Game News

Evercade Reveals New Budget-Friendly Gaming Handheld And Home Consoles

Evercade is refreshing its hardware lineup this July with the launch of the Evercade VS-R home console and Evercade EXP-R handheld. The cartridge-based platforms are receiving fresh coats of paint, while the EXP-R is also getting an updated price tag. The Evercade EXP-R and VS-R will be sold for only $100 each.

Preorders are not yet open, but are expected to begin on April 30 through the official Evercade website. We’d also expect the hardware to be available to order at Amazon at some point. The EXP-R and VS-R have charcoal gray color schemes with turquoise accents. They each will come bundled with a cartridge, but specifics have not been revealed just yet.

If you’re unfamiliar with the Evercade family of systems, it’s a retro gaming platform that lets you play over 50 cartridge-based collections. The original Evercade handheld released back in 2020, and Blaze Entertainment has iterated on the Evercade hardware multiple times since, including with the Evercade VS home console, Evercade EXP handheld, and last year’s spin-off $60 handhelds, the Taito and Capcom Super Pockets.

The price cut for the EXP-R is a pretty enticing part of the refresh, as the existing Evercade EXP costs $150. The Evercade EXP will still be the premier handheld in the Evercade lineup in some respects, but the EXP-R has the same premium design for the most part. The two notable omissions with the EXP-R: You will not get the 18 built-in Capcom games, and the EXP-R drops the HDMI output, which means you cannot connect it to your TV. The EXP-R, however, will add a new textured grip that could make it more comfortable than the original EXP.

Outside of those differences, the EXP-R will have the same integral functionality, including TATE mode, which allows you to turn the handheld to the side to play vertical-oriented arcade games in the proper aspect ratio. Evercade will be releasing an Evercade TATE Grip alongside the handheld for $20. The grip will be compatible with the EXP and EXP-R. Just like the EXP, the EXP-R has built-in Wi-Fi support for firmware updates and a 4.3-inch IPS screen.

The VS-R, meanwhile, is a home console that can connect to your TV and supports 1080p output. The VS-R includes one controller, and additional VS-R controllers can be purchased separately. The console also supports the existing VS controllers. Like the VS, the VS-R has two cartridge slots, and there are exclusive secrets to be found by utilizing this feature on either home console.

Evercade’s library has grown to over 500 retro games across 50 cartridges, so if you’re looking for an official way to play some of the most iconic games of the past few decades, these cartridge-based gadgets are certainly worth considering. We’ve reviewed the Evercade EXP, Evercade VS, and Super Pocket. You can check out those reviews below. You can also head over to Amazon to take a look at existing cartridge compilations, which start at $20.

Learn more about Evercade

The Outlast Trials Toxic Shock Event Includes More Twisted Missions And Rewards

The Outlast Trials hit consoles and released into its 1.0 state a few weeks ago, and today Red Barrels kicks off the horror multiplayer game’s first limited-time event since then. Toxic Shock brings new MK-Challenges and Trials as part of the new program full of XP and limited-time currency that can be redeemed for a new costume in the game, the apocalyptic Crossing Guard.

The Toxic Shock event runs from now until May 7, during which time you can unlock new tokens for completing missions within the program. In total, 28 tokens can be earned, with the Crossing Guard costing 20 tokens, so you needn’t complete every single mission to unlock it. Completing the final trial will unlock an exclusive poster for your sleep room, however, so diehards may find it’s worth seeing through to the brutal end.

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Now Playing: The Outlast Trials | Toxic Shock Limited-Time Event and Update Trailer

The missions play out on previously released maps but with new objectives and variators, including the centerpiece that routinely dispenses toxic gas across the whole map, demanding you jump into a hiding place until it evaporates. There’s also a new optional objective akin to tearing down the game’s propaganda posters that tasks you with collecting rats scattered around each map.

The missions aren’t for the faint of heart, as several include some of the game’s fiercest variators, such as more and tougher enemies, extended rig cooldowns, fewer hiding spots, and even the removal of player names, making it harder to know where your teammates are at any time.

The update is out now and free but requires a game patch to be downloaded.

Sony Wants New “PS5 Pro Enhanced” Mode In Games – Report

Sony is reportedly asking game developers to take advantage of Sony’s alleged PlayStation 5 Pro for increased graphical fidelity.

According to The Verge, Sony is reportedly asking game developers to create an exclusive graphics mode in their games for its high-end PlayStation 5 model. It reportedly combines Sony’s new PlayStation Spectral Super Resolution (PSSR) upscaling to 4K resolution with 60fps and ray-tracing.

Games that offer this mode apparently have the PS5 Pro “Enhanced” label. However, the label will still be available for some games that have 30fps. Reportedly, games that have a fixed resolution on PS5 can still have the label as long as developers increase the target resolution on PS5 Pro, and those with variable resolutions can increase their target maximum resolution.

What this possibly means is that a game that has a higher maximum resolution on PS5 Pro and a lower one on the base PS5 could qualify for the “Enhanced” label. Reportedly, just enabling ray-tracing and opting to not improve the resolution or framerate is enough earn the label.

However, the label reportedly won’t be attached to games that only run at a more stable framerate on PS5 Pro, as well those with variable resolutions that don’t improve the maximum resolution. For example, if a game has a variable resolution from 1080p to 1440p on base PS5, and then a resolution from 1280p to 1440p, then it won’t get the label. This is because even though the low end variable resolution increased, the maximum stayed the same.

Developers who want to utilize this mode need to update their games to Sony’s SDK, but some games that don’t will still have better performance on the PS5 Pro. There is reportedly an “ultra boost” mode that helps out with framerates and resolutions. However, many unpatched games apparently won’t see improvements with this mode, especially ones with fixed resolutions and graphical settings.

Sony hasn’t responded to these reports or revealed a PS5 Pro, but rumors say that the console could be released sometime this year.

Ex Blizzard Boss Wants To Be Able To Tip Devs At The End Of A Game

Former Blizzard president Mike Ybarra has suggested that tipping culture could benefit games, with some “special” single-player games leaving him wishing he could give more money to developers after completing them. Ybarra noted that “most will dislike this idea,” with many consumers already tired of tipping culture coming to other industries.

Ybarra introduced the idea in a tweet, as picked up by IGN, saying he had been thinking about it for a while as he was playing more single-player games.

“At the end of the game, I’ve often thought, ‘I wish I could give these folks another $10 or $20 because it was worth more than my initial $70 and they didn’t try to nickel and dime me every second,'” Ybarra explained.

“Some games are that special,” he added, listing games such as Horizon Zero Dawn, God of War, Red Dead Redemption 2, Baldur’s Gate 3, and Elden Ring among the games he would be tempted to pay a little extra for.

“I know most will dislike this idea,” Ybarra added at the end of the tweet. “I realize we are tired of ‘tipping’ in everything else–but I view this different from a pressure to tip type scenario many face and give feedback on.”

While some have agreed that it would be a good option to have for some games, most commenters unsurprisingly don’t like the idea of being asked for an extra tip after completing a game. Some gamers pointed out their pockets aren’t deep enough to afford anything more than the price of a game, while some expressed that it would be hard to trust that tips on AAA games would actually go back to the developers who made it.

Tipping culture already exists in some gaming spaces, with game platforms such as Itch.io including an option for tips. It’s also common for makers of fan games and modders to fund their work off tips.

Ybarra’s comments come at a tumultuous time for the industry, with many major companies scaling back–resulting in layoffs, studio closures, and game cancellations. AAA development costs have skyrocketed in recent years, with former PlayStation boss Shawn Layden saying the current state of AAA develompent is unsustainable.

Game Reviews

Harold Halibut Review – Lost In Its Own Deep Sea

Harold Halibut puts you in the shoes of a lowly maintenance worker aboard a spaceship submerged underwater. To the residents aboard the ship, Harold is a rather charming, lovable, even dopey fellow who is endearing for his simplicity and his complacency in doing his job. Harold is tasked with removing graffiti, cleaning, and fixing machines, and when the work is done, his day ends, he goes to sleep, he wakes up–rinse, repeat. That’s the surface of Harold, but tucked out of sight from people’s view, is a character who is deceivingly introspective, often documenting his life through scribbled images in a notepad, or expressing himself through playful theatrics when he’s alone, like singing and performing operatically while mopping up a filter system. This is a side of the character only we, the player, get to see. As a character, Harold is complex, even if he doesn’t entirely understand how. He attempts to question and explore his curiosity and his own existence within the confines of a spaceship he was born and raised on, but he’s not always capable of understanding exactly what he’s looking for.

Harold Halibut

Harold Halibut, the game, is much like its titular character: It’s charming and lovable on the surface for its unique handmade aesthetic and charmingly simple gameplay. But just beneath that uncomplicated layer is a story that attempts to ask questions about introspection and self-worth, even if the game doesn’t always feel equipped to answer them or understand its strongest suits.

Harold Halibut does an incredible job in exploring its many themes and concepts by putting a magnifying glass on its setting. The FEDORA is a spaceship that was designed to leave Earth during the Cold War and set forth on a 200-year journey to seek a new planet to live on, but the new world it found was devoid of any landmass. With nowhere to go, the FEDORA crashes onto the planet, plunging its occupants into the watery depths, which they’ve learned to colonize. Meanwhile, Harold’s mentor and resident scientist, Mareaux, attempts to find a power source to launch the ship back into space to find a more suitable planet to live on.

In the meantime, as Harold, you interweave through the lives of the FEDORA’s inhabitants, the ship’s politics, and its inner workings. It’s a monotonous process that involves checking off Harold’s tasks on his PDA-like device, as you move through his day-to-day life in the quirky retro-future spaceship. But Harold’s life takes an abrupt turn after discovering a humanoid fish-like being has boarded the ship, creating a whole new perspective on the planet they’ve, in fact, been sharing all these years. It’s in this moment that Harold’s seemingly monotonous life is turned on its head, inspiring curiosity in what lies beyond the only world he’s ever known.

Harold Halibut

Harold Halibut is striking in its visuals because it’s entirely handmade. Characters, articles of clothing, pieces of furniture, teapots, mugs, floorboards, and everything else was handmade in our real world and digitally scanned into the 3D game. Its visuals instantly distinguish Harold Halibut as one of the most visually interesting games of the year. But while it’s easy to get swept up in the awe of its look, the strongest characteristic of the game is the world itself and the characters within it.

Harold Halibut is entirely focused on exploration, conversational choices, and the occasional challenge-free minigame. At its core, Harold Halibut is focused on the world and the characters that inhabit it, which, story aside, is where the game is at its best. While you may play as Harold, it’s the characters you interact with who give the game a sense of intimacy and, over time, a feeling of density that shows there’s actually a lot going on–these are the game’s biggest achievement.

Across my 18 hours, I met nearly two dozen characters, each with their own story to unpack, and I loved all of them. More than the discovery of an alien species, or the urgency to find a power source for the ship, my biggest motivation was to get to know each and every person aboard the FEDORA. Whether it was the comical musings of the sports store owner Slippie, or the by-the-book Major who enforces the ship’s laws, each character is multifaceted, with deep personalities to learn, explore, and oftentimes see challenged.

While most of the time spent with these characters is completely optional, the game’s most important and consequential moments, both hilarious and heart-wrenching, start and end with the citizens of FEDORA. The conversations can feel inconsequential in the grand scheme of the game’s plot, but are invaluable to making this handmade world feel alive and lived in.

With the abundance of characters also comes a desperate need to keep track of them. Early in my time with the game, before I had become well acquainted with the cast of characters, I was often confused with who was who and where they were located. The game’s lack of waypoints was to its benefit, however, as this kept me engaged in using the ship’s signs to navigate its many sectors, but also better learn and remember these characters, as I would with people in real life. However, those early stages also created unnecessary friction by causing me to bumble around and waste time. This could have been alleviated with the addition of an in-game glossary to remind me who is who that could have existed in Harold’s PDA.

Harold Halibut

Each character is as distinct in their looks as they are their views on life–even with the shared perspective of living in the confines of a small colony underwater. It’s their stories that gives the FEDORA believability and lends the game a prevailing heart and soul that overshadows all of the game’s other plotlines. But its achievement of creating a rich cast of characters also gives rise to struggles in properly exploring them under the weight of its other story ambitions.

Aside from the thoughts and feelings of its very broad cast of characters is an abundance of ideas and narratives driving the main plot. These range from unpacking a corporation’s ulterior motives, to a secret society lurking in the shadows, to the urgency to locate a power source for the FEDORA. And while they are no doubt necessary to tell an overarching story, they feel like ideas that are too big for the dollhouse-sized nature of Harold Halibut.

As Harold’s world aboard a spaceship begins to collide with the alien world he’s been living on, he makes friends with the planet’s inhabitants, which are known as the Flumuylum. The fish-like humanoids’ philosophies are a complete contrast to that of humans, though also pretty much what you’d imagine what it would be like if fish were humans: a species that simply floats along through life, existing and observing, giving little to no meaning to anything. This mentality crashes head-on with Harold’s everyday existence: a life that boils down to routinely taking orders and doing what other people expect of him, often in service of the ship’s corporation-based ethos and in adherence to arbitrary rules like having a curfew or paying for its water tube transportation system. The duality between Harold’s and the Flumuylum’s lives are juxtaposed for several hours in the game, until Harold is forced into a crash course in existentialism towards the latter half of the game, causing him to question whether or not he was ever in control of his own life. The scene was a tonal whiplash as the game made a hard turn to answer questions that it had only just begun to ask, and in doing so, felt more clunky than enlightening.

Harold’s abrupt journey of introspection is sandwiched on top of and between the stories and ideologies of other characters, as well as the game’s overarching plots and conspiracies. No one idea or theme felt like it had the breathing room it needed or deserved, which means they can feel more like fleeting concerns instead of food for thought. For example, one scene hints at themes of the industrialization, pollution, and consumption of animal products by the human race, only to never refer to it again, or even set up a satisfying throughline for its purpose in the first place.

In trying to weave its characters, story, and themes together, I found its focus to become muddled. With such an emphasis on all its characters, and by making them an integral part of the game’s core experience, Harold ends up being the only character that has a substantial narrative arc–he sees his world through the lens of a mere errand boy but has his world turned upside down, creating a perspective that gives his life more meaning by the end. But in spending the time to do this, the game, in turn, leaves many threads for the other characters I had grown attached to feeling unfulfilled. By the time the climatic end unfolds, I was less interested in the conspiracies behind the events that transpired and more focused on the growth of the characters.

Harold Halibut is at its strongest when intimately exploring its characters, their inner workings, and their relationships with one another. But in attempting to build towards a dramatic conclusion, many of the hours spent fostering relationships with the characters took a backseat to plotlines that were less interesting.

To quote one of the game’s own characters, Buddy the mailman, “each person aboard this ship is a world their own.” In a story about a man trapped on a ship, who is trying to understand himself better, their lives and perspectives should be the most important stories to tell for Harold’s journey. Harold Halibut’s world and the people that inhabit it were literally crafted by people that cared about him and his story. And while that story struggles under the weight of its ambitions, the human touches on every part of it are evident. Those are the heart and soul of the game, and they imprinted on me too.

Children Of The Sun Review – One Shot

It only takes a single bullet to burn down an empire. That’s the ethos behind Children of the Sun, an excellent supernatural puzzle-shooter from solo developer René Rother and publisher Devolver Digital. Like many of the games in Devolver’s vast library, Children of the Sun is wonderfully stylish, violent, and built on a unique gameplay hook; think Sniper Elite mixed with Superhot and you’re on the right track without quite telling the whole story.

You play as a protagonist known simply as The Girl, a one-woman wrecking crew waging a vengeful war against the eponymous cult that ruined her life. As one cultist after another is turned to mincemeat behind the vindictive crosshairs of your sniper rifle, you gradually make your way up the food chain until coming face-to-scope with your true target: The Leader. While embarking on this blood-soaked killing spree, hand-drawn flashbacks reveal tidbits about the atrocities committed by this mysterious cult and The Girl’s reasons for seeking revenge.

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Now Playing: Children Of The Sun GameSpot Video Review

There’s no dialogue during these cutscenes; instead, the narrative is intentionally minimalist, bombarding you with unnerving memories that are both terse and chaotic. This scattershot approach makes it difficult to glean all of the available information–perhaps deliberately so–which means you might feel lost and slightly detached from the story at times. It’s all complemented by a discordant soundscape of ambient white noise that matches the game’s striking art style–composed of deep purples and vivid yellows–and gritty, surreal tone. The game’s arresting aesthetic paints a picture of a brutal world of saturated filth, where cultists defile seedy motels, gloomy forests, and derelict apartment buildings, spreading their deceitful disease like plague-infested rats.

For as evocative as Children of the Sun’s story, visuals, and music are, it’s the innovative gameplay where it truly shines. At the beginning of each level, you’re able to move The Girl either left or right on a predetermined path. Sometimes, you can navigate around a level in a full 360-degree circle, while other times, you may only be able to move a few yards before being impeded by a fallen tree or steep riverbank. From here, you can get a lay of the land, mark enemies, and determine the best position to fire from. Once you’ve aimed down the scope and pulled the trigger, the camera snaps to the crown of the bullet as it hurtles through the air. Blood spatter and disintegrated flesh usually follow, but the catch is that this is the only shot you’ll fire for the duration of the level.

The Girl’s backstory pulls from a classic fiction trope where a young girl discovers she has latent supernatural powers once she reaches puberty. Each time a bullet is propelled through a cultist’s skull, time slows down to a crawl, and The Girl’s psychic abilities let you take control of the round and re-aim, allowing a single bullet to cleave through an entire enemy compound in one fell swoop.

Initially, you can only move the bullet in a straight line from one enemy to the next, ping-ponging between them like a murderous pinball machine, and this makes your first shot the most crucial. From that initial point of impact, you need to chart a course through every other enemy until none are left alive. This is easier said than done, of course. While some enemies remain stationary, others are walking around, circling the entire map in a car, and sitting out of view of your initial vantage point. Considering all of this, you might have to finish a level by ensuring that the penultimate kill provides a clear sightline of the final cultist, who was hidden until now. There are wrong ways to do this, but there isn’t a definitive right way, so experimentation is incentivized and rewarded.

Children of the Sun is wonderfully stylish, violent, and built on a unique gameplay hook; think Sniper Elite mixed with Superhot and you’re on the right track without quite telling the whole story

As you progress through the story and more enemy types are introduced, you’re given additional powers to counteract the likes of shielded and armored cultists and the increasingly elaborate environments they’re inhabiting. The first of these powers lets you take direct control and gently curve bullets like James McAvoy in the 2008 film Wanted. This is useful for firing over walls and bending the shot so it lurches downwards and hits the cultist on the other side, or simply tweaking the bullet’s trajectory to guarantee it lands on-target.

Another ability reveals enemy weak points, which, when destroyed in a hail of slow-motion blood, grant you the power to redirect the bullet in mid-flight. Using this, you can fire past a shield-wielding enemy and then spin the bullet around to nail them in the back of the head, entirely negating their bullet-proof protection. Other times, you might use this technique to escape a building and re-enter it elsewhere or fire into the sky to provide a better view of the area and uncover a previously elusive enemy.

Armored cultists, meanwhile, provide an altogether different challenge. The only way to penetrate their thick armor is by using a power shot–achieved by holding down the trigger for the duration of the bullet’s flight. These shots necessitate a large enough distance between targets to build up the requisite velocity needed to blow through armor, so figuring out how to remove these enemies is a unique problem. Doing so is always a thrill, though, as you get the gratification of seeing the bullet reach supersonic speeds before blasting through the cultist’s now-useless defense.

Finding a solution to each level’s grisly puzzle is immensely satisfying, especially when trial and error is abundant. Your first few attempts might revolve around tentatively exploring to find where all of the cultists are located and then figuring out the best way to carve through each one. You can sometimes use the environment to your advantage, too, shooting vehicles’ fuel caps and gas canisters to eliminate multiple enemies in one vehement explosion. You could blow up a car just to attain a better angle or snipe a pigeon flying overhead to gain a bird’s eye view of the area. I wish there were more opportunities for environmental kills besides destroying vehicles and explosive barrels, but restricting how you can interact with the world around you adds to the challenge and sense of achievement when you emerge victorious.

Gallery

At around three hours in length, Children of the Sun is a relatively brief experience. Usually, this would be a blessing in disguise for a game that doesn’t diversify from its core conceit too often, yet I still found myself desperate for more. Fortunately, replayability is rife, as the game’s scoring system encourages you to go back and replay previous levels to achieve a better rating. Headshots are scored differently from leg wounds, just as you earn more points for better timing and efficiency, while leaderboards create a sense of competition. Completing a level also reveals an excellent snapshot of the flight path of your bullet, which the game makes easy to share on social media for some extra fulfillment.

Children of the Sun’s unconventional approach to sniping is consistently thrilling and wholly satisfying. It might be full of gruesome blood spatter and cracked skulls, but it’s also the thinking person’s shooter–more of a delightfully macabre puzzle game than anything else. It’s admittedly short, and the game’s longevity will largely depend on how hard you fall for its inventive and bloody puzzles. That shouldn’t be a problem when it’s so difficult not to. And even if it’s relatively one-note, Children of the Sun plays that note with such morbid aplomb that it’s easy to recommend.

Star Wars: Battlefront Classic Collection Review – Fire Away

I spent many a weekend afternoon playing the first two Battlefront games back in 2004 and 2005, my friends and I sinking hundreds of hours into our repeated efforts to conquer the galaxy, recreate battles from the Star Wars movies, and theorize why the video game version of General Grievous was so much stronger than his movie counterpart. Heck, my hope that we’d one day see a Clone Wars animated series that focused on exploring the clones’ individuality was born from Battlefront 2’s wonderfully narrated 501st Journal. Now that I think about it, much of my love for Star Wars can be traced back to the first two Battlefront games. But that doesn’t change that their dated mechanics and the unbalanced nature of their unrewarding tug-of-war matches don’t hold up two decades later. And Aspyr Media does not address these issues in Star Wars: Battlefront Classic Collection, a collected pack of the two games, leaving them feeling like relics of a bygone era that aren’t worth playing in this shape today.

Pandemic Studios’ Battlefront and Battlefront 2 (not to be confused with EA DICE’s 2015 Battlefront and 2017 Battlefront 2) are both shooters that focus on Star Wars’ Clone Wars and Galactic Civil War periods, seeing you step into the boots of ordinary soldiers who participate in the conflicts. Mechanically, both games play very similarly to one another, though Battlefront 2 adds to the first with space battles, playable heroes (who are notable characters from the Star Wars movies like Yoda and Darth Vader), and a more story-driven campaign that ties into Revenge of the Sith.

The 501st Journal is still great.

Each army features four standard soldier archetypes. You’ve got your assault rifle-wielding standard trooper, long-range sniper user, heavy-hitting rocket launcher demolitionist, and a support soldier who excels at short-range combat and fixing up vehicles. Beyond those four, each army has additional special units–the Republic Clone Army has the jetpack-equipped Jet Trooper, for example, while the CIS has the roly-poly Droideka. Because the main units all handle the same for the most part, you don’t have to learn entirely new mechanics for each class, while the more specialized troopers add a bit of distinct flair to each army. I like it–it makes it easy to pick up both games while also ensuring the gameplay doesn’t grow stale quickly.

The collection includes six maps that were added as post-launch content to both games (one for Battlefront and five for Battlefront 2) as well as two playable heroes in Battlefront 2 who were previously Xbox-only DLC (Kit Fisto and Asajj Ventress). Beyond that, there are some changes to the gameplay, such as to Hero Assault, a Battlefront 2 game mode that sees all the playable Star Wars heroes face off against the villains. In the original Battlefront 2, this mode could only be played on the game’s Tatooine map, but the Battlefront Collection makes the mode available on all ground-based maps. In addition, the collection adds cross-gen multiplayer support (but no cross-play, unfortunately) and increases the number of players per match to 32v32.

It’s those improvements that irk me, as they’re evidence that Aspyr Media did make efforts to change and improve aspects of the original games. And that’s good! Great, even. But this decision throws what wasn’t adjusted into stark contrast and highlights how outdated Battlefront and Battlefront 2’s gameplay is. It locks the Battlefront Collection into this weird space where it’s neither a good remaster nor a completely accurate preservation of the original games.

Both Battlefront and Battlefront 2 really show their age in Classic Collection.

But even without that observation, it’s clear that what was once great gameplay for a console shooter has lost its luster after 20 years. Battlefront 2 fares a tad better than the original game, given how it was able to make improvements to the first Battlefront’s mechanics back in 2005–soldiers can sprint, the details of characters are sharper so it’s easier to discern targets from further away, and maps are larger so firefights are more spread out. Plus, Battlefront 2 just has a more compelling campaign. Even if the story is no longer part of the Star Wars canon, witnessing the rise of the 501st Legion during the Clone Wars and subsequent transformation into Vader’s Fist during the Galactic Civil War is still a compelling viewpoint for the Clone Troopers’ view of the Star Wars movies, strengthened by the chilling narration of actor Temuera Morrison (Attack of the Clones’ Jango Fett, The Book of Boba Fett’s Boba Fett). His monologue of the troopers’ silence as they march into the Jedi Temple to execute Order 66 is still one of my favorite moments from any Star Wars story, and 20 years later, it hasn’t lost its impact.

Even if the story is still interesting to experience, however, the act of playing through it isn’t all that fun. Movements are sluggish and aiming isn’t precise, promoting the use of soldiers armed with automatic weapons over the others. The other classes are serviceable, but the gameplay clearly pushes you away from them, making every firefight feel increasingly the same. There’s no incentive to branch out and master the other classes–victory is achieved by whittling down the other team first, so killing as many people as fast as you can is ideal, and that’s just easier with an assault rifle or minigun than a sniper rifle or pistol.

Battles in the offline campaign and online multiplayer also suffer from imbalance–once one side takes the lead, they almost always win. It’s clear there’s meant to be some sort of tug-of-war element to each match, as each side fights over command posts, but it rarely plays out that way. Your side can only spawn from command posts your side has captured, so once one side has more command posts than the other, it’s easier for that side to pressure the losing side as the number of places where the losing side can spawn shrinks. This creates a slog where it becomes quite clear about halfway through a match which side is going to take the win, and you’re just left playing out the rest of the time to witness a conclusion that you saw coming. Heroes alleviate this a bit in Battlefront 2. If a player does well enough before being killed, they can spawn as their army’s hero for that map, and certain heroes can change the tide in an instant (especially the villains on the CIS and Empire, who are all around stronger than the good guys for the Republic and Rebellion). This would be a great counterbalance to the uneven nature of Battlefront 2 if heroes could be summoned more regularly but, as is, they’re just too tricky to unlock if you’re on the losing end of a battle. It’s hard to do well when the enemy is closing in around you. This issue is even worse in the original Battlefront, which doesn’t have playable heroes.

Why do the bag guys get all the cool powers in Battlefront 2?

The moment-to-moment gameplay of each match isn’t all that fun either. Firearms aren’t very precise, relying on a generous auto-aim feature that feels like it’s rewarding me for pointing my gun roughly in the right direction instead of actually landing a precise shot. When I was a kid, I was always just happy that my friends and I won, but now as I see the “victory” message splash across the screen, all I can wonder is how it happened. I can’t point to what in my performance led to my team winning as opposed to losing, leaving little opportunity to think back and improve. There’s an uncomfortable amount of luck associated with victory–more than I want in a shooter.

The space battles in Battlefront 2 don’t feel much better. It’s telling that the campaign still lets you skip them outright if you want, like an admission that they aren’t very fun (which is true). Though the concept of manning a starship and flying out to meet the enemy, whittling away at their capital ships or flying into their hangar to sabotage their systems from the inside is initially thrilling, it very quickly loses its appeal once you realize all matches play out pretty much the same. There’s next to no variety to Battlefront 2’s different space maps, so your strategy for one tends to work on all of them–you don’t have to adapt, leaving the gameplay feeling stagnant. Plus, the starships in Battlefront 2 don’t handle very well, making it frustratingly tricky to maneuver through dogfights.

The biggest detriment against the Battlefront Classic Collection is that we’ve had more Star Wars games since their release that all improved upon what Battlefront and Battlefront 2 did. EA DICE’s two Battlefront games have sharper shooting mechanics that better reward precision and huge battlefields that prevent one side from quickly surrounding and destroying the other. 2020’s Squadron’s aerial dogfights are huge improvements over Battlefront 2’s space battles, with more responsive controls and greater variety to the maps. Sure, Battlefront Collection brings these elements together, but not in a way that’s strong enough to make this a more compelling experience than what’s already out there.

Star Wars: Battlefront Classic Collection is ultimately just disappointing. It’s unclear whether it wants to be a remaster or a collection that preserves two major games from Star Wars’ history, but in both instances, it fails. This is neither an accurate representation of what Battlefront and Battlefront 2 were, nor does it make enough adjustments to bring two decades-old games into the modern era. The result is a collection that’s not really fun to play, and well worth skipping.

Open Roads Review – Quick Trip

I once read in a very profound article published in a very prestigious magazine (okay, it was a TikTok) that “daddy issues” make artists while “mommy issues” make writers. I can’t attest to the science–or lack thereof–behind this statement, but as a writer born into a long line of guarded women who wielded pens as weapons, I can absolutely relate.

As such, I have a particular fondness for mother-daughter stories and the catharsis they can offer. When I heard the team behind Gone Home would be tackling the subject in their upcoming game Open Roads, I braced for a beautiful cross-country journey that would inevitably hit too close to home. However, while Open Roads has moments of relatability that are powered by solid dialogue, charming characters, and nostalgia, I was ultimately left underwhelmed by the walk-and-click exploration game. With a runtime too short to truly pull players in and an abrupt ending that leaves things feeling hastily resolved, Open Roads feels more like a pit stop than an adventure.

That’s not to say the game’s premise isn’t interesting. Open Roads begins shortly after the death of the Devine family matriarch, Helen, and follows her daughter Opal and her granddaughter Tess as they cope with loss and what to do next. Throughout the entirety of the game, we play as Tess, a 16-year-old high school student who is every bit as strong-willed, cheeky, and hopeful as most 16-year-old girls are. On top of her grandmother’s death, Tess is also processing her parents’ recent separation and the loss of her home, as she and her mother lived with Helen but were not given the house upon her death.

While cleaning out her grandmother’s home, Tess and Opal stumble upon a suitcase buried within the attic walls and find what appears to be evidence of Helen’s secret life and a passionate love affair. With a week to go until the house is sold and an empty agenda, the pair set off on a series of short trips to get to the bottom of Helen’s mysterious life.

At each of the game’s handful of locations, you walk around as Tess and interact with objects from different time periods ranging primarily from the late ’60s to the early 2000s–the time the game is set in–that are sure to be familiar to many American millennials. Occasionally you’ll be able to pocket the items to use later, adding a slight puzzle element to what is otherwise a game driven by simple exploration, though these moments are few and far between. Certain items will also prompt you to call for your mom, who will chime in, add context, or mull over your findings with you. All this makes for straight-forward gameplay that can, unfortunately, start to feel a bit dull as the game goes on.

Outside of exploring the game’s dusty abodes and dimly lit motels, Tess spends most of her time riding shotgun in her mom’s late-’90s sedan. There, she’ll have the chance to cycle through mostly static-filled radio stations, chat with her mom, or use her trusty flip phone to text her father or best friend. Yet for a game titled Open Roads, your time spent on the road is extremely brief and only happens a handful of times, which ultimately takes away from the road-trip experience and doesn’t help to break up its repetitive gameplay.

This is a recurring issue, as the game in its entirety is too brief to effectively address everything it sets up or fully establish a deep sense of relatability and emotional connection. This is a shame considering the underlying plot is interesting and the game’s characters are very endearing. Though Kaitlyn Dever and Keri Russell might be known for their live-action careers, the pair bring a lot of personality to Tess and Opal respectively. Even Helen, who has no speaking parts and appears in the game only through grainy photographs, has a lot of personality. In fact, her vivaciousness is a frequent subject of discussion between Tess and Opal, who both exhibit her more free-spirited behavior, albeit in different ways. This is another aspect of the game I really enjoyed, as it’s all too often that mothers are written as protective, worrisome, uptight, and relatively flat–Open Roads avoids falling into that trap.

However, I also think Open Roads pivots a bit too far away from this mother-daughter tension. Sure, Tess and Opal do have their spats and Opal frequently expresses frustration towards some of her late mother’s actions, but for a pair going through grief, divorce, major life transitions, and betrayal, there’s a lack of drama that turns into a lack of evolution and catharsis. Between its overall brevity and hesitation to dig into messiness–humanness, even–Open Roads puts up a bit of a wall between the player and its story. As a result, I found I liked its characters, but I didn’t feel much towards them. While they were relatable enough, I didn’t find myself in them.

Sure, not all mother-daughter relationships are contentious or imitate Lady Bird, but in shying away from the emotional, you lose, well, emotions. For example, even with all the big plot points unraveling around them, the most impactful conversation in the game, to me, was the one Tess and Opal have after Tess accidentally leaves her phone at the hotel and demands they go back. As an adult, you’re able to see the situation rationally: It makes sense to finish up the drive and grab the phone on the way back–it’ll only be a night without it, after all. But Tess’s dialogue options are limited and a bit more intense than usual–she needs her phone. And despite being 30 years old, I still felt that desperation.

It’s clear that Open Roads wants to have meaningful conversations about generational trauma, the oft-dismissed complexity of mothers, and how humans have different ways of showing love, a fact that can lead to pain when misunderstood, and I wanted to have them too. Yet it doesn’t offer the time or vulnerability to dig into these interesting topics. And while some of its story beats are unique, or offer at least a slight variation on ones we’ve perhaps seen before, all of these stories end somewhat abruptly and without much fanfare or introspection.

Where the game does succeed in storytelling, however, is in its environments. Presumably thanks to the studio’s pedigree and history of working on exploration games like Gone Home and Tacoma, you can tell there is an understanding of how to make locations nostalgic without pandering, interesting but not overwhelming, and immersive but not disjointed. Though I’m slowly discovering that a lot of first-person exploration games make me a bit nauseous (definitely a “me” problem here, so I don’t fault Open Roads), I really enjoyed walking around the environments the studio created. There were so many objects and pieces of decor that reminded me of the ones I grew up with, and it was interesting to note how these objects–and the memories attached to them–moved me more deeply than a lot of the game’s conversations.

At every location, there were little reminders–be it newspaper clippings, a Blockbuster copy of Clueless, or a CorningWare-style casserole dish–of the time that had passed. Sure, this sense of place is aided by some of Tess and Opal’s conversations–I particularly loved the one in which Tess admits to her less-computer-inclined mother that her idea of a wild Friday night consists of pizza rolls and The Sims, because same–but a heavy amount of lifting is done by the artistry and detail put into creating these locations.

I also really enjoyed Open Roads’ character art, which feels inspired by the animated films ’90s kids grew up watching. The style stands out against the more realistic-looking environments and works well with the game’s voice acting, though the lack of proper lip-syncing did feel awkward at times. More awkward, however, was the game’s sound, which felt almost incomplete. I had expected to hear songs and sounds that would take me back to 2003, yet they were noticeably absent. While I wasn’t expecting to hear “Stacy’s Mom” or “Hey Ya!” pop on the radio, having multiple radios and TVs that you could interact with that did effectively nothing was a bit of a letdown.

It’s unfortunate that “letdown” and “underwhelmed” are words I’ve used multiple times when talking about Open Roads because there’s still so much about the game that works. The overall narrative touches on some meaningful topics, there’s a fair amount of intrigue, plenty of well-crafted dialogue, some interesting characters, and a lot of heart. Yet most things fall frustratingly short or are cut off far too early, making the whole experience slightly lackluster. Despite being a game about a mother-daughter road trip, the game doesn’t go too far and that relationship is left only slightly altered rather than meaningfully examined and changed.

Pepper Grinder Review – Short And Spicy

It only takes a glance to understand Pepper Grinder’s inventive gimmick. A small girl named Pepper–a pirate by trade–wields a drill named Grinder that’s roughly the size of her entire body. The gear allows her to grind through soft surfaces with ease, complete with the ability to launch out of the surface with a leap. That might have been enough to carry the game by itself, but what’s most surprising about Pepper Grinder is its sheer variety. Though it’s short, that brevity helps to make the campaign a no-filler thrill ride that continuously pushes the boundaries of its central mechanic.

It turns out Grinder is a pretty versatile tool, even regarding its most basic function. You can burrow through the ground, which immediately feels natural and smooth. At the same time, you can’t simply turn on a dime with an instant about-face like a typical platformer–you have to handle turns by curving an arc out of your drilling path. Additionally, when you pop out of the surface of the dirt, you won’t gain much distance unless you jump just before breaking through. Those little touches give the core mechanic a sense of finesse, imitating the feeling of a playful dolphin–or at least, a dolphin video game like the classic Ecco.

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Now Playing: Pepper Grinder GameSpot Video Review

Once you get the hang of it, drilling through soil and leaping out of the surface in a perfect arc, only to catch another piece of soft ground in the distance and continue your digging, feels thrilling and acrobatic. The drillable surfaces are nicely differentiated from hard environmental pieces, so you quickly learn to read a level and see the path through it, evoking a feeling similar to performing a great run in Tony Hawk. Collectibles like gems are scattered strategically throughout the stages to both subtly guide your eye along the path, while also sometimes setting traps for your greed.

Aside from being a traversal tool, Grinder is also your primary and often only weapon. It’s not enough to simply run into most enemies with a spinning drill, though–they often have their own specific approach to defeat them, like beetles with a hard upper carapace who need to be stabbed from the underside by burrowing underground. The main enemies, a breed of vicious narwhal-like creatures with horns on their head, are just as capable of hurting you with a head-on collision as you are of hurting them. None of the regular enemies are terribly tough by themselves, but they introduce new ways of approaching stages and obstacles as you need to get around them or through them to continue on your path.

A platformer with a standout hook like this one probably could have coasted on it, but Pepper Grinder doesn’t rest on its laurels. Instead, it consistently introduces new elements to master. These either integrate with your balletic burrowing or provide a change of pace from it. Grabbing a key with your drill will make it turn a lock, and you can use the kinetic energy to power machines. You’ll also shoot from cannons, drill holes into the bottoms of ships to make them take on water, carve through skyscrapers to make them collapse as you traverse through, and even pilot a giant mech. What appears at first to be a simple tool gives way to constant delightful little surprises.

A series of boss battles ramp up the difficulty nicely, taking the skills you’ve learned and putting them to the test. The first is relatively straightforward, as you dodge projectiles by moving through the soil and wait for the opportune moment to attack from the underside, while the second severely limits the amount of soft ground available and challenges you to leap high into the air to do damage. They progress from there, including one tough encounter with another human-like character that has roughly your size and agility. All this leads to a final boss encounter that is one of the most tense and difficult retro platformer bosses I’ve seen in a long time, which felt satisfying to overcome.

And on top of all this, Pepper Grinder carries itself with a cute, pixel-punk personality. Pepper’s diminutive sprite artwork has a charm to it, like how she revs up her trusty drill threateningly when coming face-to-face with a boss, or how she raises her pirate flag to declare victory in an area. The enemies can sometimes be seen doing their own pirate duties before you crash their party. And though story sequences are few and far between, they were just enough to explain what was going on with mimed, dialogue-free action. A short story sequence just before the final boss even made me laugh out loud.

This gentle giant is one of the fantastical creatures in Pepper Grinder.

Gallery

At such a breakneck pace of new ideas, Pepper Grinder doesn’t last very long, which is to its credit. I finished the campaign in roughly four hours, which is a relatively short playtime. Every stage also has a time-trial option, and there are still collectibles and cosmetics to unlock like stickers and hairstyles. The most important collectibles are Skull Coins, a limited resource–five per stage–that can be used to unlock special bonus stages in each of the four worlds. These are used to further explore gameplay concepts that had been introduced in the main stages. The first one, for example, takes the cannon mechanic to its logical conclusion with an entire stage built around ping-ponging from cannon to cannon, which felt pleasanlty reminiscent of Donkey Kong Country’s famous barrel stages.

Perhaps because of its brevity, I enjoyed every minute, and I appreciate the rare instance of a game that doesn’t overstay its welcome. Rather than slog through filler stages to pad its length, Pepper Grinder is bursting with new ideas for exactly as long as it can sustain that momentum. There’s something admirable about approaching its length with that level of confidence. I would have loved to play even more, if it could have sustained that pace, but this felt like a conscious choice to let the best ideas shine.

Pepper Grinder is here for a good time, not for a long time. Every piece, from the core drilling mechanic itself to the various ways it manifests with cannons and mechs and more, feels meticulously engineered to teach you a new concept, wring the fun out of it, and then move on to the next. That sense of propulsion makes every moment fun and engaging. It’s a great little gem of a game which, like its heroine, may be small in size but makes every bit count.

MLB The Show 24 Review – Base Hit

A lot of people will tell you that Hank Aaron is the greatest to ever play the game of baseball. Bob Kendrick, President of the Negro Leagues Baseball Museum, is one of those people, and it’s easy to see why. You only have to look at Hammerin’ Hank’s stats–755 home runs and 3,771 hits in Major League Baseball–his outstanding consistency across 23 big league seasons, or the fact that he achieved all of this after such humble beginnings. Growing up, Aaron had few opportunities to play organized baseball. In fact, he had few opportunities to even use the right equipment. Instead, a young Henry Aaron would take his mom’s broomstick and use it as a makeshift bat to hit bottlecaps–it’s no wonder he ended up being so good.

I knew of Hank Aaron’s incredible career, but supplemental details like this are part of what makes Storylines such a captivating and enlightening experience. If last year’s game was all about introducing this brilliant and groundbreaking new mode, then MLB The Show 24 is more about fine-tuning the existing framework. This isn’t an uncommon approach for annual sports games, and while Sony San Diego’s latest baseball sim might not seem as fresh or exciting as last year’s offering, it still plays an excellent game of baseball while possessing a tangible reverence for the sport’s rich history and inherent romanticism. Players are more than just stats and numbers, after all.

This is where Storylines comes in, and it’s once again the highlight of the whole package. Like any good TV series, MLB The Show 24 returns with a second season of The Negro Leagues, exploring an era of baseball that has often been overlooked and forgotten. At launch, there are four stories to play through, shining a spotlight on the aforementioned Henry “Hank” Aaron, as well as Josh Gibson, Walter “Buck” Leonard, and Toni Stone, with more set to arrive in forthcoming updates.

MLB The Show 24

Bob Kendrick’s charismatic and insightful narration brings these tales to life, aided by slickly produced videos that weave in historical photographs, original artwork, and archival footage to paint a portrait of these players and their profound impact on baseball and American culture. In between these video packages, you’ll play through pivotal moments from each player’s career, from Aaron’s first hit as a member of the Milwaukee Braves to Josh Gibson’s decimation of MLB pitching in exhibition games–where he batted a ridiculous .426. Perhaps the most interesting collection of episodes focuses on the career of Toni Stone, a true trailblazer who became the first woman to play for a professional baseball team when she took Hank Aaron’s roster spot after he departed the Negro Leagues for the MLB.

Alongside these eye-opening tales, MLB The Show 24 also expands on the Storylines concept by adding a series on legendary New York Yankees shortstop Derek Jeter. By using a New York subway motif as the backdrop for Jeter’s story, the former captain recounts important moments from the first few years of his storied career as you travel along the tracks from 1996 to 2000. Starting with his first steps as an unheralded rookie to achieving legendary status as the Yankees won three consecutive World Series titles, Jeter gives you an insight into his and the team’s mindset during this monumental run. There are also three side stories that center on the other members of the Yankees’ Core Four: Mariano Rivera, Jorge Posada, and Andy Pettitte. These stories are brief, consisting of a single video package, but completing each additional mission unlocks their player cards for use in Diamond Dynasty.

As a Yankees fan, I enjoyed Jeter’s retelling of the era’s events, along with being able to recreate moments like his iconic jump-throw and a number of his clutch hits. Admittedly, however, it’s not the most interesting collection of stories. This is a team and player that won four championships in five years with little to no adversity, while Jeter himself was relatively drama-free off the field. It doesn’t make for the most compelling narrative, but the inclusion of Jeter’s Storylines does at least set a precedent for the series where we’ll hopefully see more engrossing tales in the future, whether the focal point is on a single Hall of Fame player or an entire team.

MLB The Show 24

Gallery

Road to the Show, meanwhile, lets you create and play as a woman for the first time. There are specific video packages that differ from those in the male career, with MLB Network analysts embracing the historical significance of a woman being drafted by an MLB team. A separate narrative based around you getting drafted alongside a childhood friend also differentiates the female career from the male side–which lacks any kind of story–while considerations like a private dressing room add an element of authenticity. The majority of cutscenes play out via text message, however, replacing the series’ previous narration with a hackneyed alternative.

The only other new addition to Road to the Show is the return of the Draft Combine, which gives you three games to improve your draft ranking by playing well against other prospects. While it’s good to see the combine back, it’s a fairly superfluous addition for those who simply want to choose which team to play for rather than leaving it up to fate. It also doesn’t take into account starting pitchers, dropping your draft stock because you’re only able to play in one of the three available games. The inclusion of women is a positive one, but Road to the Show is still in desperate need of an overhaul to its tired loadout system and bland presentation.

Franchise remains mostly the same, aside from one new addition with the potential to completely alter how you engage with the mode. Custom Game Entry Conditions is a setting that lets you simulate games until certain conditions are met, at which point you’re able to take control. You can customize these conditions based on how critical the situation is by tinkering with a situation-importance slider that ranges from low to very high.

You’re able to pick the earliest inning you’re willing to enter games, and can also ensure that you’ll always jump into player-highlight moments, such as finishing off a potential no-hitter or extending a batter’s hitting streak. With this setting, you might decide you only want to enter games during high-leverage situations in the ninth inning or play from the seventh inning onwards in tight games. This alleviates the grind of a full 162-game season while keeping you invested and making sure you have an impact on games that might mean the difference between making the playoffs or missing out on October baseball. The one side-effect of this addition is that Road to October and its truncated seasons now feel obsolete, but improving Franchise makes this a worthy trade-off.

Diamond Dynasty, the card-collecting and squad-building mode, is also not too dissimilar from last year’s game. The implementation of Sets and Seasons has been tweaked, with longer seasons giving you more playing time with season-limited cards. The amount of top-rated cards attainable at the beginning of a season has also been reduced to give you something to build towards.

Cards will now gradually escalate in power over the course of a single season so you won’t be rocking a 99-rated team after a single week. These are positive changes in what remains the most approachable of the many card-collecting modes in sports games, such is the ease with which you’re able to acquire great players without spending a dime. The plethora of single and multiplayer modes is also a feather in its cap.

MLB The Show 24’s on-field action remains stellar. For the first time, new rules like the pitch clock, slightly larger bases, and limited pick-off attempts have been implemented. Impact Plays, a new addition that emphasizes great defense, are also new, reinforcing the impact of spectacular diving catches and difficult throws. Impact Plays are possible anytime you’re player-locked, such as in Road to the Show. If there’s a possibility for a highlight-reel play, the game will slow down and task you with completing a quick-time event. How you perform here determines how successful the play will be. It feels great each time you’re able to rob a batter of a base hit by plucking the ball out of the air moments before it touches the ground or firing a laser beam to first base to beat a runner. I only wish Impact Plays were more frequent and were included as an option when controlling a full team.

The continued absence of an online Franchise mode and the stale nature of Road to the Show are disappointing aspects of this release, but MLB The Show 24 still maintains the series’ commendable output with fantastic gameplay and another collection of fascinating stories exploring The Negro Leagues and its players. A journey through the exalted career of Derek Jeter might not be quite as gripping, but it builds on Storyline’s established framework and lays down an exciting blueprint for the mode’s future. The addition of women in Road to the Show is another positive step, further reinforcing the overarching theme that baseball is for everyone, while the ability to customize how you play Franchise mode makes it a much more palatable proposition for those embarking on a 162-game season. MLB The Show 24 might not swing for the fences, but it’s still a great way to spend the looming summer months.

Anime News

New Rayman Game Announced For Your Table

It has been more than a decade since Rayman last headlined a game, but at long last, Ubisoft’s limbless hero is making a comeback. Only he’s not headed to PC or console, but will instead be landing on current and last-gen tables in a new board game from Flyos.

Rayman the Board Game

Designed by Maxime Tardif, the same person behind acclaimed board game Earth, Rayman: The Board Game can be played by two to five players, and is suitable for anyone within an oddly-specific 70-year age demographic. It’s currently scheduled to arrive in Q3 2024.

Beyond that, additional details on the board game are about as plentiful as Rayman’s catalog of solo games in the 2020s. The box art does feature Rayman and several of his allies, and two of the game pieces shown off include the titular hero himself alongside Globox, the big blue brawler from previous Rayman games.

While Rayman hasn’t been the star of any games in a long time, he did make an appearance in Mario + Rabbids Sparks of Hope as a DLC character back in August 2023. In other Ubisoft news, the company has announced a new showcase event in June during Summer Games Fest–otherwise known as Not-E3-season.

The Ubisoft Forward livestream will be broadcast on June 10, live from Los Angeles, and will provide updates on upcoming releases. Star Wars Outlaws will likely be featured, as the game is scheduled to launch in August.

Evercade Reveals New Budget-Friendly Gaming Handheld And Home Consoles

Evercade is refreshing its hardware lineup this July with the launch of the Evercade VS-R home console and Evercade EXP-R handheld. The cartridge-based platforms are receiving fresh coats of paint, while the EXP-R is also getting an updated price tag. The Evercade EXP-R and VS-R will be sold for only $100 each.

Preorders are not yet open, but are expected to begin on April 30 through the official Evercade website. We’d also expect the hardware to be available to order at Amazon at some point. The EXP-R and VS-R have charcoal gray color schemes with turquoise accents. They each will come bundled with a cartridge, but specifics have not been revealed just yet.

If you’re unfamiliar with the Evercade family of systems, it’s a retro gaming platform that lets you play over 50 cartridge-based collections. The original Evercade handheld released back in 2020, and Blaze Entertainment has iterated on the Evercade hardware multiple times since, including with the Evercade VS home console, Evercade EXP handheld, and last year’s spin-off $60 handhelds, the Taito and Capcom Super Pockets.

The price cut for the EXP-R is a pretty enticing part of the refresh, as the existing Evercade EXP costs $150. The Evercade EXP will still be the premier handheld in the Evercade lineup in some respects, but the EXP-R has the same premium design for the most part. The two notable omissions with the EXP-R: You will not get the 18 built-in Capcom games, and the EXP-R drops the HDMI output, which means you cannot connect it to your TV. The EXP-R, however, will add a new textured grip that could make it more comfortable than the original EXP.

Outside of those differences, the EXP-R will have the same integral functionality, including TATE mode, which allows you to turn the handheld to the side to play vertical-oriented arcade games in the proper aspect ratio. Evercade will be releasing an Evercade TATE Grip alongside the handheld for $20. The grip will be compatible with the EXP and EXP-R. Just like the EXP, the EXP-R has built-in Wi-Fi support for firmware updates and a 4.3-inch IPS screen.

The VS-R, meanwhile, is a home console that can connect to your TV and supports 1080p output. The VS-R includes one controller, and additional VS-R controllers can be purchased separately. The console also supports the existing VS controllers. Like the VS, the VS-R has two cartridge slots, and there are exclusive secrets to be found by utilizing this feature on either home console.

Evercade’s library has grown to over 500 retro games across 50 cartridges, so if you’re looking for an official way to play some of the most iconic games of the past few decades, these cartridge-based gadgets are certainly worth considering. We’ve reviewed the Evercade EXP, Evercade VS, and Super Pocket. You can check out those reviews below. You can also head over to Amazon to take a look at existing cartridge compilations, which start at $20.

Learn more about Evercade

Hades 2 Technical Test Is Coming Soon, Here’s How To Sign Up

Supergiant Games has announced that the Hades II Technical Test will begin shortly, before the game launches into Early Access.

Supergiant Games explained that the Technical Test will only contain the first major area of the game and other early-game characters and content. It’s far less content than will be in the Early Access version so that the studio can solve any technical issues beforehand. Additionally, the Technical Test might only be available to a small group of players relative to those that sign up.

In order to sign up, simply just go to the Hades II Steam page and click “Request Access” on the section that says “Hades II Playtest.” After doing so, you should get a confirmation saying that you’ll receive an email from the developer if you end up being chosen for the Technical Test.

Supergiant also explained that if you don’t get to participate right away, there’s still a chance that you can be invited at a later date. The developer expects to start with a small group of people and then grow it over time. Supergiant estimated that the test will run between a week up to a month. Additionally, the developer is unsure when the game will launch into Early Access.

Here are the minimum system requirements for the test:

  • OS: Windows 10 64-bit
  • Processor: Dual Core 2.4 Ghz
  • Memory: 4GB RAM
  • Graphics: 2GB VRAM / DirectX 12+ support

Be aware that save data will not transfer to Early Access due to structural differences between it and the Technical Test.

Hades II was first revealed at The Game Awards 2022, and is set to release into Early Access sometime soon for PC.

The Outlast Trials Toxic Shock Event Includes More Twisted Missions And Rewards

The Outlast Trials hit consoles and released into its 1.0 state a few weeks ago, and today Red Barrels kicks off the horror multiplayer game’s first limited-time event since then. Toxic Shock brings new MK-Challenges and Trials as part of the new program full of XP and limited-time currency that can be redeemed for a new costume in the game, the apocalyptic Crossing Guard.

The Toxic Shock event runs from now until May 7, during which time you can unlock new tokens for completing missions within the program. In total, 28 tokens can be earned, with the Crossing Guard costing 20 tokens, so you needn’t complete every single mission to unlock it. Completing the final trial will unlock an exclusive poster for your sleep room, however, so diehards may find it’s worth seeing through to the brutal end.

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Now Playing: The Outlast Trials | Toxic Shock Limited-Time Event and Update Trailer

The missions play out on previously released maps but with new objectives and variators, including the centerpiece that routinely dispenses toxic gas across the whole map, demanding you jump into a hiding place until it evaporates. There’s also a new optional objective akin to tearing down the game’s propaganda posters that tasks you with collecting rats scattered around each map.

The missions aren’t for the faint of heart, as several include some of the game’s fiercest variators, such as more and tougher enemies, extended rig cooldowns, fewer hiding spots, and even the removal of player names, making it harder to know where your teammates are at any time.

The update is out now and free but requires a game patch to be downloaded.

CoD: Warzone And MW3 Patch Notes Detail MORS Optic Fix And More Guns For MP Ranked Play

The latest Call of Duty update arrived to Modern Warfare 3 and Warzone on April 16. The patch notes include weapon balancing across both games, and multiplayer’s Ranked Play mode gets new weapon options for a limited time.

On the multiplayer side, the MTZ-556 assault rifle received a 6% buff to bullet velocity, and the Holger 556 now has adjusted recoil and gun kick to allow for a more predictable recoil pattern. The popular RAM-9 submachine gun was nerfed with a 10% decrease to the minimum and maximum hip-fire accuracy, and the aim-down-sight time was increased by 10% as well.

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Now Playing: Modern Warfare III & Warzone – Season 3 BlackCell Battle Pass Upgrade Trailer

Additionally, an adjustment was made to Season 3’s new MORS sniper rifle to correct an optic misalignment that previously caused shots to travel slightly off-center.

Multiplayer’s Ranked Play mode has an expanded weapon pool for a limited-time trial. From now until April 23, the following weapons will be unrestricted:

Assault rifles:

  • BP50
  • Holger 556
  • MTZ-556

Submachine guns:

  • HRM-9
  • RAM-9

The developer says feedback and gameplay data during this weapon evaluation will help the pro league decide if the guns will be added to the official competitive ruleset at a later date.

The Warzone update includes the same weapon tuning as the multiplayer side for the MTZ-556, Holger 556, and RAM-9 submachine gun. It also corrected the optic misalignment that affected the MORS sniper rifle.

Additionally, a few changes were made to lethal equipment, with a decreased intermediate explosive damage radius for the frag grenade from 4.9 meters to 3.8 meters. It also reverted a previous change that prevented C4 from being detonated mid-flight.

The update also fixed an issue that prevented the High Trip LTM challenges from tracking properly on the Warzone side.

The full patch notes for Warzone and Modern Warfare 3 can be found below, as shared by Activision.

MULTIPLAYER

UIX

  • Maps widget in the Quick Play menu can now be scrolled to view all entries.
  • MORS Sniper Rifle will now display the correct icon in the kill feed.
  • Emblems unlocked in MWII will now be stated as such in the Customization menu.
  • Addressed various issues causing certain stats to not be tracked on the Scoreboard in COD Caster mode.
  • Resolved an issue causing the score to appear as 0-0 during the round transition in Gunfight and Search and Destroy.
  • Editing a Loadout during a match will no longer cause the player to be given an incorrect Loadout.

PROGRESSION

  • Executing a player with the Soulrender will no longer grant more XP than a standard Finishing Move.
  • Resolved an issue preventing the Winner’s Perks Challenge from tracking progress.

WEAPONS & ATTACHMENTS

Assault Rifles

  • MTZ-556
    • Increased bullet velocity from 650m/s to 690m/s (+6%).
  • Holger 556
    • Adjusted recoil and gun kick to decrease deviation, allowing a more predictable pattern.
  • M16 (MWII)
    • Decreased horizontal and vertical recoil by 20%.
    • Decreased gun kick by 20%.
    • Decreased visual recoil by 18%.

Note: Changes to the M16 were released in a previous game update.

Submachine Guns

  • RAM-9
    • Decreased minimum and maximum hipfire accuracy by 10%.
    • Increased aim down sight time from 200ms to 220ms (+10%).
  • Striker 9
    • Removed the ability to aim down sights while sliding without Tactical Pads equipped.
  • Striker
    • Decreased aim down sight time from 215ms to 204ms (-5%).
    • Increased bullet velocity from 540m/s to 570m/s (+6%).
  • WSP Swarm
    • Decreased flinch resistance from 0.8N to 0.15N (-81%).

Shotguns

  • Haymaker
    • JAK Maglift Kit
      • Decreased damage pellet count from 5 to 4 (-20%).
      • Decreased near-medium damage from 20 to 19 (-5%).
      • Decreased near-medium damage range to 6.4m.

Before today’s update, the near-medium damage was set to an improper value, potentially allowing more ranged lethality than intended.

Sniper Rifles

  • MORS
    • Corrected an optic misalignment causing shots to travel slightly off-center.

Attachments

  • MORS Hexer Optic
    • Removed aim down sight speed benefit.
  • ECS Requieter Suppressor Muzzle
    • Added compatibility with all MWII Submachine Guns.

EQUIPMENT

  • EMD Grenade (Tactical)
    • Tracking device will now ignore enemies who are downed.
    • Downed players now must stand before removing the tracking device.
  • Frag Grenade (Lethal)
    • Increased intermediate explosive damage from 130 to 150 (+15%).
    • Decreased intermediate explosive damage radius from 4.9m to 3.8m (-22%).

KILLSTREAKS

  • Remote Turret
    • Player is no longer forcibly swapped to their Primary Weapon upon the destruction of an owned turret.

MWIII RANKED PLAY

LIMITED TIME: WEAPON EVALUATION

  • Treyarch, Sledgehammer Games, and the Call of Duty League are excited to share that we will begin a Weapon Evaluation this week after the success of our previous Map Evaluation.
  • Starting April 16th, the following weapons will be unrestricted and available in MWII Ranked Play loadouts until April 23rd.
    • ARs
      • BP50
      • Holger 556
      • MTZ-556
    • SMGs
    • HRM-9
    • RAM-9
  • Your feedback and gameplay data during this Weapon Evaluation will help The Call of Duty League and our teams decide if they are added to the official CDL competitive ruleset at a later date.
  • Feel free to share clips and feedback online to @Treyarch, @SHGames, and @CODLeague by including the #MW3RankedPlay hashtag.

BUG FIXES

  • Addressed an issue that prevented a limited number of players from accessing MWIII Ranked Play.
  • Addressed an issue that prevented Platinum and above players from being able to view their Seasonal Rewards.
  • Addressed an issue that impacted the Seattle Surge 2024 camo pattern.
    • Players will now see the correct lightning pattern as shown in the Camo select menu.

WARZONE

LOADOUT

» LETHAL EQUIPMENT «

  • C4
    • Reverted the change that was preventing C4 from being detonated mid-flight.
  • Frag Grenade
    • Decreased intermediate explosive damage radius to 3.8 meters, down from 4.9m.

WEAPONS

ASSAULT RIFLES

WEAPON ADJUSTMENTS

MTZ-556

  • Increased bullet velocity to 690m/s, up from 650m/s .

HOLGER 556

  • Adjusted recoil and gun kick to decrease deviation, allowing a more predictable pattern.

M16 (MWII)

  • Decreased horizontal and vertical recoil by 20%.
  • Decreased gun kick by 20%.
  • Decreased visual recoil by 18%.
  • Note: Changes to the M16 were released before today’s game update.

SUBMACHINE GUNS

WEAPONADJUSTMENTS

RAM-9

  • Decreased minimum and maximum hipfire accuracy by 10%.
  • Increased aim down sight time to 220ms, up from 200ms.

STRIKER

  • Decreased aim down sight time to 204ms, down from 215ms.
  • Increased bullet velocity to 570m/s, up from 540m/s.

WSP SWARM

  • Decreased flinch resistance to 0.15N, down from 0.8N.

SNIPER RIFLES

WEAPONADJUSTMENTS

MORS

  • Corrected an optic misalignment causing shots to travel slightly off-center.

» ATTACHMENTS «

  • MORS Hexer Optic
    • Removed aim down sight speed benefit.
  • ECS Requieter Suppressor Muzzle
    • Added compatibility with all MWII Submachine Guns.

BUG FIXES

  • Fixed issues preventing High Trip challenges from tracking properly.
  • Fixed an issue where the Signal Intelligence public event would complete other hacking contracts.
  • Fixed an issue causing Mosquito Drones to disappear in a player’s hands when hit by a Shock Stick.
  • Fixed an issue causing players to hear incorrect VO from Biometric Scanners.
  • Fixed an issue causing the amount of Bots spawning into the Bootcamp playlist to be inconsistent.

Harold Halibut Review – Lost In Its Own Deep Sea

Harold Halibut puts you in the shoes of a lowly maintenance worker aboard a spaceship submerged underwater. To the residents aboard the ship, Harold is a rather charming, lovable, even dopey fellow who is endearing for his simplicity and his complacency in doing his job. Harold is tasked with removing graffiti, cleaning, and fixing machines, and when the work is done, his day ends, he goes to sleep, he wakes up–rinse, repeat. That’s the surface of Harold, but tucked out of sight from people’s view, is a character who is deceivingly introspective, often documenting his life through scribbled images in a notepad, or expressing himself through playful theatrics when he’s alone, like singing and performing operatically while mopping up a filter system. This is a side of the character only we, the player, get to see. As a character, Harold is complex, even if he doesn’t entirely understand how. He attempts to question and explore his curiosity and his own existence within the confines of a spaceship he was born and raised on, but he’s not always capable of understanding exactly what he’s looking for.

Harold Halibut

Harold Halibut, the game, is much like its titular character: It’s charming and lovable on the surface for its unique handmade aesthetic and charmingly simple gameplay. But just beneath that uncomplicated layer is a story that attempts to ask questions about introspection and self-worth, even if the game doesn’t always feel equipped to answer them or understand its strongest suits.

Harold Halibut does an incredible job in exploring its many themes and concepts by putting a magnifying glass on its setting. The FEDORA is a spaceship that was designed to leave Earth during the Cold War and set forth on a 200-year journey to seek a new planet to live on, but the new world it found was devoid of any landmass. With nowhere to go, the FEDORA crashes onto the planet, plunging its occupants into the watery depths, which they’ve learned to colonize. Meanwhile, Harold’s mentor and resident scientist, Mareaux, attempts to find a power source to launch the ship back into space to find a more suitable planet to live on.

In the meantime, as Harold, you interweave through the lives of the FEDORA’s inhabitants, the ship’s politics, and its inner workings. It’s a monotonous process that involves checking off Harold’s tasks on his PDA-like device, as you move through his day-to-day life in the quirky retro-future spaceship. But Harold’s life takes an abrupt turn after discovering a humanoid fish-like being has boarded the ship, creating a whole new perspective on the planet they’ve, in fact, been sharing all these years. It’s in this moment that Harold’s seemingly monotonous life is turned on its head, inspiring curiosity in what lies beyond the only world he’s ever known.

Harold Halibut

Harold Halibut is striking in its visuals because it’s entirely handmade. Characters, articles of clothing, pieces of furniture, teapots, mugs, floorboards, and everything else was handmade in our real world and digitally scanned into the 3D game. Its visuals instantly distinguish Harold Halibut as one of the most visually interesting games of the year. But while it’s easy to get swept up in the awe of its look, the strongest characteristic of the game is the world itself and the characters within it.

Harold Halibut is entirely focused on exploration, conversational choices, and the occasional challenge-free minigame. At its core, Harold Halibut is focused on the world and the characters that inhabit it, which, story aside, is where the game is at its best. While you may play as Harold, it’s the characters you interact with who give the game a sense of intimacy and, over time, a feeling of density that shows there’s actually a lot going on–these are the game’s biggest achievement.

Across my 18 hours, I met nearly two dozen characters, each with their own story to unpack, and I loved all of them. More than the discovery of an alien species, or the urgency to find a power source for the ship, my biggest motivation was to get to know each and every person aboard the FEDORA. Whether it was the comical musings of the sports store owner Slippie, or the by-the-book Major who enforces the ship’s laws, each character is multifaceted, with deep personalities to learn, explore, and oftentimes see challenged.

While most of the time spent with these characters is completely optional, the game’s most important and consequential moments, both hilarious and heart-wrenching, start and end with the citizens of FEDORA. The conversations can feel inconsequential in the grand scheme of the game’s plot, but are invaluable to making this handmade world feel alive and lived in.

With the abundance of characters also comes a desperate need to keep track of them. Early in my time with the game, before I had become well acquainted with the cast of characters, I was often confused with who was who and where they were located. The game’s lack of waypoints was to its benefit, however, as this kept me engaged in using the ship’s signs to navigate its many sectors, but also better learn and remember these characters, as I would with people in real life. However, those early stages also created unnecessary friction by causing me to bumble around and waste time. This could have been alleviated with the addition of an in-game glossary to remind me who is who that could have existed in Harold’s PDA.

Harold Halibut

Each character is as distinct in their looks as they are their views on life–even with the shared perspective of living in the confines of a small colony underwater. It’s their stories that gives the FEDORA believability and lends the game a prevailing heart and soul that overshadows all of the game’s other plotlines. But its achievement of creating a rich cast of characters also gives rise to struggles in properly exploring them under the weight of its other story ambitions.

Aside from the thoughts and feelings of its very broad cast of characters is an abundance of ideas and narratives driving the main plot. These range from unpacking a corporation’s ulterior motives, to a secret society lurking in the shadows, to the urgency to locate a power source for the FEDORA. And while they are no doubt necessary to tell an overarching story, they feel like ideas that are too big for the dollhouse-sized nature of Harold Halibut.

As Harold’s world aboard a spaceship begins to collide with the alien world he’s been living on, he makes friends with the planet’s inhabitants, which are known as the Flumuylum. The fish-like humanoids’ philosophies are a complete contrast to that of humans, though also pretty much what you’d imagine what it would be like if fish were humans: a species that simply floats along through life, existing and observing, giving little to no meaning to anything. This mentality crashes head-on with Harold’s everyday existence: a life that boils down to routinely taking orders and doing what other people expect of him, often in service of the ship’s corporation-based ethos and in adherence to arbitrary rules like having a curfew or paying for its water tube transportation system. The duality between Harold’s and the Flumuylum’s lives are juxtaposed for several hours in the game, until Harold is forced into a crash course in existentialism towards the latter half of the game, causing him to question whether or not he was ever in control of his own life. The scene was a tonal whiplash as the game made a hard turn to answer questions that it had only just begun to ask, and in doing so, felt more clunky than enlightening.

Harold’s abrupt journey of introspection is sandwiched on top of and between the stories and ideologies of other characters, as well as the game’s overarching plots and conspiracies. No one idea or theme felt like it had the breathing room it needed or deserved, which means they can feel more like fleeting concerns instead of food for thought. For example, one scene hints at themes of the industrialization, pollution, and consumption of animal products by the human race, only to never refer to it again, or even set up a satisfying throughline for its purpose in the first place.

In trying to weave its characters, story, and themes together, I found its focus to become muddled. With such an emphasis on all its characters, and by making them an integral part of the game’s core experience, Harold ends up being the only character that has a substantial narrative arc–he sees his world through the lens of a mere errand boy but has his world turned upside down, creating a perspective that gives his life more meaning by the end. But in spending the time to do this, the game, in turn, leaves many threads for the other characters I had grown attached to feeling unfulfilled. By the time the climatic end unfolds, I was less interested in the conspiracies behind the events that transpired and more focused on the growth of the characters.

Harold Halibut is at its strongest when intimately exploring its characters, their inner workings, and their relationships with one another. But in attempting to build towards a dramatic conclusion, many of the hours spent fostering relationships with the characters took a backseat to plotlines that were less interesting.

To quote one of the game’s own characters, Buddy the mailman, “each person aboard this ship is a world their own.” In a story about a man trapped on a ship, who is trying to understand himself better, their lives and perspectives should be the most important stories to tell for Harold’s journey. Harold Halibut’s world and the people that inhabit it were literally crafted by people that cared about him and his story. And while that story struggles under the weight of its ambitions, the human touches on every part of it are evident. Those are the heart and soul of the game, and they imprinted on me too.

Ubisoft Responds To Star Wars Outlaws Backlash Over Jabba The Hutt DLC Mission

Ubisoft has responded to the backlash regarding Jabba the Hutt in Star Wars Outlaws and how some of the content is exclusive to the season pass. In a statement, Ubisoft said only one mission, “Jabba’s Gambit,” is exclusive to the season pass.

The rest of the villain’s storyline is available for everyone. The paywalled mission is entirely optional and only represents one part of Jabba’s involvement in Star Wars Outlaws, Ubisoft said.

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Now Playing: Star Wars Outlaws: Official Cinematic Story Trailer

“Jabba the Hutt and the Hutt Cartel are one of the main syndicates in Star Wars Outlaws and will be part of the experience for everyone who purchases the game, regardless of edition,” a spokesperson told IGN. “The ‘Jabba’s Gambit’ mission is an optional, additional mission with the Hutt Cartel along Kay and Nix’s journey across the Outer Rim.”

This specific mission is available to everyone who buys the Outlaws season pass or any edition of the game that comes with the season pass. The season pass also comes with two DLC packs coming after launch that feature “new stories, quests, and areas to discover.” It also comes with the Kessel Runner character pack that includes more cosmetics for Kay and Nix. Pricing for the season pass alone has seemingly not been published as of yet, but the Gold edition ($110) and the Ultimate edition ($130) include the season pass.

The Jabba’s Gambit mission involves players taking on a job from Jabba where they must collect a debt from ND-5 droid. After this mission’s existence came to light, some people voiced their frustration over a story mission being locked behind a paywall.

Ubisoft has said buying the Star Wars Outlaws season pass or a premium edition that includes it is the only way to play the Jabba’s Gambit mission “at launch.” This wording suggests Ubisoft might make this mission playable to everyone at a later date, though this is not confirmed.

Star Wars Outlaws releases on August 30, but everyone who buys the Gold edition or the Ultimate Edition can play three days early, beginning August 27. For more, check out GameSpot’s Star Wars Outlaws preorder guide.

Sony Wants New “PS5 Pro Enhanced” Mode In Games – Report

Sony is reportedly asking game developers to take advantage of Sony’s alleged PlayStation 5 Pro for increased graphical fidelity.

According to The Verge, Sony is reportedly asking game developers to create an exclusive graphics mode in their games for its high-end PlayStation 5 model. It reportedly combines Sony’s new PlayStation Spectral Super Resolution (PSSR) upscaling to 4K resolution with 60fps and ray-tracing.

Games that offer this mode apparently have the PS5 Pro “Enhanced” label. However, the label will still be available for some games that have 30fps. Reportedly, games that have a fixed resolution on PS5 can still have the label as long as developers increase the target resolution on PS5 Pro, and those with variable resolutions can increase their target maximum resolution.

What this possibly means is that a game that has a higher maximum resolution on PS5 Pro and a lower one on the base PS5 could qualify for the “Enhanced” label. Reportedly, just enabling ray-tracing and opting to not improve the resolution or framerate is enough earn the label.

However, the label reportedly won’t be attached to games that only run at a more stable framerate on PS5 Pro, as well those with variable resolutions that don’t improve the maximum resolution. For example, if a game has a variable resolution from 1080p to 1440p on base PS5, and then a resolution from 1280p to 1440p, then it won’t get the label. This is because even though the low end variable resolution increased, the maximum stayed the same.

Developers who want to utilize this mode need to update their games to Sony’s SDK, but some games that don’t will still have better performance on the PS5 Pro. There is reportedly an “ultra boost” mode that helps out with framerates and resolutions. However, many unpatched games apparently won’t see improvements with this mode, especially ones with fixed resolutions and graphical settings.

Sony hasn’t responded to these reports or revealed a PS5 Pro, but rumors say that the console could be released sometime this year.

Game Pass Core Adds Three More Games Very Soon, See Them Here

Microsoft has announced the next wave of additions to the Game Pass Core library, and there are three more games coming this month. For anyone just catching up, Game Pass Core is separate from the main Game Pass offering and contains a smaller batch of titles.

Game Pass Core launched in September 2023 with 36 games, before it added two more titles in December. On April 23, three more games are coming.

These include the sci-fi title where you play as a dwarf space miner, Deep Rock Galactic, as well as the flashy first-person shooter Superhot: Mind Control Delete. The third addition to Game Pass Core is the demolition derby game Wreckfest.

As for the main Game Pass catalog, it’s adding seven more games in the remainder of April and removing six further games.

In addition to the games offered through this service, Game Pass Core subscribers also gain access to online console multiplayer, deals, discounts of up to 50% off select games, and access to Free Play Days for select games. Game Pass Core costs $10/month, which compares to $17/month for Game Pass Ultimate and $10/month for Game Pass on PC.

Game Pass Core Lineup (as of April 16)

  • Among Us
  • Astroneer
  • Celeste
  • Chivalry 2
  • Dead Cells
  • Deep Rock Galactic (coming April 23)
  • Descenders
  • Dishonored 2
  • Doom Eternal: Standard Edition
  • Fable Anniversary
  • Fallout 4
  • Fallout 76
  • Firewatch
  • Forza Horizon 4: Standard Edition
  • Gang Beasts
  • Gears 5: Game of the Year Edition
  • Golf with your Friends
  • Grounded
  • Halo 5: Guardians
  • Halo Wars 2
  • Hellblade: Senua’s Sacrifice
  • Human Fall Flat
  • Inside
  • Limbo
  • Ori & the Will of the Wisps
  • Overcooked! 2
  • Payday 2: Crimewave Edition
  • Powerwash Simulator
  • Psychonauts 2
  • Slay the Spire
  • Spiritfarer: Farewell Edition
  • Stardew Valley
  • State of Decay 2: Juggernaut Edition
  • Superhot: Mind Control Delete (coming April 23)
  • Superliminal
  • The Elder Scrolls Online
  • Teenage Mutant Ninja Turtles: Shredder’s Revenge
  • Totally Reliable Delivery Service
  • Unpacking
  • Vampire Survivors
  • Wreckfest (coming April 23)

Armored Core 6 Is 50% Off For PS5 And Xbox, But You Should Hurry

Before Dark Souls and Elden Ring, From Software was largely known for its Armored Core series, and right now, you can score the latest game in the series at its best price yet. Armored Core 6: Fires of Rubicon has just received a 50% discount at Walmart, reducing the game’s price from $60 to $30. This deal is for both the PS5 and Xbox Series X|S versions, and will likely sell out very quickly. It already sold out at Amazon.

Armored Core 6: Fires of Rubicon

If you’re unfamiliar with the series, Armored Core trades the swords and sorcery of From Software’s other great games for a mechanized dive into sci-fi warfare. What sets this game apart from those titles is an emphasis on customization, as you’re able to fine-tune various details on your warsuit–the titular armored core–so that you can get the best results in battle. It has inherited some of its action DNA from other From Software games like Sekiro: Shadows Die Twice, as well as the big boss fights that have become hallmarks of the developers other games like Dark Souls and Bloodborne.

To give you a helpful hand, you can also check out the official Armored 6 strategy guide, which is on sale as well for $40 at Amazon. This is a premium 432-page hardback collector’s edition and its full of enemy intel, details on how to master each mission, and how to assemble the perfect mech for each conflict. The first Armored Core game in many years, Fires of Rubicon was released last year and received positive reviews.

“Armored Core VI represents a new beginning for the long-running series. It still remains true to From Software’s original vision, but the whole experience has been refined to welcome an audience that cut its teeth on the studio’s most recent work,” Richard Wakeling wrote in GameSpot’s Armored Core 6 review. “Its story is a letdown and there may be some early growing pains due to its lopsided approach, but these shortcomings quickly scurry to the back of your mind once you start weaving your fully customized mech between incoming attacks while unleashing a salvo of rocket fire, sword swipes, and plasma rounds.”