { margin-top: calc(var(--spacing) * 5); }  .sm\:mt-6 { margin-top: calc(var(--spacing) * 6); }  .sm\:mb-6 { margin-bottom: calc(var(--spacing) * 6); }  .sm\:mb-8 { margin-bottom: calc(var(--spacing) * 8); }  .sm\:block { display: block; }  .sm\:flex { display: flex; }  .sm\:hidden { display: none; }  .sm\:inline { display: inline; }  .sm\:h-6 { height: calc(var(--spacing) * 6); }  .sm\:h-12 { height: calc(var(--spacing) * 12); }  .sm\:h-\[50px\] { height: 50px; }  .sm\:h-\[var\(--logo-height-desktop\,auto\)\] { height: var(--logo-height-desktop,auto); }  .sm\:max-h-full { max-height: 100%; }  .sm\:w-6 { width: calc(var(--spacing) * 6); }  .sm\:w-12 { width: calc(var(--spacing) * 12); }  .sm\:w-64 { width: calc(var(--spacing) * 64); }  .sm\:w-\[480px\] { width: 480px; }  .sm\:max-w-full { max-width: 100%; }  .sm\:max-w-sm { max-width: var(--container-sm); }  .sm\:min-w-auto { min-width: auto; }  .sm\:translate-y-0 { --tw-translate-y: calc(var(--spacing) * 0); translate: var(--tw-translate-x) var(--tw-translate-y); }  .sm\:scale-95 { --tw-scale-x: 95%; --tw-scale-y: 95%; --tw-scale-z: 95%; scale: var(--tw-scale-x) var(--tw-scale-y); }  .sm\:scale-100 { --tw-scale-x: 100%; --tw-scale-y: 100%; --tw-scale-z: 100%; scale: var(--tw-scale-x) var(--tw-scale-y); }  .sm\:grid-cols-3 { grid-template-columns: repeat(3, minmax(0px, 1fr)); }  .sm\:flex-row { flex-direction: row; }  .sm\:items-center { align-items: center; }  .sm\:border-r { border-right-style: var(--tw-border-style); border-right-width: 1px; }  .sm\:border-solid { --tw-border-style: solid; border-style: solid; }  .sm\:border-gray-300 { border-color: var(--color-gray-300); }  .sm\:p-0 { padding: calc(var(--spacing) * 0); }  .sm\:p-3 { padding: calc(var(--spacing) * 3); }  .sm\:p-6 { padding: calc(var(--spacing) * 6); }  .sm\:p-8 { padding: calc(var(--spacing) * 8); }  .sm\:px-0 { padding-inline: calc(var(--spacing) * 0); }  .sm\:px-4 { padding-inline: calc(var(--spacing) * 4); }  .sm\:py-4 { padding-block: calc(var(--spacing) * 4); }  .sm\:pl-14 { padding-left: calc(var(--spacing) * 14); }  .sm\:text-3xl { font-size: var(--text-3xl); line-height: var(--tw-leading,var(--text-3xl--line-height)); }  .sm\:text-base { font-size: var(--text-base); line-height: var(--tw-leading,var(--text-base--line-height)); }}@media (min-width: 768px) {  .md\:visible { visibility: visible; }  .md\:inline { display: inline; }  .md\:h-screen { height: 100vh; }  .md\:w-80 { width: calc(var(--spacing) * 80); }  .md\:grid-cols-4 { grid-template-columns: repeat(4, minmax(0px, 1fr)); }  .md\:flex-row { flex-direction: row; }  .md\:overflow-hidden { overflow: hidden; }  .md\:overflow-y-auto { overflow-y: auto; }  .md\:p-12 { padding: calc(var(--spacing) * 12); }  .md\:text-4xl { font-size: var(--text-4xl); line-height: var(--tw-leading,var(--text-4xl--line-height)); }  .md\:text-lg { font-size: var(--text-lg); line-height: var(--tw-leading,var(--text-lg--line-height)); }  .md\:text-xs { font-size: var(--text-xs); line-height: var(--tw-leading,var(--text-xs--line-height)); }}.prose-headings\:font-serif :where(h1, h2, h3, h4, h5, h6, th):not(:where([class~="not-prose"], [class~="not-prose"] *)), .prose-p\:font-serif :where(p):not(:where([class~="not-prose"], [class~="not-prose"] *)) { font-family: var(--font-serif); }.prose-p\:leading-relaxed :where(p):not(:where([class~="not-prose"], [class~="not-prose"] *)) { --tw-leading: var(--leading-relaxed); line-height: var(--leading-relaxed); }.prose-p\:text-neutral-700 :where(p):not(:where([class~="not-prose"], [class~="not-prose"] *)) { color: var(--color-neutral-700); }@property --tw-translate-x { syntax: "*"; inherits: false; initial-value: 0; }@property --tw-translate-y { syntax: "*"; inherits: false; initial-value: 0; }@property --tw-translate-z { syntax: "*"; inherits: false; initial-value: 0; }@property --tw-scale-x { syntax: "*"; inherits: false; initial-value: 1; }@property --tw-scale-y { syntax: "*"; inherits: false; initial-value: 1; }@property --tw-scale-z { syntax: "*"; inherits: false; initial-value: 1; }@property --tw-rotate-x { syntax: "*"; inherits: false; }@property --tw-rotate-y { syntax: "*"; inherits: false; }@property --tw-rotate-z { syntax: "*"; inherits: false; }@property --tw-skew-x { syntax: "*"; inherits: false; }@property --tw-skew-y { syntax: "*"; inherits: false; }@property --tw-scroll-snap-strictness { syntax: "*"; inherits: false; initial-value: proximity; }@property --tw-space-y-reverse { syntax: "*"; inherits: false; initial-value: 0; }@property --tw-space-x-reverse { syntax: "*"; inherits: false; initial-value: 0; }@property --tw-divide-y-reverse { syntax: "*"; inherits: false; initial-value: 0; }@property --tw-border-style { syntax: "*"; inherits: false; initial-value: solid; }@property --tw-gradient-position { syntax: "*"; inherits: false; }@property --tw-gradient-from { syntax: "<color>"; inherits: false; initial-value: #0000; }@property --tw-gradient-via { syntax: "<color>"; inherits: false; initial-value: #0000; }@property --tw-gradient-to { syntax: "<color>"; inherits: false; initial-value: #0000; }@property --tw-gradient-stops { syntax: "*"; inherits: false; }@property --tw-gradient-via-stops { syntax: "*"; inherits: false; }@property --tw-gradient-from-position { syntax: "<length-percentage>"; inherits: false; initial-value: 0%; }@property --tw-gradient-via-position { syntax: "<length-percentage>"; inherits: false; initial-value: 50%; }@property --tw-gradient-to-position { syntax: "<length-percentage>"; inherits: false; initial-value: 100%; }@property --tw-leading { syntax: "*"; inherits: false; }@property --tw-font-weight { syntax: "*"; inherits: false; }@property --tw-tracking { syntax: "*"; inherits: false; }@property --tw-ordinal { syntax: "*"; inherits: false; }@property --tw-slashed-zero { syntax: "*"; inherits: false; }@property --tw-numeric-figure { syntax: "*"; inherits: false; }@property --tw-numeric-spacing { syntax: "*"; inherits: false; }@property --tw-numeric-fraction { syntax: "*"; inherits: false; }@property --tw-shadow { syntax: "*"; inherits: false; initial-value: 0 0 #0000; }@property --tw-shadow-color { syntax: "*"; inherits: false; }@property --tw-shadow-alpha { syntax: "<percentage>"; inherits: false; initial-value: 100%; }@property --tw-inset-shadow { syntax: "*"; inherits: false; initial-value: 0 0 #0000; }@property --tw-inset-shadow-color { syntax: "*"; inherits: false; }@property --tw-inset-shadow-alpha { syntax: "<percentage>"; inherits: false; initial-value: 100%; }@property --tw-ring-color { syntax: "*"; inherits: false; }@property --tw-ring-shadow { syntax: "*"; inherits: false; initial-value: 0 0 #0000; }@property --tw-inset-ring-color { syntax: "*"; inherits: false; }@property --tw-inset-ring-shadow { syntax: "*"; inherits: false; initial-value: 0 0 #0000; }@property --tw-ring-inset { syntax: "*"; inherits: false; }@property --tw-ring-offset-width { syntax: "<length>"; inherits: false; initial-value: 0; }@property --tw-ring-offset-color { syntax: "*"; inherits: false; initial-value: #fff; }@property --tw-ring-offset-shadow { syntax: "*"; inherits: false; initial-value: 0 0 #0000; }@property --tw-outline-style { syntax: "*"; inherits: false; initial-value: solid; }@property --tw-blur { syntax: "*"; inherits: false; }@property --tw-brightness { syntax: "*"; inherits: false; }@property --tw-contrast { syntax: "*"; inherits: false; }@property --tw-grayscale { syntax: "*"; inherits: false; }@property --tw-hue-rotate { syntax: "*"; inherits: false; }@property --tw-invert { syntax: "*"; inherits: false; }@property --tw-opacity { syntax: "*"; inherits: false; }@property --tw-saturate { syntax: "*"; inherits: false; }@property --tw-sepia { syntax: "*"; inherits: false; }@property --tw-drop-shadow { syntax: "*"; inherits: false; }@property --tw-drop-shadow-color { syntax: "*"; inherits: false; }@property --tw-drop-shadow-alpha { syntax: "<percentage>"; inherits: false; initial-value: 100%; }@property --tw-drop-shadow-size { syntax: "*"; inherits: false; }@property --tw-backdrop-blur { syntax: "*"; inherits: false; }@property --tw-backdrop-brightness { syntax: "*"; inherits: false; }@property --tw-backdrop-contrast { syntax: "*"; inherits: false; }@property --tw-backdrop-grayscale { syntax: "*"; inherits: false; }@property --tw-backdrop-hue-rotate { syntax: "*"; inherits: false; }@property --tw-backdrop-invert { syntax: "*"; inherits: false; }@property --tw-backdrop-opacity { syntax: "*"; inherits: false; }@property --tw-backdrop-saturate { syntax: "*"; inherits: false; }@property --tw-backdrop-sepia { syntax: "*"; inherits: false; }@property --tw-duration { syntax: "*"; inherits: false; }@property --tw-ease { syntax: "*"; inherits: false; }@keyframes spin {   100% { transform: rotate(360deg); }}@keyframes pulse {   50% { opacity: 0.5; }}      .pcg-results-list { display: flex; flex-direction: column; list-style: none; margin: 0; padding: 0; }      .pcg-result-item { margin: 0; padding: 0; list-style: none; }      .pcg-result-btn { display: flex; width: 100%; align-items: center; justify-content: space-between; padding: 1rem; border: none; background: transparent; cursor: pointer; text-align: left; transition: background 0.2s; height: 76px; }      .pcg-result-btn.hovered { background-color: #f9fafb; }      .pcg-result-border { border-bottom: 1px solid #f5f5f5; }      .pcg-result-content { display: flex; flex-direction: column; justify-content: center; overflow: hidden; padding-right: 1rem; flex: 1; }      .pcg-result-meta-row { display: flex; align-items: center; gap: 0.5rem; overflow: hidden; }      .pcg-result-title { color: #000000; font-weight: bold; font-size: 1rem; white-space: nowrap; overflow: hidden; text-overflow: ellipsis; }      .pcg-meta-date { color: #737373; font-size: 0.75rem; text-transform: uppercase; letter-spacing: -0.025em; flex-shrink: 0; }      .pcg-result-summary { color: #737373; font-size: 0.75rem; white-space: nowrap; overflow: hidden; text-overflow: ellipsis; margin-top: 0.25rem; }      .pcg-result-actions { display: flex; align-items: center; gap: 1rem; flex: none; }      .pcg-score { color: #DC1F26; font-weight: 900; font-size: 1.25rem; font-style: italic; }      .pcg-result-arrow { color: #d4d4d4; transition: color 0.2s; }      .pcg-reader-msg { text-align: center; padding: 2rem; color: #737373; }      .pcg-reader-loading { display: flex; justify-content: center; align-items: center; height: 100%; min-height: 400px; }      .pcg-reader-loading p { color: #DC1F26; }      .pcg-prose-content { max-width: 65ch; margin: 0 auto; padding: 0 0.5rem; }      .pcg-reader-header { margin-bottom: 2rem; }      .pcg-reader-title { font-size: 1.75rem; font-weight: bold; line-height: 1.2; margin-bottom: 1rem; }      .pcg-reader-meta { display: flex; gap: 0.75rem; align-items: center; font-size: 0.875rem; font-weight: 500; color: #52525b; text-transform: uppercase; letter-spacing: 0.05em; }      .pcg-reader-meta-divider { color: #d4d4d8; }      .pcg-reader-body { line-height: 1.6; color: #262626; font-size: 1.125rem; }      .pcg-prose-content img { width: 100%; height: auto; margin: 1.5rem 0; box-shadow: 0 4px 6px -1px rgb(0 0 0 / 0.1); border-radius: 0.5rem; }       .pcg-prose-content a { color: #e11d48; text-decoration: none; font-weight: 500; }       .pcg-prose-content a:hover { text-decoration: underline; }       .pcg-prose-content p { margin-bottom: 1.5em !important; display: block !important; }    </style></head><body style="margin:0; padding:0; background:transparent;">  <div style="position: relative;">    <div class="w-full max-w-2xl mx-auto flex justify-center" id="widget-fgquwur"><div class="w-full max-w-2xl mx-auto font-sans relative"><div id="pcg-search-container" 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                                                            <title><![CDATA[ Fields of Mistria review ]]></title>
                                                                                                <dc:content><![CDATA[ <p>In most farm sims, talking to my neighbors is just another chore. Water the strawberries, pet the cows, chat with the rancher next door, who says "Nothing like a cold glass of milk to start my day!" which is the same thing she said two days ago and will say again two days from now. In Fields of Mistria, my neighbors are the reason I get out of bed in the morning.</p><div  class="fancy-box"><div class="fancy_box-title">Need To Know</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>What is it?</strong> A '90s anime-inspired farm sim<br><strong>Expect to pay</strong>: $14 / £11.79<br><strong>Developer</strong>: NPC Studio<br><strong>Publisher</strong>: NPC Studio<br><strong>Reviewed on</strong>: Intel Core Ultra 7 265, RTX 5070 Ti, 32GB RAM<br><strong>Multiplayer</strong>: No<br><strong>Steam Deck</strong>: Verified<br><strong>Link</strong>: <a data-analytics-id="inline-link" href="https://www.fieldsofmistria.com/">Official site</a></p></div></div><p>But first, the farm sim throat clearing: Is Fields of Mistria like Stardew Valley? Yes. You play as a budding farmer new to a rural town where you'll befriend the residents and sell your stacks of cucumbers to fund revitalization of the floundering community. It's the fate of any farm sim in the past decade to get compared to Stardew, which diehards find reductive (yes I grew up with Harvest Moon too), but we can all admit it's the easiest shared reference.</p><p>In Fields of Mistria I clear my overgrown farm of trees and rocks, decorate my property over several years, grow seasonal crops, buy and breed animals, fish, forage, donate one of every item to the local museum, pass out at 2 am outside my house because I just needed to run one more errand, collect ores and fight monsters in a mine outside town, unlock passive skills, deliver resources for quests, give gifts to villagers, cook food, *deep breath* and eventually get married and have a baby with the hot local single of my choice after fulfilling a main quest to repair the town where everyone lives happily ever after.</p><p>So yeah, It's like Stardew Valley. Also it's adorably pink and inspired by '90s anime. It nails all those farm simming essentials but the thing that truly transforms it from main character to magical is its unexpectedly great writing. </p><h2 id="farming-builds-character">Farming builds character</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="xZ2Jw4zfYu7AobrfyBANBn" name="20260805104159_1" alt="Fields of Mistria - Adeline says she set all the useless stats to 1 in Dragons & Drama" src="https://cdn.mos.cms.futurecdn.net/xZ2Jw4zfYu7AobrfyBANBn.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/xZ2Jw4zfYu7AobrfyBANBn.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Of course Adeline is the minmaxxer in the Dragons & Drama campaign. </span><span class="credit" itemprop="copyrightHolder">(Image credit: NPC Studio)</span></figcaption></figure><p>I don't go into farm sims looking for good writing. Does anyone? The whole genre leans on character archetypes harder than a Hallmark romcom. Mistria doesn't buck the tradition of cute and corny characters: buff rancher Hayden is boisterous and friendly, travelling salesman Balor is handsome and flirtatious, and young town leader Adeline is eagerly detail-oriented. It trades in the same tropes and yet it's the best-written farm sim I've ever played.</p><p>Mistria isn't "well written" like a satire with sharp lines I can point to as superiorly clever. It's just earnestly great in a way you can almost miss if you get distracted by puns and the family-friendly tone. It's like realizing that, wait, Avatar: The Last Airbender was surprisingly insightful despite being a TV-Y7 kids show.</p><p>Partly, it's a volume thing. There's just <em>so much</em> dialogue in Fields of Mistria. In other farm sims, you start to hear characters repeating the same lines of daily chatter pretty fast and they'll say "Wow, I love this. Thanks!" whether you're giving them a flower or a chunk of gold. </p><p>In Fields of Mistria, it's the specificity of lines that really sells each character. Reina works as a cook at her parents' inn and says she feels nostalgic about how her mom used to make breaded catfish if you give her that meal as a gift. Celine the gardener admires the freshness of gifted hydrangeas. Olric the himbo blacksmith just loves rocks. If you give him a piece of stone he responds with any of <em>eight</em> different lines telling you whether it's grainy sandstone or "nonfoliated metamorphic" quartzite. All that for a single piece of stone. There aren't eight different lines for every gift, but I can feel the care taken in choosing where to create extra layers of detail for each 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="krhc8Refu78Xz6K5cPAaXT" name="20260702202458_1" alt="Fields of Mistria - Eiland asks if the player would like another slice of cake, in a nervous way." src="https://cdn.mos.cms.futurecdn.net/krhc8Refu78Xz6K5cPAaXT.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/krhc8Refu78Xz6K5cPAaXT.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Even daily chats around town sometimes have little dialogue options. </span><span class="credit" itemprop="copyrightHolder">(Image credit: NPC Studio)</span></figcaption></figure><p>On the surface, young noble Eiland is a history buff with a sweet tooth. The gifts he loves most are all desserts and his personal story revolves around a hunt for Mistrian artifacts. Eiland is also kind of impulsive. He never comes out and says "Gee I guess my problem is I should think things through sometimes," while staring through the screen at me. Early on, though, I watch him take an axe to a tree on my farm first thing in the morning, argue with the museum curator about reopening the mines sooner and, one of my favorite little daily dialogues of his: The one where he bought a whole cake at the Saturday Market and wheedles me into sharing some with him because maybe a whole cake was too much cake.</p><p>Classic Eiland. It's cute and cheesy, but layered.</p><p>Mistria goes five extra miles with its writing at nearly every opportunity. Every Friday night at the inn I can spectate the banter as my neighbors play multiple campaigns of "Dragons & Drama," start a drawing class, a book club, and a dessert-tasting group, all with oodles of personality from the whole cast. Personal story scenes with marriage candidates are all several minutes' worth of conversation and dialogue choices that reveal details beneath that first layer of trope-y persona. Characters even have their own theme songs like they really are right out of an old JRPG.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/vqjQM2fYqW5Y8r7iRqNEqF.jpg" alt="Fields of Mistria - Ryis watches the stars with the player and asks how you can tell when a plce really becomes home." /><figcaption>Ryis is the upbeat carpenter, but he's also an uprooted city boy unsure of his place.<small role="credit">NPC Studio</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/ThQPh6h345hLjoyfSH5dH7.jpg" alt="Fields of Mistria - A player holds a chicken on their farm while cows play nearby outside the barns." /><figcaption><small role="credit">NPC Studio</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/tVU7xrAbFprcE9yCCzXBGF.jpg" alt="Fields of Mistria - A player swing a sword at a monster in the mins surrounded by obsidian crystals." /><figcaption><small role="credit">NPC Studio</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/yavGXGZnJj4PxSqWGzBGXJ.jpg" alt="Fields of Mistria - Elsie's gossip reveals a liked gift for March" /><figcaption><small role="credit">NPC Studio</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/6icuTAMuVtTTxmaENL4zR6.jpg" alt="Fields of Mistria - Juniper uses her cauldron in the main character's house after marriage" /><figcaption><small role="credit">NPC Studio</small></figcaption></figure></figure><p>Even as I walk around town doing my normal farm simming chores I can listen in on characters talking to each other, like Balor discussing wagon repairs with March the blacksmith or Adeline teasing her brother Eiland over the disorder in his office. Mistria is such a fully imagined community of fun individuals who share memories and jokes with each other. I genuinely love stopping to talk with them instead of just skipping past the same old lines.</p><h2 id="fixes-for-farm-freaks">Fixes for farm freaks</h2><p>Farm sims have a lot to live up to now that we've got so many to choose from. There's an expectation that they'll meet the rubric by checking off the exhaustive Stardew-plus-Animal-Crossing features list, but also that the best ones can devise new quality of life features to smooth out common wrinkles in the farm simming experience.</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="M4fzvctzb7fKWzLT5VtmvN" name="20260811141943_1" alt="Fields of Mistria - A gossip screen offering to reveal liked and loved gifts for three characters." src="https://cdn.mos.cms.futurecdn.net/M4fzvctzb7fKWzLT5VtmvN.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">I appreciate the in-world gossip system for figuring out what characters like instead of guessing. </span><span class="credit" itemprop="copyrightHolder">(Image credit: NPC Studio)</span></figcaption></figure><p>Mistria has some of the newly common niceties like a jump button (because walking around all the fences on your farm is a minor annoyance) and a map that shows where every character currently is so you're not turning in circles looking for that one person you need to talk to for a quest. Oh, and you can use shops without their owners present so you aren't stuck unable to buy a barn because Ryis is chilling at the beach with March and Reina.</p><p>Other ideas I've not seen before, like the gossip system where Elsie the town socialite can clue you in on items that other villagers like instead of suffering through trial and error (or admitting defeat and just using a wiki). I'm particularly fond of the craftable big bell I can ring to call all the animals on my whole property out of their barns in the morning and send them to bed at night. It's a lifesaver when I'm cutting it close at 1:30 am.</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="MdWF9NmXMCPr5yawXUrPr4" name="20260702222945_1" alt="Fields of Mistria - A player is cheered by the town for winning the fall festival competition" src="https://cdn.mos.cms.futurecdn.net/MdWF9NmXMCPr5yawXUrPr4.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/MdWF9NmXMCPr5yawXUrPr4.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: NPC Studio)</span></figcaption></figure><h2 id="don-t-check-out">Don't check out</h2><p>What's more interesting about Mistria is where it resists the convenience of automation. Most farm sims borrow from crafting games here with refining machines: a furnace to turn ore into ingots, a churn making butter from milk, and barrels for beer and wine. You get to toss your produce in, walk away, and come back later to grab your artisan products and pitch them in your shipping bin at premium prices. You become a glorified conveyor belt, carrying seeds to the ground and produce to machines on a farm that sort of runs itself because you've got an optimized sprinkler layout to boot.</p><p>Mistria requires, and even incentivizes, me to do everything by hand. Watering crops and feeding animals gives me essence, an experience-like resource I spend on buying passive perks like randomly getting free seeds when watering my crops or higher chances to hook treasure chests instead of trash when fishing. There are no wine barrels at all so the best use of fruits is making jams or desserts in my kitchen. Refining dairy products and ores takes time out of my day (until I unlock perks to reduce that time) which I've initially got to do at the mill and blacksmith in town.</p><p>There is a magic spell to call a rain storm to water my crops but I can't abuse it too many days in a row without waiting to regenerate mana. Late in the game there are a few automation tools like sprinklers and a machine to pet your animals, but they're <em>quite</em> late game so I'm never taught to really rely on them. In fact, if I let the machines work for me I've got to expend essence to power them instead of earning it as I would by just using my watering can. At best, the automation tools let me displace my effort from elsewhere but never replace it entirely.</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="Qf4gneP5SMozMtnfCwAjqY" name="20260814103149_1" alt="Fields of Mistria - A player waters turnips in the spring while chickens graze nearby" src="https://cdn.mos.cms.futurecdn.net/Qf4gneP5SMozMtnfCwAjqY.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/Qf4gneP5SMozMtnfCwAjqY.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Even in year three I'd rather water by hand to get free seeds and essence. </span><span class="credit" itemprop="copyrightHolder">(Image credit: NPC Studio)</span></figcaption></figure><p>Mistria doesn't want me to set up a farming empire and then mentally check out as I ship 500 bottles of wine without ever leaving my property like a reclusive billionaire. There are plenty of players posting immaculately designed farms on social media with optimally laid-out greenhouses. I've been envious of many already. Even those players, though, are encouraged to invest care in checking on their cows and picking berries by hand.</p><p>Mistria's pastel colors and Game Boy Advance-era "blurp blurp" sound effects grabbed me by the nostalgia and squeezed. There's sparkles and frills, sky high waistlines, muscle-y guys in sleeveless shirts and pink-haired girls wearing capes. It's like I'm 11 years old, sitting in the third row of a minivan next to a sketchbook full of Fruits Basket doodles while I mash the A button through "just one more" Final Fantasy Tactics Advance battle before my mom parks at the grocery store. Except now I'm a grownup and I can play just one more day at 1 am and suffer the consequences at my desk in the morning.</p><p>Fields of Mistria is the first farm sim in a lot of years that's made me want to spend time in town visiting with its cast even after I've gotten rich off shipping berries to the capitol. It's a fresh lease on farm sims in a shojo manga fever dream.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/life-sim/fields-of-mistria-review/</link>
                                                                            <description>
                            <![CDATA[ It's a shojo anime fever dream with a level of character writing I didn't know I could find in a farm sim. ]]>
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                                                                        <pubDate>Fri, 14 Aug 2026 16:26:11 +0000</pubDate>                                                                                                                                <updated>Sat, 15 Aug 2026 03:10:27 +0000</updated>
                                                                                                                                            <category><![CDATA[Life Sim]]></category>
                                                    <category><![CDATA[Games]]></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>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Fields of Mistria - Celine blushes at the spring festival]]></media:description>                                                            <media:text><![CDATA[Fields of Mistria - Celine blushes at the spring festival]]></media:text>
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                                <p>In most farm sims, talking to my neighbors is just another chore. Water the strawberries, pet the cows, chat with the rancher next door, who says "Nothing like a cold glass of milk to start my day!" which is the same thing she said two days ago and will say again two days from now. In Fields of Mistria, my neighbors are the reason I get out of bed in the morning.</p><div  class="fancy-box"><div class="fancy_box-title">Need To Know</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>What is it?</strong> A '90s anime-inspired farm sim<br><strong>Expect to pay</strong>: $14 / £11.79<br><strong>Developer</strong>: NPC Studio<br><strong>Publisher</strong>: NPC Studio<br><strong>Reviewed on</strong>: Intel Core Ultra 7 265, RTX 5070 Ti, 32GB RAM<br><strong>Multiplayer</strong>: No<br><strong>Steam Deck</strong>: Verified<br><strong>Link</strong>: <a data-analytics-id="inline-link" href="https://www.fieldsofmistria.com/">Official site</a></p></div></div><p>But first, the farm sim throat clearing: Is Fields of Mistria like Stardew Valley? Yes. You play as a budding farmer new to a rural town where you'll befriend the residents and sell your stacks of cucumbers to fund revitalization of the floundering community. It's the fate of any farm sim in the past decade to get compared to Stardew, which diehards find reductive (yes I grew up with Harvest Moon too), but we can all admit it's the easiest shared reference.</p><p>In Fields of Mistria I clear my overgrown farm of trees and rocks, decorate my property over several years, grow seasonal crops, buy and breed animals, fish, forage, donate one of every item to the local museum, pass out at 2 am outside my house because I just needed to run one more errand, collect ores and fight monsters in a mine outside town, unlock passive skills, deliver resources for quests, give gifts to villagers, cook food, *deep breath* and eventually get married and have a baby with the hot local single of my choice after fulfilling a main quest to repair the town where everyone lives happily ever after.</p><p>So yeah, It's like Stardew Valley. Also it's adorably pink and inspired by '90s anime. It nails all those farm simming essentials but the thing that truly transforms it from main character to magical is its unexpectedly great writing. </p><h2 id="farming-builds-character">Farming builds character</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="xZ2Jw4zfYu7AobrfyBANBn" name="20260805104159_1" alt="Fields of Mistria - Adeline says she set all the useless stats to 1 in Dragons & Drama" src="https://cdn.mos.cms.futurecdn.net/xZ2Jw4zfYu7AobrfyBANBn.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/xZ2Jw4zfYu7AobrfyBANBn.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Of course Adeline is the minmaxxer in the Dragons & Drama campaign. </span><span class="credit" itemprop="copyrightHolder">(Image credit: NPC Studio)</span></figcaption></figure><p>I don't go into farm sims looking for good writing. Does anyone? The whole genre leans on character archetypes harder than a Hallmark romcom. Mistria doesn't buck the tradition of cute and corny characters: buff rancher Hayden is boisterous and friendly, travelling salesman Balor is handsome and flirtatious, and young town leader Adeline is eagerly detail-oriented. It trades in the same tropes and yet it's the best-written farm sim I've ever played.</p><p>Mistria isn't "well written" like a satire with sharp lines I can point to as superiorly clever. It's just earnestly great in a way you can almost miss if you get distracted by puns and the family-friendly tone. It's like realizing that, wait, Avatar: The Last Airbender was surprisingly insightful despite being a TV-Y7 kids show.</p><p>Partly, it's a volume thing. There's just <em>so much</em> dialogue in Fields of Mistria. In other farm sims, you start to hear characters repeating the same lines of daily chatter pretty fast and they'll say "Wow, I love this. Thanks!" whether you're giving them a flower or a chunk of gold. </p><p>In Fields of Mistria, it's the specificity of lines that really sells each character. Reina works as a cook at her parents' inn and says she feels nostalgic about how her mom used to make breaded catfish if you give her that meal as a gift. Celine the gardener admires the freshness of gifted hydrangeas. Olric the himbo blacksmith just loves rocks. If you give him a piece of stone he responds with any of <em>eight</em> different lines telling you whether it's grainy sandstone or "nonfoliated metamorphic" quartzite. All that for a single piece of stone. There aren't eight different lines for every gift, but I can feel the care taken in choosing where to create extra layers of detail for each 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="krhc8Refu78Xz6K5cPAaXT" name="20260702202458_1" alt="Fields of Mistria - Eiland asks if the player would like another slice of cake, in a nervous way." src="https://cdn.mos.cms.futurecdn.net/krhc8Refu78Xz6K5cPAaXT.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/krhc8Refu78Xz6K5cPAaXT.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Even daily chats around town sometimes have little dialogue options. </span><span class="credit" itemprop="copyrightHolder">(Image credit: NPC Studio)</span></figcaption></figure><p>On the surface, young noble Eiland is a history buff with a sweet tooth. The gifts he loves most are all desserts and his personal story revolves around a hunt for Mistrian artifacts. Eiland is also kind of impulsive. He never comes out and says "Gee I guess my problem is I should think things through sometimes," while staring through the screen at me. Early on, though, I watch him take an axe to a tree on my farm first thing in the morning, argue with the museum curator about reopening the mines sooner and, one of my favorite little daily dialogues of his: The one where he bought a whole cake at the Saturday Market and wheedles me into sharing some with him because maybe a whole cake was too much cake.</p><p>Classic Eiland. It's cute and cheesy, but layered.</p><p>Mistria goes five extra miles with its writing at nearly every opportunity. Every Friday night at the inn I can spectate the banter as my neighbors play multiple campaigns of "Dragons & Drama," start a drawing class, a book club, and a dessert-tasting group, all with oodles of personality from the whole cast. Personal story scenes with marriage candidates are all several minutes' worth of conversation and dialogue choices that reveal details beneath that first layer of trope-y persona. Characters even have their own theme songs like they really are right out of an old JRPG.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/vqjQM2fYqW5Y8r7iRqNEqF.jpg" alt="Fields of Mistria - Ryis watches the stars with the player and asks how you can tell when a plce really becomes home." /><figcaption>Ryis is the upbeat carpenter, but he's also an uprooted city boy unsure of his place.<small role="credit">NPC Studio</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/ThQPh6h345hLjoyfSH5dH7.jpg" alt="Fields of Mistria - A player holds a chicken on their farm while cows play nearby outside the barns." /><figcaption><small role="credit">NPC Studio</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/tVU7xrAbFprcE9yCCzXBGF.jpg" alt="Fields of Mistria - A player swing a sword at a monster in the mins surrounded by obsidian crystals." /><figcaption><small role="credit">NPC Studio</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/yavGXGZnJj4PxSqWGzBGXJ.jpg" alt="Fields of Mistria - Elsie's gossip reveals a liked gift for March" /><figcaption><small role="credit">NPC Studio</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/6icuTAMuVtTTxmaENL4zR6.jpg" alt="Fields of Mistria - Juniper uses her cauldron in the main character's house after marriage" /><figcaption><small role="credit">NPC Studio</small></figcaption></figure></figure><p>Even as I walk around town doing my normal farm simming chores I can listen in on characters talking to each other, like Balor discussing wagon repairs with March the blacksmith or Adeline teasing her brother Eiland over the disorder in his office. Mistria is such a fully imagined community of fun individuals who share memories and jokes with each other. I genuinely love stopping to talk with them instead of just skipping past the same old lines.</p><h2 id="fixes-for-farm-freaks">Fixes for farm freaks</h2><p>Farm sims have a lot to live up to now that we've got so many to choose from. There's an expectation that they'll meet the rubric by checking off the exhaustive Stardew-plus-Animal-Crossing features list, but also that the best ones can devise new quality of life features to smooth out common wrinkles in the farm simming experience.</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="M4fzvctzb7fKWzLT5VtmvN" name="20260811141943_1" alt="Fields of Mistria - A gossip screen offering to reveal liked and loved gifts for three characters." src="https://cdn.mos.cms.futurecdn.net/M4fzvctzb7fKWzLT5VtmvN.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">I appreciate the in-world gossip system for figuring out what characters like instead of guessing. </span><span class="credit" itemprop="copyrightHolder">(Image credit: NPC Studio)</span></figcaption></figure><p>Mistria has some of the newly common niceties like a jump button (because walking around all the fences on your farm is a minor annoyance) and a map that shows where every character currently is so you're not turning in circles looking for that one person you need to talk to for a quest. Oh, and you can use shops without their owners present so you aren't stuck unable to buy a barn because Ryis is chilling at the beach with March and Reina.</p><p>Other ideas I've not seen before, like the gossip system where Elsie the town socialite can clue you in on items that other villagers like instead of suffering through trial and error (or admitting defeat and just using a wiki). I'm particularly fond of the craftable big bell I can ring to call all the animals on my whole property out of their barns in the morning and send them to bed at night. It's a lifesaver when I'm cutting it close at 1:30 am.</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="MdWF9NmXMCPr5yawXUrPr4" name="20260702222945_1" alt="Fields of Mistria - A player is cheered by the town for winning the fall festival competition" src="https://cdn.mos.cms.futurecdn.net/MdWF9NmXMCPr5yawXUrPr4.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/MdWF9NmXMCPr5yawXUrPr4.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: NPC Studio)</span></figcaption></figure><h2 id="don-t-check-out">Don't check out</h2><p>What's more interesting about Mistria is where it resists the convenience of automation. Most farm sims borrow from crafting games here with refining machines: a furnace to turn ore into ingots, a churn making butter from milk, and barrels for beer and wine. You get to toss your produce in, walk away, and come back later to grab your artisan products and pitch them in your shipping bin at premium prices. You become a glorified conveyor belt, carrying seeds to the ground and produce to machines on a farm that sort of runs itself because you've got an optimized sprinkler layout to boot.</p><p>Mistria requires, and even incentivizes, me to do everything by hand. Watering crops and feeding animals gives me essence, an experience-like resource I spend on buying passive perks like randomly getting free seeds when watering my crops or higher chances to hook treasure chests instead of trash when fishing. There are no wine barrels at all so the best use of fruits is making jams or desserts in my kitchen. Refining dairy products and ores takes time out of my day (until I unlock perks to reduce that time) which I've initially got to do at the mill and blacksmith in town.</p><p>There is a magic spell to call a rain storm to water my crops but I can't abuse it too many days in a row without waiting to regenerate mana. Late in the game there are a few automation tools like sprinklers and a machine to pet your animals, but they're <em>quite</em> late game so I'm never taught to really rely on them. In fact, if I let the machines work for me I've got to expend essence to power them instead of earning it as I would by just using my watering can. At best, the automation tools let me displace my effort from elsewhere but never replace it entirely.</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="Qf4gneP5SMozMtnfCwAjqY" name="20260814103149_1" alt="Fields of Mistria - A player waters turnips in the spring while chickens graze nearby" src="https://cdn.mos.cms.futurecdn.net/Qf4gneP5SMozMtnfCwAjqY.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/Qf4gneP5SMozMtnfCwAjqY.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Even in year three I'd rather water by hand to get free seeds and essence. </span><span class="credit" itemprop="copyrightHolder">(Image credit: NPC Studio)</span></figcaption></figure><p>Mistria doesn't want me to set up a farming empire and then mentally check out as I ship 500 bottles of wine without ever leaving my property like a reclusive billionaire. There are plenty of players posting immaculately designed farms on social media with optimally laid-out greenhouses. I've been envious of many already. Even those players, though, are encouraged to invest care in checking on their cows and picking berries by hand.</p><p>Mistria's pastel colors and Game Boy Advance-era "blurp blurp" sound effects grabbed me by the nostalgia and squeezed. There's sparkles and frills, sky high waistlines, muscle-y guys in sleeveless shirts and pink-haired girls wearing capes. It's like I'm 11 years old, sitting in the third row of a minivan next to a sketchbook full of Fruits Basket doodles while I mash the A button through "just one more" Final Fantasy Tactics Advance battle before my mom parks at the grocery store. Except now I'm a grownup and I can play just one more day at 1 am and suffer the consequences at my desk in the morning.</p><p>Fields of Mistria is the first farm sim in a lot of years that's made me want to spend time in town visiting with its cast even after I've gotten rich off shipping berries to the capitol. It's a fresh lease on farm sims in a shojo manga fever dream.</p>
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                                                            <title><![CDATA[ Arc Raiders' next major update will present players with a 'new high-level challenge' with a frozen map and arcs which will 'challenge the ways you've learned to move' ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Embark has finally released some solid information on <a href="https://www.pcgamer.com/uk/arc-raiders/">Arc Raiders'</a> next major update, Frozen Trails. We've got details on all the big and small features players can expect to see, including a snowy map, new arcs, new weapons, and more ways in which Embark wishes to improve "the core Arc Raiders experience". </p><p>The biggest feature which Frozen Trails brings with it is the map itself which is unsurprisingly frozen. It'll take players beyond the mountains as they're tasked with investigating a strange signal emanating from the tundra. There's abandoned homes, villages, research facilities, and an observatory to explore and strip for loot. But, just as it is with any other Arc Raiders map, players will have to fight for the good stuff: "You’ll encounter threats above and below ground, and navigate environments that no Raiders have seen before."</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="sGejTNdyiUoyifskRyfkGU" name="Arc Raiders Frozen Trails" alt="Arc Raiders Frozen Trails screenshots" src="https://cdn.mos.cms.futurecdn.net/sGejTNdyiUoyifskRyfkGU.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: Embark Studios)</span></figcaption></figure><p>Some of these threats will likely come in the form of the new arcs which have been <a href="https://www.pcgamer.com/games/third-person-shooter/embark-says-the-pressure-of-a-monthly-cycle-is-holding-arc-raiders-back-so-its-slowing-down-major-updates-will-come-every-6-months-from-now-on/">teased for a while now</a>. "Our team has been hard at work developing new ARC threats that will arrive alongside the new map, each designed to challenge the ways you’ve learned to move, fight, and adapt," executive producer Aleksander Grøndal explains in a <a href="https://arcraiders.com/news/frozen-trail-is-coming-october-8th" target="_blank">blog post</a>. </p><p>All we know about these arcs so far is that they'll range from "small and nifty problem-makers" (which means they'll probably be similar to the likes of Pops or Ticks), to "an enormous machine that will halt you in your tracks." </p><p>It's all relative but when I hear enormous in Arc Raiders I think of the Matriarch, which could mean we'll be getting another map-uniting threat to go up against. Perhaps we'll finally see a glimpse of the <a href="https://www.pcgamer.com/games/third-person-shooter/my-arc-raiders-2026-wishlist-consists-of-new-mobs-modes-and-map-conditions/">rumoured Baron or Duke</a>. But enormous could also just mean a Bastion or Vaporizer-sized arc which would still be a lot of fun to fight and likely just as terrifying. </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="3cxqKDZgCzUL7VdoSxec5d" name="arc raiders arc flex rubber location" alt="Arc Raiders Arc Flex Rubber: A Queen enemy walking on a rocky ledge." src="https://cdn.mos.cms.futurecdn.net/3cxqKDZgCzUL7VdoSxec5d.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: Embark)</span></figcaption></figure><p>"Creating new ARC is one of the more involved parts of development," Grøndal continues. "From early concepts and animation to behaviour and machine learning systems that give them their distinctive 'spark of life', every enemy goes through months of iteration to get right. We think it’ll be worth the wait, and we can’t wait to see what you think."</p><p>But these new arcs aren't just here to terrify players, it's all about creating another "new high-level challenge" for long time players to sink their teeth into. As more time passes and the regulars get better and better, it's crucial that Embark ups the ante, so in enters "an enormous new Arc Operation designed for experienced raiders looking to push themselves even further." </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="x4LL34nyBWoPqamWg3doQU" name="Arc Raiders Frozen Trails" alt="Arc Raiders Frozen Trails screenshots" src="https://cdn.mos.cms.futurecdn.net/x4LL34nyBWoPqamWg3doQU.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: Embark Studios)</span></figcaption></figure><p>"Without giving too much away, this new activity is built around many of the ideas that have become increasingly important to us throughout development: meaningful decisions, dynamic encounters, and moments that demand cooperation and careful judgment," Grøndal says. </p><p>"Success won’t come easily. You’ll need to balance combat, teamwork, risk, and survival in what we believe will be one of the most intense experiences ARC Raiders has offered to date – one that rewards those willing to rise to the challenge." More on this will be revealed later, closer to its release in October. </p><p>Without getting to see Frozen Trails first-hand, all players can go by right now are promises and vibes. But without getting ahead of myself, it seems like Embark is hitting the mark of what players need from this next major update. It's not enough to offer up new maps, arcs, and weapons on their own, players need variety and making small tweaks which will force players to expand upon their habitual playstyle sounds like the refresh Arc Raiders needs. </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="45fb8338-97f0-11f1-8864-dde6b18bd1e1" data-action="Deal Block" data-label="Arc Raiders guide: What's hot this weekArc Raiders roadmap: New and improvedArc Raiders best skills: Survive the surfaceArc Raiders best weapons: Just don't lose themArc Raiders Expeditions: Retire your RaiderArc Raiders quests: All the missions and how to beat 'em Arc Raiders guide" data-dimension48="Arc Raiders guide: What's hot this weekArc Raiders roadmap: New and improvedArc Raiders best skills: Survive the surfaceArc Raiders best weapons: Just don't lose themArc Raiders Expeditions: Retire your RaiderArc Raiders quests: All the missions and how to beat 'em Arc Raiders guide" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1080px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="TCou4LpWxSUzfBu3QPeR6P" name="arc-raiders-boxout" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/TCou4LpWxSUzfBu3QPeR6P.jpg" mos="" align="middle" fullscreen="" width="1080" height="1080" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><strong></strong><a href="https://www.pcgamer.com/games/third-person-shooter/arc-raiders-guide/" target="_blank" data-dimension112="45fb8338-97f0-11f1-8864-dde6b18bd1e1" data-action="Deal Block" data-label="Arc Raiders guide: What's hot this weekArc Raiders roadmap: New and improvedArc Raiders best skills: Survive the surfaceArc Raiders best weapons: Just don't lose themArc Raiders Expeditions: Retire your RaiderArc Raiders quests: All the missions and how to beat 'em Arc Raiders guide" data-dimension48="Arc Raiders guide: What's hot this weekArc Raiders roadmap: New and improvedArc Raiders best skills: Survive the surfaceArc Raiders best weapons: Just don't lose themArc Raiders Expeditions: Retire your RaiderArc Raiders quests: All the missions and how to beat 'em Arc Raiders guide" data-dimension25=""><strong>Arc Raiders guide</strong></a>: What's hot this week<br><a href="https://www.pcgamer.com/games/third-person-shooter/arc-raiders-2025-roadmap/" target="_blank"><strong>Arc Raiders roadmap</strong></a>: New and improved<br><a href="https://www.pcgamer.com/games/third-person-shooter/arc-raiders-best-skills/" target="_blank"><strong>Arc Raiders best skills</strong></a>: Survive the surface<br><a href="https://www.pcgamer.com/games/third-person-shooter/arc-raiders-best-weapons-tier-list/" target="_blank"><strong>Arc Raiders best weapons</strong></a>: Just don't lose them<br><strong></strong><a href="https://www.pcgamer.com/games/third-person-shooter/arc-raiders-expeditions/" target="_blank"><strong>Arc Raiders Expeditions</strong></a>: Retire your Raider<br><a href="https://www.pcgamer.com/games/third-person-shooter/arc-raiders-quests-missions" target="_blank"><strong>Arc Raiders quests</strong></a>: All the missions and how to beat 'em</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/third-person-shooter/arc-raiders-next-major-update-will-present-players-with-a-new-high-level-challenge-with-a-frozen-map-and-arcs-which-will-challenge-the-ways-youve-learned-to-move/</link>
                                                                            <description>
                            <![CDATA[ Go get your gloves and winter hats. ]]>
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                                                                        <pubDate>Fri, 14 Aug 2026 14:58:25 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Third Person Shooter]]></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[Embark Studios]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Volare Set cosmetic recolours]]></media:description>                                                            <media:text><![CDATA[Volare Set cosmetic recolours]]></media:text>
                                <media:title type="plain"><![CDATA[Volare Set cosmetic recolours]]></media:title>
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                            <![CDATA[
                            <article>
                                <p>Embark has finally released some solid information on <a href="https://www.pcgamer.com/uk/arc-raiders/">Arc Raiders'</a> next major update, Frozen Trails. We've got details on all the big and small features players can expect to see, including a snowy map, new arcs, new weapons, and more ways in which Embark wishes to improve "the core Arc Raiders experience". </p><p>The biggest feature which Frozen Trails brings with it is the map itself which is unsurprisingly frozen. It'll take players beyond the mountains as they're tasked with investigating a strange signal emanating from the tundra. There's abandoned homes, villages, research facilities, and an observatory to explore and strip for loot. But, just as it is with any other Arc Raiders map, players will have to fight for the good stuff: "You’ll encounter threats above and below ground, and navigate environments that no Raiders have seen before."</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="sGejTNdyiUoyifskRyfkGU" name="Arc Raiders Frozen Trails" alt="Arc Raiders Frozen Trails screenshots" src="https://cdn.mos.cms.futurecdn.net/sGejTNdyiUoyifskRyfkGU.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: Embark Studios)</span></figcaption></figure><p>Some of these threats will likely come in the form of the new arcs which have been <a href="https://www.pcgamer.com/games/third-person-shooter/embark-says-the-pressure-of-a-monthly-cycle-is-holding-arc-raiders-back-so-its-slowing-down-major-updates-will-come-every-6-months-from-now-on/">teased for a while now</a>. "Our team has been hard at work developing new ARC threats that will arrive alongside the new map, each designed to challenge the ways you’ve learned to move, fight, and adapt," executive producer Aleksander Grøndal explains in a <a href="https://arcraiders.com/news/frozen-trail-is-coming-october-8th" target="_blank">blog post</a>. </p><p>All we know about these arcs so far is that they'll range from "small and nifty problem-makers" (which means they'll probably be similar to the likes of Pops or Ticks), to "an enormous machine that will halt you in your tracks." </p><p>It's all relative but when I hear enormous in Arc Raiders I think of the Matriarch, which could mean we'll be getting another map-uniting threat to go up against. Perhaps we'll finally see a glimpse of the <a href="https://www.pcgamer.com/games/third-person-shooter/my-arc-raiders-2026-wishlist-consists-of-new-mobs-modes-and-map-conditions/">rumoured Baron or Duke</a>. But enormous could also just mean a Bastion or Vaporizer-sized arc which would still be a lot of fun to fight and likely just as terrifying. </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="3cxqKDZgCzUL7VdoSxec5d" name="arc raiders arc flex rubber location" alt="Arc Raiders Arc Flex Rubber: A Queen enemy walking on a rocky ledge." src="https://cdn.mos.cms.futurecdn.net/3cxqKDZgCzUL7VdoSxec5d.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: Embark)</span></figcaption></figure><p>"Creating new ARC is one of the more involved parts of development," Grøndal continues. "From early concepts and animation to behaviour and machine learning systems that give them their distinctive 'spark of life', every enemy goes through months of iteration to get right. We think it’ll be worth the wait, and we can’t wait to see what you think."</p><p>But these new arcs aren't just here to terrify players, it's all about creating another "new high-level challenge" for long time players to sink their teeth into. As more time passes and the regulars get better and better, it's crucial that Embark ups the ante, so in enters "an enormous new Arc Operation designed for experienced raiders looking to push themselves even further." </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="x4LL34nyBWoPqamWg3doQU" name="Arc Raiders Frozen Trails" alt="Arc Raiders Frozen Trails screenshots" src="https://cdn.mos.cms.futurecdn.net/x4LL34nyBWoPqamWg3doQU.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: Embark Studios)</span></figcaption></figure><p>"Without giving too much away, this new activity is built around many of the ideas that have become increasingly important to us throughout development: meaningful decisions, dynamic encounters, and moments that demand cooperation and careful judgment," Grøndal says. </p><p>"Success won’t come easily. You’ll need to balance combat, teamwork, risk, and survival in what we believe will be one of the most intense experiences ARC Raiders has offered to date – one that rewards those willing to rise to the challenge." More on this will be revealed later, closer to its release in October. </p><p>Without getting to see Frozen Trails first-hand, all players can go by right now are promises and vibes. But without getting ahead of myself, it seems like Embark is hitting the mark of what players need from this next major update. It's not enough to offer up new maps, arcs, and weapons on their own, players need variety and making small tweaks which will force players to expand upon their habitual playstyle sounds like the refresh Arc Raiders needs. </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="45fb8338-97f0-11f1-8864-dde6b18bd1e1" data-action="Deal Block" data-label="Arc Raiders guide: What's hot this weekArc Raiders roadmap: New and improvedArc Raiders best skills: Survive the surfaceArc Raiders best weapons: Just don't lose themArc Raiders Expeditions: Retire your RaiderArc Raiders quests: All the missions and how to beat 'em Arc Raiders guide" data-dimension48="Arc Raiders guide: What's hot this weekArc Raiders roadmap: New and improvedArc Raiders best skills: Survive the surfaceArc Raiders best weapons: Just don't lose themArc Raiders Expeditions: Retire your RaiderArc Raiders quests: All the missions and how to beat 'em Arc Raiders guide" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1080px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="TCou4LpWxSUzfBu3QPeR6P" name="arc-raiders-boxout" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/TCou4LpWxSUzfBu3QPeR6P.jpg" mos="" align="middle" fullscreen="" width="1080" height="1080" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><strong></strong><a href="https://www.pcgamer.com/games/third-person-shooter/arc-raiders-guide/" target="_blank" data-dimension112="45fb8338-97f0-11f1-8864-dde6b18bd1e1" data-action="Deal Block" data-label="Arc Raiders guide: What's hot this weekArc Raiders roadmap: New and improvedArc Raiders best skills: Survive the surfaceArc Raiders best weapons: Just don't lose themArc Raiders Expeditions: Retire your RaiderArc Raiders quests: All the missions and how to beat 'em Arc Raiders guide" data-dimension48="Arc Raiders guide: What's hot this weekArc Raiders roadmap: New and improvedArc Raiders best skills: Survive the surfaceArc Raiders best weapons: Just don't lose themArc Raiders Expeditions: Retire your RaiderArc Raiders quests: All the missions and how to beat 'em Arc Raiders guide" data-dimension25=""><strong>Arc Raiders guide</strong></a>: What's hot this week<br><a href="https://www.pcgamer.com/games/third-person-shooter/arc-raiders-2025-roadmap/" target="_blank"><strong>Arc Raiders roadmap</strong></a>: New and improved<br><a href="https://www.pcgamer.com/games/third-person-shooter/arc-raiders-best-skills/" target="_blank"><strong>Arc Raiders best skills</strong></a>: Survive the surface<br><a href="https://www.pcgamer.com/games/third-person-shooter/arc-raiders-best-weapons-tier-list/" target="_blank"><strong>Arc Raiders best weapons</strong></a>: Just don't lose them<br><strong></strong><a href="https://www.pcgamer.com/games/third-person-shooter/arc-raiders-expeditions/" target="_blank"><strong>Arc Raiders Expeditions</strong></a>: Retire your Raider<br><a href="https://www.pcgamer.com/games/third-person-shooter/arc-raiders-quests-missions" target="_blank"><strong>Arc Raiders quests</strong></a>: All the missions and how to beat 'em</p></div>
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                                                            <title><![CDATA[ 'To own a Razer Artisan Keycap is to display one’s allegiance, a mark of belonging within the Cult of Razer' says the PR nonsense behind this $90 coil of snakes ]]></title>
                                                                                                <dc:content><![CDATA[ <p>"To own a Razer Artisan Keycap is to display one’s allegiance, a mark of belonging within the cult of Razer," says the marketing gumph for <a href="https://www.razer.com/newsroom/product-news/artisan-keycap-triple-headed-snake-edition" target="_blank">the company's first artisan keycap</a>. I've read a lot of ambitious press releases in this job, but that's definitely the strangest sentence I've parsed this year.</p><p>That being said, I do like the look of the <a href="https://www.razer.com/gaming-keyboards-accessories/razer-artisan-keycap" target="_blank">Razer Artisan Keycap - Triple-Headed Snake Edition</a>. Because as the name suggests, it's made up of a twisting coil of snakes. Indiana Jones wouldn't approve, but as for Andy-ana Edser? Aye, it's alright by me.</p><p>Razer's slippery new keycap is resin-cast, has been individually hand-painted (I'd genuinely enjoy that job), and subjected to a two-stage quality control process that makes sure no dust or bubbles are left on the final product.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-XkwrzX"></div>                            </div>                            <script src="https://kwizly.com/embed/XkwrzX.js" async></script><p>It's been designed to fit on MX-style, cross-stem switches, so it should be compatible with most keyboards. Even if you haven't bought into the cult of Razer and gone for a competitor's product instead. Which is probably some form of heresy in Razer's eyes, I would imagine. </p><p>The keycap is also "the next step towards the ultimate expression of keyboard customisation," and "a statement of identity," apparently. My goodness. There was me thinking it was a little trinket you could shove on one of your lesser-used switches and admire on occasion between games. </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="w2RWFsGZXCbeQAmDC9nBfa" name="RazerArtisanKeycap" alt="A Razer artisan keycap made of up three resin-cast, neon green snakes" src="https://cdn.mos.cms.futurecdn.net/w2RWFsGZXCbeQAmDC9nBfa.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: Razer)</span></figcaption></figure><p>If you want one for yourself, Razer has a signup form for the initial batch on the product page, complete with a neon-green countdown timer that wouldn't look out of place in NASA mission control. In much smaller font underneath is the price: $90, which makes it one of the most expensive keycaps I think I've ever covered on this site.</p><p>"One of a kind. One of the cult," says Razer. Sure thing. Can I just enjoy my pricey keycap in peace, instead?</p> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/hardware/gaming-keyboards/to-own-a-razer-artisan-keycap-is-to-display-ones-allegiance-a-mark-of-belonging-within-the-cult-of-razer-says-the-pr-nonsense-behind-this-usd90-coil-of-snakes/</link>
                                                                            <description>
                            <![CDATA[ It's Medusa-friendly, though. ]]>
                                                                                                            </description>
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                                                                        <pubDate>Fri, 14 Aug 2026 14:45:06 +0000</pubDate>                                                                                                                                <updated>Fri, 14 Aug 2026 14:45:33 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming Keyboards]]></category>
                                                    <category><![CDATA[Hardware]]></category>
                                                                                                                    <dc:creator><![CDATA[ Andy Edser ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/ZGont4SjJV38V5HWmjfNAE.png ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
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                                                            <media:credit><![CDATA[Razer]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A Razer artisan keycap, made up of three green resin-cast snakes, attached to a gaming keyboard]]></media:description>                                                            <media:text><![CDATA[A Razer artisan keycap, made up of three green resin-cast snakes, attached to a gaming keyboard]]></media:text>
                                <media:title type="plain"><![CDATA[A Razer artisan keycap, made up of three green resin-cast snakes, attached to a gaming keyboard]]></media:title>
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                                <p>"To own a Razer Artisan Keycap is to display one’s allegiance, a mark of belonging within the cult of Razer," says the marketing gumph for <a href="https://www.razer.com/newsroom/product-news/artisan-keycap-triple-headed-snake-edition" target="_blank">the company's first artisan keycap</a>. I've read a lot of ambitious press releases in this job, but that's definitely the strangest sentence I've parsed this year.</p><p>That being said, I do like the look of the <a href="https://www.razer.com/gaming-keyboards-accessories/razer-artisan-keycap" target="_blank">Razer Artisan Keycap - Triple-Headed Snake Edition</a>. Because as the name suggests, it's made up of a twisting coil of snakes. Indiana Jones wouldn't approve, but as for Andy-ana Edser? Aye, it's alright by me.</p><p>Razer's slippery new keycap is resin-cast, has been individually hand-painted (I'd genuinely enjoy that job), and subjected to a two-stage quality control process that makes sure no dust or bubbles are left on the final product.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-XkwrzX"></div>                            </div>                            <script src="https://kwizly.com/embed/XkwrzX.js" async></script><p>It's been designed to fit on MX-style, cross-stem switches, so it should be compatible with most keyboards. Even if you haven't bought into the cult of Razer and gone for a competitor's product instead. Which is probably some form of heresy in Razer's eyes, I would imagine. </p><p>The keycap is also "the next step towards the ultimate expression of keyboard customisation," and "a statement of identity," apparently. My goodness. There was me thinking it was a little trinket you could shove on one of your lesser-used switches and admire on occasion between games. </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="w2RWFsGZXCbeQAmDC9nBfa" name="RazerArtisanKeycap" alt="A Razer artisan keycap made of up three resin-cast, neon green snakes" src="https://cdn.mos.cms.futurecdn.net/w2RWFsGZXCbeQAmDC9nBfa.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: Razer)</span></figcaption></figure><p>If you want one for yourself, Razer has a signup form for the initial batch on the product page, complete with a neon-green countdown timer that wouldn't look out of place in NASA mission control. In much smaller font underneath is the price: $90, which makes it one of the most expensive keycaps I think I've ever covered on this site.</p><p>"One of a kind. One of the cult," says Razer. Sure thing. Can I just enjoy my pricey keycap in peace, instead?</p>
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                                                            <title><![CDATA[ The Epic Games Launcher will be available on Linux 'soon' says dev, after it's had a bit of work ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Linux gaming has been rumbling along in the background for some time. However, this seems to be the year it reaches a wider audience, as proper Linux support has become a much-requested feature for many platforms. </p><p>Next up is the Epic Games Store/Launcher, it seems, as an Epic dev has responded to a user query about Linux support with an emoji saying "soon." The conversation was spotted (and indeed, screenshotted) by <a href="https://www.reddit.com/r/linux_gaming/comments/1vnlue8/epic_games_is_planning_a_native_linux_version_of/" target="_blank">Mr_Madafaka</a> on Reddit.</p><p>"But not for the preview release," says Onepercentnachos on the Epic Games Store Discord community server. "As you can imagine, we need to do more than simply have a build of the launcher that can run natively on Linux."</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-XkwrzX"></div>                            </div>                            <script src="https://kwizly.com/embed/XkwrzX.js" async></script><p>Even some of our own team have <a href="https://www.pcgamer.com/software/linux/im-brave-enough-to-say-it-linux-is-good-now-and-if-you-want-to-feel-like-you-actually-own-your-pc-make-2026-the-year-of-linux-on-your-desktop/" target="_blank">made the leap into Linux in 2026</a>, mostly due to sheer malaise towards Windows 11 and its tiresome ways. Linux is far from a fresh new face in the gaming space, but Microsoft's previously ubiquitous OS seems to be losing ground.</p><p>Valve is in the process of <a href="https://www.pcgamer.com/hardware/handheld-gaming-pcs/valve-has-added-initial-steamos-gamepad-support-for-several-new-gaming-handhelds-including-the-msi-claw-8-ex-ai/" target="_blank">adding more handheld support to the Linux-based SteamOS</a>, too, and the <a href="https://www.pcgamer.com/steam-deck-review/" target="_blank">Steam Deck</a> is extremely popular. Or at least, it was before the <a href="https://www.pcgamer.com/hardware/valves-steam-deck-price-jumps-by-nearly-50-percent-now-costs-usd949-for-a-1tb-model/" target="_blank">new higher price</a> began to take its toll.</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="XDGVG4pcGgw2e7RQtqLpo4" name="Handhelds are cooked 3" alt="A surreal photo where a Steam Deck handheld gaming pc has been placed over the top of a much too small frying pan. Someone is attempting to flip the Steam Deck with a grey, silicone spatula." src="https://cdn.mos.cms.futurecdn.net/XDGVG4pcGgw2e7RQtqLpo4.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><p>Still, Linux gaming seems to be on the rise, and app developers are responding to the surge. <a href="https://www.pcgamer.com/software/linux/gog-galaxy-for-linux-is-officially-in-the-works/" target="_blank">GOG Galaxy for Linux</a> is on its way, so it appears Epic doesn't want to be left behind when it comes to native game launcher and storefront support. The more the merrier, and all that.</p><p>As things currently stand, the <a href="https://www.pcgamer.com/heroic-games-launcher-vs-epic-games-launcher/" target="_blank">Heroic Games Launcher</a> is the go-to way of interacting with the Epic Games Store and GOG through Linux, but it looks like gamers will be getting some new options in the not-too-distant future. That's after GOG and Epic have twiddled the dials and fiddled with the knobs, of course—but any sort of progress counts, right?</p> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/hardware/the-epic-games-launcher-will-be-available-on-linux-soon-says-dev-after-its-had-a-bit-of-work/</link>
                                                                            <description>
                            <![CDATA[ Another year of Linux PC gaming, perhaps? ]]>
                                                                                                            </description>
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                                                                        <pubDate>Fri, 14 Aug 2026 14:37:07 +0000</pubDate>                                                                                                                                <updated>Fri, 14 Aug 2026 14:37:34 +0000</updated>
                                                                                                                                            <category><![CDATA[Hardware]]></category>
                                                                                                                    <dc:creator><![CDATA[ Andy Edser ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/ZGont4SjJV38V5HWmjfNAE.png ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
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                                                            <media:credit><![CDATA[Future]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A screenshot of my very own Epic Games Launcher library (- Jacob F).]]></media:description>                                                            <media:text><![CDATA[A screenshot of my very own Epic Games Launcher library (- Jacob F).]]></media:text>
                                <media:title type="plain"><![CDATA[A screenshot of my very own Epic Games Launcher library (- Jacob F).]]></media:title>
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                                <p>Linux gaming has been rumbling along in the background for some time. However, this seems to be the year it reaches a wider audience, as proper Linux support has become a much-requested feature for many platforms. </p><p>Next up is the Epic Games Store/Launcher, it seems, as an Epic dev has responded to a user query about Linux support with an emoji saying "soon." The conversation was spotted (and indeed, screenshotted) by <a href="https://www.reddit.com/r/linux_gaming/comments/1vnlue8/epic_games_is_planning_a_native_linux_version_of/" target="_blank">Mr_Madafaka</a> on Reddit.</p><p>"But not for the preview release," says Onepercentnachos on the Epic Games Store Discord community server. "As you can imagine, we need to do more than simply have a build of the launcher that can run natively on Linux."</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-XkwrzX"></div>                            </div>                            <script src="https://kwizly.com/embed/XkwrzX.js" async></script><p>Even some of our own team have <a href="https://www.pcgamer.com/software/linux/im-brave-enough-to-say-it-linux-is-good-now-and-if-you-want-to-feel-like-you-actually-own-your-pc-make-2026-the-year-of-linux-on-your-desktop/" target="_blank">made the leap into Linux in 2026</a>, mostly due to sheer malaise towards Windows 11 and its tiresome ways. Linux is far from a fresh new face in the gaming space, but Microsoft's previously ubiquitous OS seems to be losing ground.</p><p>Valve is in the process of <a href="https://www.pcgamer.com/hardware/handheld-gaming-pcs/valve-has-added-initial-steamos-gamepad-support-for-several-new-gaming-handhelds-including-the-msi-claw-8-ex-ai/" target="_blank">adding more handheld support to the Linux-based SteamOS</a>, too, and the <a href="https://www.pcgamer.com/steam-deck-review/" target="_blank">Steam Deck</a> is extremely popular. Or at least, it was before the <a href="https://www.pcgamer.com/hardware/valves-steam-deck-price-jumps-by-nearly-50-percent-now-costs-usd949-for-a-1tb-model/" target="_blank">new higher price</a> began to take its toll.</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="XDGVG4pcGgw2e7RQtqLpo4" name="Handhelds are cooked 3" alt="A surreal photo where a Steam Deck handheld gaming pc has been placed over the top of a much too small frying pan. Someone is attempting to flip the Steam Deck with a grey, silicone spatula." src="https://cdn.mos.cms.futurecdn.net/XDGVG4pcGgw2e7RQtqLpo4.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><p>Still, Linux gaming seems to be on the rise, and app developers are responding to the surge. <a href="https://www.pcgamer.com/software/linux/gog-galaxy-for-linux-is-officially-in-the-works/" target="_blank">GOG Galaxy for Linux</a> is on its way, so it appears Epic doesn't want to be left behind when it comes to native game launcher and storefront support. The more the merrier, and all that.</p><p>As things currently stand, the <a href="https://www.pcgamer.com/heroic-games-launcher-vs-epic-games-launcher/" target="_blank">Heroic Games Launcher</a> is the go-to way of interacting with the Epic Games Store and GOG through Linux, but it looks like gamers will be getting some new options in the not-too-distant future. That's after GOG and Epic have twiddled the dials and fiddled with the knobs, of course—but any sort of progress counts, right?</p>
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                                                            <title><![CDATA[ Palworld fans 'do not realize the sheer number of collabs we've rejected' even with the survival game's 'fun-first approach' ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The crowning achievement of a game is no longer player count or Metacritic score, it's actually the number of collabs it can squeeze into its lifecycle—soon every game will collab with each other to make one giant game. I can see it coming. </p><p>Although that may not be the case for <a href="https://www.pcgamer.com/uk/palworld/">Palworld</a>, even with its current collabs it won't just let any old IP work with the critters-with-guns survival 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:3015px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="gUp4uga477dZaJ83BPFysH" name="Palworld-Terraria-Dungeon-Eye-of-Cthulhu-Boss" alt="The Eye of Cthulhu boss in Palworld, part of the Sealed Realm of Terraria Dungeon." src="https://cdn.mos.cms.futurecdn.net/gUp4uga477dZaJ83BPFysH.jpg" mos="" align="middle" fullscreen="" width="3015" height="1696" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Pocketpair)</span></figcaption></figure><p>"If it really doesn’t make sense then obviously we would never go ahead with it," the head of publishing and communications, John 'Bucky' Buckley, recently revealed in a <a href="https://x.com/Bucky_cm/status/2087715575917375683?ref_src=twsrc%5Etfw%7Ctwcamp%5Etweetembed%7Ctwterm%5E2087715575917375683%7Ctwgr%5E91c458dc28a6d0c997dbb34ec10b72b72443303c%7Ctwcon%5Es1_&ref_url=https%3A%2F%2Fwww.gamesradar.com%2Fgames%2Fsurvival%2Fpalworld-lead-tells-fans-they-simply-do-not-realize-the-sheer-number-of-collabs-weve-rejected-because-they-didnt-make-sense-for-the-survival-game%2F" target="_blank">social media post</a> (via <a href="https://www.gamesradar.com/games/survival/palworld-lead-tells-fans-they-simply-do-not-realize-the-sheer-number-of-collabs-weve-rejected-because-they-didnt-make-sense-for-the-survival-game/" target="_blank">GamesRadar</a>). "You guys simply do not realize the sheer number of collabs we've rejected or scrapped for that reason."</p><p>All I can say to that is good—collabs for the sake of collabs suck. I'd much rather see games perfect and polish their own artistic vision than fill in the gaps with someone else's ideas. But even if there are going to be collabs the very least a game can do is take this same approach that Palworld seemingly stands by, with it being far more restrictive with what it lets in. Not everyone can be a Fortnite. </p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2087715575917375683"><p lang="en" dir="ltr">Well, I understand what you mean in general but (although obviously biased), I think the Terraria collab in Palworld was pretty great! Completely understand some people would prefer a more lore-first approach but we’ve been very open about our fun-first approach since day 1! ✌️ https://t.co/u0i380BXK8<a href="https://twitter.com/cantworkitout/status/2087715575917375683">August 13, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>Some of the best collaborations Palworld has are those that slot into place almost seamlessly. Terraria is a good example of such with its creatures and items, like the legendary Meowmere, already looking like they could be found on the Palpagos Islands. </p><p>"I think the Terraria collab in Palworld was pretty great," Bucky adds. "Completely understand some people would prefer a more lore-first approach but we've been very open about our fun-first approach since day one!" </p><p>Even Palworld's UltraKill collab manages to make sense thanks to all the weapons which are already in the game. Armaments like the Marksman Revolver don't seem so unseemly when players have already had access to the makeshift shotgun or laser rifle in the game. So clearly whatever Pocketpair has on its checklist for collabs is working so far. </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="a5060138-97e5-11f1-87ea-c1e6d8dffa67" 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="a5060138-97e5-11f1-87ea-c1e6d8dffa67" 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/survival-crafting/palworld-fans-do-not-realize-the-sheer-number-of-collabs-weve-rejected-even-with-the-survival-games-fun-first-approach/</link>
                                                                            <description>
                            <![CDATA[ I think Terraria is a great fit. ]]>
                                                                                                            </description>
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                                                                        <pubDate>Fri, 14 Aug 2026 13:47:27 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Survival &amp; Crafting]]></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[Pocketpair]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Palworld&#039;s Moon Lord boss, who is an enemy from the original Terraria. He&#039;s a big green monster with only a torso that floats, and has eyeballs all over him. ]]></media:description>                                                            <media:text><![CDATA[Palworld&#039;s Moon Lord boss, who is an enemy from the original Terraria. He&#039;s a big green monster with only a torso that floats, and has eyeballs all over him. ]]></media:text>
                                <media:title type="plain"><![CDATA[Palworld&#039;s Moon Lord boss, who is an enemy from the original Terraria. He&#039;s a big green monster with only a torso that floats, and has eyeballs all over him. ]]></media:title>
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                                <p>The crowning achievement of a game is no longer player count or Metacritic score, it's actually the number of collabs it can squeeze into its lifecycle—soon every game will collab with each other to make one giant game. I can see it coming. </p><p>Although that may not be the case for <a href="https://www.pcgamer.com/uk/palworld/">Palworld</a>, even with its current collabs it won't just let any old IP work with the critters-with-guns survival 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:3015px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="gUp4uga477dZaJ83BPFysH" name="Palworld-Terraria-Dungeon-Eye-of-Cthulhu-Boss" alt="The Eye of Cthulhu boss in Palworld, part of the Sealed Realm of Terraria Dungeon." src="https://cdn.mos.cms.futurecdn.net/gUp4uga477dZaJ83BPFysH.jpg" mos="" align="middle" fullscreen="" width="3015" height="1696" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Pocketpair)</span></figcaption></figure><p>"If it really doesn’t make sense then obviously we would never go ahead with it," the head of publishing and communications, John 'Bucky' Buckley, recently revealed in a <a href="https://x.com/Bucky_cm/status/2087715575917375683?ref_src=twsrc%5Etfw%7Ctwcamp%5Etweetembed%7Ctwterm%5E2087715575917375683%7Ctwgr%5E91c458dc28a6d0c997dbb34ec10b72b72443303c%7Ctwcon%5Es1_&ref_url=https%3A%2F%2Fwww.gamesradar.com%2Fgames%2Fsurvival%2Fpalworld-lead-tells-fans-they-simply-do-not-realize-the-sheer-number-of-collabs-weve-rejected-because-they-didnt-make-sense-for-the-survival-game%2F" target="_blank">social media post</a> (via <a href="https://www.gamesradar.com/games/survival/palworld-lead-tells-fans-they-simply-do-not-realize-the-sheer-number-of-collabs-weve-rejected-because-they-didnt-make-sense-for-the-survival-game/" target="_blank">GamesRadar</a>). "You guys simply do not realize the sheer number of collabs we've rejected or scrapped for that reason."</p><p>All I can say to that is good—collabs for the sake of collabs suck. I'd much rather see games perfect and polish their own artistic vision than fill in the gaps with someone else's ideas. But even if there are going to be collabs the very least a game can do is take this same approach that Palworld seemingly stands by, with it being far more restrictive with what it lets in. Not everyone can be a Fortnite. </p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2087715575917375683"><p lang="en" dir="ltr">Well, I understand what you mean in general but (although obviously biased), I think the Terraria collab in Palworld was pretty great! Completely understand some people would prefer a more lore-first approach but we’ve been very open about our fun-first approach since day 1! ✌️ https://t.co/u0i380BXK8<a href="https://twitter.com/cantworkitout/status/2087715575917375683">August 13, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>Some of the best collaborations Palworld has are those that slot into place almost seamlessly. Terraria is a good example of such with its creatures and items, like the legendary Meowmere, already looking like they could be found on the Palpagos Islands. </p><p>"I think the Terraria collab in Palworld was pretty great," Bucky adds. "Completely understand some people would prefer a more lore-first approach but we've been very open about our fun-first approach since day one!" </p><p>Even Palworld's UltraKill collab manages to make sense thanks to all the weapons which are already in the game. Armaments like the Marksman Revolver don't seem so unseemly when players have already had access to the makeshift shotgun or laser rifle in the game. So clearly whatever Pocketpair has on its checklist for collabs is working so far. </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="a5060138-97e5-11f1-87ea-c1e6d8dffa67" 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="a5060138-97e5-11f1-87ea-c1e6d8dffa67" 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>
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                                                            <title><![CDATA[ Marvel Tokon: Fighting Souls review ]]></title>
                                                                                                <dc:content><![CDATA[ <div  class="fancy-box"><div class="fancy_box-title">Need to Know</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>What is it? </strong>A 4v4 tag fighter chock-full of super-jacked heroes</p><p class="fancy-box__body-text"><strong>Release date </strong>August 6, 2026</p><p class="fancy-box__body-text"><strong>Expect to pay </strong>$60 / £60</p><p class="fancy-box__body-text"><strong>Developer </strong>Arc System Works</p><p class="fancy-box__body-text"><strong>Publisher </strong>PlayStation Publishing LLC</p><p class="fancy-box__body-text"><strong>Reviewed on </strong>Nvidia GeForce RTX3070, AMD Ryzen 9 3900XT, 32GB RAM</p><p class="fancy-box__body-text"><strong>Steam Deck </strong>Unsupported</p><p class="fancy-box__body-text"><strong>Multiplayer? </strong>Yes</p><p class="fancy-box__body-text"><strong>Link: </strong><a data-analytics-id="inline-link" href="https://www.marvel.com/games/marvel-tokon-fighting-souls" target="_blank">Official site</a></p></div></div><p>Arc System Works can do just about anything, including convincing me to pick up a Marvel-themed 2D anime fighter. Not that I've got anything particularly against either of those things. But as someone who grew up firmly in the 3D fighting game scene (and continues to dwell there) and traditionally doesn't care much for superheroes beyond Spider-Man, Marvel Tōkon: Fighting Souls should be a hard sell for someone like me.</p><p>And yet Arc System Works has utterly enamoured me to its riff on both the Marvel universe and tag fighters, having me grumble significantly less about anti-airs and jump cancels than I traditionally would. Its low skill floor and high skill ceiling leaves tons of room for expression, from casual autocombo mashers to professionals who can hit you with a two-touch death combo if you're not careful.</p><h2 id="avengers-assemble">Avengers Assemble</h2><p>Whereas most tag fighters are a conservative 2v2 or 3v3 battle, Marvel Tōkon pits a whopping four characters against each other. That would be downright terrifying by usual tag fighter rules—learning two characters has put more than enough folks off the likes of Tekken Tag Tournament and 2XKO—but Tōkon grounds its larger teams by giving all characters a shared health bar. </p><p>It means you can essentially play Tōkon as a 1v1 with the odd assist here and there, while letting you go ham with a full team if you want to. But the game doesn't give you access to all four outright. Instead, you'll start with two characters, continuing to build out your team throughout the match through things like stage breaks, wall splats, and… well, losing the round. It folds in an element of strategy that I really like and stops Tōkon from feeling like a total snowball fest.</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="QqR2fczu7bMMVDk4g9sG4e" name="20260812113158_1" alt="Marvel Tokon: Fighting Souls" src="https://cdn.mos.cms.futurecdn.net/QqR2fczu7bMMVDk4g9sG4e.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>Its roster of characters is genuinely stellar, too. Each fighter is already loosely grouped up into a team—you've got the classic Avengers with Captain America, Iron Man, Black Panther, and Hulk. My personal favourite is the Samurai Outlaws comp made up of Ghost Rider (I am now <em>a little obsessed </em>with Robbie Reyes), Blade, Deadpool, and Loki.</p><p>Arc System Works has done such a fantastic job of making each character's moveset fit with their personality. Spider-Man thwips around the stage with his webs, Magik can go for an all-out assault from her portals, and Deadpool's penchant for being all meta absolutely shines through his moveset—essentially chock-full of easter eggs like Kauzya's Electric Wind God Fist, the Jack-O crouching pose, and Scorpion's signature "Get over here!"</p><p>I'm grateful to see Arc System Works incorporating both its regular motion inputs and a more simplified control scheme similar to Granblue Fantasy Versus: Rising here as well—allowing newer players to forgo quarter-circles in favour of basic directional inputs and a special button. The trade-off is a little less damage than going for the classic method, but it's one that makes Tōkon far more approachable from the get-go, a problem that fighting games often struggle with.</p><h2 id="tag-me-in">Tag me in</h2><p>All of these fancy moves can be put to use across Tōkon's (admittedly small) range of modes. For the lore enjoyers, Tōkon offers five Episode stories that cover each of the game's teams. They're penned by comic author Kieron Gillen, complete with gorgeous comic book panel art with a handful of anime cutscenes thrown in for extra pizzazz.</p><p>Narratively, they're pretty formulaic for a fighting game, and not all of them are equally interesting. I enjoyed the Samurai Outlaws and Masters of Doom stories significantly more than the likes of Avengers, but they mostly just serve as a fun 11-chapter mode with a lot of reading and not a whole lotta fighting.</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>Tōkon's multiplayer is where most folks are going to end up spending their time, and in true anime fighter fashion, the game comes with full-blown rooms where you can run a little anime avatar around, or simply dive into casual and ranked matches from the comfort of your training mode.</p><p>This is where I really need to start talking a bit about Tōkon's platform-specific issues. For starters, the game has a mandatory PSN sign-in for PC players—anyone familiar with the Helldivers 2 fiasco will know what the deal is here. While it's not exactly the most detrimental thing, it's a frustrating and unnecessary step that Sony has folded in as Tōkon's publisher.</p><p>The game also, as it stands, does not run on Linux. As someone who loves taking their fighting games on the go with my Steam Deck, it's a huge dampener. Especially when it's become one of the easiest ways for me to bring a quick and dirty setup for some casual matches at my fighting game locals, having Tōkon closed off to Linux users entirely feels like a ridiculous oversight on Sony's part.</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="awQPmL7yYn729oW5YCXibc" name="20260814104059_2" alt="Marvel Tokon: Fighting Souls" src="https://cdn.mos.cms.futurecdn.net/awQPmL7yYn729oW5YCXibc.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 while Arc System Works has put out a patch in the time I've spent reviewing Tōkon, the game still suffers from unfortunate PC-specific performance issues. Frame drops and microstutters that can lead to rollback frames making online matches impossible, which has been a huge issue for some players. It's something I only experienced once across a handful of online games, but I've got friends with better setups than myself who aren't even able to run the thing at a smooth 60fps, which is completely criminal for a modern-day fighting game.</p><p>It really is frustrating to see a fighting game perform poorly on PC in the big 2026, and has already led to PlayStation users switching off crossplay and narrowing the matchmaking pool on our end. Not that I blame them, mind, but it's a real stain on what is otherwise a robust fighter.</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="M6mnMzNfoW39itxoSHXe3e" name="20260812115002_1" alt="Marvel Tokon: Fighting Souls" src="https://cdn.mos.cms.futurecdn.net/M6mnMzNfoW39itxoSHXe3e.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>Whether the PC version will be dragged up to par with the PlayStation version remains to be seen, but as it stands, there is a clear quality difference between the two platforms. </p><p>Despite its performance woes, I am genuinely impressed by Marvel Tōkon. Arc System Works has somehow managed to make a tag fighter not feel totally daunting, even though I'm still spending an awful lot of time getting to grips with its systems. It's not an easy game to master in the slightest, but the work ArcSys has put into lowering the initial barrier to entry makes Tōkon a great fighting game to pick up for newbies and veterans alike.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/games/fighting/marvel-tokon-fighting-souls-review/</link>
                                                                            <description>
                            <![CDATA[ Performance anxiety. ]]>
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                                                                        <pubDate>Fri, 14 Aug 2026 13:23:17 +0000</pubDate>                                                                                                                                <updated>Sat, 15 Aug 2026 01:02:06 +0000</updated>
                                                                                                                                            <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>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
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                                                            <media:credit><![CDATA[PlayStation Publishing LLC]]></media:credit>
                                                                                                                                                                                                                                    <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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                                <div  class="fancy-box"><div class="fancy_box-title">Need to Know</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>What is it? </strong>A 4v4 tag fighter chock-full of super-jacked heroes</p><p class="fancy-box__body-text"><strong>Release date </strong>August 6, 2026</p><p class="fancy-box__body-text"><strong>Expect to pay </strong>$60 / £60</p><p class="fancy-box__body-text"><strong>Developer </strong>Arc System Works</p><p class="fancy-box__body-text"><strong>Publisher </strong>PlayStation Publishing LLC</p><p class="fancy-box__body-text"><strong>Reviewed on </strong>Nvidia GeForce RTX3070, AMD Ryzen 9 3900XT, 32GB RAM</p><p class="fancy-box__body-text"><strong>Steam Deck </strong>Unsupported</p><p class="fancy-box__body-text"><strong>Multiplayer? </strong>Yes</p><p class="fancy-box__body-text"><strong>Link: </strong><a data-analytics-id="inline-link" href="https://www.marvel.com/games/marvel-tokon-fighting-souls" target="_blank">Official site</a></p></div></div><p>Arc System Works can do just about anything, including convincing me to pick up a Marvel-themed 2D anime fighter. Not that I've got anything particularly against either of those things. But as someone who grew up firmly in the 3D fighting game scene (and continues to dwell there) and traditionally doesn't care much for superheroes beyond Spider-Man, Marvel Tōkon: Fighting Souls should be a hard sell for someone like me.</p><p>And yet Arc System Works has utterly enamoured me to its riff on both the Marvel universe and tag fighters, having me grumble significantly less about anti-airs and jump cancels than I traditionally would. Its low skill floor and high skill ceiling leaves tons of room for expression, from casual autocombo mashers to professionals who can hit you with a two-touch death combo if you're not careful.</p><h2 id="avengers-assemble">Avengers Assemble</h2><p>Whereas most tag fighters are a conservative 2v2 or 3v3 battle, Marvel Tōkon pits a whopping four characters against each other. That would be downright terrifying by usual tag fighter rules—learning two characters has put more than enough folks off the likes of Tekken Tag Tournament and 2XKO—but Tōkon grounds its larger teams by giving all characters a shared health bar. </p><p>It means you can essentially play Tōkon as a 1v1 with the odd assist here and there, while letting you go ham with a full team if you want to. But the game doesn't give you access to all four outright. Instead, you'll start with two characters, continuing to build out your team throughout the match through things like stage breaks, wall splats, and… well, losing the round. It folds in an element of strategy that I really like and stops Tōkon from feeling like a total snowball fest.</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="QqR2fczu7bMMVDk4g9sG4e" name="20260812113158_1" alt="Marvel Tokon: Fighting Souls" src="https://cdn.mos.cms.futurecdn.net/QqR2fczu7bMMVDk4g9sG4e.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>Its roster of characters is genuinely stellar, too. Each fighter is already loosely grouped up into a team—you've got the classic Avengers with Captain America, Iron Man, Black Panther, and Hulk. My personal favourite is the Samurai Outlaws comp made up of Ghost Rider (I am now <em>a little obsessed </em>with Robbie Reyes), Blade, Deadpool, and Loki.</p><p>Arc System Works has done such a fantastic job of making each character's moveset fit with their personality. Spider-Man thwips around the stage with his webs, Magik can go for an all-out assault from her portals, and Deadpool's penchant for being all meta absolutely shines through his moveset—essentially chock-full of easter eggs like Kauzya's Electric Wind God Fist, the Jack-O crouching pose, and Scorpion's signature "Get over here!"</p><p>I'm grateful to see Arc System Works incorporating both its regular motion inputs and a more simplified control scheme similar to Granblue Fantasy Versus: Rising here as well—allowing newer players to forgo quarter-circles in favour of basic directional inputs and a special button. The trade-off is a little less damage than going for the classic method, but it's one that makes Tōkon far more approachable from the get-go, a problem that fighting games often struggle with.</p><h2 id="tag-me-in">Tag me in</h2><p>All of these fancy moves can be put to use across Tōkon's (admittedly small) range of modes. For the lore enjoyers, Tōkon offers five Episode stories that cover each of the game's teams. They're penned by comic author Kieron Gillen, complete with gorgeous comic book panel art with a handful of anime cutscenes thrown in for extra pizzazz.</p><p>Narratively, they're pretty formulaic for a fighting game, and not all of them are equally interesting. I enjoyed the Samurai Outlaws and Masters of Doom stories significantly more than the likes of Avengers, but they mostly just serve as a fun 11-chapter mode with a lot of reading and not a whole lotta fighting.</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>Tōkon's multiplayer is where most folks are going to end up spending their time, and in true anime fighter fashion, the game comes with full-blown rooms where you can run a little anime avatar around, or simply dive into casual and ranked matches from the comfort of your training mode.</p><p>This is where I really need to start talking a bit about Tōkon's platform-specific issues. For starters, the game has a mandatory PSN sign-in for PC players—anyone familiar with the Helldivers 2 fiasco will know what the deal is here. While it's not exactly the most detrimental thing, it's a frustrating and unnecessary step that Sony has folded in as Tōkon's publisher.</p><p>The game also, as it stands, does not run on Linux. As someone who loves taking their fighting games on the go with my Steam Deck, it's a huge dampener. Especially when it's become one of the easiest ways for me to bring a quick and dirty setup for some casual matches at my fighting game locals, having Tōkon closed off to Linux users entirely feels like a ridiculous oversight on Sony's part.</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="awQPmL7yYn729oW5YCXibc" name="20260814104059_2" alt="Marvel Tokon: Fighting Souls" src="https://cdn.mos.cms.futurecdn.net/awQPmL7yYn729oW5YCXibc.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 while Arc System Works has put out a patch in the time I've spent reviewing Tōkon, the game still suffers from unfortunate PC-specific performance issues. Frame drops and microstutters that can lead to rollback frames making online matches impossible, which has been a huge issue for some players. It's something I only experienced once across a handful of online games, but I've got friends with better setups than myself who aren't even able to run the thing at a smooth 60fps, which is completely criminal for a modern-day fighting game.</p><p>It really is frustrating to see a fighting game perform poorly on PC in the big 2026, and has already led to PlayStation users switching off crossplay and narrowing the matchmaking pool on our end. Not that I blame them, mind, but it's a real stain on what is otherwise a robust fighter.</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="M6mnMzNfoW39itxoSHXe3e" name="20260812115002_1" alt="Marvel Tokon: Fighting Souls" src="https://cdn.mos.cms.futurecdn.net/M6mnMzNfoW39itxoSHXe3e.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>Whether the PC version will be dragged up to par with the PlayStation version remains to be seen, but as it stands, there is a clear quality difference between the two platforms. </p><p>Despite its performance woes, I am genuinely impressed by Marvel Tōkon. Arc System Works has somehow managed to make a tag fighter not feel totally daunting, even though I'm still spending an awful lot of time getting to grips with its systems. It's not an easy game to master in the slightest, but the work ArcSys has put into lowering the initial barrier to entry makes Tōkon a great fighting game to pick up for newbies and veterans alike.</p>
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                                                            <title><![CDATA[ GameSir T7 Pro Sugar Whirl review ]]></title>
                                                                                                <dc:content><![CDATA[ <p>First, let me admit my biases: Yes, this controller's raspberry ripple blend of pink, blue, and purple really does work for me. That said, the GameSir T7 Pro Sugar Whirl has more going for it than just pretty face buttons, featuring TMR sticks alongside Hall effect triggers. Gorgeous and precise, this is also a wireless controller that's actually compatible with the notoriously picky Xbox consoles.</p><p>Speaking of an untethered experience, this gamepad's charging situation annoys me significantly less than other wireless options. Basically, as someone with a perennially cluttered desk, I didn't think I'd ever be pro charging docks. However, this GameSir gamepad has finally shown me the light.</p><p>Thanks to the charging dock, the T7 Pro offers a pretty seamless wireless experience. That ease of use extends to the refreshingly straightforward software package, which offers a wealth of options to make this Pro pad feel your own. Beyond deadzone tweaking and even motion control fiddling, I personally could have done with just a few more RGB lighting customisation options.</p><p>Unfortunately, the ergonomic design of the T7 Pro may not play well with tiny hand bandits such as myself. Make no mistake, this is far from the heftiest or chunkiest wireless controller. As such, I was surprised to find that certain button placements strained my small palms.</p><p>Furthermore, with a <a href="https://gamesir.com/products/gamesir-gamesir-t7-pro-sugar-whirl/buy" target="_blank">$90/£100</a>, I have the nagging feeling I'm simply paying more for the cute colourway and a bit of extra connectivity I probably won't even use. The simple fact is that if you're not fussed about either RGB lighting or wireless Xbox connectivity, you can get a great Pro pad for less than this asking price.</p><div class="card card--standard card--rows-2 card--align-inline"><div class="card__content"><h3 class="card__title">Buy if...</h3><div class="card__description-wrapper"><div class="card__description"><p>✅ <strong>You want a wireless controller for PC and Xbox:</strong> There are cheaper options offering wireless connectivity for Xbox, but not loads with TMR sticks and even fewer that offer such a fetching colourway.<br><br>✅ <strong>You're always forgetting to charge your wireless pad:</strong> The charging dock is set it and forget it, bolstering the already decent onboard battery.</p></div></div></div></div><div class="card card--standard card--rows-2 card--align-inline"><div class="card__content"><h3 class="card__title">Don't buy if...</h3><div class="card__description-wrapper"><div class="card__description"><p>❌<strong> You've got small hands:</strong> Though far from the chunkiest controller, the placement of some of the triggers strained my small palms.<br><br>❌ <strong>You're on a budget: </strong>Even with Xbox wireless connectivity, nearly 100 smackers is still a big ask. Plus, you can definitely find great Pro pads for less money.</p></div></div></div></div><h2 class="article-body__section" id="section-features"><span>Features</span></h2><div ><table><tbody><tr><td class="firstcol " ><p><strong></strong></p></td><td  ><p><strong>GameSir T7 Pro Sugar Whirl</strong></p></td></tr><tr><td class="firstcol " ><p><strong>Layout</strong></p></td><td  ><p>Asymmetrical</p></td></tr><tr><td class="firstcol " ><p><strong>Thumbsticks</strong></p></td><td  ><p>TMR (Tunnel magnetoresistance)</p></td></tr><tr><td class="firstcol " ><p><strong>Face buttons</strong></p></td><td  ><p>A, B, X, Y, Xbox button, Menu, Share, 'M', Toggle View</p></td></tr><tr><td class="firstcol " ><p><strong>Rear buttons</strong></p></td><td  ><p>LB, LT, L4, RB, RT, R4, 2x trigger stop switches (Hall effect triggers)</p></td></tr><tr><td class="firstcol " ><p><strong>Rumble</strong></p></td><td  ><p>4x rumble motors (one in each grip and each trigger)</p></td></tr><tr><td class="firstcol " ><p><strong>Gyro</strong> </p></td><td  ><p>6-axis gyroscope only on PC</p></td></tr><tr><td class="firstcol " ><p><strong>Connectivity</strong></p></td><td  ><p>Tri-mode for XBOX and PC; Bluetooth for Android</p></td></tr><tr><td class="firstcol " ><p><strong>Battery</strong></p></td><td  ><p> 1050 mAH</p></td></tr><tr><td class="firstcol " ><p><strong>Polling rate</strong></p></td><td  ><p>Up to 1000 Hz on PC, but 250 Hz on XBOX</p></td></tr><tr><td class="firstcol " ><p><strong>Weight</strong></p></td><td  ><p>236g</p></td></tr><tr><td class="firstcol " ><p><strong>Price</strong></p></td><td  ><p><a href="https://gamesir.com/products/gamesir-gamesir-t7-pro-sugar-whirl/buy" target="_blank">$90/£100</a></p></td></tr></tbody></table></div><p>'Tri-mode' connectivity encompasses the choice of a wired USB connection, a wireless 2.4 GHz connection, or a wireless Bluetooth connection. While that's nothing to write home about for a PC pad, the T7 Pro offering this same choice of connection for Xbox consoles is because Microsoft's consoles are notoriously picky. Buying one peripheral you can use with multiple gaming devices is simply cost effective—even if you are only getting a 250 Hz polling on console, compared to PC's up to 1,000 Hz rate.</p><p>TMR (or tunnel magnetoresistance) tech in the asymmetric sticks, and Hall effect triggers are also welcome features. TMR is slightly more precise than Hall effect, but both magnetic techs work on a similar principle that essentially banishes stick drift and sticky triggers. Basically, with this magnetic tech there are far fewer points of physical contact within the mechanism, and therefore much less of a risk of internal stick components getting worn away over time.</p><p>As a console interloper, I do think it's a shame that more PC games don't leverage rumble. Whereas the PlayStation 5's DualSense controllers are capable of impressively detailed haptic feedback, Xbox controllers still use a number of rumble motors. As such, you'll find four rumble motors here in the T7 Pro.</p><p>Speaking of that console connection, the T7 Pro also enjoys gyro controls. It's 6-axis, and this motion functionality only works on PC, but you can customise it to an impressive degree in the GameSir Nexus software.</p><h2 class="article-body__section" id="section-ergonomics"><span>Ergonomics</span></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="rHnnkgUrrpTMhZTimVtEYg" name="GameSir T7 Pro Sugar Whirl Wireless Controller" alt="The GameSir T7 Pro Sugar Whirl Wireless Controller seen from various angles." src="https://cdn.mos.cms.futurecdn.net/rHnnkgUrrpTMhZTimVtEYg.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><p>The T7 Pro features a firmly attached plastic faceplate, so you're committed to its pink-blue-purple design. Smooth plastic front grips are paired with a textured underside. The membrane D-pad and face buttons are not the loveliest thing I've tapped upon, but they're all satisfyingly clicky to press.</p><p>A plastic body doesn't make this the most premium feeling controller, but it does keep things relatively lightweight. As a result, the T7 Pro weighs in at about 236 grams on its own, making it lighter than a fair few of the <a href="https://www.pcgamer.com/best-controller-for-pc-gaming/#section-the-best-wired-controller" target="_blank">best PC controllers</a>. There's also fairly minimal creaking even when I give the grips some real welly. It may not feel super premium, but it's built well enough. That said, the largely plastic construction does leave the gamepad feeling a few bucks/quid short of its $90/£100 price tag.</p><p>As this is an Xbox compatible wireless controller, you're getting asymmetric sticks to match. That's usually not a problem for me and my tiny mitts, though hoovering up gold medals in <a href="https://www.pcgamer.com/games/action/denshattack-review/" target="_blank">Denshattack!</a> proved quite the workout.</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="R5dxDRytHuvwhZG5QKARag" name="GameSir T7 Pro Sugar Whirl Wireless Controller" alt="The GameSir T7 Pro Sugar Whirl Wireless Controller seen from various angles." src="https://cdn.mos.cms.futurecdn.net/R5dxDRytHuvwhZG5QKARag.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><p>After an extended session of braking and drifting, my left hand was beginning to feel a little bit sore. This may be because the bottom triggers are bolstered by a particularly chunky finger rest, widening the gap between my left trigger-tapping pointer and my middle finger. </p><p>Remappable back buttons also hang out within reach of where my middle fingers rest. L4 and R4 are low-profile buttons with textured covers that make them easy to find by touch (which I find vastly preferable to the DualSense Edge's great big back flippers). Still, for those with stumpy digits like me, that could mean more stretching and discomfort over time.</p><div><blockquote><p>If you've got mitts lacking in width or short phalanges like me, be warned.</p></blockquote></div><p>It was a similar story of strain when I tested out the pad's 2-stop trigger settings in <a href="https://www.pcgamer.com/games/fps/doom-the-dark-ages-review/" target="_blank">Doom: The Dark Ages</a>. Blasting baddies pulled at my palms and knuckles after a short time with Id's latest, even after reducing the triggers' actuation distance. That's a shame because the T7 Pro Swirl really isn't the chunkiest or heaviest of controllers my tiny phalanges have had to tango with. </p><p>In <a href="https://www.pcgamer.com/games/action/i-got-to-play-dead-as-disco-early-and-its-a-vivid-unrestrained-romp-that-lets-you-brawl-through-music-videos-like-a-kung-fu-baby-driver/" target="_blank">Dead As Disco's</a> more face-button-focused gameplay, my hands otherwise don''t feel anywhere near as stressed out. That suggests to me that what's causing the strain has less to do with the heft of the controller, and maybe more to do with the high-up placement of the T7 Pro's pronounced top trigger buttons. If you've got mitts lacking in width or short phalanges like me, be warned.</p><h2 class="article-body__section" id="section-performance"><span>Performance</span></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="Z3wTjTCzsG9aNyHpfjE9cg" name="GameSir T7 Pro Sugar Whirl Wireless Controller" alt="The GameSir T7 Pro Sugar Whirl Wireless Controller seen from various angles." src="https://cdn.mos.cms.futurecdn.net/Z3wTjTCzsG9aNyHpfjE9cg.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><p>As I repeatedly try to pull off a Finger Heel 180 trick in the train game of Tony Hawk's finger boarding fever dreams, Denshattack!, TMR tech is definitely welcome as I wiggle the right stick for all its worth. Textured tops ensure the sticks don't slip out of grip as I try to rack up an even bigger combo. Add to that a 1,000 Hz top polling rate, and these sticks are just as flicky and responsive as you could want.</p><p>Then there are the usual membrane face buttons and a D-Pad. These press down cleanly, and are satisfyingly clicky. On the reverse of the pad are two remappable back buttons as well. Unlike the shiny face buttons, these are low-profile and subtly textured so you can easily find them by feel.</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="wKWavWjsVDjcCJgeQNhwVg" name="GameSir T7 Pro Sugar Whirl Wireless Controller" alt="The GameSir T7 Pro Sugar Whirl Wireless Controller seen from various angles." src="https://cdn.mos.cms.futurecdn.net/wKWavWjsVDjcCJgeQNhwVg.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><p>The responsive Hall effect triggers also feature '2-stage trigger stops'. There are two flicky switches on the pad's underside, and flicking one of these down allows you to press the corresponding trigger all the way to the bottom. Flicking the switch up offers a much shorter actuation distance for each bottom trigger. This gives pressing the bottom triggers a clicky quality, like the top triggers.</p><p>Clicky triggers are often popular among the competitive crowd, as the cut-down actuation distance shaves off precious milliseconds between plays. Such a saving of time is largely wasted on me, though, as my most intense online play experience recently was getting lost in <a href="https://www.pcgamer.com/games/puzzle/big-walk-review/" target="_blank">Big Walk</a>. Similarly, a polling rate of 1,000 Hz is more than enough for most intents and purposes, but the esports sickos will likely be left wanting more.</p><h2 class="article-body__section" id="section-aesthetics"><span>Aesthetics</span></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="8kNBq8Vc2FsvKw8qZB6Ljg" name="GameSir T7 Pro Sugar Whirl Wireless Controller" alt="The GameSir T7 Pro Sugar Whirl Wireless Controller seen from various angles." src="https://cdn.mos.cms.futurecdn.net/8kNBq8Vc2FsvKw8qZB6Ljg.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><p>You may already know about <a href="https://www.pcgamer.com/hardware/controllers/i-enjoy-touching-all-the-hardware-bits-that-pass-through-pcgs-offices-but-this-bit-of-kit-was-all-but-made-for-my-upsettingly-small-baby-hands/" target="_blank">my penchant for purple</a>. This controller not only takes aim at my particular colour-based obsession, but it also mixes in a raspberry ripple-esque combination of blues and pinks across the charging dock, faceplate, and buttons—hence the 'Sugar Whirl' name. I particularly enjoy the two sticks being different colours.</p><p>Under the incandescent lighting found in PC Gamer towers, it can look a little tacky. Natural light is generally kinder to the colourway, but it really comes into its own in-game. By default, RGB lighting bathes the controller in an icy blue light that complements the colourway, illuminating the pad's underside and shining through the face buttons. This gives the AXBY buttons an almost pearlescent vibe when in active use that I really enjoy.</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="vjPkRFVXZTdghspeCW7ogg" name="GameSir T7 Pro Sugar Whirl Wireless Controller" alt="The GameSir T7 Pro Sugar Whirl Wireless Controller seen from various angles." src="https://cdn.mos.cms.futurecdn.net/vjPkRFVXZTdghspeCW7ogg.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><p>I'm much less keen on the green goo glow the controller emits while it's charging. Thankfully, you can either dial this down or turn it off completely in the GameSir Nexus software, not to mention all the other options you have for tinkering with the Sugar Whirl's RGB lighting.</p><h2 class="article-body__section" id="section-software"><span>Software</span></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="mmyTZF84mweGRu7zHBC9fe" name="GameSir Nexus software - with GameSir T7 Pro Sugar Whirl Wireless Controller" alt="Screenshots of all the options available in the GameSir Nexus software." src="https://cdn.mos.cms.futurecdn.net/mmyTZF84mweGRu7zHBC9fe.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: GameSir)</span></figcaption></figure><p>You can finely tweak a variety of settings in the GameSir Nexus software across four different profiles, with each one accessed via a combination of the centre 'M' button and the facebuttons. The software itself can either be <a href="https://gamesir.sa/en/pages/gamesir-nexus?srsltid=AfmBOoreDr-kPYdDEXEFz1tGT2cyIF1HH-bongsR-m-bERYE_8X2A3Km" target="_blank">manually downloaded from here</a>, or from the Microsoft store, but lacks anything in the way of a web-based app.</p><p>The smallest amount of software tinkering allowed me to tone down the green goo glow the controller emits while charging, and I've set it up so that the pad automatically connects to my PC as soon as I lift it from the charging cradle. That's more than enough for me, but if you want to get lost in the software weeds, Nexus offers a wealth of features to play with.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/E76kwT48RMPSiyDnKtGrce.jpg" alt="Screenshots of all the options available in the GameSir Nexus software." /><figcaption><small role="credit">GameSir</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/FTv2AVs9NZU9Lf3iqpLWee.jpg" alt="Screenshots of all the options available in the GameSir Nexus software." /><figcaption><small role="credit">GameSir</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/U7VXdJXDfZU4QnzxVCwsee.jpg" alt="Screenshots of all the options available in the GameSir Nexus software." /><figcaption><small role="credit">GameSir</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/69NFLXMqrTJwaXFNokdBde.jpg" alt="Screenshots of all the options available in the GameSir Nexus software." /><figcaption><small role="credit">GameSir</small></figcaption></figure></figure><p>For a start, you can finely tune the stick and trigger deadzones, plus much more besides via an array of sliders, toggles and presets. You can also tune the pad's motion controls to a similarly in-depth degree, tinker with the intensity of its rumble motors, and, of course, fiddle with the RGB. Broadly speaking, the software is how you're going to get the most out of this Pro pad; there's a wealth of options to make the T7 Pro your own, though the lighting settings could do with just a few more customisation options. Seeing a swirling rainbow illuminating my gamepad from within is cool and all, but I would have appreciated the option to more finely tune the lights' hue.</p><p>RGB customisation was the only category of setting I found wanting, though. While I probably won't touch half of the settings available, I appreciate how clearly the Nexus software lays out all of the options. If the software's home screen selection overwhelms, you can click through to a specific focussed category of settings, and mess around from there. It's intuitive and straightforward to use.</p><h2 class="article-body__section" id="section-battery"><span>Battery</span></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="DrUc7LTW929Ebc2iaFWPmg" name="GameSir T7 Pro Sugar Whirl Wireless Controller" alt="The GameSir T7 Pro Sugar Whirl Wireless Controller seen from various angles." src="https://cdn.mos.cms.futurecdn.net/DrUc7LTW929Ebc2iaFWPmg.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><p>The major thing that annoys me about most wireless peripherals is how often the hardware needs to become wired again to charge. A wireless PC controller can have the biggest battery in the world, but it will eventually resemble its wired counterparts sooner or later. </p><p>Not to knock any of <a href="https://www.pcgamer.com/best-controller-for-pc-gaming/#section-the-best-wired-controller" target="_blank">the best wired controllers</a>, but it's not the experience I'm personally looking for as a pad-wielding PC Gamer; a wire is just one more thing that can make a mess at my already cluttered desk, either getting chewed up by my gaming chair castors, or by knocking over a bunch of my Miku Hatsune figurines during a particularly heated gamer moment.</p><p>Thanks to the GameSir T7 Pro Sugar Whirl though, I'm a charging cradle convert. The dock here features a USB-C port, with a compartment on its underside for the 2.4 GHz dongle. Yes, that means there <em>is </em>still a wire involved if you want to use the dock as a wireless receiver, though you can easily cable-manage that out of the way (and nowhere near, say, your army of Miku).</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="EzdrpWwoeCuPFCqgsX9Bag" name="GameSir T7 Pro Sugar Whirl Wireless Controller" alt="The GameSir T7 Pro Sugar Whirl Wireless Controller seen from various angles." src="https://cdn.mos.cms.futurecdn.net/EzdrpWwoeCuPFCqgsX9Bag.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><p>Thanks to metal pins in the cradle and contact points on the underside of the pad itself, the pad can easily charge back up when it's not in use. The gamepad's 1050 mAh battery is decent enough on its own though, holding up through numerous, marathon sessions of Denshattack! without requiring a charge. If I forgot to place the pad back in the charging cradle one day, I still had plenty of juice to take back to the track the next. But obviously, playing at 1,000 Hz polling and with the RGB lights whirling away will drain the battery much faster. </p><p>It means I no longer have to remember to charge this bad boy up myself, because I'll just pop it back onto the dock when I'm done. It's a set-it-and-forget-it sort of setup that my forgetful-self very much appreciates. Couple that with the software setting that makes the gamepad automatically connect to your PC as soon as you lift it from the charging cradle, and it's a really seamless experience.</p><h2 class="article-body__section" id="section-value"><span>Value</span></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="ULKrTtcit9UBdnRwqfPwdg" name="GameSir T7 Pro Sugar Whirl Wireless Controller" alt="The GameSir T7 Pro Sugar Whirl Wireless Controller seen from various angles." src="https://cdn.mos.cms.futurecdn.net/ULKrTtcit9UBdnRwqfPwdg.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><p>Like I said before, the Sugar Whirl's wireless Xbox connectivity will be a headline feature for some. If that really is key for you, the <a href="https://www.pcgamer.com/hardware/controllers/easysmx-d10-review/" target="_blank">EasySMX D10</a> is one other option that also comes with TMR sticks, a charging dock, 'elite 2-way trigger locks,' and costs half the price. </p><p>Otherwise, the difference in quality is arguably most noticeable in the D10's complete lack of software, and 'just okay' D-Pad and triggers. The D10 even comes in a '<a href="https://www.easysmx.com/products/easysmx-d10-multiplatform-gaming-controller-with-tmr-joysticks-trigger-lock-charging-dock" target="_blank">Farout Purple</a>' colourway I may have to pick up myself.</p><p>If you're already willing to drop a serious chunk of change on a controller, the newer <a href="https://www.pcgamer.com/hardware/controllers/razer-wolverine-v3-pro-8k-pc-review/" target="_blank">Razer Wolverine V3 Pro 8K PC</a> more than earns the crown as the best high end controller, though this update does drop Xbox connectivity and haptic feedback.</p><div><blockquote><p>The best controller overall is the GameSir G7 Pro Tri-Mode, and it costs around 10 bucks less.</p></blockquote></div><p>A much more likely option is the elephant in the room: <a href="https://www.pcgamer.com/best-controller-for-pc-gaming/#section-the-best-wired-controller" target="_blank">the best controller overall</a> is the <a href="https://www.pcgamer.com/hardware/controllers/gamesir-g7-pro-tri-mode-review/" target="_blank">GameSir G7 Pro Tri-Mode</a>, and it costs around 10 bucks less. The key differences are that the Tri-Mode enjoys a magnetic faceplate, plus a better battery, but completely lacks RGB lighting, and only works on Xbox via a <em>wired</em> connection. </p><p>These will be minor omissions for most, leaving little contest between the two controllers; if you're not endeared to the Sugar Whirl's cotton candy colourway and you're not fussed about connecting to your Xbox wirelessly, the GameSir G7 Pro Tri-Mode is still the obvious choice.</p><p>As for me though, I just can't resist a fun colourway. I can see myself spending many more hours with the Sugar Whirl, as much as it sometimes pains my poor palms. Even so, if it was my money, I'd struggle to justify putting down nearly 100 smackers on it.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/hardware/game-pads/gamesir-t7-pro-sugar-whirl-review/</link>
                                                                            <description>
                            <![CDATA[ Not quite the sweetest of treats. ]]>
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                                                                        <pubDate>Fri, 14 Aug 2026 13:13:19 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Game Pads]]></category>
                                                    <category><![CDATA[Hardware]]></category>
                                                    <category><![CDATA[Controllers]]></category>
                                                                                                                    <dc:creator><![CDATA[ Jess Kinghorn ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/cMDJJibKgeMg3wogzv9AgY.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Jess has been writing about games for over ten years, spending a significant chunk of that time working on print publications PLAY and Official PlayStation Magazine. When she’s not investigating all things hardware here, she&#039;s either constructing a passionate defence of a 7/10 game, daydreaming about her debut novel, or feeling wistful about the last time she chased some nerds around a field with an oversized foam sword.&amp;nbsp;&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[Future]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[The GameSir T7 Pro Sugar Whirl Wireless Controller seen from various angles.]]></media:description>                                                            <media:text><![CDATA[The GameSir T7 Pro Sugar Whirl Wireless Controller seen from various angles.]]></media:text>
                                <media:title type="plain"><![CDATA[The GameSir T7 Pro Sugar Whirl Wireless Controller seen from various angles.]]></media:title>
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                                <p>First, let me admit my biases: Yes, this controller's raspberry ripple blend of pink, blue, and purple really does work for me. That said, the GameSir T7 Pro Sugar Whirl has more going for it than just pretty face buttons, featuring TMR sticks alongside Hall effect triggers. Gorgeous and precise, this is also a wireless controller that's actually compatible with the notoriously picky Xbox consoles.</p><p>Speaking of an untethered experience, this gamepad's charging situation annoys me significantly less than other wireless options. Basically, as someone with a perennially cluttered desk, I didn't think I'd ever be pro charging docks. However, this GameSir gamepad has finally shown me the light.</p><p>Thanks to the charging dock, the T7 Pro offers a pretty seamless wireless experience. That ease of use extends to the refreshingly straightforward software package, which offers a wealth of options to make this Pro pad feel your own. Beyond deadzone tweaking and even motion control fiddling, I personally could have done with just a few more RGB lighting customisation options.</p><p>Unfortunately, the ergonomic design of the T7 Pro may not play well with tiny hand bandits such as myself. Make no mistake, this is far from the heftiest or chunkiest wireless controller. As such, I was surprised to find that certain button placements strained my small palms.</p><p>Furthermore, with a <a href="https://gamesir.com/products/gamesir-gamesir-t7-pro-sugar-whirl/buy" target="_blank">$90/£100</a>, I have the nagging feeling I'm simply paying more for the cute colourway and a bit of extra connectivity I probably won't even use. The simple fact is that if you're not fussed about either RGB lighting or wireless Xbox connectivity, you can get a great Pro pad for less than this asking price.</p><div class="card card--standard card--rows-2 card--align-inline"><div class="card__content"><h3 class="card__title">Buy if...</h3><div class="card__description-wrapper"><div class="card__description"><p>✅ <strong>You want a wireless controller for PC and Xbox:</strong> There are cheaper options offering wireless connectivity for Xbox, but not loads with TMR sticks and even fewer that offer such a fetching colourway.<br><br>✅ <strong>You're always forgetting to charge your wireless pad:</strong> The charging dock is set it and forget it, bolstering the already decent onboard battery.</p></div></div></div></div><div class="card card--standard card--rows-2 card--align-inline"><div class="card__content"><h3 class="card__title">Don't buy if...</h3><div class="card__description-wrapper"><div class="card__description"><p>❌<strong> You've got small hands:</strong> Though far from the chunkiest controller, the placement of some of the triggers strained my small palms.<br><br>❌ <strong>You're on a budget: </strong>Even with Xbox wireless connectivity, nearly 100 smackers is still a big ask. Plus, you can definitely find great Pro pads for less money.</p></div></div></div></div><h2 class="article-body__section" id="section-features"><span>Features</span></h2><div ><table><tbody><tr><td class="firstcol " ><p><strong></strong></p></td><td  ><p><strong>GameSir T7 Pro Sugar Whirl</strong></p></td></tr><tr><td class="firstcol " ><p><strong>Layout</strong></p></td><td  ><p>Asymmetrical</p></td></tr><tr><td class="firstcol " ><p><strong>Thumbsticks</strong></p></td><td  ><p>TMR (Tunnel magnetoresistance)</p></td></tr><tr><td class="firstcol " ><p><strong>Face buttons</strong></p></td><td  ><p>A, B, X, Y, Xbox button, Menu, Share, 'M', Toggle View</p></td></tr><tr><td class="firstcol " ><p><strong>Rear buttons</strong></p></td><td  ><p>LB, LT, L4, RB, RT, R4, 2x trigger stop switches (Hall effect triggers)</p></td></tr><tr><td class="firstcol " ><p><strong>Rumble</strong></p></td><td  ><p>4x rumble motors (one in each grip and each trigger)</p></td></tr><tr><td class="firstcol " ><p><strong>Gyro</strong> </p></td><td  ><p>6-axis gyroscope only on PC</p></td></tr><tr><td class="firstcol " ><p><strong>Connectivity</strong></p></td><td  ><p>Tri-mode for XBOX and PC; Bluetooth for Android</p></td></tr><tr><td class="firstcol " ><p><strong>Battery</strong></p></td><td  ><p> 1050 mAH</p></td></tr><tr><td class="firstcol " ><p><strong>Polling rate</strong></p></td><td  ><p>Up to 1000 Hz on PC, but 250 Hz on XBOX</p></td></tr><tr><td class="firstcol " ><p><strong>Weight</strong></p></td><td  ><p>236g</p></td></tr><tr><td class="firstcol " ><p><strong>Price</strong></p></td><td  ><p><a href="https://gamesir.com/products/gamesir-gamesir-t7-pro-sugar-whirl/buy" target="_blank">$90/£100</a></p></td></tr></tbody></table></div><p>'Tri-mode' connectivity encompasses the choice of a wired USB connection, a wireless 2.4 GHz connection, or a wireless Bluetooth connection. While that's nothing to write home about for a PC pad, the T7 Pro offering this same choice of connection for Xbox consoles is because Microsoft's consoles are notoriously picky. Buying one peripheral you can use with multiple gaming devices is simply cost effective—even if you are only getting a 250 Hz polling on console, compared to PC's up to 1,000 Hz rate.</p><p>TMR (or tunnel magnetoresistance) tech in the asymmetric sticks, and Hall effect triggers are also welcome features. TMR is slightly more precise than Hall effect, but both magnetic techs work on a similar principle that essentially banishes stick drift and sticky triggers. Basically, with this magnetic tech there are far fewer points of physical contact within the mechanism, and therefore much less of a risk of internal stick components getting worn away over time.</p><p>As a console interloper, I do think it's a shame that more PC games don't leverage rumble. Whereas the PlayStation 5's DualSense controllers are capable of impressively detailed haptic feedback, Xbox controllers still use a number of rumble motors. As such, you'll find four rumble motors here in the T7 Pro.</p><p>Speaking of that console connection, the T7 Pro also enjoys gyro controls. It's 6-axis, and this motion functionality only works on PC, but you can customise it to an impressive degree in the GameSir Nexus software.</p><h2 class="article-body__section" id="section-ergonomics"><span>Ergonomics</span></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="rHnnkgUrrpTMhZTimVtEYg" name="GameSir T7 Pro Sugar Whirl Wireless Controller" alt="The GameSir T7 Pro Sugar Whirl Wireless Controller seen from various angles." src="https://cdn.mos.cms.futurecdn.net/rHnnkgUrrpTMhZTimVtEYg.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><p>The T7 Pro features a firmly attached plastic faceplate, so you're committed to its pink-blue-purple design. Smooth plastic front grips are paired with a textured underside. The membrane D-pad and face buttons are not the loveliest thing I've tapped upon, but they're all satisfyingly clicky to press.</p><p>A plastic body doesn't make this the most premium feeling controller, but it does keep things relatively lightweight. As a result, the T7 Pro weighs in at about 236 grams on its own, making it lighter than a fair few of the <a href="https://www.pcgamer.com/best-controller-for-pc-gaming/#section-the-best-wired-controller" target="_blank">best PC controllers</a>. There's also fairly minimal creaking even when I give the grips some real welly. It may not feel super premium, but it's built well enough. That said, the largely plastic construction does leave the gamepad feeling a few bucks/quid short of its $90/£100 price tag.</p><p>As this is an Xbox compatible wireless controller, you're getting asymmetric sticks to match. That's usually not a problem for me and my tiny mitts, though hoovering up gold medals in <a href="https://www.pcgamer.com/games/action/denshattack-review/" target="_blank">Denshattack!</a> proved quite the workout.</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="R5dxDRytHuvwhZG5QKARag" name="GameSir T7 Pro Sugar Whirl Wireless Controller" alt="The GameSir T7 Pro Sugar Whirl Wireless Controller seen from various angles." src="https://cdn.mos.cms.futurecdn.net/R5dxDRytHuvwhZG5QKARag.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><p>After an extended session of braking and drifting, my left hand was beginning to feel a little bit sore. This may be because the bottom triggers are bolstered by a particularly chunky finger rest, widening the gap between my left trigger-tapping pointer and my middle finger. </p><p>Remappable back buttons also hang out within reach of where my middle fingers rest. L4 and R4 are low-profile buttons with textured covers that make them easy to find by touch (which I find vastly preferable to the DualSense Edge's great big back flippers). Still, for those with stumpy digits like me, that could mean more stretching and discomfort over time.</p><div><blockquote><p>If you've got mitts lacking in width or short phalanges like me, be warned.</p></blockquote></div><p>It was a similar story of strain when I tested out the pad's 2-stop trigger settings in <a href="https://www.pcgamer.com/games/fps/doom-the-dark-ages-review/" target="_blank">Doom: The Dark Ages</a>. Blasting baddies pulled at my palms and knuckles after a short time with Id's latest, even after reducing the triggers' actuation distance. That's a shame because the T7 Pro Swirl really isn't the chunkiest or heaviest of controllers my tiny phalanges have had to tango with. </p><p>In <a href="https://www.pcgamer.com/games/action/i-got-to-play-dead-as-disco-early-and-its-a-vivid-unrestrained-romp-that-lets-you-brawl-through-music-videos-like-a-kung-fu-baby-driver/" target="_blank">Dead As Disco's</a> more face-button-focused gameplay, my hands otherwise don''t feel anywhere near as stressed out. That suggests to me that what's causing the strain has less to do with the heft of the controller, and maybe more to do with the high-up placement of the T7 Pro's pronounced top trigger buttons. If you've got mitts lacking in width or short phalanges like me, be warned.</p><h2 class="article-body__section" id="section-performance"><span>Performance</span></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="Z3wTjTCzsG9aNyHpfjE9cg" name="GameSir T7 Pro Sugar Whirl Wireless Controller" alt="The GameSir T7 Pro Sugar Whirl Wireless Controller seen from various angles." src="https://cdn.mos.cms.futurecdn.net/Z3wTjTCzsG9aNyHpfjE9cg.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><p>As I repeatedly try to pull off a Finger Heel 180 trick in the train game of Tony Hawk's finger boarding fever dreams, Denshattack!, TMR tech is definitely welcome as I wiggle the right stick for all its worth. Textured tops ensure the sticks don't slip out of grip as I try to rack up an even bigger combo. Add to that a 1,000 Hz top polling rate, and these sticks are just as flicky and responsive as you could want.</p><p>Then there are the usual membrane face buttons and a D-Pad. These press down cleanly, and are satisfyingly clicky. On the reverse of the pad are two remappable back buttons as well. Unlike the shiny face buttons, these are low-profile and subtly textured so you can easily find them by feel.</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="wKWavWjsVDjcCJgeQNhwVg" name="GameSir T7 Pro Sugar Whirl Wireless Controller" alt="The GameSir T7 Pro Sugar Whirl Wireless Controller seen from various angles." src="https://cdn.mos.cms.futurecdn.net/wKWavWjsVDjcCJgeQNhwVg.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><p>The responsive Hall effect triggers also feature '2-stage trigger stops'. There are two flicky switches on the pad's underside, and flicking one of these down allows you to press the corresponding trigger all the way to the bottom. Flicking the switch up offers a much shorter actuation distance for each bottom trigger. This gives pressing the bottom triggers a clicky quality, like the top triggers.</p><p>Clicky triggers are often popular among the competitive crowd, as the cut-down actuation distance shaves off precious milliseconds between plays. Such a saving of time is largely wasted on me, though, as my most intense online play experience recently was getting lost in <a href="https://www.pcgamer.com/games/puzzle/big-walk-review/" target="_blank">Big Walk</a>. Similarly, a polling rate of 1,000 Hz is more than enough for most intents and purposes, but the esports sickos will likely be left wanting more.</p><h2 class="article-body__section" id="section-aesthetics"><span>Aesthetics</span></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="8kNBq8Vc2FsvKw8qZB6Ljg" name="GameSir T7 Pro Sugar Whirl Wireless Controller" alt="The GameSir T7 Pro Sugar Whirl Wireless Controller seen from various angles." src="https://cdn.mos.cms.futurecdn.net/8kNBq8Vc2FsvKw8qZB6Ljg.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><p>You may already know about <a href="https://www.pcgamer.com/hardware/controllers/i-enjoy-touching-all-the-hardware-bits-that-pass-through-pcgs-offices-but-this-bit-of-kit-was-all-but-made-for-my-upsettingly-small-baby-hands/" target="_blank">my penchant for purple</a>. This controller not only takes aim at my particular colour-based obsession, but it also mixes in a raspberry ripple-esque combination of blues and pinks across the charging dock, faceplate, and buttons—hence the 'Sugar Whirl' name. I particularly enjoy the two sticks being different colours.</p><p>Under the incandescent lighting found in PC Gamer towers, it can look a little tacky. Natural light is generally kinder to the colourway, but it really comes into its own in-game. By default, RGB lighting bathes the controller in an icy blue light that complements the colourway, illuminating the pad's underside and shining through the face buttons. This gives the AXBY buttons an almost pearlescent vibe when in active use that I really enjoy.</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="vjPkRFVXZTdghspeCW7ogg" name="GameSir T7 Pro Sugar Whirl Wireless Controller" alt="The GameSir T7 Pro Sugar Whirl Wireless Controller seen from various angles." src="https://cdn.mos.cms.futurecdn.net/vjPkRFVXZTdghspeCW7ogg.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><p>I'm much less keen on the green goo glow the controller emits while it's charging. Thankfully, you can either dial this down or turn it off completely in the GameSir Nexus software, not to mention all the other options you have for tinkering with the Sugar Whirl's RGB lighting.</p><h2 class="article-body__section" id="section-software"><span>Software</span></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="mmyTZF84mweGRu7zHBC9fe" name="GameSir Nexus software - with GameSir T7 Pro Sugar Whirl Wireless Controller" alt="Screenshots of all the options available in the GameSir Nexus software." src="https://cdn.mos.cms.futurecdn.net/mmyTZF84mweGRu7zHBC9fe.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: GameSir)</span></figcaption></figure><p>You can finely tweak a variety of settings in the GameSir Nexus software across four different profiles, with each one accessed via a combination of the centre 'M' button and the facebuttons. The software itself can either be <a href="https://gamesir.sa/en/pages/gamesir-nexus?srsltid=AfmBOoreDr-kPYdDEXEFz1tGT2cyIF1HH-bongsR-m-bERYE_8X2A3Km" target="_blank">manually downloaded from here</a>, or from the Microsoft store, but lacks anything in the way of a web-based app.</p><p>The smallest amount of software tinkering allowed me to tone down the green goo glow the controller emits while charging, and I've set it up so that the pad automatically connects to my PC as soon as I lift it from the charging cradle. That's more than enough for me, but if you want to get lost in the software weeds, Nexus offers a wealth of features to play with.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/E76kwT48RMPSiyDnKtGrce.jpg" alt="Screenshots of all the options available in the GameSir Nexus software." /><figcaption><small role="credit">GameSir</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/FTv2AVs9NZU9Lf3iqpLWee.jpg" alt="Screenshots of all the options available in the GameSir Nexus software." /><figcaption><small role="credit">GameSir</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/U7VXdJXDfZU4QnzxVCwsee.jpg" alt="Screenshots of all the options available in the GameSir Nexus software." /><figcaption><small role="credit">GameSir</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/69NFLXMqrTJwaXFNokdBde.jpg" alt="Screenshots of all the options available in the GameSir Nexus software." /><figcaption><small role="credit">GameSir</small></figcaption></figure></figure><p>For a start, you can finely tune the stick and trigger deadzones, plus much more besides via an array of sliders, toggles and presets. You can also tune the pad's motion controls to a similarly in-depth degree, tinker with the intensity of its rumble motors, and, of course, fiddle with the RGB. Broadly speaking, the software is how you're going to get the most out of this Pro pad; there's a wealth of options to make the T7 Pro your own, though the lighting settings could do with just a few more customisation options. Seeing a swirling rainbow illuminating my gamepad from within is cool and all, but I would have appreciated the option to more finely tune the lights' hue.</p><p>RGB customisation was the only category of setting I found wanting, though. While I probably won't touch half of the settings available, I appreciate how clearly the Nexus software lays out all of the options. If the software's home screen selection overwhelms, you can click through to a specific focussed category of settings, and mess around from there. It's intuitive and straightforward to use.</p><h2 class="article-body__section" id="section-battery"><span>Battery</span></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="DrUc7LTW929Ebc2iaFWPmg" name="GameSir T7 Pro Sugar Whirl Wireless Controller" alt="The GameSir T7 Pro Sugar Whirl Wireless Controller seen from various angles." src="https://cdn.mos.cms.futurecdn.net/DrUc7LTW929Ebc2iaFWPmg.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><p>The major thing that annoys me about most wireless peripherals is how often the hardware needs to become wired again to charge. A wireless PC controller can have the biggest battery in the world, but it will eventually resemble its wired counterparts sooner or later. </p><p>Not to knock any of <a href="https://www.pcgamer.com/best-controller-for-pc-gaming/#section-the-best-wired-controller" target="_blank">the best wired controllers</a>, but it's not the experience I'm personally looking for as a pad-wielding PC Gamer; a wire is just one more thing that can make a mess at my already cluttered desk, either getting chewed up by my gaming chair castors, or by knocking over a bunch of my Miku Hatsune figurines during a particularly heated gamer moment.</p><p>Thanks to the GameSir T7 Pro Sugar Whirl though, I'm a charging cradle convert. The dock here features a USB-C port, with a compartment on its underside for the 2.4 GHz dongle. Yes, that means there <em>is </em>still a wire involved if you want to use the dock as a wireless receiver, though you can easily cable-manage that out of the way (and nowhere near, say, your army of Miku).</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="EzdrpWwoeCuPFCqgsX9Bag" name="GameSir T7 Pro Sugar Whirl Wireless Controller" alt="The GameSir T7 Pro Sugar Whirl Wireless Controller seen from various angles." src="https://cdn.mos.cms.futurecdn.net/EzdrpWwoeCuPFCqgsX9Bag.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><p>Thanks to metal pins in the cradle and contact points on the underside of the pad itself, the pad can easily charge back up when it's not in use. The gamepad's 1050 mAh battery is decent enough on its own though, holding up through numerous, marathon sessions of Denshattack! without requiring a charge. If I forgot to place the pad back in the charging cradle one day, I still had plenty of juice to take back to the track the next. But obviously, playing at 1,000 Hz polling and with the RGB lights whirling away will drain the battery much faster. </p><p>It means I no longer have to remember to charge this bad boy up myself, because I'll just pop it back onto the dock when I'm done. It's a set-it-and-forget-it sort of setup that my forgetful-self very much appreciates. Couple that with the software setting that makes the gamepad automatically connect to your PC as soon as you lift it from the charging cradle, and it's a really seamless experience.</p><h2 class="article-body__section" id="section-value"><span>Value</span></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="ULKrTtcit9UBdnRwqfPwdg" name="GameSir T7 Pro Sugar Whirl Wireless Controller" alt="The GameSir T7 Pro Sugar Whirl Wireless Controller seen from various angles." src="https://cdn.mos.cms.futurecdn.net/ULKrTtcit9UBdnRwqfPwdg.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><p>Like I said before, the Sugar Whirl's wireless Xbox connectivity will be a headline feature for some. If that really is key for you, the <a href="https://www.pcgamer.com/hardware/controllers/easysmx-d10-review/" target="_blank">EasySMX D10</a> is one other option that also comes with TMR sticks, a charging dock, 'elite 2-way trigger locks,' and costs half the price. </p><p>Otherwise, the difference in quality is arguably most noticeable in the D10's complete lack of software, and 'just okay' D-Pad and triggers. The D10 even comes in a '<a href="https://www.easysmx.com/products/easysmx-d10-multiplatform-gaming-controller-with-tmr-joysticks-trigger-lock-charging-dock" target="_blank">Farout Purple</a>' colourway I may have to pick up myself.</p><p>If you're already willing to drop a serious chunk of change on a controller, the newer <a href="https://www.pcgamer.com/hardware/controllers/razer-wolverine-v3-pro-8k-pc-review/" target="_blank">Razer Wolverine V3 Pro 8K PC</a> more than earns the crown as the best high end controller, though this update does drop Xbox connectivity and haptic feedback.</p><div><blockquote><p>The best controller overall is the GameSir G7 Pro Tri-Mode, and it costs around 10 bucks less.</p></blockquote></div><p>A much more likely option is the elephant in the room: <a href="https://www.pcgamer.com/best-controller-for-pc-gaming/#section-the-best-wired-controller" target="_blank">the best controller overall</a> is the <a href="https://www.pcgamer.com/hardware/controllers/gamesir-g7-pro-tri-mode-review/" target="_blank">GameSir G7 Pro Tri-Mode</a>, and it costs around 10 bucks less. The key differences are that the Tri-Mode enjoys a magnetic faceplate, plus a better battery, but completely lacks RGB lighting, and only works on Xbox via a <em>wired</em> connection. </p><p>These will be minor omissions for most, leaving little contest between the two controllers; if you're not endeared to the Sugar Whirl's cotton candy colourway and you're not fussed about connecting to your Xbox wirelessly, the GameSir G7 Pro Tri-Mode is still the obvious choice.</p><p>As for me though, I just can't resist a fun colourway. I can see myself spending many more hours with the Sugar Whirl, as much as it sometimes pains my poor palms. Even so, if it was my money, I'd struggle to justify putting down nearly 100 smackers on it.</p>
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                                                            <title><![CDATA[ After a public scrap between CEO and former writer, Saber Interactive finally adds AI disclaimer to Steam page and doubles down: 'AI can and should help shape gamer experiences' ]]></title>
                                                                                                <dc:content><![CDATA[ <p>One of the unexpected stories this week has been that of a rather public spat between former Saber Interactive writer Stella Sacco, <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/">who claimed she was replaced in favour of AI</a>, and the publisher's CEO, who <a href="https://www.pcgamer.com/gaming-industry/game-development/saber-ceo-scorns-writer-who-says-she-was-fired-in-favor-of-ai-with-confusing-combative-statement/">tore into her</a> via a statement sent to <a href="https://thisweekinvideogames.com/news/saber-interactive-acknowledges-undisclosed-genai-use-in-rideshare-stimulator-denies-replacing-lead-writer-with-chatgpt/">This Week in Videogames</a>.</p><p>"Stella who?" asked Matt Karch, "I had to ask Claude because I have never spoken to her or seen her. We have already said we are using AI for certain parts of the game and will update the Steam page once we have finalized the feature set."</p><p>Karch also added that "it was always our intention to reveal this until Stella violated her confidentiality clause and revealed this before we were ready." Sacco, who claimed she was replaced <a href="https://bsky.app/profile/antlervel.vet/post/3msswvtqbrc2l" target="_blank">"with ChatGPT" in 2023</a>, called the statement "remarkably pathetic for the CEO of any company to be making."</p><p>You can read both parties' full statements in the articles linked above—the most recent development is that Saber Interactive has been seemingly pressed into adding a Steam AI disclaimer to the <a href="https://store.steampowered.com/app/2366590/Rideshare_Stimulator/" target="_blank">game's store page</a>, which is present at the time of writing, but was notably not present when the game was put on the store on July 30. </p><p>"Once it's finalised we will update the Steam page," Karch told <a href="https://www.ign.com/articles/space-marine-2-maker-saber-interactive-confirms-it-will-an-add-ai-label-to-rideshare-stimulator-on-steam-following-controversy" target="_blank">IGN</a>. "In Rideshare we added an unrelated experimental mode to the game to play around with these concepts. It's not the core experience. And even in this case it required us adding two writers and multiple coders to work with AI tools to try and get a reasonable result. Maybe we are bad at business but the net cost of incorporating these features was significantly higher than leaving them out."</p><p>Karch then goes on to say that "my PR team is always terrified by even broaching the subject but I would be happy to engage in a reasonable conversation about how AI can and should help shape gamer experiences."  </p><p>The disclaimers in question make reference to not just these AI-generated dialogue, but also "a mix of radio stations featuring human-made music and AI-generated music. Stations containing AI-generated music are clearly labeled as such in the game." </p><p>Karch chalks up the entire debacle to a "publicity stunt… This person was removed from the project three years ago. We have actually increased our writing staff since 2023. If I wanted publicity for this little game though, then I guess I have Stella to thank for it." </p><p>The entire situation, to put it extremely lightly, is a bit of a mess—regardless of whether or not Saber's landed itself in troubled waters (<a href="https://bsky.app/profile/antlervel.vet/post/3msyehobhp22c" target="_blank">Sacco seems to think so</a>), if I were a videogame publisher, I might ask myself why I felt the need to wait to be "ready" to reveal something core about how my game was made, and why I might be making my PR team "terrified".</p><p>Could it be that AI is <a href="https://www.pcgamer.com/software/ai/major-investor-is-shocked-and-sad-that-the-games-industry-is-demonizing-generative-ai/">broadly unpopular</a> with the gamers Saber Interactive is claiming to serve? Surely not. </p><div class="product"><a data-dimension112="d625051e-97d8-11f1-b8d3-016e3513a75a" data-action="Deal Block" data-label="Best cozy games" data-dimension48="Best cozy games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:685px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="2btpGUUeNoUT67HBRbro3G" name="metaphor-refantazio" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/2btpGUUeNoUT67HBRbro3G.jpg" mos="" align="middle" fullscreen="" width="685" height="685" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/best-cozy-games-on-pc/" target="_blank" data-dimension112="d625051e-97d8-11f1-b8d3-016e3513a75a" data-action="Deal Block" data-label="Best cozy games" data-dimension48="Best cozy games" data-dimension25=""><strong>Best cozy games</strong></a>: Relaxed gaming<br><a href="https://www.pcgamer.com/the-best-anime-games-on-pc/" target="_blank"><strong>Best anime games</strong></a>: Animation-inspired<br><a href="https://www.pcgamer.com/the-best-jrpgs-on-pc/" target="_blank"><strong>Best JRPGs</strong></a>: Classics and beyond<br><a href="https://www.pcgamer.com/best-cyberpunk-games-on-pc/" target="_blank"><strong>Best cyberpunk games</strong></a>: Techno futures<br><a href="https://www.pcgamer.com/games/best-gacha-games/" target="_blank"><strong>Best gacha games</strong></a>: Freemium fanatics</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/gaming-industry/game-development/after-a-public-scrap-between-ceo-and-former-writer-saber-interactive-finally-adds-ai-disclaimer-to-steam-page-and-doubles-down-ai-can-and-should-help-shape-gamer-experiences/</link>
                                                                            <description>
                            <![CDATA[ It's been a wild ride. ]]>
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                                                                        <pubDate>Fri, 14 Aug 2026 12:10:02 +0000</pubDate>                                                                                                                                <updated>Fri, 14 Aug 2026 17:46:35 +0000</updated>
                                                                                                                                            <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>One of the unexpected stories this week has been that of a rather public spat between former Saber Interactive writer Stella Sacco, <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/">who claimed she was replaced in favour of AI</a>, and the publisher's CEO, who <a href="https://www.pcgamer.com/gaming-industry/game-development/saber-ceo-scorns-writer-who-says-she-was-fired-in-favor-of-ai-with-confusing-combative-statement/">tore into her</a> via a statement sent to <a href="https://thisweekinvideogames.com/news/saber-interactive-acknowledges-undisclosed-genai-use-in-rideshare-stimulator-denies-replacing-lead-writer-with-chatgpt/">This Week in Videogames</a>.</p><p>"Stella who?" asked Matt Karch, "I had to ask Claude because I have never spoken to her or seen her. We have already said we are using AI for certain parts of the game and will update the Steam page once we have finalized the feature set."</p><p>Karch also added that "it was always our intention to reveal this until Stella violated her confidentiality clause and revealed this before we were ready." Sacco, who claimed she was replaced <a href="https://bsky.app/profile/antlervel.vet/post/3msswvtqbrc2l" target="_blank">"with ChatGPT" in 2023</a>, called the statement "remarkably pathetic for the CEO of any company to be making."</p><p>You can read both parties' full statements in the articles linked above—the most recent development is that Saber Interactive has been seemingly pressed into adding a Steam AI disclaimer to the <a href="https://store.steampowered.com/app/2366590/Rideshare_Stimulator/" target="_blank">game's store page</a>, which is present at the time of writing, but was notably not present when the game was put on the store on July 30. </p><p>"Once it's finalised we will update the Steam page," Karch told <a href="https://www.ign.com/articles/space-marine-2-maker-saber-interactive-confirms-it-will-an-add-ai-label-to-rideshare-stimulator-on-steam-following-controversy" target="_blank">IGN</a>. "In Rideshare we added an unrelated experimental mode to the game to play around with these concepts. It's not the core experience. And even in this case it required us adding two writers and multiple coders to work with AI tools to try and get a reasonable result. Maybe we are bad at business but the net cost of incorporating these features was significantly higher than leaving them out."</p><p>Karch then goes on to say that "my PR team is always terrified by even broaching the subject but I would be happy to engage in a reasonable conversation about how AI can and should help shape gamer experiences."  </p><p>The disclaimers in question make reference to not just these AI-generated dialogue, but also "a mix of radio stations featuring human-made music and AI-generated music. Stations containing AI-generated music are clearly labeled as such in the game." </p><p>Karch chalks up the entire debacle to a "publicity stunt… This person was removed from the project three years ago. We have actually increased our writing staff since 2023. If I wanted publicity for this little game though, then I guess I have Stella to thank for it." </p><p>The entire situation, to put it extremely lightly, is a bit of a mess—regardless of whether or not Saber's landed itself in troubled waters (<a href="https://bsky.app/profile/antlervel.vet/post/3msyehobhp22c" target="_blank">Sacco seems to think so</a>), if I were a videogame publisher, I might ask myself why I felt the need to wait to be "ready" to reveal something core about how my game was made, and why I might be making my PR team "terrified".</p><p>Could it be that AI is <a href="https://www.pcgamer.com/software/ai/major-investor-is-shocked-and-sad-that-the-games-industry-is-demonizing-generative-ai/">broadly unpopular</a> with the gamers Saber Interactive is claiming to serve? Surely not. </p><div class="product"><a data-dimension112="d625051e-97d8-11f1-b8d3-016e3513a75a" data-action="Deal Block" data-label="Best cozy games" data-dimension48="Best cozy games" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:685px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="2btpGUUeNoUT67HBRbro3G" name="metaphor-refantazio" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/2btpGUUeNoUT67HBRbro3G.jpg" mos="" align="middle" fullscreen="" width="685" height="685" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><a href="https://www.pcgamer.com/best-cozy-games-on-pc/" target="_blank" data-dimension112="d625051e-97d8-11f1-b8d3-016e3513a75a" data-action="Deal Block" data-label="Best cozy games" data-dimension48="Best cozy games" data-dimension25=""><strong>Best cozy games</strong></a>: Relaxed gaming<br><a href="https://www.pcgamer.com/the-best-anime-games-on-pc/" target="_blank"><strong>Best anime games</strong></a>: Animation-inspired<br><a href="https://www.pcgamer.com/the-best-jrpgs-on-pc/" target="_blank"><strong>Best JRPGs</strong></a>: Classics and beyond<br><a href="https://www.pcgamer.com/best-cyberpunk-games-on-pc/" target="_blank"><strong>Best cyberpunk games</strong></a>: Techno futures<br><a href="https://www.pcgamer.com/games/best-gacha-games/" target="_blank"><strong>Best gacha games</strong></a>: Freemium fanatics</p></div>
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                                                            <title><![CDATA[ Asus ROG Harpe II Extreme Edition 20 review ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Asus's ROG 20th anniversary edition gear is pretty much all about extravagance. Just look at the $600 <a href="https://www.pcgamer.com/hardware/gaming-keyboards/asus-rog-azoth-extreme-edition-20-review/" target="_blank">Azoth Extreme Edition 20</a>. The Harpe II Extreme Edition 20 is much the same, with gold plating and a whopping 65,000 DPI. It is bougie in feel, look, and price. </p><p>I couldn't possibly call it a bad gaming mouse, because taste aside, it's a bit of a beast. It's just not a feasible buy for someone <em>only </em>looking for a competitive-level gaming mouse, and that's before mentioning the weight increase that comes with shoving gold inside it. </p><p>Feeling like it's ripped straight out of <a href="https://www.pcgamer.com/deus-ex-human-revolution-review/" target="_blank">Deus Ex: Human Revolution</a>, I think its smattering of blacks and golds looks super clean. I'm normally pretty cynical about gold, aesthetically speaking, but in this mouse, it feels like the appearance is really considered among the black and transparent sides. The 24K gold detailing is part of the ensemble, and not the centrepiece itself. </p><div ><table><caption>Asus ROG Harpe II Extreme Edition 20 Specs</caption><tbody><tr><td class="firstcol " ><p><strong>Sensor</strong></p></td><td  ><p>ROG AimPoint Pro 65K </p></td></tr><tr><td class="firstcol " ><p><strong>Connectivity</strong></p></td><td  ><p>Wired (USB Type-C), wireless (2.4 GHz and Bluetooth)</p></td></tr><tr><td class="firstcol " ><p><strong>Switches</strong></p></td><td  ><p>ROG 100M Optical Micro Switch </p></td></tr><tr><td class="firstcol " ><p><strong>Polling rate</strong></p></td><td  ><p>8,000 Hz </p></td></tr><tr><td class="firstcol " ><p><strong>DPI</strong></p></td><td  ><p>65,000</p></td></tr><tr><td class="firstcol " ><p><strong>Acceleration</strong></p></td><td  ><p>70 G</p></td></tr><tr><td class="firstcol " ><p><strong>Speed</strong></p></td><td  ><p>800 IPS</p></td></tr><tr><td class="firstcol " ><p><strong>RGB</strong></p></td><td  ><p>Yes</p></td></tr><tr><td class="firstcol " ><p><strong>Weight</strong></p></td><td  ><p>82g</p></td></tr><tr><td class="firstcol " ><p><strong>Battery life</strong></p></td><td  ><p>Up to 98.5 hours in Bluetooth mode with lighting off, up to 70 hours in 2.4 GHz with lighting on</p></td></tr><tr><td class="firstcol " ><p><strong>Price</strong></p></td><td  ><p><a href="https://rog.asus.com/mice-mouse-pads/mice/wireless/rog-harpe-ii-extreme-edition-20/" target="_blank">$260</a> | <a href="https://rog.asus.com/mice-mouse-pads/mice/wireless/rog-harpe-ii-extreme-edition-20/" target="_blank">£250</a> </p></td></tr></tbody></table></div><div class="card card--standard card--rows-2 card--align-inline"><div class="card__content"><h3 class="card__title">Buy if…</h3><div class="card__description-wrapper"><div class="card__description"><p>✅ <strong> You want a showpiece mouse: </strong>With 24K gold detailing and an included display box, Asus has gone all in with this mouse. <br><br>✅ <strong> You want top-of-the-line specs: </strong>65,000 DPI and 8,000 Hz polling are the headline specs for this mouse, but it's crammed with good tech</p></div></div></div></div><div class="card card--standard card--rows-2 card--align-inline"><div class="card__content"><h3 class="card__title">Don't buy if…</h3><div class="card__description-wrapper"><div class="card__description"><p><strong>❌  You want an ultra-light mouse: </strong>Though not super heavy, the 82 g weight is noticeable. And it's almost double the ROG Harpe II it's based on.<br><br><strong>❌  You simply want a competitive mouse:</strong> Razer offers arguably better competitive offerings for 60% of the price. </p></div></div></div></div><p>The scroll wheel and side buttons aren't actual gold (though they look it), but the internals are. That's why it has a transparent shell. The body of the mouse also hides an ROG 20th anniversary logo, which the RGB shines through when turned on. The whole thing looks great, be it turned on or not. </p><p>You can even argue the mouse's flair has utility too. The glass skates are super smooth, and the metal scroll wheel and side buttons are both satisfying to hit. In fact, I'd say the scroll wheel and side buttons are among the nicest I've used. </p><p>The mouse is sleek to the touch too, with a super smooth shell, and it feels great in the palm. Unfortunately though, that does make it a fingerprint magnet. The idea of getting a $250 gold-plated gaming mouse grubby makes me feel a bit nauseous, so it needs a quick wipe-down every few days. </p><p>It might get grubby, but strong materials make me feel confident that throwing it in a backpack won't do damage to it. The side walls don't bend under pressure, and as a result, it feels very sturdy. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/TadWYcK3fpycz5KuFAss39.jpg" alt="Asus ROG Harpe II Extreme Edition 20 on a table, next to its box and display case" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/HZ8nmzZjZnuAjeCqsNB6x8.jpg" alt="Asus ROG Harpe II Extreme Edition 20, outside, from the bottom" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/YiSwgtbztoHqtxwNG6Ys39.jpg" alt="Asus ROG Harpe II Extreme Edition 20 on top of rock" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/HJ2jx9RRgn4hAtVDq23m59.jpg" alt="Asus ROG Harpe II Extreme Edition 20, on top of wood, from the back left" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Qbxryzg2GeVHWiavciYi49.jpg" alt="Asus ROG Harpe II Extreme Edition 20 in a hand outside, from the back left" /><figcaption><small role="credit">Future</small></figcaption></figure></figure><p>Like the Azoth Extreme, it comes in packaging that is itself a statement. The box is a puzzle box-like triangle, with a smaller transparent display case in it, and that makes it easy to show off on a desk or shelf. The box comes with the wireless receiver, a USB extender, glass mouse feet, the cord, a thank you card, and a cleaning kit.</p><p>The Harpe II Extreme Edition 20 is pretty killer in the specs department and feels great in game. The AimPoint Pro sensor is snappy and fast, and though I'd never need a 65,000 DPI, and likely won't get much benefit from the 8,000 Hz polling, it's nice to have it in such an expensive mouse. </p><p>In fairness, I'd advise turning the mouse down to 1,000 Hz for anyone but the most competitive gamer, as the 70 or so hours of battery life take a hit as a result. And 70 hours is right around the middle of the pack, as it stands. </p><p>Though its specs make it a competitive-level mouse, the weight doesn't. 82 g is nearly double the 49 g in the <a href="https://www.pcgamer.com/hardware/gaming-mice/razer-viper-v4-pro-review/" target="_blank">Razer Viper V4 Pro</a>, which is our current pick for the <a href="https://www.pcgamer.com/the-best-gaming-mouse/" target="_blank">best gaming mouse</a>, and Asus' offering is $90 more. Even the standard Harpe II Ace, which is a pretty similar mouse in looks and feel, weighs in at 48 g and is currently <a href="https://uk.store.asus.com/rog-harpe-ii-ace-gaming-mouse6663-32312.html" target="_blank">half the price</a> of the Extreme Edition.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/82ED2HWi5o53hX4DHHUoBE.png" alt="Asus ROG Harpe II Extreme Edition 20 mouse tester result: xCount vs time" /><figcaption>Tested at 1,000 Hz — The closer the dots are together, the more consistent a mouse is reporting movement. More variation or stray dots makes for a less accurate sensor.<small role="credit">Mouse Tester</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/K6USGMvJk62frJanuekJAE.png" alt="Asus ROG Harpe II Extreme Edition 20 mouse tester result: Interval vs time" /><figcaption>Tested at 1,000 Hz — Each dot represents an update, which corresponds to the polling rate. Every 1 ms should mark a single update on a 1,000 Hz mouse.<small role="credit">Mouse Tester</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/XGYM8oDUYiWhgp2r3GBh9E.png" alt="Asus ROG Harpe II Extreme Edition 20 mouse tester result: xVelocity vs time" /><figcaption>Tested at 1,000 Hz — The spikes represent an increase in velocity, with more erratic spikes showing tracking going haywire.<small role="credit">Mouse Tester</small></figcaption></figure></figure><p>In-game, the Harpe II Extreme Edition 20 performs very well in my hands. The fast-paced, precise shooting of Counter-Strike 2 is a breeze, and the mouse clicks are not only well defined but very responsive too. I could see some not liking just how much the glass feet and smooth top slide, but for me, I find it to be just what I need to spring around quickly or snap onto heads. </p><p>That does mean it feels a tad overengineered for the likes of <a href="https://www.pcgamer.com/games/roguelike/after-close-to-140-hours-with-it-i-think-slay-the-spire-2-feels-more-like-a-sequel-than-a-dlc-even-if-megacrit-was-forced-to-make-it/" target="_blank">Slay the Spire 2</a>, or other similarly slow games, but I wouldn't call that experience bad either. It feels like shooting a bullet at an ant. It will get the job done, but it's a bit flashy, isn't it?</p><p>Painting simulator <a href="https://www.pcgamer.com/i-tried-following-a-bob-ross-tutorial-while-playing-an-artist-sim-and-the-struggle-was-real/" target="_blank">Such Art</a> is a classic mouse testing game for me, as it requires fine movement and has a slower pace. The mouse needs to feel comfortable; it needs to slide smoothly, and the sensor needs to send data to the computer at a consistent rate to perfectly draw, well, whatever my meagre art skills are capable of. I'm happy to report the Asus passed with flying colours here, proving the only obstacle to me making good art is myself.</p><p>The actual design of the mouse feels a bit more plain than I would expect for such a flashy mouse. You aren't getting extra functions here, or even anything like the Hyperscroll wheel Razer shoves into the <a href="https://www.pcgamer.com/hardware/gaming-mice/mmo-heads-rejoice-razer-is-bringing-out-the-naga-v3-pro-with-upgraded-switches-loads-of-customizability-and-a-ridiculous-dpi/" target="_blank">Razer Naga V3 Pro</a>. It has a DPI and pair button on the bottom, plus the option to swap from wired to wireless, and that's it. But as such, other than the smooth feel, there's not much to get used to. It's a typical gaming mouse, just one that's luxuriously built and luxuriously priced. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/FumWT6C2pQ9Z2QPYiWc339.jpg" alt="Asus ROG Harpe II Extreme Edition 20 box contents" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/GkiuGAEJZoJA6k4AaZQm29.jpg" alt="Asus ROG Harpe II Extreme Edition 20 on a black table, next to its box" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/7RN8kAeUZWPzvecBPuZMt8.jpg" alt="Asus ROG Harpe II Extreme Edition 20, outside in a hand, from the top" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/CGKxiNvygEKWhNsm4smac8.jpg" alt="Asus ROG Harpe II Extreme Edition 20 outside, in a hand, from the right" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/9Muq8pRWBrFgqtpqP98tf8.jpg" alt="Asus ROG Harpe II Extreme Edition 20 outside, in a hand, from the left" /><figcaption><small role="credit">Future</small></figcaption></figure></figure><div><blockquote><p>If you have the cash to spare and want something to celebrate Asus ROG's 20th anniversary, the Harpe II Extreme Edition 20 does not rest on the laurels that are its gold trimmings</p></blockquote></div><p>But let's be honest, the Harpe II Extreme Edition 20 is not a gaming mouse you buy simply because you wanted something with competitive specs. You can get equally competitive or even better choices for cheaper. For the same price, you can get one and a half Razer Viper V4 Pros or just under eight <a href="https://www.pcgamer.com/hardware/gaming-mice/mchose-g3-v2-review/" target="_blank">Mchose G3 V2s</a>. In fact, as we noted recently, you can pick up an <a href="https://www.pcgamer.com/hardware/upgrade-your-entire-desk-setup-for-under-usd200-with-this-fabulous-selection-of-budget-gaming-gear-including-a-wireless-mouse-headset-controller-and-keeb/" target="_blank">entire desk setup for less money than this mouse alone</a>. </p><p>But if you have the cash to spare and want something to celebrate Asus ROG's 20th anniversary, the Harpe II Extreme Edition 20 does not rest on the laurels that are its gold trimmings. It's a very solidly made gaming mouse, and viable in both competitive and non-competitive games. It looks great, feels great in the hand, and comes with tons of little extras in the box. And should you want to put it away, the display case looks great too. </p><p>Perhaps the biggest compliment I can give Asus on its Harpe II Extreme Edition 20 is that I don't dislike the mouse nearly as much as I thought I might, based on the price and look. The notion of paying over $200 for something that has gold in it certainly makes my wallet retch, but boy does Asus do a lot to justify that price tag. </p><p>It's simply infeasible for the average gamer, but that's not who this is for. Like the Azoth Extreme Edition 20, <a href="https://www.pcgamer.com/hardware/gaming-keyboards/melgeek-centauri-80-review/" target="_blank">Melgeek's Centauri 80</a>, or <a href="https://www.pcgamer.com/hardware/motherboards/msi-meg-x870e-godlike-x-edition-review/" target="_blank">MSI's Godlike X motherboard</a>, it being over the top is the point here. But if your blood is a bit richer than mine, I don't think you'll be disappointed. </p> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/hardware/gaming-mice/asus-rog-harpe-ii-extreme-edition-20-review/</link>
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                            <![CDATA[ The most luxurious gaming mouse I've managed to get grubby. ]]>
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                                                                        <pubDate>Fri, 14 Aug 2026 12:04:08 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming Mice]]></category>
                                                    <category><![CDATA[Hardware]]></category>
                                                                                                                    <dc:creator><![CDATA[ James Bentley ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/PVsHAkx27zJptZHndizEAE.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;James is a more recent PC gaming convert, often admiring graphics cards, cases, and motherboards from afar. It was not until 2019, after just finishing a degree in law and media, that they decided to throw out the last few years of education, build their PC, and start writing about gaming instead. In that time, he has covered the latest doodads, contraptions, and gismos, and loved every second of it. Hey, it’s better than writing case briefs.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Asus ROG Harpe II Extreme Edition 20 in a hand, from the back]]></media:description>                                                            <media:text><![CDATA[Asus ROG Harpe II Extreme Edition 20 in a hand, from the back]]></media:text>
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                            <article>
                                <p>Asus's ROG 20th anniversary edition gear is pretty much all about extravagance. Just look at the $600 <a href="https://www.pcgamer.com/hardware/gaming-keyboards/asus-rog-azoth-extreme-edition-20-review/" target="_blank">Azoth Extreme Edition 20</a>. The Harpe II Extreme Edition 20 is much the same, with gold plating and a whopping 65,000 DPI. It is bougie in feel, look, and price. </p><p>I couldn't possibly call it a bad gaming mouse, because taste aside, it's a bit of a beast. It's just not a feasible buy for someone <em>only </em>looking for a competitive-level gaming mouse, and that's before mentioning the weight increase that comes with shoving gold inside it. </p><p>Feeling like it's ripped straight out of <a href="https://www.pcgamer.com/deus-ex-human-revolution-review/" target="_blank">Deus Ex: Human Revolution</a>, I think its smattering of blacks and golds looks super clean. I'm normally pretty cynical about gold, aesthetically speaking, but in this mouse, it feels like the appearance is really considered among the black and transparent sides. The 24K gold detailing is part of the ensemble, and not the centrepiece itself. </p><div ><table><caption>Asus ROG Harpe II Extreme Edition 20 Specs</caption><tbody><tr><td class="firstcol " ><p><strong>Sensor</strong></p></td><td  ><p>ROG AimPoint Pro 65K </p></td></tr><tr><td class="firstcol " ><p><strong>Connectivity</strong></p></td><td  ><p>Wired (USB Type-C), wireless (2.4 GHz and Bluetooth)</p></td></tr><tr><td class="firstcol " ><p><strong>Switches</strong></p></td><td  ><p>ROG 100M Optical Micro Switch </p></td></tr><tr><td class="firstcol " ><p><strong>Polling rate</strong></p></td><td  ><p>8,000 Hz </p></td></tr><tr><td class="firstcol " ><p><strong>DPI</strong></p></td><td  ><p>65,000</p></td></tr><tr><td class="firstcol " ><p><strong>Acceleration</strong></p></td><td  ><p>70 G</p></td></tr><tr><td class="firstcol " ><p><strong>Speed</strong></p></td><td  ><p>800 IPS</p></td></tr><tr><td class="firstcol " ><p><strong>RGB</strong></p></td><td  ><p>Yes</p></td></tr><tr><td class="firstcol " ><p><strong>Weight</strong></p></td><td  ><p>82g</p></td></tr><tr><td class="firstcol " ><p><strong>Battery life</strong></p></td><td  ><p>Up to 98.5 hours in Bluetooth mode with lighting off, up to 70 hours in 2.4 GHz with lighting on</p></td></tr><tr><td class="firstcol " ><p><strong>Price</strong></p></td><td  ><p><a href="https://rog.asus.com/mice-mouse-pads/mice/wireless/rog-harpe-ii-extreme-edition-20/" target="_blank">$260</a> | <a href="https://rog.asus.com/mice-mouse-pads/mice/wireless/rog-harpe-ii-extreme-edition-20/" target="_blank">£250</a> </p></td></tr></tbody></table></div><div class="card card--standard card--rows-2 card--align-inline"><div class="card__content"><h3 class="card__title">Buy if…</h3><div class="card__description-wrapper"><div class="card__description"><p>✅ <strong> You want a showpiece mouse: </strong>With 24K gold detailing and an included display box, Asus has gone all in with this mouse. <br><br>✅ <strong> You want top-of-the-line specs: </strong>65,000 DPI and 8,000 Hz polling are the headline specs for this mouse, but it's crammed with good tech</p></div></div></div></div><div class="card card--standard card--rows-2 card--align-inline"><div class="card__content"><h3 class="card__title">Don't buy if…</h3><div class="card__description-wrapper"><div class="card__description"><p><strong>❌  You want an ultra-light mouse: </strong>Though not super heavy, the 82 g weight is noticeable. And it's almost double the ROG Harpe II it's based on.<br><br><strong>❌  You simply want a competitive mouse:</strong> Razer offers arguably better competitive offerings for 60% of the price. </p></div></div></div></div><p>The scroll wheel and side buttons aren't actual gold (though they look it), but the internals are. That's why it has a transparent shell. The body of the mouse also hides an ROG 20th anniversary logo, which the RGB shines through when turned on. The whole thing looks great, be it turned on or not. </p><p>You can even argue the mouse's flair has utility too. The glass skates are super smooth, and the metal scroll wheel and side buttons are both satisfying to hit. In fact, I'd say the scroll wheel and side buttons are among the nicest I've used. </p><p>The mouse is sleek to the touch too, with a super smooth shell, and it feels great in the palm. Unfortunately though, that does make it a fingerprint magnet. The idea of getting a $250 gold-plated gaming mouse grubby makes me feel a bit nauseous, so it needs a quick wipe-down every few days. </p><p>It might get grubby, but strong materials make me feel confident that throwing it in a backpack won't do damage to it. The side walls don't bend under pressure, and as a result, it feels very sturdy. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/TadWYcK3fpycz5KuFAss39.jpg" alt="Asus ROG Harpe II Extreme Edition 20 on a table, next to its box and display case" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/HZ8nmzZjZnuAjeCqsNB6x8.jpg" alt="Asus ROG Harpe II Extreme Edition 20, outside, from the bottom" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/YiSwgtbztoHqtxwNG6Ys39.jpg" alt="Asus ROG Harpe II Extreme Edition 20 on top of rock" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/HJ2jx9RRgn4hAtVDq23m59.jpg" alt="Asus ROG Harpe II Extreme Edition 20, on top of wood, from the back left" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Qbxryzg2GeVHWiavciYi49.jpg" alt="Asus ROG Harpe II Extreme Edition 20 in a hand outside, from the back left" /><figcaption><small role="credit">Future</small></figcaption></figure></figure><p>Like the Azoth Extreme, it comes in packaging that is itself a statement. The box is a puzzle box-like triangle, with a smaller transparent display case in it, and that makes it easy to show off on a desk or shelf. The box comes with the wireless receiver, a USB extender, glass mouse feet, the cord, a thank you card, and a cleaning kit.</p><p>The Harpe II Extreme Edition 20 is pretty killer in the specs department and feels great in game. The AimPoint Pro sensor is snappy and fast, and though I'd never need a 65,000 DPI, and likely won't get much benefit from the 8,000 Hz polling, it's nice to have it in such an expensive mouse. </p><p>In fairness, I'd advise turning the mouse down to 1,000 Hz for anyone but the most competitive gamer, as the 70 or so hours of battery life take a hit as a result. And 70 hours is right around the middle of the pack, as it stands. </p><p>Though its specs make it a competitive-level mouse, the weight doesn't. 82 g is nearly double the 49 g in the <a href="https://www.pcgamer.com/hardware/gaming-mice/razer-viper-v4-pro-review/" target="_blank">Razer Viper V4 Pro</a>, which is our current pick for the <a href="https://www.pcgamer.com/the-best-gaming-mouse/" target="_blank">best gaming mouse</a>, and Asus' offering is $90 more. Even the standard Harpe II Ace, which is a pretty similar mouse in looks and feel, weighs in at 48 g and is currently <a href="https://uk.store.asus.com/rog-harpe-ii-ace-gaming-mouse6663-32312.html" target="_blank">half the price</a> of the Extreme Edition.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/82ED2HWi5o53hX4DHHUoBE.png" alt="Asus ROG Harpe II Extreme Edition 20 mouse tester result: xCount vs time" /><figcaption>Tested at 1,000 Hz — The closer the dots are together, the more consistent a mouse is reporting movement. More variation or stray dots makes for a less accurate sensor.<small role="credit">Mouse Tester</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/K6USGMvJk62frJanuekJAE.png" alt="Asus ROG Harpe II Extreme Edition 20 mouse tester result: Interval vs time" /><figcaption>Tested at 1,000 Hz — Each dot represents an update, which corresponds to the polling rate. Every 1 ms should mark a single update on a 1,000 Hz mouse.<small role="credit">Mouse Tester</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/XGYM8oDUYiWhgp2r3GBh9E.png" alt="Asus ROG Harpe II Extreme Edition 20 mouse tester result: xVelocity vs time" /><figcaption>Tested at 1,000 Hz — The spikes represent an increase in velocity, with more erratic spikes showing tracking going haywire.<small role="credit">Mouse Tester</small></figcaption></figure></figure><p>In-game, the Harpe II Extreme Edition 20 performs very well in my hands. The fast-paced, precise shooting of Counter-Strike 2 is a breeze, and the mouse clicks are not only well defined but very responsive too. I could see some not liking just how much the glass feet and smooth top slide, but for me, I find it to be just what I need to spring around quickly or snap onto heads. </p><p>That does mean it feels a tad overengineered for the likes of <a href="https://www.pcgamer.com/games/roguelike/after-close-to-140-hours-with-it-i-think-slay-the-spire-2-feels-more-like-a-sequel-than-a-dlc-even-if-megacrit-was-forced-to-make-it/" target="_blank">Slay the Spire 2</a>, or other similarly slow games, but I wouldn't call that experience bad either. It feels like shooting a bullet at an ant. It will get the job done, but it's a bit flashy, isn't it?</p><p>Painting simulator <a href="https://www.pcgamer.com/i-tried-following-a-bob-ross-tutorial-while-playing-an-artist-sim-and-the-struggle-was-real/" target="_blank">Such Art</a> is a classic mouse testing game for me, as it requires fine movement and has a slower pace. The mouse needs to feel comfortable; it needs to slide smoothly, and the sensor needs to send data to the computer at a consistent rate to perfectly draw, well, whatever my meagre art skills are capable of. I'm happy to report the Asus passed with flying colours here, proving the only obstacle to me making good art is myself.</p><p>The actual design of the mouse feels a bit more plain than I would expect for such a flashy mouse. You aren't getting extra functions here, or even anything like the Hyperscroll wheel Razer shoves into the <a href="https://www.pcgamer.com/hardware/gaming-mice/mmo-heads-rejoice-razer-is-bringing-out-the-naga-v3-pro-with-upgraded-switches-loads-of-customizability-and-a-ridiculous-dpi/" target="_blank">Razer Naga V3 Pro</a>. It has a DPI and pair button on the bottom, plus the option to swap from wired to wireless, and that's it. But as such, other than the smooth feel, there's not much to get used to. It's a typical gaming mouse, just one that's luxuriously built and luxuriously priced. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/FumWT6C2pQ9Z2QPYiWc339.jpg" alt="Asus ROG Harpe II Extreme Edition 20 box contents" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/GkiuGAEJZoJA6k4AaZQm29.jpg" alt="Asus ROG Harpe II Extreme Edition 20 on a black table, next to its box" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/7RN8kAeUZWPzvecBPuZMt8.jpg" alt="Asus ROG Harpe II Extreme Edition 20, outside in a hand, from the top" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/CGKxiNvygEKWhNsm4smac8.jpg" alt="Asus ROG Harpe II Extreme Edition 20 outside, in a hand, from the right" /><figcaption><small role="credit">Future</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/9Muq8pRWBrFgqtpqP98tf8.jpg" alt="Asus ROG Harpe II Extreme Edition 20 outside, in a hand, from the left" /><figcaption><small role="credit">Future</small></figcaption></figure></figure><div><blockquote><p>If you have the cash to spare and want something to celebrate Asus ROG's 20th anniversary, the Harpe II Extreme Edition 20 does not rest on the laurels that are its gold trimmings</p></blockquote></div><p>But let's be honest, the Harpe II Extreme Edition 20 is not a gaming mouse you buy simply because you wanted something with competitive specs. You can get equally competitive or even better choices for cheaper. For the same price, you can get one and a half Razer Viper V4 Pros or just under eight <a href="https://www.pcgamer.com/hardware/gaming-mice/mchose-g3-v2-review/" target="_blank">Mchose G3 V2s</a>. In fact, as we noted recently, you can pick up an <a href="https://www.pcgamer.com/hardware/upgrade-your-entire-desk-setup-for-under-usd200-with-this-fabulous-selection-of-budget-gaming-gear-including-a-wireless-mouse-headset-controller-and-keeb/" target="_blank">entire desk setup for less money than this mouse alone</a>. </p><p>But if you have the cash to spare and want something to celebrate Asus ROG's 20th anniversary, the Harpe II Extreme Edition 20 does not rest on the laurels that are its gold trimmings. It's a very solidly made gaming mouse, and viable in both competitive and non-competitive games. It looks great, feels great in the hand, and comes with tons of little extras in the box. And should you want to put it away, the display case looks great too. </p><p>Perhaps the biggest compliment I can give Asus on its Harpe II Extreme Edition 20 is that I don't dislike the mouse nearly as much as I thought I might, based on the price and look. The notion of paying over $200 for something that has gold in it certainly makes my wallet retch, but boy does Asus do a lot to justify that price tag. </p><p>It's simply infeasible for the average gamer, but that's not who this is for. Like the Azoth Extreme Edition 20, <a href="https://www.pcgamer.com/hardware/gaming-keyboards/melgeek-centauri-80-review/" target="_blank">Melgeek's Centauri 80</a>, or <a href="https://www.pcgamer.com/hardware/motherboards/msi-meg-x870e-godlike-x-edition-review/" target="_blank">MSI's Godlike X motherboard</a>, it being over the top is the point here. But if your blood is a bit richer than mine, I don't think you'll be disappointed. </p>
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                                                            <title><![CDATA[ Microsoft's blobby AI companion has begun his ascent to the heavens to join Clippy and Cortana. Okay, he's being booted to another platform ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Pour one out for Mico, Microsoft's Copilot AI character that is <a href="https://www.pcgamer.com/software/ai/microsoft-resurrects-clippy-in-copilot-presumably-because-its-intrusive-doesnt-understand-context-and-is-god-damn-annoying/" target="_blank">definitely not Clippy in disguise</a>. The blobby little companion isn't dead, though. He's instead being removed from Copilot's voice mode and sent to Microsoft's "Learn Live" platform, where he'll work as some sort of teaching assistant.</p><p>Which sounds a lot like "went to live on a farm" to me (via <a href="https://www.theverge.com/tech/979871/microsoft-copilot-mico-retired" target="_blank">The Verge</a>). Anyway, you must have heard of Mico, right? He was the audio-responsive star character of Copilot Voice, and an emotive little blob of joy that brightened up everyone's day. Probably.</p><p>"Mico won't appear in Copilot Voice after your account updates," <a href="https://support.microsoft.com/en-us/microsoft-365-copilot/frequently-asked-questions-about-retired-copilot-features#:~:text=not%20be%20accessible.-,Mico,-Mico%2C%20the%20animated" target="_blank">says MS</a>, ominously. "Mico helped us learn about warmth, expressiveness, and how people want to talk with AI. Those learnings are shaping Copilot going forward."</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-XkwrzX"></div>                            </div>                            <script src="https://kwizly.com/embed/XkwrzX.js" async></script><p>"Learn is where the character has the most room to grow," the announcement continues, "with tutoring sessions that give Mico more to react to and teach through."</p><p>Our esteemed hardware team reacted to the news this morning with cries of "I've never seen him before in my life" and "I have literally never heard of Mico," so perhaps his contribution to Microsoft's AI efforts has gone unnoticed.</p><p>Mostly because his role amounted to pulling faces while you argued out loud with Copilot, I would wager. Still, Mico seems to be on his way to join Clippy and Cortana in the great MS character repository in the sky. There they stand, <a href="https://www.cinemablend.com/news/2479391/wait-force-ghost-yoda-and-obi-wan-were-originally-in-return-of-the-jedis-final-battle" target="_blank">like the ghosts of Obi-Wan, Anakin Skywalker, and Yoda</a> at the end of Return of the Jedi, smiling down on us from afar.</p><p>We hardly knew ye, Mico. I mean that quite literally, but I hope your retirement into a career in academia provides you some much-needed rest before the short, sharp drop. You were not <a href="https://en.wikipedia.org/wiki/BonziBuddy" target="_blank">BonziBuddy</a>, at least—and for that we are all very grateful.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.pcgamer.com/software/ai/microsofts-blobby-ai-companion-has-begun-his-ascent-to-the-heavens-to-join-clippy-and-cortana-okay-hes-being-booted-to-another-platform/</link>
                                                                            <description>
                            <![CDATA[ See you later, Mico. We literally hardly knew you. ]]>
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                                                                        <pubDate>Fri, 14 Aug 2026 11:07:54 +0000</pubDate>                                                                                                                                <updated>Fri, 14 Aug 2026 11:08:20 +0000</updated>
                                                                                                                                            <category><![CDATA[AI]]></category>
                                                    <category><![CDATA[Software]]></category>
                                                                                                                    <dc:creator><![CDATA[ Andy Edser ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/ZGont4SjJV38V5HWmjfNAE.png ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
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                                                            <media:credit><![CDATA[Microsoft]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Copilot Mico, a yellow blob flying over the clouds]]></media:description>                                                            <media:text><![CDATA[Copilot Mico, a yellow blob flying over the clouds]]></media:text>
                                <media:title type="plain"><![CDATA[Copilot Mico, a yellow blob flying over the clouds]]></media:title>
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                                <p>Pour one out for Mico, Microsoft's Copilot AI character that is <a href="https://www.pcgamer.com/software/ai/microsoft-resurrects-clippy-in-copilot-presumably-because-its-intrusive-doesnt-understand-context-and-is-god-damn-annoying/" target="_blank">definitely not Clippy in disguise</a>. The blobby little companion isn't dead, though. He's instead being removed from Copilot's voice mode and sent to Microsoft's "Learn Live" platform, where he'll work as some sort of teaching assistant.</p><p>Which sounds a lot like "went to live on a farm" to me (via <a href="https://www.theverge.com/tech/979871/microsoft-copilot-mico-retired" target="_blank">The Verge</a>). Anyway, you must have heard of Mico, right? He was the audio-responsive star character of Copilot Voice, and an emotive little blob of joy that brightened up everyone's day. Probably.</p><p>"Mico won't appear in Copilot Voice after your account updates," <a href="https://support.microsoft.com/en-us/microsoft-365-copilot/frequently-asked-questions-about-retired-copilot-features#:~:text=not%20be%20accessible.-,Mico,-Mico%2C%20the%20animated" target="_blank">says MS</a>, ominously. "Mico helped us learn about warmth, expressiveness, and how people want to talk with AI. Those learnings are shaping Copilot going forward."</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-XkwrzX"></div>                            </div>                            <script src="https://kwizly.com/embed/XkwrzX.js" async></script><p>"Learn is where the character has the most room to grow," the announcement continues, "with tutoring sessions that give Mico more to react to and teach through."</p><p>Our esteemed hardware team reacted to the news this morning with cries of "I've never seen him before in my life" and "I have literally never heard of Mico," so perhaps his contribution to Microsoft's AI efforts has gone unnoticed.</p><p>Mostly because his role amounted to pulling faces while you argued out loud with Copilot, I would wager. Still, Mico seems to be on his way to join Clippy and Cortana in the great MS character repository in the sky. There they stand, <a href="https://www.cinemablend.com/news/2479391/wait-force-ghost-yoda-and-obi-wan-were-originally-in-return-of-the-jedis-final-battle" target="_blank">like the ghosts of Obi-Wan, Anakin Skywalker, and Yoda</a> at the end of Return of the Jedi, smiling down on us from afar.</p><p>We hardly knew ye, Mico. I mean that quite literally, but I hope your retirement into a career in academia provides you some much-needed rest before the short, sharp drop. You were not <a href="https://en.wikipedia.org/wiki/BonziBuddy" target="_blank">BonziBuddy</a>, at least—and for that we are all very grateful.</p>
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                                                            <title><![CDATA[ Come September, you won't need a single Total War: Warhammer game to play its colossal, trilogy-spanning Immortal Empires campaign ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Yesterday we finally got to see a full reveal for everything arriving in <a href="https://www.pcgamer.com/total-war-warhammer-3/">Total War: Warhammer 3</a>'s Lords of the End Times expansion and it's <a href="https://www.pcgamer.com/games/strategy/the-lords-of-the-end-times-are-landing-in-total-war-warhammer-3-on-september-24-and-everythings-coming-up-rat-men/">a whole heap of content</a>. We've got Nagash and his undead legions, a fully-fleshed out Boris Todbringer and Middenland, plus the Glottkin's putrid hordes, and the greatest of Grey Seers, Thanquol and his giant rat-ogre, Boneripper.</p><p>But nestled among the reveals was also the announcement that when Lords of the End Times launches on September 24, you'll no longer need any Total War: Warhammer games to play the huge trilogy-spanning Immortal Empires campaign, which is the best bit of the series. From the official <a href="https://community.creative-assembly.com/total-war/total-war-warhammer/blogs/102">DLC summary</a>:</p><p>"In a series first, purchasing any of the [Lords of the End Times] content grants access to the colossal Immortal Empires campaign with no need to own any of the Total War: Warhammer games, making it a great entry point for new players."</p><p>The entry conditions for Immortal Empires—the grand campaign which compiles content from all three instalments— have softened over the years. You used to have to own all three Total War: Warhammer games, then it was just Total War: Warhammer 3, and from September, it'll just be any individual Lords of the End Times character, meaning you'll be able to unlock Immortal Empires for about $9 (£7.49) in perpetuity. </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/YH9VdFvHiO8" allowfullscreen></iframe></div></div><p>In fact, when the Lords of the End Times lords go on sale, it'll potentially get even cheaper. Content-wise, the base version of Immortal Empires amounts to 14 different factions, and 24 legendary lords, and that's not including all the Free-LC lords and heroes added over the years, plus entire free factions like Bretonnia, who also have multiple playable characters. </p><p>Alas, while expansion factions and lords are present in Immortal Empires, as it was previously, you'll still have to purchase individual DLC to play those—I recommend waiting for a sale and selectively picking up any extra races you're interested in trying after you've played the game for a bit.</p><p>You can currently <a href="https://store.steampowered.com/app/1142710/Total_War_WARHAMMER_III/">buy Total War: Warhammer 3 for $9</a> in the 10th anniversary sale, but with this change in September, it'll actually be better content value to buy <a href="https://store.steampowered.com/app/3589650/Total_War_WARHAMMER_III__Nagash__Lords_of_the_End_Times/">Nagash</a>, <a href="https://store.steampowered.com/app/3589660/Total_War_WARHAMMER_III__Thanquol__Lords_of_the_End_Times/">Thanquol</a>, <a href="https://store.steampowered.com/app/3589670/Total_War_WARHAMMER_III__Boris_Todbringer__Lords_of_the_End_Times/">Todbringer</a>, or the <a href="https://store.steampowered.com/app/3589680/Total_War_WARHAMMER_III__The_Glottkin__Lords_of_the_End_Times/">Glottkin</a> for the same price. You won't get the Realms of Chaos campaign, which is missable to be honest, but you'll get Immortal Empires, which contains its campaign map, <em>plus</em> one of the new DLC lords. </p><p>The same goes for Total War: Warhammer 1 and 2. The second game's Great Vortex campaign is a fun time, but its entire map is included in Immortal Empires. I've spent many hundreds of hours in every instalment in this series, but even I'll admit there's basically no point going back to individual games now Immortal Empires exists and collates all content. </p><p>And with its <a href="https://www.pcgamer.com/games/strategy/you-are-the-endgame-total-war-warhammers-new-nightmarish-chaos-invasion-finally-gives-archaon-the-apocalyptic-event-hes-been-waiting-10-years-for/">endgame rework</a> plus all the new stuff, <a href="https://store.steampowered.com/bundle/80339/Total_War_WARHAMMER_III__Lords_of_the_End_Times/">Lords of the End Times</a>' release will be a great time to jump into Total War: Warhammer if you've been eyeing it for a while yet never made the leap.</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="ea0deaca-97cc-11f1-ab44-61380ef6f406" 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="ea0deaca-97cc-11f1-ab44-61380ef6f406" 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/come-september-you-wont-need-a-single-total-war-warhammer-game-to-play-its-colossal-trilogy-spanning-immortal-empires-campaign/</link>
                                                                            <description>
                            <![CDATA[ All you need is one of the Lords of the End Times characters. ]]>
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                                                                        <pubDate>Fri, 14 Aug 2026 10:46:45 +0000</pubDate>                                                                                                                                <updated>Fri, 14 Aug 2026 13:06:39 +0000</updated>
                                                                                                                                            <category><![CDATA[Strategy]]></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[Creative Assembly]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Total War: Warhammer 3 - Boris Todbringer in End Times]]></media:description>                                                            <media:text><![CDATA[Total War: Warhammer 3 - Boris Todbringer in End Times]]></media:text>
                                <media:title type="plain"><![CDATA[Total War: Warhammer 3 - Boris Todbringer in End Times]]></media:title>
                                                    </media:content>
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                            <article>
                                <p>Yesterday we finally got to see a full reveal for everything arriving in <a href="https://www.pcgamer.com/total-war-warhammer-3/">Total War: Warhammer 3</a>'s Lords of the End Times expansion and it's <a href="https://www.pcgamer.com/games/strategy/the-lords-of-the-end-times-are-landing-in-total-war-warhammer-3-on-september-24-and-everythings-coming-up-rat-men/">a whole heap of content</a>. We've got Nagash and his undead legions, a fully-fleshed out Boris Todbringer and Middenland, plus the Glottkin's putrid hordes, and the greatest of Grey Seers, Thanquol and his giant rat-ogre, Boneripper.</p><p>But nestled among the reveals was also the announcement that when Lords of the End Times launches on September 24, you'll no longer need any Total War: Warhammer games to play the huge trilogy-spanning Immortal Empires campaign, which is the best bit of the series. From the official <a href="https://community.creative-assembly.com/total-war/total-war-warhammer/blogs/102">DLC summary</a>:</p><p>"In a series first, purchasing any of the [Lords of the End Times] content grants access to the colossal Immortal Empires campaign with no need to own any of the Total War: Warhammer games, making it a great entry point for new players."</p><p>The entry conditions for Immortal Empires—the grand campaign which compiles content from all three instalments— have softened over the years. You used to have to own all three Total War: Warhammer games, then it was just Total War: Warhammer 3, and from September, it'll just be any individual Lords of the End Times character, meaning you'll be able to unlock Immortal Empires for about $9 (£7.49) in perpetuity. </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/YH9VdFvHiO8" allowfullscreen></iframe></div></div><p>In fact, when the Lords of the End Times lords go on sale, it'll potentially get even cheaper. Content-wise, the base version of Immortal Empires amounts to 14 different factions, and 24 legendary lords, and that's not including all the Free-LC lords and heroes added over the years, plus entire free factions like Bretonnia, who also have multiple playable characters. </p><p>Alas, while expansion factions and lords are present in Immortal Empires, as it was previously, you'll still have to purchase individual DLC to play those—I recommend waiting for a sale and selectively picking up any extra races you're interested in trying after you've played the game for a bit.</p><p>You can currently <a href="https://store.steampowered.com/app/1142710/Total_War_WARHAMMER_III/">buy Total War: Warhammer 3 for $9</a> in the 10th anniversary sale, but with this change in September, it'll actually be better content value to buy <a href="https://store.steampowered.com/app/3589650/Total_War_WARHAMMER_III__Nagash__Lords_of_the_End_Times/">Nagash</a>, <a href="https://store.steampowered.com/app/3589660/Total_War_WARHAMMER_III__Thanquol__Lords_of_the_End_Times/">Thanquol</a>, <a href="https://store.steampowered.com/app/3589670/Total_War_WARHAMMER_III__Boris_Todbringer__Lords_of_the_End_Times/">Todbringer</a>, or the <a href="https://store.steampowered.com/app/3589680/Total_War_WARHAMMER_III__The_Glottkin__Lords_of_the_End_Times/">Glottkin</a> for the same price. You won't get the Realms of Chaos campaign, which is missable to be honest, but you'll get Immortal Empires, which contains its campaign map, <em>plus</em> one of the new DLC lords. </p><p>The same goes for Total War: Warhammer 1 and 2. The second game's Great Vortex campaign is a fun time, but its entire map is included in Immortal Empires. I've spent many hundreds of hours in every instalment in this series, but even I'll admit there's basically no point going back to individual games now Immortal Empires exists and collates all content. </p><p>And with its <a href="https://www.pcgamer.com/games/strategy/you-are-the-endgame-total-war-warhammers-new-nightmarish-chaos-invasion-finally-gives-archaon-the-apocalyptic-event-hes-been-waiting-10-years-for/">endgame rework</a> plus all the new stuff, <a href="https://store.steampowered.com/bundle/80339/Total_War_WARHAMMER_III__Lords_of_the_End_Times/">Lords of the End Times</a>' release will be a great time to jump into Total War: Warhammer if you've been eyeing it for a while yet never made the leap.</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="ea0deaca-97cc-11f1-ab44-61380ef6f406" 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="ea0deaca-97cc-11f1-ab44-61380ef6f406" 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>
                            ]]>
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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. ]]>
                                                                                                            </description>
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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:credit><![CDATA[Future]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Gaming notebooks]]></media:description>                                                            <media:text><![CDATA[Gaming notebooks]]></media:text>
                                <media:title type="plain"><![CDATA[Gaming notebooks]]></media:title>
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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[ Shoutout to this particular skeleton, who researchers believe is the first confirmed case of being totally obliterated by a trebuchet ]]></title>
                                                                                                <dc:content><![CDATA[ <p>One of the special pleasures in any medieval game is getting to field a trebuchet. In an era where warfare was largely a contest of who can keep people swinging their unfriendliest sticks around the longest before they get hungry enough to leave, there's a sort of giddiness that comes with being the guy who's weaponized the higher art of applied physics to fling half-ton boulders better than any run-of-the-mill onager could ever hope to.</p><p>Sadly, there have in fact been real human beings who were unfortunate enough to be in the way of those boulders over the years, and as reported earlier this week by <a href="https://www.science.org/content/article/shattered-skeleton-scottish-castle-first-confirmed-death-trebuchet" target="_blank">Science</a>, researchers have identified a skeleton they believe could very well be the first confirmed trebuchet casualty in the archaeological record.</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="HgSiBVuwMxm66UHbuFqto7" name="Age of Empires IV Hands on History - The Trebuchet 00-00-28" alt="A reconstruction trebuchet shown during a promotional video for Age of Empires 4." src="https://cdn.mos.cms.futurecdn.net/HgSiBVuwMxm66UHbuFqto7.png" mos="" align="middle" fullscreen="1" width="3840" height="2160" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/HgSiBVuwMxm66UHbuFqto7.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: Xbox Games Studios)</span></figcaption></figure><p>The skeleton in question is Skeleton 150, one of a number of skeletons dating back to the 1300s that were unearthed during excavations beneath the chapel of Stirling Castle in Scotland in 1997. Skeleton 150 was one of five whose bones bore the evidence—cut marks, puncture wounds, blunt force trauma—of having died violently.</p><p>The injuries that Skeleton 150 had sustained were particularly interesting to University of Bradford bioarchaeologist Jo Buckberry, who later examined the remains in cooperation with <a href="https://www.historicenvironment.scot/" target="_blank">Historic Environment Scotland</a> and presented her findings at the <a href="https://www.dainst.org/en/the-25th-european-ppa-meeting" target="_blank">25th European Paleopathology Association meeting</a>.</p><p>Because the five battle-damaged skeletons had been buried beneath the castle chapel rather than outside its walls as would have been typical, Buckberry concluded they might have died during the sieges Stirling Castle endured—and ultimately fell to—at the close of the 13th century. A strategic keystone for Scottish forces, the castle was a coveted prize, eventually succumbing to the armies of Edward I at the end of a prolonged siege in 1304.</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="pTgBKw3X2e7EpRucZdYtQJ" name="20221023032508_1.jpg" alt="Bannerlord castle siege at night" src="https://cdn.mos.cms.futurecdn.net/pTgBKw3X2e7EpRucZdYtQJ.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/pTgBKw3X2e7EpRucZdYtQJ.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: TaleWorlds)</span></figcaption></figure><p>Skeleton 150, however, was <em>extremely </em>battle-damaged. The warrior's bones had suffered over 160 fractures, including a ruined leg, a massive, jagged break through the shoulder, roughly five dozen unusual breaks throughout the ribs, and 61 distinct fractures across the skull. This was not a man who tumbled off a horse, or even a parapet.</p><p>This was a soldier who was all but exploded.</p><p>"It looks like he was hit from behind by something traveling at a great velocity. The most similar cases I was finding were car crashes and people hit by trains," Buckberry told Science. "But how do you get from there to a guy in medieval Scotland? What is large and moving very, very quickly in 1304?"</p><p>There aren't many candidates for what could cause this kind of damage during the time period, so I'll give you a hint: It was probably something flung by a trebuchet, the counter-weighted siege engine that first appeared in Europe about a century prior. And the English who laid siege to Stirling Castle in 1304 fielded a particularly nasty one: Called the Loup-de-Guerre, or "<a href="https://blog.historicenvironment.scot/2024/04/the-war-wolf-at-stirling-castle/" target="_blank">The War Wolf</a>," the massive weapon was considered the largest trebuchet ever built. One account of the siege, compiled in the <a href="https://archive.org/details/floreshistoriaru03pari/page/318/mode/2up" target="_blank">Flores Historiarum</a>, says its missiles "pierced the two outer walls … like an arrow through cloth."</p><p>That sort of impact is unfortunate for anyone just on the other side of those walls, as Skeleton 150's breaks "indicate a very large area of impact and devastation," Buckberry said. "It’s likely the individual was killed by a siege engine."</p><p>A gruesome end, and a tragic way to be remembered by history. Ah, well—at least nobody <a href="https://www.pcgamer.com/bannerlord-headshots-are-hilarious/" target="_blank">captured the moment in a Bannerlord clip</a>.</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="540bbc1a-9762-11f1-87ae-f75f89d6697e" 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="540bbc1a-9762-11f1-87ae-f75f89d6697e" 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/shoutout-to-this-particular-skeleton-who-researchers-believe-is-the-first-confirmed-case-of-being-totally-obliterated-by-a-trebuchet/</link>
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                            <![CDATA[ Mordre is so wlatsom and abhomynable. ]]>
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                                                                        <pubDate>Thu, 13 Aug 2026 22:02:10 +0000</pubDate>                                                                                                                                                                                                                                <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[estt via Getty Images]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A 3D reconstruction of a trebuchet launching a missile at a castle.]]></media:description>                                                            <media:text><![CDATA[A 3D reconstruction of a trebuchet launching a missile at a castle.]]></media:text>
                                <media:title type="plain"><![CDATA[A 3D reconstruction of a trebuchet launching a missile at a castle.]]></media:title>
                                                    </media:content>
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                            <![CDATA[
                            <article>
                                <p>One of the special pleasures in any medieval game is getting to field a trebuchet. In an era where warfare was largely a contest of who can keep people swinging their unfriendliest sticks around the longest before they get hungry enough to leave, there's a sort of giddiness that comes with being the guy who's weaponized the higher art of applied physics to fling half-ton boulders better than any run-of-the-mill onager could ever hope to.</p><p>Sadly, there have in fact been real human beings who were unfortunate enough to be in the way of those boulders over the years, and as reported earlier this week by <a href="https://www.science.org/content/article/shattered-skeleton-scottish-castle-first-confirmed-death-trebuchet" target="_blank">Science</a>, researchers have identified a skeleton they believe could very well be the first confirmed trebuchet casualty in the archaeological record.</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="HgSiBVuwMxm66UHbuFqto7" name="Age of Empires IV Hands on History - The Trebuchet 00-00-28" alt="A reconstruction trebuchet shown during a promotional video for Age of Empires 4." src="https://cdn.mos.cms.futurecdn.net/HgSiBVuwMxm66UHbuFqto7.png" mos="" align="middle" fullscreen="1" width="3840" height="2160" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/HgSiBVuwMxm66UHbuFqto7.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: Xbox Games Studios)</span></figcaption></figure><p>The skeleton in question is Skeleton 150, one of a number of skeletons dating back to the 1300s that were unearthed during excavations beneath the chapel of Stirling Castle in Scotland in 1997. Skeleton 150 was one of five whose bones bore the evidence—cut marks, puncture wounds, blunt force trauma—of having died violently.</p><p>The injuries that Skeleton 150 had sustained were particularly interesting to University of Bradford bioarchaeologist Jo Buckberry, who later examined the remains in cooperation with <a href="https://www.historicenvironment.scot/" target="_blank">Historic Environment Scotland</a> and presented her findings at the <a href="https://www.dainst.org/en/the-25th-european-ppa-meeting" target="_blank">25th European Paleopathology Association meeting</a>.</p><p>Because the five battle-damaged skeletons had been buried beneath the castle chapel rather than outside its walls as would have been typical, Buckberry concluded they might have died during the sieges Stirling Castle endured—and ultimately fell to—at the close of the 13th century. A strategic keystone for Scottish forces, the castle was a coveted prize, eventually succumbing to the armies of Edward I at the end of a prolonged siege in 1304.</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="pTgBKw3X2e7EpRucZdYtQJ" name="20221023032508_1.jpg" alt="Bannerlord castle siege at night" src="https://cdn.mos.cms.futurecdn.net/pTgBKw3X2e7EpRucZdYtQJ.jpg" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/pTgBKw3X2e7EpRucZdYtQJ.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: TaleWorlds)</span></figcaption></figure><p>Skeleton 150, however, was <em>extremely </em>battle-damaged. The warrior's bones had suffered over 160 fractures, including a ruined leg, a massive, jagged break through the shoulder, roughly five dozen unusual breaks throughout the ribs, and 61 distinct fractures across the skull. This was not a man who tumbled off a horse, or even a parapet.</p><p>This was a soldier who was all but exploded.</p><p>"It looks like he was hit from behind by something traveling at a great velocity. The most similar cases I was finding were car crashes and people hit by trains," Buckberry told Science. "But how do you get from there to a guy in medieval Scotland? What is large and moving very, very quickly in 1304?"</p><p>There aren't many candidates for what could cause this kind of damage during the time period, so I'll give you a hint: It was probably something flung by a trebuchet, the counter-weighted siege engine that first appeared in Europe about a century prior. And the English who laid siege to Stirling Castle in 1304 fielded a particularly nasty one: Called the Loup-de-Guerre, or "<a href="https://blog.historicenvironment.scot/2024/04/the-war-wolf-at-stirling-castle/" target="_blank">The War Wolf</a>," the massive weapon was considered the largest trebuchet ever built. One account of the siege, compiled in the <a href="https://archive.org/details/floreshistoriaru03pari/page/318/mode/2up" target="_blank">Flores Historiarum</a>, says its missiles "pierced the two outer walls … like an arrow through cloth."</p><p>That sort of impact is unfortunate for anyone just on the other side of those walls, as Skeleton 150's breaks "indicate a very large area of impact and devastation," Buckberry said. "It’s likely the individual was killed by a siege engine."</p><p>A gruesome end, and a tragic way to be remembered by history. Ah, well—at least nobody <a href="https://www.pcgamer.com/bannerlord-headshots-are-hilarious/" target="_blank">captured the moment in a Bannerlord clip</a>.</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="540bbc1a-9762-11f1-87ae-f75f89d6697e" 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="540bbc1a-9762-11f1-87ae-f75f89d6697e" 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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