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Get your boards out chat because Electronic Arts has announced that Skate early access will arrive at the end of the summer for PlayStation, Windows PC, Xbox, and mobile users.

Early access will be a part of Playtest Update 0.27, which is set to roll out on July 2. Players who want access to early skate sessions around San Vansterdam should sign up as a Skate Insider by June 27 (and no later than June 27). Participating in the early access will give skaters access to exclusive rewards like dope skateboards, swag, and stickers for in-game use.

Elsewhere in the update, skaters will be treated to new and improved updates for Skate, including a revamped San Vansterdam, which adds more pedestrians, traffic, cars, graffiti, and additions that make the world feel more alive. Improvements have also been implemented to the game’s UI, giving it that Skate feel with more personality through sound effects, snappy animations, and more.

EA also announced that server player limits have been extended to 150 skaters, adding more missions and challenges and a new neighborhood known as the Market Mile. The new update also incorporates “big changes” to the character customization process that bring more freedom and individuality to the skater’s overall appearances with new hairstyles, emotes, gestures, “and even more to come down the line.”

Skate 4, now known simply as Skate (or as EA styles it, skate.), was first announced way back in 2020. The latest entry in EA’s skateboarding franchise had gone through numerous challenges over the years, with the developers even announcing that they were rebuilding the Flick-It system that has become synonymous with the skating sims and adding “flumping.”

Playtests for the game first began in 2022 and have been ongoing since then, with devs collecting data and feedback from skaters involved. All of that feedback has finally led us here. While Skate doesn’t have a concrete release date, players can look forward to possibly getting their hands on a version of the game in the early access period coming soon.


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The Switch 2 supports HDR, at least in theory. Where older tech leans on extremes, HDR captures the gradients between extremes better, which creates vivid colors while also ensuring that brighter and darker portions of the image don’t lose finer details. The reality, however, is that the settings the Switch 2 provides to users are nearly impossible to properly configure, even if you follow Nintendo’s instructions to the letter. The result? The upgraded graphics on Switch 2 might appear more washed out than they’re intended to.

Fortunately, YouTube expert HDTVTest breaks down exactly what you need to know to get HDR working to the fullest extent.

The first thing the Switch 2 asks you to do is to adjust the brightness until a portion of the sun image is no longer visible. The problem is that this test only applies to TVs with the option to turn HGiG on, which your set may not support. Without it, you might end up over-tuning the brightness of the image to make one of the suns disappear.

Another hurdle to achieving the perfect settings is that the arrows don’t properly reflect what is changing on your screen. As HDTVTest shows, you can click on them and nothing will happen sometimes.

When the Switch 2 asks users to set its “Paper White,” fans are likely to get it wrong because the console’s own reference point does not match the actual universal standard for that setting, which results in a flatter image.

HDTVTest goes over the problems in great detail in the video, diving into the technical aspects with gusto. But what are you actually supposed to do with this information?

First, turn on HGiG tone mapping, if your TV or display supports it, and then adjust the suns. For paper white, things get tricky because the most accurate setting requires knowing the exact values you used for the previous screen. If you have an Xbox Series X, that can be a potential way to figure out what numbers you’re actually dealing with — the console’s HDR game calibration setup displays this information while you set brightness. Hilariously, you’re still going to have to do some actual math with this workaround to be able to get a proper paper white setting.

If your TV doesn’t have HGiG, you can rely on a more general rule of thumb; your max TML should be around 1,000 nits, and your paper white should land around 200 nits. The YouTuber also suggests relying on the joystick over the D-pad, as the buttons are weirdly imprecise. He also suggests setting your Switch 2’s HDR output to “compatible software only,” as otherwise your console might introduce visual artifacts, and to turn off screen burn-in reduction, which can also distort the graphics.

That’s…a lot, just to ensure you’re getting the best possible colors on the Switch 2. The convoluted process also illuminates why it’s so easy to get it all wrong. One YouTube comment on the video summarizes it well: “What a mess. How is the average consumer supposed to know about this?”


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Sciel stares into the distance while wearing Sciel’s outfits and hairstyles in Clair Obscur Expedition 33

Sciel is the girl boss of Clair Obscur: Expedition 33. While on your journey to tear down the paintress and leave a better world for those who come after, you’ll come across many different hairstyles and outfits for you to express what it means to be dealing in death. Luckily, the cards are in your favor, as Sciel’s outfits have the range to soothe your inner fashionista.

As you play, you’ll want to be on the lookout for opportunities to find outfits and hairstyles to dress up your party members with, whether they are in a chest, locked behind a super boss, or at the top of the most grueling platforming challenge.

In this Clair Obscur: Expedition 33 guide, we offer a list of all Sciel outfits and hairstyles and how to unlock them.

All Sciel outfits in Clair Obscur: Expedition 33

There are 13 outfits you can unlock for Sciel. We’ve only unlocked eight so far; however, we can confirm through community sources how to unlock the other five. Included above are screenshots of the Sciel outfits we’ve unlocked, and below an asterisk (*) will indicate those we’ve yet to unlock.

Here’s how you unlock the following Sciel outfits in Clair Obscur: Expedition 33

Expedition — Available from the beginning of the game.Sirene — Purchased from Pearo the Merchant near the entrance to Sirene’s Dress.Skirt — Purchased from Carnovi the Merchant to the west of Monoco’s Station.Swimsuit I — Unlocked after reaching Relationship Level 6 with Sciel.Civilian — Unlocked by choosing to fight as Maelle at the end of the game.Clea* — After defeating Clea in the Flying Manor, the Young Boy offers this outfit if you select Sciel to receive his gift.Swimsuit II* — You must defeat the strongest opponent at the gestral beach. Requires Esquie to be able to swim.Sakapatate — Purchased from Alexcyclo the Merchant, near the theatre stage in Gestral Village.Baguette — Beat the Mime in Esquie’s Nest.Danseuse — Purchased from Verogo the Merchant in Frozen Hearts.Pure — Correctly answer the Grandis Fashionist poem with Sciel in Monaco Station. The correct answers for Sciel’s poems are as follows: **It meets the sea’s embrace, where sorrow turns to air.****And death the final chapter, where we shed our tears.****Its light will softly fade, where weary skies lie.**Flowers — Included with the Deluxe Edition of Clair Obscur: Expedition 33.Gommage Outfit — Included with the Deluxe Edition of Clair Obscur: Expedition 33.

All Sciel hairstyles in Clair Obscur: Expedition 33

There are 18 hairstyles you can unlock for Sciel. Similar to her outfits, we are missing a few; however, through the community, we have confirmed how to unlock the remaining hairstyles. We’ve included screenshots of the Sciel haircuts we’ve unlocked so far, and added an asterisk (*) below to indicate those not pictured.

Here’s how you unlock the following Sciel hairstyles in Clair Obscur: Expedition 33:

Artist — Purchased from Blabary, the merchant on the continent next to Gestral Village.Baguette — Beat the Mime in Esquie’s Nest.Bald* — Beat the Mime in Sunless Cliffs as Sciel.Braid — Beat the Mime in Old Lumiere.Clea* — Unlocked after completing Stage 7, Trial 3 in Endless Tower.Double Braid — Purchased from Sodasso, the merchant next to the Visages on the world map.French Bob — Purchased from Percha the Merchant to the south of Monoco’s Station.Gestral — Received from Sastro once you find 3 Lost Gestrals.Messy Bun White* — Unlocked after completing Stage 6, Trial 3 in Endless Tower.Plunging Bob — Purchased from Percha the Merchant to the south of Monoco’s Station.Ponytail — Purchased from Jerijeri the Merchant in Stone Wave Cliffs.Rebellious — Purchased from Rederi the Merchant to the south of Sirene on the world map.Sciel — Available from the beginning of the game.Short Curly — Purchased from Appla the Merchant on the beach next to the Gestral Village.Short — Purchase from Papasso the Merchant on the beach next to Monoco’s Station.Vintage* — Purchase from Colaro the Merchant on the beach near Stone Wave Cliffs.Voluminous* — Found on the world map northwest of Old Lumiere near 2 Mimes.Flowers Haircut* — Included with the Deluxe Edition of Clair Obscur: Expedition 33.

For more Clair Obscur: Expedition 33 guides, here’s our recommendation for the best Sciel build and how to get all endings.


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Pixar was built on risks. From its earliest days, the animation studio tried things no one had tried before: producing the first full-length CG animated feature; pushing the emotional limits of kid-friendly movies with stories built around death and loss; focusing on original characters, stories, and designs, rather than retelling familiar fairy tales or emulating existing and well-established animation styles.

Compared to some of Pixar’s biggest swings, its latest movie, Elio, feels safe in some regards, like an echo of Pixar’s most successful past patterns. But Elio’s themes and setting feed into one of the biggest challenges American animated movies have faced over the last several decades: selling imaginative science fiction to a mainstream public.

Disney and Pixar both have a history with retro-future science fiction movies that failed on theatrical release, from Atlantis: The Lost Empire to Treasure Planet to 2022’s Lightyear and Strange World. All those movies speak to the difficulty of selling American theatrical audiences on weird, colorful, unfamiliar worlds, even if they feature relatable characters or familiar storylines. And Elio is openly weirder than most of those movies — production designer Harley Jessup has said the studio was actively aiming for a world that looks like nothing science fiction fans have seen on screen before.

That push toward visual innovation is a Pixar hallmark, and one that should theoretically impress novelty-hungry audiences. But for all the visual dazzle on display, Pixar movies most clearly revolve around their emotional hooks. And Elio’s beats feel strangely scattered: The story, credited to Mark Hammer (Shotgun Wedding) and Pixar veterans Julia Cho (Turning Red) and Mike Jones (Soul, Luca, Dream Productions), has one distinctive theme running through it like a clothesline, but it hangs so many different things off that line that the weight becomes unwieldy.

Elio’s title character is an 11-year-old boy, Elio Solis (Yonas Kibreab), who has lost both his parents; he now lives with his aunt Olga (Zoe Saldaña), an Air Force officer on a team that monitors debris in Earth orbit. Elio is obsessed with aliens, and longs to be abducted. On some level, he believes no one on Earth really wants him anymore, so he wants to go somewhere new. But his monomania about leaving the planet makes him weird, pushy, and selfish, prone to shoving away anyone who might become a friend, Olga included.

Eventually, due to a series of events involving his aunt’s Air Force satellite dishes, an adult alien obsessive (Ted Lasso’s Brendan Hunt), and some kids interested in ham radios, Elio does end up in space, mistaken for Earth’s leader by a dotty, beneficent, kind of cowardly group of high-tech aliens known as the Communiverse. They’re facing a problem that Elio volunteers to solve: new prospective Communiverse member Blood Emperor Lord Grigon (Everybody Loves Raymond’s Brad Garrett) seems kinda violent and scary, and willing to conquer the Communiverse if they won’t let him join.

The plot goes in several different directions from there, all linked to Elio’s need for connection. The Communiverse offers validation and escapism, but at a price. Elio’s aunt loves him and is trying to help him through his grief, but he’s so caught up in his own drama that he refuses to believe that. The ham-radio kids share his interests and could be friends, but he’s missing that potential entirely. When Elio does make a friend on his space journey, it’s a terrific boon for both of them, but his friend’s presence opens up even more plot points, about parental expectations and societal traditions.

Elio is an extremely pretty movie, packed with adventurous trips through fractal wormholes and suspicious water tunnels, underground lava tubes and a space-debris field. It’s fast-paced and often funny, zipping from one locale to the next, and one plot point to the next, with a speed that suggest a busy tour group trying to pack in as much as possible. The Communiverse itself feels both alien and somewhat familiar — visually and vibe-wise, it’s strongly akin to the “Great Before” from Soul, a bright and glowing abstract space crowded with eye-catchingly strange translucent shapes and comfortingly warm colors. But it’s also packed with a wide variety of mostly pastel aliens with goofy voices and widely varying designs. And all of it feels a bit like a distraction from the heart of the story: Elio’s struggles to let other people in.

Coco co-director Adrian Molina initiated the Elio project, but at some point moved on to Coco 2 (or was moved by the Pixar brass, depending on who’s telling the story), leaving the film in the hands of Pixar’s Domee Shi (Turning Red) and Madeline Sharafian (Burrow). That personnel change might explain why Elio frequently feels divided, like the filmmakers are working from a list of great ideas that they didn’t have time to dig into, but didn’t manage to winnow down, either.

The Communiverse’s collective meekness and extreme vulnerability to bullies might pass as a political plotline worth exploring in a different movie. The fact that Blood Emperor Lord Grigon and his culture of conquest relies on technology that keeps his people from exposing their own vulnerabilities feels like the kind of central metaphor that could carry an entire Pixar film — or at least connect in some way to the Communiverse’s weaknesses — but it blurs by amid many other plot points. (Grigon’s periodic references to “the Blood Wars” raise a lot of questions as well, though they mostly play as offhanded comedy.) And Aunt Olga’s longing to be an astronaut, and willingness to give up her dream to raise her nephew, seems like an important piece of character-building — but the intended payoff moment for that plot thread passes without even a comment.

Elio, an 11-year-old boy in a blue eyepatch, stands in a colorful world on a transparent blue floating shell, surrounded by widely varying aliens on similar shells, in Pixar’s Elio

Elio pulls in so many directions at times that it feels like an outline for a full season of television, an entire series bible of potential story angles. Packed into one movie, though, these elements sometimes work against each other. There are setups without payoffs, and payoffs without setups. A late-film setpiece that joyously unites people around the Earth in a single worthy cause is a bit of both.

Elio himself is an enjoyable character, the kind of kid who’s meant to be both a bit aspirational for kid audiences, and simultaneously sympathetic and exasperating for adult viewers. His goofy dedication to alien abduction and his willingness to do whatever it takes to stay in the Communiverse are strong story drivers that push the narrative and character-building forward at the same time. But they aren’t always relatable. This is where the risk of weird retro sci-fi stories comes in: Enough of Elio is dedicated to exploring wild animated dreamscapes and bizarre settings and creatures that there isn’t always room to unpack the story points that most need unpacking.

All of which leaves Elio as another Pixar risk. The filmmakers aren’t just gambling that this time around, audiences will finally embrace a strange, colorful, unfamiliar world, filled with unfamiliar creatures and conflicts. They’re gambling that this world will be enough of a distraction and enough of a draw that viewers won’t question Elio’s ultimate choices, or wonder about all the storylines this movie opens up and doesn’t close off. Like all the other Disney and Pixar movies on the “science fiction that failed in theaters” list, Elio is a big-swing movie, an attempt to push viewers out of their comfort zones and into a strange new setting. But while it successfully blasts off to a colorful new world of wonder, it doesn’t always land.

Elio opens in theaters on June 20.


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Season 17 of Overwatch 2 will include a fresh batch of skins and other cosmetics to acquire through the game’s premium battle pass, including new 8-bit-themed versions of Genji, Sombra, and Reinhardt; and new Overwatch Academy skins for Junkrat and Cassidy.

For the first time, the newest season of Overwatch 2 will launch with two Mythic skins: one character skin for D.Va, and a weapon skin for Reaper that is… well, extremely extreme.

Here’s a closer look at the new cosmetics coming to Overwatch 2 in season 17.

Season 17 Premium and Ultimate Battle Pass skins

8-bit-inspired skins for Genji, Sombra, and Reinhardt will be available alongside Sakura Ana (not pictured), Delinquent Cole Cassidy, and Professor Fawkes Junkrat. The game’s ultimate battle pass also includes Principal Lacroix Widowmaker — a big upsell for Widowmaker fans — and Professor de Kuiper Sigma.

Season 17 shop skins

Overwatch 2’s in-game shop will feature 8-bit versions of Venture and Reaper; Overwatch Academy versions of Juno, Kiriko, and Soldier: 76; and Sakura versions of Lifeweaver and Mercy. When these paid skins roll in and out haven’t been announced — you’ll need to keep an eye on the shop for dates and prices.

Mythic D.Va and Mythic Reaper Steel Death Weapon Skin

D.Va is the recipient of this season’s Mythic hero skin. Her customizable Horang skin channels the spirit of the Siberian tiger, across four tiers, blending mythical VFX, thematic voice lines, and folklore-rooted customization options that honor the timeless tale of Sister Sun and Brother Moon, Blizzard says.

Here’s how each tier unlocks:

Level 1: Tiger armor and a hat with sleek, fierce white styling.Level 2: Bun hairstyle with upgraded visuals in a cinnabar red colorway.Level 3: Flex braids and a wild tiger mask in a pink tinted colorway.Level 4: Hit full tiger mode with ambient spirit energy, glowing effects, and flourishes that radiate power.

Reaper’s big guns have big blades in his new Mythic Steel Death Weapon Skin. Here are the four levels of unlock:

Level 1 Base: Brutal, sharp, soulfire-infused shotguns built for lethal precision.Level 2 Reactivity: Weapons flare with dark energy as you deal damage.Level 3 Flourish: Intricate glowing details surround your shotguns.Level 4 Kill FX: Finish foes with haunting swirled shadows and sound effects that embody Reaper’s fury.


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Overwatch 2’s 17th season is coming soon and with it a long list of updates to the game’s recently launched Stadium mode. But players of core modes of Overwatch 2 — namely Quick Play and Competitive — also have a lot to look forward to in the game’s new season.

Of course, there’s the usual batch of cosmetics, including two new Mythic-tier skins, a new battle pass, and a fresh a limited-time 6v6 mode called Hacks & Hijinx to spice things up.

Overwatch 2 season 17 launches on Tuesday, June 24. Here’s what players can expect.

Stadium Updates

Three more Overwatch heroes are joining the Stadium roster in season 17: Junkrat, Sigma, and Zenyatta. Blizzard hasn’t revealed the full Stadium powers and upgrade kits for each character, but screenshots revealed thus far hint at some fun new powers. It looks like Junkrat can deploy his Total Mayhem bombs when launching off a Concussion Mine; Sigma can have a quartet of orbiting Hyperspheres; and Zenyatta can debuff his opponents when using his ultimate, Transcendance.

New maps are also coming to Stadium. Mode-specific versions of Push map Esperança and Control map Samoa are inbound.

Additionally, Blizzard will add a new feature called Stadium Forge, which it describes as a “a create/save/share system to test and refine your team comps like a pro, which will include early and late game example loadouts for every Hero.” Season 17 will also see a Stadium rank reset, new Drives, custom games, and updated All-Star rank rewards.

New maps and map voting

In addition to Esperança and Samoa for Stadium, Blizzard is adding a new Flashpoint map to core modes: Aatlis. Set in Morocco, Aatlis features “lush gardens [and] luxury resort spaces,” and is built for “tighter fights, cleaner rotations, and fast paced momentum,” Blizzard says.

And similar to the introduction of hero bans in season 16, Blizzard is giving players more choice over which maps they play on in Quick Play and Competitive modes. Here’s how map voting will work, according to Blizzard:

After role queue locks, you’ll get three randomized map options to choose from. Every vote adds a 1-in-10 chance to that map’s odds, and the winner is selected using a roulette style roll. To keep things chill, team chat, battle tags, and individual votes are hidden, so there’s no pressure—just a better chance at playing on maps you love. And leaver penalties kick in as soon as voting starts, so stick around and make it count.

Season 17 battle pass and cosmetics

Season 17 of Overwatch 2 has two main aesthetic themes: 8-bit and Overwatch Academy. Through the game’s premium battle pass, players will unlock 8-bit Reinhardt, Genji, and Sombra, as well as Sakura Ana, Delinquent Cole Cassidy, and Professor Fawkes Junkrat. The game’s ultimate battle pass also includes Principal Lacroix Widowmaker and Professor de Kuiper Sigma.

Two Mythics will also be available at the season’s launch — as opposed to staggered, like previous seasons — including the Mythic Horang D.Va Hero Skin and Mythic Steel Death Reaper Weapon Skin. For a more in-depth look at this season’s skins, and what’s coming to the cosmetic shop, check out this post with more images.

Events

Season 17 will kick off with the Powered Up event, which runs June 24-30. If players complete 17 matches across Quick Play, Competitive, or Stadium, they’ll earn four Epic-tier loot boxes.

In July, Blizzard will introduce a new mode, Hacks & Hijinx. It’s a limited-time 6v6 mode with match modifiers that cycle every round. Here’s how Blizzard describes Hacks & Hijinx, which is playable exclusively on Overwatch 2’s Control maps.

You might find yourself floating in low gravity, chasing down health packs that charge your Ultimate, or reacting to entirely new mechanics that break the rules in the best way. Each round forces new strategies and quick thinking, so if you’re looking for pure chaos, remixed gameplay, and moments that make you say, “what just happened…” we’ve got you.

Overwatch 2 x G.I. Joe

Blizzard’s trailer for Overwatch 2 season 17 teases two upcoming collaborations: one with Nerf and one with G.I. Joe. Since both properties are owned by Hasbro, and Blizzard previously collabed with the toymaker for a Transformers-themed event, that makes sense. So expect to dress up Genji as G.I. Joe ninja Snake Eyes at some point in season 17.

Overwatch 2 season 17 starts June 24, at 2 p.m. EDT/11 a.m. PDT, and is expected to run through Aug. 26.


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The Dead by Daylight and Five Nights at Freddy’s collaboration is officially here, bringing Springtrap into The Entity’s Realm as a playable Killer. Springtrap is now available to players as a part of the game’s latest chapter and 9.0.0 update, following the Dead by Daylight: Five Nights at Freddy’s public test beta, which went down on May 27.

And to celebrate, Behaviour Interactive released a cinematic trailer showing the new Killer in all his freaky animatronic glory. A Survivor safely watches from an office located on the new map, Freddy Fazbear’s Pizza, as Springtrap terrorizes another character as they attempt to run for their life. However, the Survivor’s luck runs out after Springtrap breaches the office and brutally takes her life.

For longtime fans of the Five Nights at Freddy’s franchise, the overall collaboration is packed with nods to the modern classic point-and-click game, drawing heavily from the first Five Nights at Freddy’s game. When players select Springtrap as a Killer, the Killer and the Survivors will have more game mechanics presented to them than they usually do in the deadly Trials. Maps will have security doors with cameras, which players can disrupt, giving them more control over the Trial. And to balance things out, Springtrap will be more “powerful than your average Killer” with an array of new abilities and perks that make Trials that much more tense.

Jay Guzzo, Springtrap’s Killer designer for the collaboration, spoke about the challenges the dev team faced when bringing over the terrifying animatronic to the Dead by Daylight universe. Guzzo also opened up about fusing both FNAF and Dead by Daylight gameplay to create something wholly different for fans of both horror franchises.

“It goes without saying that Five Nights at Freddy’s and Dead by Daylight feature diametrically opposed gameplay,” said Jay Guzzo, Springtrap’s Killer designer. “In the former, you’re mainly sitting in one room and managing a single resource – your battery. Whereas in Dead by Daylight, it’s much more action-oriented, and sitting still will likely get you nowhere fast. Our challenge became finding a way to get those two things to coalesce. It came down to identifying what creates that incredible tension in Five Nights at Freddy’s and adapting it into a dynamic format for our own game.”

Additionally, the crossover brings new goodies for players to collect, such as alternate costumes for Springtrap. For example, one costume draws inspiration from the Yellow Rabbit Outfit, as seen in the 2023 film adaptation of Five Nights at Freddy’s. And yes, the costume features Matthew Lillard’s likeness and voice.

Springtrap now joins a loaded roster of horror icons, with 39 Killers and 46 Survivors available as playable characters, some more successful than others. But all are terrifyingly awesome in their own way.

Dead by Daylight is available now on Nintendo Switch, PlayStation 4, PlayStation 5, Windows PC, Xbox One, and Xbox Series X.


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Rematch, a multiplayer soccer game, arrives this week. Customize and control your player, join 5-vs.-5 online matches, and get kicking! With no penalties or anything else to interrupt the action, this game may just knock you off your soccer socks.

If that sounds like a sports sim for you, here’s what time Rematch releases in your time zone.

Is Rematch on Game Pass?

Yes, Rematch will be available on Game Pass on day one. Beware that access upon launch is only granted to those who subscribe to PC Game Pass or the Game Pass Ultimate tier, so you may have to wait longer if you’re an Xbox Game Pass Core or Standard subscriber.

Rematch release time in your time zone

You can play Rematch on PlayStation 5, Windows PC (via Steam), and Xbox Series X. The base game costs $29.99, while the Pro and Elite Editions cost $39.99 and $49.99, respectively. Purchasing the base game is enough to unlock all gameplay features, but the higher-tier editions will include additional customizations. Furthermore, if you purchased a premium edition, you can play Rematch up to three days early, starting June 16.

For everyone else, Rematch releases on Thursday, June 19, at 6 a.m. EDT, according to a countdown on the game’s official website. Depending on your time zone, here’s when the virtual soccer field opens for you:

3 a.m. PDT for the West Coast of North America6 a.m. EDT for the East Coast of North America11 a.m. BST for the U.K.12 p.m. CEST for western mainland Europe7 p.m. JST in Japan8 p.m. AEST for Australia


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Hideo Kojima, famed creator of the Metal Gear franchise, is celebrated as an auteur in the gaming space, but his concepts are a little too far out, and fans sometimes struggle to keep up. Thankfully, PlayStation has released an official recap for Death Stranding ahead of the sequel, Death Stranding 2: On the Beach, which is expected to be released later this month.

The trailer showcases the story of Death Stranding thus far, beginning “before we connected,” which means the beginning of the first game. Death Stranding and its upcoming sequel, On the Beach, take place decades after a cataclysmic event known as the Death Stranding. This apocalyptic phenomenon messed up the connection between life and death and unleashed monstrous entities called Beached Things, whose presence triggers devastating “voidouts” — explosions with the force of nuclear blasts. In the aftermath, the world was left scarred and shrouded in a mysterious rain that rapidly ages everything it touches.

Like the original Death Stranding, On the Beach blends distinctive hiking-based gameplay with dense exposition, Yoji Shinkawa’s bold character designs, and a surreal sci-fi story about forging human connections in a bleak, isolated world where the boundary between life and death has collapsed.

According to Kojima, Death Stranding has amassed 19 million players since November 2024. It’s so popular that Michael Sarnoski, who helmed A Quiet Place: Day One and Pig, will direct the live-action adaptation of the Death Stranding franchise for A24.

Death Stranding 2: On the Beach is set to be released on June 26 for PlayStation 5.


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Two House employees facing a fire in FBC Firebreak

The first time sticky notes almost killed me in Remedy Entertainment’s FBC: Firebreak, the new multiplayer spinoff of 2019’s Control, I laughed out loud. A slow death brought on by the overwhelming horde of memos you’re tasked with destroying is the most fitting demise in a game that leans heavily into satirizing corporate life.

The fourth sticky note death elicited a small grin and more than a little annoyance, as the Post-Its gradually obscured my vision and consumed my soul mere seconds before I reached safety. The 10th barely registered; saving myself from note death was just another task to deal with so I could get back to ticking off other tasks that had become just as rote, collect my meager rewards, and do it all again, all to inch slowly toward unlocking a new perk or upgrade. That’s FBC: Firebreak in microcosm, a collection of strong, inventive, and initially enjoyable ideas that strains and breaks when stretched over a live-service frame.

In Firebreak, a supervisor in The Oldest House sends groups of nameless cleaners into the building’s depths to deal with the Hiss — Control‘s enemies from another dimension — and other problems. The mid-century architecture of Control is present, and Firebreak turns the jibes about corporate drudgeries and petty managers from Control into its entire ethos. Little else makes it recognizable as a Control game, though, and it makes no effort to tell a new story or any story, for that matter. The focus is entirely on the job.

Three House cleaners dealing with Hiss, one using a Black Rock gun

Each job sends you into The Oldest House to deal with hordes of Hiss and fix a specific problem, ranging from blowing up pink goop that’s smothering generators, to blowing up piles of sticky notes before they consume your soul and harvesting irradiated pearls from giant leeches. Shower stalls cure every status ailment, washing away sticky notes, fire, and radiation alike, and cleaners quip about their desk jobs and the Bureau’s sketchy history.It’s ridiculous in the best ways and quite fun if you’re playing in a group — at least, initially.

A good live-service game knows how to keep things interesting over a long period of time, either by doling out meaningful upgrades at a fixed pace, letting you unlock new modes or objectives, or doing something that creates a sense of progression and encourages you to play again. Firebreak tells you everything about itself upfront and then remains unchanging. That static concept works in a single-player game, but not in a format that demands evolution. It feels like Remedy relied on the worst tendencies of live-service games — grinding and the expectation that because you can unlock something, you’ll want to — instead of creating unique ways to approach the formula.

Characters start with one of three job kits: a giant wrench you hit things with; a splash machine that blows giant water bubbles; or a jump tool that generates electrical charges. Each can make one part of a mission easier by letting you bypass a task, such as charging a generator or repairing a broken machine, and they all have secondary functions, at least in theory. The repair kit is meant to double as a melee weapon, though I didn’t notice any extra damage or staggering if I hit a Hiss with the wrench or used a standard melee attack. The splash kit removes negative effects and applies the wet status, while the jump kit electrifies enemies.

A House cleaner extinguishing a fire with his hands

Handling a task without the right tool takes longer, with a quick-time event that has you press dozens of buttons in a process that seems designed to create artificial tension. You can recharge a battery instantly using the jump kit, but it takes about 10 seconds to do manually, putting you at risk of getting overwhelmed by Hiss swarms. The kits are inessential and seem like a compromise, where Remedy perhaps didn’t want to create the kind of rigid character roles common in multiplayer shooters, but also needed some kind of structure to encourage cooperation between players. Like most things in Firebreak, the novelty of each kit wears out after clearing a few jobs.

Firebreak launches with five jobs, each with several difficulty levels and additional locations in the House for you to clear. The actual jobs remain the same, though. The third stage of Hot Fix, the initial job, is the same as the first stage, only with you repairing furnace fans in three large areas instead of one or two. There’s little incentive to keep replaying despite that clearing the same mission over and over is the only way to earn loadout improvements.

Enemy variety was never Control’s strong point, and Firebreak has even fewer types of Hiss to plan around. There’s a standard, zombie-like Hiss that comprises roughly 80% of the enemies that spawn during a job, along with security guard-style enemies who use guns and a sturdier foe equipped with explosives. A small squad of airborne Hiss will occasionally spawn, though these are rare. The “powerful” enemies you have to defeat before the service elevator arrives to whisk you to safety are drawn from this pool. They behave the same as their standard counterparts, but with more health, until you challenge higher clearance levels and start encountering a handful of more bizarre creatures, like a humanoid monster comrpised of sticky notes.

A blast of energy stunning a group of Hiss in FBC Firebreak

A small layer of strategy, where enemy type and map layout force you to consider the best approach for a given situation, helps keep games such as Left 4 Dead from becoming stale even as you replay the same mission multiple times. You might take a stealthy approach and bypass a large group of enemies, use precision weapons to take out the strongest before the team moves in to deal with the rest, or rush in with grenade launchers blazing and try your luck. It isn’t deep, but there are enough variables that your choices influence how the mission plays out.

That decision-making just isn’t here in Firebreak, and even as you venture deeper into the House, the maps don’t lend themselves to more dangerous or strategic situations. It’s more of the same, with maybe an extra environmental hazard or two. Fires make Hiss stronger, but extinguishing blazes takes so long that you’re better off eliminating the Hiss and ignoring the flames entirely — ironic, given Firebreak’s name. The only difference your weapon choice makes is how quickly you reload, at least until you start unlocking a handful of improvements. That won’t happen for several hours, though, and getting to that point feels like a thankless chore, the kind of job you clock in for only because you have to.

Perks and upgrades are a mix of Remedy’s trademark quirkiness and the genre’s worst tendencies. Some of them are great, like the perk that makes you run faster when you’re on fire — amusing, but also useful for reaching safety more quickly. Most are typical of any shooter or action game, such as conserving stamina while sprinting or strengthening shields so they withstand more damage. They’re fine and useful, but nothing to get excited over. The prevalence of standard upgrades and comparative sparseness of improvements that have more of Remedy’s style or even Firebreak’s irreverent attitude is disappointing, but not as much as the method by which you acquire them.

A House cleaner searching for leech pearls in FBC Firebreak

All perks cost points that you earn by completing a mission, and you can get extra points for collecting research files. Even a successful mission where the team collects plenty of research files will typically only reward you with 10 points or so, which won’t get you far as you start trying to unlock higher-tier upgrades. However, you also have to increase your player rank, which takes even longer. Acquiring new weapons and other loadout upgrades, including better grenades, is part of another annoyingly tedious process. Firebreak has these in a separate menu, but you can’t access most of them until you clear an entire page of upgrades. That costs dozens of points — points you also need for new perks — which forces you to spend them on voice lines, sprays, new cosmetics, and other things you might not even want. It feels like a grind for the sake of it.

Firebreak has a good start point and some decently fun combat improvements at the end point, but the route between the two is shallow and poorly realized. The tasks in each job are too simple and basic to warrant the amount of time Firebreak wants you to spend replaying them. By the time you unlock those endgame combat improvements, it’s not enough to make repeating the tedium again an attractive prospect. In other words, there’s just not enough substance to warrant Firebreak as a live-service game.

Granted, since Firebreak is a live-service game, progression issues, lack of variety and creativity in upgrades, and all the other annoyances can and possibly will get ironed out over time. More ways to play and actual incentive to keep replaying would make a substantial difference, even if it doesn’t fully make up for the shallow, repetitive mission design. At launch, though, Firebreak: FBC is like any job task: best approached in short bursts so you don’t burn out quickly.

FBC: Firebreak is out June 17 for Windows PC, PlayStation 5, and Xbox Series X. The game was reviewed on Windows PC using a prerelease download code provided by Annapurna Interactive.


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The original Nintendo Switch had such a massive piracy problem, hackers were able to play new first-party games weeks before they were available to the public. Since its release in early June, hackers have wondered if the Switch 2 might have similar vulnerabilities, but early reports suggest that Nintendo has anticipated typical methods of meddling with its portable hardware.

Hackers on social media sites are beginning to share photos and anecdotes about their efforts to modify the Switch 2, only to be hit with bans that restrict usage of online connectivity. This means that hackers can’t use things like the eShop or play online multiplayer in games like Mario Kart World.

My Switch 2 test has been banned, after using the mig switch with perfectly legal dumps of my own cartridges, so it would seem that Nintendo can detect somethingSimilar reports on reddit are starting to come in.https://t.co/nbPMlRWSaPhttps://t.co/3eq6dkbFMiI strongly… pic.twitter.com/btzjQYJzE4

— SwitchTools (@SwitchTools) June 16, 2025

“Must be some new detection Nintendo has on these,” one Redditor wrote on a thread about their ban. “Pretty dumb of me to go online with it. That’s on me.”

The user says they used a type of flash cartridge favored by hackers on the original Nintendo Switch, which allowed them to download and load games onto what is essentially an SD card. Since it is literally a cartridge, some hopeful hackers popped it into the Switch 2 to see what would happen. At first, it seemed like the answer was nothing. One user claims that their cartridge wouldn’t load past the title screen after attempting to download an update. That same user now says that their console as a whole appears banned, and that they attempted contacting Nintendo customer support and were told that nothing could be done.

“I don’t pirate games, I back-up my legitimate games I own on cartridges,” they wrote. “Piracy is shit, I work in software development.”

Nintendo did not immediately respond to a request for comment.

News of these bans is unlikely to deter some hackers, though, as creators of the flash carts claim they are still working on ensuring their products can be used on the new console. Elsewhere, Reddit communities specifically dedicated to hacking the Switch 2 are arguing whether or not it’s safe to try and log into accounts that were banned on the Switch on Switch 2, but fear around having their new $450 system restricted in some way is making them cautious.


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Solosis, the cell Pokémon from Unova, can be found in the wild in Pokémon Go. Yes, Solosis can be shiny in Pokémon Go!

These little gummy Pokémon don’t have any spots in any of the Pokémon Go metas, but they are cute. I just want to give them a little squish.

What is the shiny rate for Solosis in Pokémon Go?

As per old research by the now-defunct website The Silph Road (via Wayback Machine), the shiny rate for Pokémon on a regular day is approximately one in 500. Solosis is not a confirmed Pokémon that gets a “permaboost” (meaning that it’s a rare spawn and thus gets a boosted shiny rate).

What can I do to attract more shiny Pokémon?

Not much, unfortunately. It appears to be random chance. Shiny Pokémon catch rates are set by developer Niantic, and they are typically only boosted during special events like Community Days or Safari Zones, or in Legendary Raids. There are no consumable items that boost shiny Pokémon rates.

Where can I find a list of available shiny Pokémon?

LeekDuck keeps a list of currently available shiny Pokémon. It’s a helpful visual guide that illustrates what all of the existing shiny Pokémon look like.

For more tips, check out Polygon’s Pokémon Go guides.


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If you’re a PC gamer who has ever altered a single-player game, you’ve probably ventured into NexusMod, the largest repository of user-made mods on the internet. Even if you haven’t, the website’s impact on the industry is undeniable: enormous games and franchises, from Skyrim to The Witcher, have tapped users for their own modding efforts on consoles, and some more prominent names have gone on to work at major gaming companies. Throughout, the website fueling this cultural impact has been owned by Robin “Dark0ne” Scott. And now, the modding site will be changing hands.

The site, which hosts thousands of mods for games like Baldur’s Gate 3 and Elden Ring, had humble beginnings. Born in 2001 out of Scott’s bedroom, NexusMods has since quietly gone on to become a juggernaut in the space. Entire YouTube channels or series are dedicated to showcasing mods in games like GTA 5. Some games, like Stardew Valley or titles made by Bethesda, are only played by fans after they’ve downloaded a variety of mod enhancements and tweaks. Other games, like Fallout 4, have remained in the spotlight well after their release as fans create extensive updates that are functionally expansions or their own separate games.

NexusMods also often found itself at the center of many of gaming’s cultural wars, thanks to mods that beautify women or change the apparent race of popular characters, among other things. The website responded to this phenomenon by briefly banning mods that attacked diversity in 2023, such as those that removed LGBTQ+ elements from games. NexusMods also banned political mods in the lead-up to the presidential election in 2020, and explored paying creators in 2017 through a donation-based system, a couple of years after Bethesda faced backlash for attempting its own version of paid mods. The site has also seen its share of controversies, like when it stopped allowing users to delete mods or when it walked back on its rules regarding “hateful” content. Since many mods deal with copyrighted properties that technically belong to companies, some mod creators have also landed in hot water.

At the moment, Scott has not shared who the new owners of NexusMods are, instead only emphasizing that the decision was made with great care. The buyers, Scott says, both care about long-term sustainability for the collection of sites and understand the modding community as a whole. The new owners, Scott promises, will be stewards of a community-first, mod-author focused website.

The move is one that Scott has been considering for a long time, but did not feel empowered to make without finding the right fit. In a vulnerable post explaining the sale, Scott shared that he’s been dealing with a lot of pressure while leading NexusMods, much of which he didn’t anticipate when he began the venture decades ago. He writes:

 Every single day, for over two decades, I’ve been “on call”, whether it was fixing issues, reading feedback, pushing updates, or getting pulled into the latest bit of community drama. It’s been rewarding, sometimes chaotic, often exhausting and always personal. Somewhere along the way, I forgot to step back and breathe, or sleep properly. The dilemma of running a major social network that does not rest!

The strain of being responsible for the behemoth I created has taken its toll. The stress of the job has been a regular source of anxiety and stress-related health issues. I realised that I have been burning out and this started to have an impact on my staff and Nexus Mods as a whole. So, I firmly believe that the best thing for the future of Nexus Mods is for me to step aside and bring in new leadership to steer the business forward with renewed energy to make Nexus Mods the modding community we all truly deserve.

As a result of these demanding duties, Scott says that he’d already been stepping back a bit from the day-to-day of the site over the last few years. Though Scott is the face of NexusMods, the mod repository is the work of 40 people, some of whom have been at the site for nearly a decade. His shift away from the site, he claims, has made NexusMods more successful than ever before.

Scott also assures people that he won’t be disappearing after the sale. Folks can still find him on the Nexus mod author Discord, and he’ll still advise on the overall direction of the site — he just won’t have the final say on all matters.

“Frankly, that’s a good thing, for me, for the team, and for the future of Nexus Mods,” Scott writes.

Thomas the Tank Engine did not immediately respond to a request for comment.


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The Prince of Persia: The Sands of Time remake is still in the works, according to a recent post from the official Prince of Persia X account.

“Yep, we’re still deep in the game — exploring, building, and ensuring the sands move with purpose,” the post reads. “This game is being crafted by a team that truly cares, and they’re pouring their hearts (and a lot of coffee) into every step. Thank you for sticking with us.”

The post was accompanied by an image of a beautiful domed building set against the backdrop of a setting sun, though the game’s titular prince does not appear in it.

First announced in 2020 and scheduled for a 2021 release, The Sands of Time remake has hit a few speed bumps throughout its development process. The remake was “rebooted” in 2023, when development was transferred from Ubisoft Pune to Ubisoft Montreal. At the time, the official Prince of Persia account made a post on X (then known as Twitter) reassuring players that the rebooted remake was still “very much alive.“

After that, it was crickets from Ubisoft until June 2024’s Ubisoft Forward showcase, which revealed that the game was set to launch in 2026.

There was no Ubisoft Forward showcase at this year’s Summer Game Fest, so the update, sparse though it may be, was likely posted to ensure players know the game is still on the way, and — as far as we know — still scheduled for a 2026 launch. The game’s official website states that it will launch on PlayStation 4, Windows PC, and Xbox One.

Ubisoft recently split off three of its biggest franchises (Assassin’s Creed, Far Cry, and Rainbow Six Siege) into a new unit financially backed by Chinese publisher Tencent, which reportedly invested $1.3 billion into the company. The move — which gave Tencent a 25% stake in the new unit — appears to be an attempt to quell some of Ubisoft’s recent financial woes.


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From the beginning of its 2022 launch, Star Trek: Strange New Worlds offered a different approach compared to previous entries in the franchise. Tapping into nostalgia with a prequel to the original ’60s Star Trek, Goldsman and his co-showrunner, Henry Alonso Myers,provided fresh spins on the original show’s most famous characters and minor players alike. Strange New Worlds has alternated between issue-driven stories and silly stuff like body-swapping plots and musical numbers, the kinds of weightless plot devices that previous Treks used to pad out traditional 26-episode seasons.

The original 1966 Star Trek series established the franchise’s episodic formula, with the starship Enterprisefacing a new crisis or adventure each week. A new set of creatives copied that model to great success when they revived the franchise in 1987 with Star Trek: The Next Generation. But in 1993, Star Trek: Deep Space Ninestarted changing up that formula with a story set in one place. In the later years of DS9’s run, it focused almost entirely on an ongoing story and season-long arcs. The approach required more commitment from viewers than Trek fans were used to at the time, and the franchise largely returned to more episodic adventures with theVoyagerand Enterprise series.

When Star Trek rebooted for the streaming era, executive producer Akiva Goldsman boasted that Star Trek: Discovery would be more serialized than Deep Space Nine ever was. He kept that promise  with Discovery and the Next Gen reunion Picard, but far-reaching plots weren’t enough to make the shows great. Both had highlights, but were largely hampered by clumsy storytelling and radical shifts in direction.  However, Strange New Worlds’ third season, which premieres July 17 on Paramount Plus, continues to show the power of a hybrid approach to storytelling, mixing in long-term and short-term plots, but always prioritizing character growth.

The weakest entry in the first half of season 3’s 10-episode run is the opening installment: “Hegemony, Part II” is a wrap-up of season 2’s closing cliffhanger, which saw many of the crew of the starship Enterpriseabducted by the Gorn. The second half of this two-part arc focuses on their efforts to escape, while on the Enterprise, Captain Christopher Pike (Anson Mount) tries to save his partner Captain Marie Batel (Melanie Scrofano), who is infested with Gorn eggs. If they hatch, the Gorn young will devour her from the inside, then attack the rest of the ship. Meanwhile, a looming invasion threatens the entire United Federation of Planets. “Hegemony, Part II” doesn’t live up to the franchise’s first major cliffhanger, Star Trek: The Next Generation’s “Best of Both Worlds”: The stakes are just as high, but the solutions feel too convenient.

While the season 3 premiere feels rushed, the impact of “Hegemony, Part II” grows over the course of the season, gnawing on the crew like baby Gorn. Goldsman and Myers focus on how the characters are shaped by the horrors they’ve experienced. Sometimes that means an opportunity for personal growth. Having faced her worst fears, security chief La’An Noonien-Singh (Christina Chong) — whose family was murdered by the Gorn — is finally able to move forward and leave herself open to new experiences, like teaching Spock (Ethan Peck) how to dance.

Chong’s stoic, intense character previously showed room for growth in her season 2 time travel romance episode “Tomorrow and Tomorrow and Tomorrow,” and she spends even more time in the spotlight this season. She gets to have some fun solving a mystery and starting a new relationship fully on her own terms when testing Starfleet’s first holodeck in episode 4, “A Space Adventure,” a sort of mashup of Knives Outand Galaxy Quest. Directed by Star Trek: The Next Generation star Jonathan Frakes and penned by “Subspace Rhapsody” co-writer Dana Horgan and Kathryn Lyn, who co-wrote season 2’s excellent Star Trek: Lower Decks crossover, the episode is mostly a vehicle for Chong, but it’s a treat to see the cast commit to the whimsy.

Season 3also leans into the Enterprise being a messy loveboat of relationship drama in “Wedding Bell Blues,” an absolutely hilarious episode continuing the fallout from Spock and Christine Chapel (Jess Bush) breaking up via a musical number in season 2’s penultimate episode, “Subspace Rhapsody.” Rhys Darby of Our Flag Means Deathand the What We Do in the Shadows movie plays a trickster with deep Star Trek roots, manic panache, a fabulous coat, and a determination to craft a happy ending for Spock and Christine. The whole affair provides a wonderful opportunity for the costuming department to show off some futuristic formal wear while setting up sparks for a fresh romance involving Nyota Uhura (Celia Rose Gooding).

PTSD has been a running theme for Strange New Worlds since the introduction of the Gorn in season 1’s fourth episode, “Memento Mori.” For Federation/Klingon war veteran and Enterprise helmsman Erica Ortegas (Melissa Navia), the fresh trauma of her experience with the Gorn opens old wounds. Navia previously showed the bite under her normally wisecracking, hypercompetent pilot façade in season 2’s “Under the Cloak of War,” and the breaks in her composure understandably rattle the rest of the crew.

The tension particularly allows second-in-command Una Chin-Riley (Rebecca Romijn) to demonstrate her strengths as a stern but fair leader able to act in a crisis, then come back to deal with the fallout, in a way that shows how well she understands the people serving under her. The writers further explore the heavy weight the Federation/Klingon war carries for chief medical officer Joseph M’Benga (Babs Olusanmokun) in an episode that skillfully uses a zombie infestation as a tense backdrop for a much more personal conflict.

M’Benga also shines in the horror-driven episode “Through the Lens of Time,” when a villain reaches back to the character’s earliest plots to try to get under his skin. It’s a great example of how the series can zip between stories while remembering the things that matter most to the Enterprisecrew, slowly building up relationships until the showrunners and writers are ready to bring them fully into focus. The show continues to hint at bigger conflicts brewing for later this season or possibly even beyond, but the writers are taking their cues from a slower era of TV by dropping those potential hooks amid strong, contained character-driven episodes, rather than focusing purely on the mystery or overarching threat.

The mix of horror and whimsy might be jarring for a lesser show, but the tonal whiplash just feels par for the course on a spaceship prepared for anything. Strange New Worlds will end with a shortened fifth season, but it deserves to have gotten the 100-plus-episode count of the 1990s Star Trekshows. As it is, the show is making every moment count by reaching into the franchise’s past to find a new way to make great TV.

The first two episodes of Star Trek: Strange New Worlds season 3 premiere on July 17 on Paramount Plus. Further episodes will be released weekly on Thursdays.


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CD Projekt RED is taking a “console-first” approach to The Witcher 4s development in the hopes of avoiding another buggy, Cyberpunk-esque launch disaster, according to a recent interview with Digital Foundry.

In a tech demo shown earlier this month at the State of Unreal showcase, the studio showed off the game, playing the demo on a standard PlayStation 5 running the game at 60 frames-per-second with ray-tracing enabled. The Witcher 4‘s development marks the first time CD Projekt RED will abandon its proprietary REDengine in favor of using Epic Games’ Unreal Engine 5.

“I think that when we started the collaboration [with Epic], we had super high ambition for this project, and we always do PC [first] and we push [the limits] and then we try to scale down [for console],” CDPR vice president of technology Charles Tremblay said of the decision to focus on console. “But then we had so many problems in the past that we tried to see, ‘OK, this time around we really want to be more [of] a console-first development, right?'”

Although 2015’s The Witcher 3 launched to nearly universal acclaim, CD Projekt RED’s next title — 2020’s Cyberpunk 2077did not fare well at launch. Despite multiple delays, the game launched with numerous bugs, and players on console seemingly got the short end of the stick, with Playstation 4 and Xbox One players in particular complaining about the game’s constant crashes and framerate drops. Seven days after its December 10 launch, Cyberpunk 2077 was removed from PlayStation’s digital storefronts, and wouldn’t return until June of the following year. Ultimately, the game was redeemed by its 2.0 update, which coincided with the launch of its Phantom Liberty DLC. But despite Cyberpunk 2077 eventually getting its happy ending, the rocky road it took to get there is not a path CDPR devs want to tread again with The Witcher 4.

“It’s pretty logical when you think about it, because it’s easier to scale up than down,” CDPR vice president and global art director Jakub Knapik explained. “We knew that once we set up certain foundations — both visually and technically — there’s room to scale up. Now, what that means is another question. We’re CDPR: We always like to push PCs to the limit. It’s just a creative process, [figuring out] how to really use it.”

But for non-console players who may be concerned about the game’s performance on PC, CDPR devs say there’s no need to worry.

“In the past, something that’s super important for [us] is that if people pay good money for their hardware, [then] we want them to have what the game can provide for that, not like a simplified experience,” Tremblay said. “So this is something we’ll definitely explore. The company started as a PC [gaming] company, and we’ll definitely want to have the best experience for the PC gamer for sure. But it’s too early to say what this will mean for The Witcher 4.”

Tremblay did, however, express concern regarding launching The Witcher 4 on Xbox Series S, describing it as a hurdle “that will definitely be extremely challenging” to overcome.

CDPR has not yet announced an official release date for The Witcher 4, but has confirmed it will launch on PlayStation 5, Windows PC, and Xbox Series X. In addition to The Witcher 4, the studio is also currently working on a Cyberpunk 2077 sequel and a remake of the original The Witcher game featuring an open-world environment.


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Doing well in Mario Kart World is the same as putting a target on your back when it comes to blue shells. For some, the combination of a high skill ceiling, tough NPCs, and prevalence of the spiny item has proven irksome, but it doesn’t have to be this way. You have more tools in your arsenal to deal with the blue shell than might be immediately apparent.

As detailed by Austin John Plays, there are at least 14 different ways to dodge or counter a blue shell, which he goes over in a great YouTube video where commenters are also sharing some of their favorite strategies. There’s a ton of strategic info in here that people might not realize, like: Did you know that the blue shell has a timer, and if it can’t hit you during that period of time, it’ll despawn?

The first tactic, which will be familiar to anyone who played Mario Kart 8, is of course the Super Horn. The horn can not only destroy items with ease, it’s also something that the game might actually spawn for you in an item block even if you’re in first place.

There are also new ways to fight the blue shell that are unique to Mario Kart World, like making use of the Rewind button. The shell can’t hit you if you’re not even there! Granted, this method is only useful in single-player, not online races.

Some methods are obvious: You can preemptively slow down to get into second or third place, ensuring that a different driver has to deal with it. There are also galaxy brain options, like racing until you find the blue shell and then going in first. Mario Kart World will not spawn another blue shell if you’re already carrying it, though we know that you can, in fact, hit yourself with it in that scenario. You could also simply let the blue shell hit you if you’re running around with a Dash Food item, as using snacks immediately after impact will help you regain your position quickly.

Then there’s the old-school method, which is using a mushroom. The timing can be tricky to learn at first, but if you boost around when the blue shell stops spinning above you, you’ll avoid the shell entirely.

None of these will be helpful if you’re the unlucky schmuck who gets hit by the blue shell inches away from the finish line, but that’s Mario Kart for you.


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There are only so many ways to capture the majesty of sharks in reality television programming. In a genre all-but dominated by Discovery Channel’s Shark Week and National Geographic’s SharkFest, how can a contender like Netflix make a splash in the shark space? How about steal the hook of the Pokémon Snap games, but replace every Pokémon with a breed of shark?

That’s effectively the premise of All the Sharks, a new reality competition series coming to Netflix this summer.

Netflix says All the Sharks is a “fin-tastic,” “first of its kind reality competition where four teams of shark FINatics travel the world trying to find and photograph every shark imaginable in hopes of claiming the $50,000 prize.” In practice, this looks like a Pokémon Snap trainer visiting shark-filled locations in hopes of photographing a rare spawn, centering it in frame, and capturing the beauty/terror of nature. Points for good snaps are displayed onscreen — at least in the trailer for All the Sharks.

You know what? I don’t hate this idea. Cribbing from Pokémon Snap for a reality show isn’t the worst idea — I’ll take this over reality-TV Squid Game — and maybe Netflix should expand the idea. Who can photograph the hottest, most rare singles spawning across Temptation Island in a spinoff of that sexed-up show? Why not add an extra layer of excitement to the The Great British Baking Show, capturing Noel Fielding’s plumage (aka ostentatious designer knitwear) across the habitats of Berkshire, England? Make the Queer Eye team photograph and physically capture their makeover subjects. These ideas are free, Netflix executives.

All the Sharks comes to Netflix on July 4. Keep an eye peeled for shinies, which I assume exist in the world of sharks.


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Nintendo announced on its Nintendo Today app that a Donkey Kong Bananza Direct presentation will arrive on Wednesday, June 18, starting at 6 a.m. PDT / 9 a.m. EDT / 2 p.m. BST.

On the Nintendo Today app, it was confirmed that the event will present “roughly 15 minutes of information about the upcoming Nintendo Switch 2 game.” Since announcing the title back in its April Nintendo Switch 2 Direct, Nintendo has slow-dripped information to the public regarding the brand-new DK adventure.

But here’s what we know.

Donkey Kong Bananza is a 3D adventure game where players guide a cartoonishly charming redesigned DK as he locates golden bananas before an evil group called VoidCo. can get to them first. Odd Rock joins DK as his companion as the king of the Kongs wreaks havoc in this brand-new adventure, with the ability to smash up the locale and environment around him, which Polygon detailed in an early hands-on impression.

The game previously suffered from a leak, showing off a baby-looking version of Pauline accompanying DK on his journey in place of the purple creature. Pauline could be seen in the leaked screenshots wearing a purple bracelet resembling Odd Rock’s material and design, leading some players to believe that the two characters are connected. As for additional Kongs, Cranky Kong was shown in the trailer, but no other monkey family members have been revealed. Yet.

Nintendo will release Donkey Kong Bananza on the Nintendo Switch 2 on July 17.


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Everyone’s on edge the moment that long HP bar appears and Elden Ring Nightreign’s choir rises into a crescendo. Even with a group of three people, boss fights are meant to be challenging in a Souls game. Yet few enemy encounters fill the community with as much dread as the Bell Bearing Hunter. It’s gotten so bad, the whole thing has become a running joke for fans who have had one too many wipes against the fearsome foe.

In the base Elden Ring game, the Bell Bearing Hunter is an optional field boss who only appears at night time at sites of grace that are typically near shacks. Once defeated, the red hunter drops Bell Bearings, which the player can trade at the Roundtable Hold in order to gain access to a wider set of items at the shop. The fight can be difficult, especially at first, when you don’t expect to be hit with a surprise boss battle. Overall, though, few would call the Bell Bearing Hunter one of Elden Ring’s more memorable encounters.

Not so in Nightreign. The Bell Bearing Hunter makes a return in FromSoftware’s Fortnite experiment, and he can appear either as an end-of-night boss or as a field boss at the bottom of the map’s main castle. Though he doesn’t carry any bearings for the player, once defeated, he grants a large set of runes alongside a choice between three weapons or power-ups.

Well, that’s if you can kill him. Realistically, you probably won’t. For whatever reason, FromSoftware has made the Bell Bearing Hunter abnormally hard in Nightreign. He is one of the few bosses where you can be over-leveled for everything throughout the rest of the map, but he’ll still delete most of your health with a single swing of his giant sword. More often than not, poor players going up against him will find themselves repeatedly crawling on the ground waiting to die. Then, when you try and run back to regain your lost level, he’ll probably kill you against before you can collect the runes — after all, you’re a little weaker now than you were the first time around.

You can easily get trapped into a nightmare where stubborn teammates will just keep running into the hunter’s orbit in the hopes they’ll eventually chip away at him, only to lose the entire day making no progress. It’s the sort of thing where I wish I had any way to signal to my teammates that they should run away when they’re charging forward at him at a mere level 4, unaware of the pain he’s about to dole out.

I’m not alone in feeling this way, judging from what Nightreign players are sharing on social media. In one popular clip on Reddit, one player shared a video where they go up against the demon at level 8, only to be knocked down with one hit. For context, the max level you can hit in Nightreign is 15, but most people are around level 10-12 by the time they get to the third day and face that expedition’s final boss. Level 8, in other words, is a fairly high level — and it makes no difference for the Bell Bearing Hunter. Naturally, people are wondering if he should be nerfed.

Here’s another clip that’s emblematic of any encounter with the nemesis, where players take turns reviving each other until their luck runs out:

The bell bearing hunter strikes again… this bitch got no business being this strong pic.twitter.com/5XbECJZWPT

— 🌟Galaxy🌟 (@LadyOfStormveil) June 13, 2025

The fight might suck, but at least the memes are good. Better to laugh than cry, right?

Me checking the castle basement and seeing Bell Bearing Hunter pic.twitter.com/JsyiEzo6HF

— Oroboro (@Oroboro) June 16, 2025

That bell bearing hunter that i hate https://t.co/bHg1JxpW10

— EVIL O'Donnis (@HowdyPeepos) June 13, 2025

Why the heck is the bell bearing hunter so strong | #ELDENRING pic.twitter.com/2bAssapFyi

— Elden Ring Nightreign News (@NightreignNews) June 13, 2025

“bro be acting like darth vader in a hallway,” one user wrote on the Fextralife wiki. “dude harder than 60% of the nightlords bruh,” another opined.

Not all hope is lost if you come across the hunter, though. One player has discovered he’s possible to cheese by blocking the Bell Bearer’s path while he menacingly walks toward a different teammate, thereby allowing everyone else to damage him with ranged weapons or spells. A less savory but no less viable method could be to take advantage of Nightreign’s duplication glitch before it inevitably gets patched out, as it allows you to make copies of powerful gear.

You could also play it fair and square. I’ve managed to kill the Bell Bearing Hunter on a few runs, but those are vastly eclipsed by the number of times he’s killed my team. Apparently, the crimson-colored fighter has zero weaknesses and seemingly limitless poise, which makes it difficult to break his stance. Melee characters, parrying players, and tanks say they have a slightly easier time with him, as his main attack — the giant sword — is swung in a way that leaves a slight gap between him and the weapon. The closer you are to him, the better.

With patience, you can defeat the Bell Bearing Hunter. Some people have even managed to solo him. The question is whether or not he’s worth the hassle. Some players say they run away not because they don’t think they could pull it off, but because their time might be better spent defeating easier bosses, like Miranda Blooms or the Demi-Human Queen. But if you want to farm some aura and brag to your friends, go ahead take him on — just don’t be surprised when the Bell Bearing Hunter ends your expedition early.


From Polygon via this RSS feed

21
 
 

Takashi Iizuka, the head of Sega’s Sonic Team, knows speed. So when it came to developing a new Sonic Racing game, Crossworlds, there was an obvious question: Just how fast could Sonic and his squad go in the current-gen era? Because, you know, they gotta go fast.

“Sonic is known for speed and we like putting that into our racing games, but it was one of the challenges the team had when they went to develop the game,” Iizuka told Polygon via an interpreter during a play session at Summer Game Fest. The Sonic Racing development team started “building the game out at a speed that they felt was appropriate” based on course design, but early playtests motivated them to recalibrate.

“One of the things that we found out is that our Sonic fans want to go even faster,” he said. “What regular people felt was a great speed, our Sonic fans wanted to go faster. So the development team put in a Super Sonic speed into the game to really deliver what those hardcore Sonic fans want out of a fast racing experience.”

The effort is felt. After 30 minutes of hands-on time with Sonic Racing Crossworlds, during which I raced as Sonic, Shadow, and Knuckles in various car mashups across three different cups, I was genuinely surprised at the speed of the play. Maybe years of Mario Kart has dulled my senses — the Nintendo franchise is not exactly known for the type of physics that would impress racing-game fiends — but Sonic Racing Crossworlds felt like a racing game first and a tour through Sonic history second. While I was tickled by the team’s decision to build an entire course out of the aircraft carrier from Sonic Adventure 2, I was more impressed by how challenging I found the early rounds, where hitting every turn and nailing every drift is required to beat the top AI challengers.

Iizuka thinks that’s the differentiator between his Sonic racing games and the obvious competition: The mechanics, the customization, and the chaos are all rooted in the tradition of racing games, not franchise extensions. There are slower modes that will cater to the more casual players, but there are also tons of options for competitors who really want to dig in and… well, compete. The big addition to Crossworlds is a gadget system that functions a bit like a skill tree, unlocking various improvements that can be slotted into car builds. One enhancement might allow you to steal speed-improving rings from players by bumping into them; another might weaponize your drift or amplify its boost. Those little choices, and how you implement them mid-lap, can make or break a race.

Sonic hitting a ramp with a hoverboard in Sonic Racing Crossworlds

The team strived to “make sure we’re allowing people to have a fun and fair racing experience,” Iizuka said, but a Sonic racing game also needed to throw a curveball (spinball?). And in Crossworlds, it’s the travel ring, a mid-race portal that sends all the drivers to a different map for one lap.

“We don’t think any other game has had it now, and we don’t think any other game is going to have it in the future,” Iizuka said. “But it’s coming out of an idea of how we could change the race dynamic. By having the travel ring be that second course, you’re going to a brand-new location, you’re no longer doing three laps on the same track. We’ve flipped the tables.”

Crossworlds has all the prerequisites of a cartoony racing game: high-impact weapons, vivid courses, loads of voice-acted taunting, and console cross-play (a technical achievement for the team that Iizuka calls “a high hurdle that we put up there and wanted to clear it”). But as Sonic’s greatest champion, I asked Iizuka if he was worried that it would make his guy look bad if he lost a race.

“Sonic wants to have a fair competition,” the game designer said. “So he’s getting in a car as well. It’s fair because everyone’s got to be in a vehicle.”

But could Sonic outrun one of the cars? Iizuka doesn’t require an interpreter to respond: “Oh yeah.”

Sonic World Crossworlds will be released on Nintendo Switch, PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S on Sept. 25.


From Polygon via this RSS feed

22
 
 

Christopher Perkins and Jeremy Crawford, previously the creative director and the game director respectively for Dungeons & Dragons, have joined forces with Critical Role, the company announced Monday. Perkins and Crawford are joining Critical Role’s tabletop games-publishing arm Darrington Press to develop new game concepts, innovative mechanics, and future iterations of expansions across the publisher’s product line, which includes the recently launched Daggerheart.

Perkins and Crawford left D&D and Magic: The Gathering publisher Wizards of the Coast in April, after decades of shared experience at the tabletop game maker. Together, they helped create stories and rules for beloved tabletop role-playing game (TTRPG) experiences across multiple games, including Dungeons & Dragons, Star Wars role-playing, and Warhammer fantasy role-play.

At Darrington Press, they’ll work in similar roles: Perkins, is now creative director of Darrington Press, while Crawford will serve as game director.

“Storytelling has always been at the heart of everything I do, and joining Darrington Press feels a bit like coming home,” Perkins said in a news release. “I’ve loved being a part of the extended Critical Role family as a regular guest over the years and I’m beyond excited to help create new worlds full of adventure.”

“I’ve always believed that great games invite everyone to the table, and that’s exactly what excites me about joining Darrington Press,” said Crawford in a statement. “This team is passionate, wildly creative, and committed to building welcoming, connected, amazing story-driven experiences—I can’t wait to expand on what Critical Role has already created to develop some really fun and unique games.”

Founded in 2020, Darrington Press publishes tabletop role-playing games like Daggerheart and Candela Obscura, as well as more traditional board games like Queen by Midnight, Till the Last Gasp, and Solar Gardens.

Critical Role’s Darrington Press officially launched Daggerheart, an alternative to Wizards’ D&D franchise, earlier this month after years of development and testing. While Critical Role built its actual play empire on Dungeons & Dragons’ fifth-edition rules, it has since moved on to become a competitor to publisher Wizards of the Coast, writing its own rulesets and creating new fantasy worlds to inhabit.

The Critical Role team is currently in the midst of an actual play series called Age of Umbra, described as a “dark, survival fantasy” Daggerheart miniseries, featuring game master Matthew Mercer and players Ashley Johnson, Laura Bailey, Liam O’Brien, Marisha Ray, Sam Riegel, Taliesin Jaffe, and Travis Willingham.


From Polygon via this RSS feed

23
 
 

My Hero Academia season 8 will be the final season of the series, and as such, the latest trailer that has just been released marks the end of an era for the popular anime based on the manga by Kohei Horikoshi.

The trailer above teases a few final conflicts, including the end of the battle between Armored All Might and One For All, which began in the previous season. The trailer also showcases a clash between Deku and Tomura Shigaraki, both fights in which All Might and Deku look to be at their limits.

Though Shonen Jump may never officially crown a new Big 3, fans widely consider My Hero Academia, Demon Slayer, and Jujutsu Kaisen the modern-day heirs to Naruto, Bleach, and One Piece, which ruled the magazine in the mid-2000s (and still do, in One Piece’s case). Both MHA and JJK’s manga ended in 2024, and although the manga concluded some time ago, Demon Slayer is finally ending its anime with a trilogy of movies, the first of which will premiere in Japan on July 18, 2025. JJK’s third season is approaching with its penultimate arc, the Culling Games, and now MHA is set to wrap things up with its eighth and final season.

My Hero Academia is a superhero shonen series created by Kōhei Horikoshi. It follows Izuku Midoriya, a Quirkless boy in a world where most people have superpowers (Quirks), as he trains to be a Pro Hero at U.A. High School and become the greatest hero ever, surpassing his mentor All Might, and keeping the world safe from villains. The manga debuted in 2014, and the anime adaptation premiered in 2016.

Although there’s no official date, the final season of My Hero Academia will arrive on Crunchyroll in October.


From Polygon via this RSS feed

24
 
 

Genshin Impact’s 5.7 patch (aka the Skirk patch) is coming soon, with some new heavy Danslief story coming with it. If you’re one of the people who immediately went feral for Skirk when she appeared in Fontaine, this is the patch for you.

Below, we explain when Genshin Impact maintenance starts and ends, alongside the release time of version 5.7. We’ve also added some details about what to expect from Genshin Impact patch 5.7.

What time does Genshin Impact go down for maintenance?

Genshin Impact will go down for maintenance on Tuesday, June 17, or Wednesday, June 18 (depending on your time zone), at the following times and will be unavailable for approximately five hours:

June 17 at 3 p.m. PDT for the west coast of North AmericaJune 17 at 6 p.m. EDT for the east coast of North AmericaJune 17 at 11 p.m. BST for the U.K.June 18 at 12 a.m. CEST for western Europe/ParisJune 18 at 7 a.m. JST for Japan/TokyoJune 18 at 8 a.m. AEST for Australia/Sydney

Make sure to burn your resin before maintenance starts, if you wanted to, but keep in mind that the new battle pass season will launch when the game comes back from maintenance, so you may want to hold on to some.

What time does Genshin Impact version 5.7 start?

Genshin Impact should come back from maintenance with the 5.7 version at the following times:

June 17 at 8 p.m. PDT for the west coast of North AmericaJune 17 at 11 p.m. EDT for the east coast of North AmericaJune 18 at 4 a.m. BST for the U.K.June 18 at 5 a.m. CEST for western Europe/ParisJune 18 at 12 p.m. JST for Japan/TokyoJune 18 at 1 p.m. AEST for Australia/Sydney

The servers may come up early or late, depending on how maintenance goes, but these are the approximate times 5.7 should go live. Usually Hoyoverse is pretty good by abiding by maintenance times. We don’t usually get extended maintenance, but it does end early sometimes!

What’s new in Genshin Impact version 5.7?

This patch will have Skirk and Dahlia, two highly-anticipated characters. Skirk is a five-star Cryo sword-user and Dahlia is a four-star Hydro sword-user. Dainsleif is back for this patch’s story, no doubt to drop a major story bomb that will have lore-heads pacing back and forth for a while.

There will also be an auto-battler event where you can get a free copy of Sethos, as well as the usual onslaught of combat-related events and some mini-games to play to help you bide your time.


From Polygon via this RSS feed

25
 
 

Following Grand Theft Auto 6’s retreat into 2026, last week’s launch of Nintendo Switch 2 will likely stand as the gaming event of 2025. And at the center of that launch is Mario Kart World, an ambitious sequel to one of the best-selling games of all time from perhaps the single most revered game studio in the world: Nintendo Entertainment Planning & Development (to give Nintendo’s game development arm its full title).

You’d think such an auspicious title would be a near-automatic contender for Game of the Year at The Game Awards in December. Not so. Mario Kart World has gone down well with critics, if not as well as its predecessor or as some other 2025 games. But the fact is that even if it had a Metacritic rating of 96, trouncing all its competition, it still wouldn’t be a credible contender, and probably wouldn’t even get nominated. That’s because it’s a racing game.

I’ve discussed The Game Awards jury’s genre bias before: the short version is that action-adventures and role-playing games are strongly favored, especially if they have a strong focus on story. Sports, sim, strategy, fighting, and racing games are clean out of luck. It doesn’t matter how good they are and how much reviewers loved them — they will not get nominated in the GOTY category. It has never happened.

As far as racing games are concerned, there are two cases that provide conclusive precedent for their status as absolute no-hopers in the Game of the Year competition.

The first is, appropriately enough, Mario Kart 8, widely considered the perfect expression of this vastly popular series. Its original Wii U incarnation was released in 2014, the first year of The Game Awards. It reviewed well, with a rating of 88 on both Metacritic and Opencritic — not as high as some of that year’s games, like Bayonetta 2 and Dark Souls 2, but at least on a par with the eventual winner, Dragon Age: Inquisition. It won both the Best Family and Best Sports/Racing Game categories handily, but wasn’t nominated for Game of the Year. (Neither was Nintendo’s other big game that year, Super Smash Bros. for Wii U/3DS, which did have a 92 Metascore, better than any of the nominated games.)

An even more damning example is Forza Horizon 5. It was one of the best-reviewed games of 2021, if not the very best. And that was a pretty soft year for new releases, resulting in one of the weakest Game of the Year fields in The Game Awards’ history, and a surprise win for Hazelight’s co-op adventure, It Takes Two. Forza Horizon 5, as the only game in contention with a 90-plus Metascore, should have walked it. But again, it wasn’t even nominated.

Sealing Mario Kart World’s fate is the fact that it’s not in Forza Horizon 5’s class, critically speaking. Reviews have appeared gradually — no early access was provided to press — but have now settled at 87 on Metacritic and 86 on Opencritic. Reviewers (like me) admire it, but have some criticisms of the implementation of an open world in a game that turns over a new page for Mario Kart.

Nintendo’s slim hope for repeating its GOTY triumph in the Switch’s launch year with The Legend of Zelda: Breath of the Wild now rests with Donkey Kong Bananza or perhaps Metroid Prime 4: Beyond. If they turn out well, either could score a nomination; last year, winner Astro Bot opened the GOTY door to family-friendly platform games, and Metroid has been nominated before (Metroid Dread in 2021).

But Mario Kart World’s chances of a GOTY nomination or win were zero before anyone had played it. The strange genre blindness of the GOTY jury sees to that. It could be argued that genres like racing games are too niche to be considered, or at least too niche to be widely played enough among The Game Awards’ large jury. But Mario Kart 8 Deluxe’s 68 million sales put the lie to that; everybody plays Mario Kart.

Instead, the uncomfortable truth is that the critical community for video games, of which The Game Awards’ jury is a pretty broad sample, does not consider racing games — or fighting games, or sims, or the rest — to be capable of greatness or a true representation of the art. That’s surely an assumption worth challenging.


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