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                            <title><![CDATA[ Latest from TechRadar in Playstation ]]></title>
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                                                            <title><![CDATA[ 'We're trying to go easy on the hand-holding' — Invoke says Warlock: Dungeons & Dragons' HUD and waypoint guidance will be minimal and can even be toggled on and off so as not to 'overwhelm' players and encourage exploration ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Invoke Studios head Dominic Guay confirms </strong><em><strong>Warlock: Dungeons & Dragons</strong></em><strong> will have a toggleable HUD and minimal waypoint guidance</strong></li><li><strong>Guay says this is to encourage exploration and reduce the "hand-holding" experience</strong></li><li><strong>With these options, he says the game will be "immersive"</strong></li></ul><p>Invoke Studios has said <a href="https://www.techradar.com/gaming/we-dont-want-to-create-a-game-where-if-you-know-d-and-d-youre-like-oh-i-know-everything-invoke-says-warlock-has-a-lot-of-deep-cut-elements-from-dungeons-and-dragons-but-is-designed-for-both-new-and-experienced-players-to-live-that-mystery#viafoura-comments"><em>Warlock: Dungeons & Dragons</em></a><em> </em>will encourage players to explore Darkon's open world by offering a toggleable HUD and minimal waypoint guidance.</p><p>That's according to Invoke Studios head Dominic Guay, who told TechRadar Gaming in an interview at Gamescom that the upcoming <em>D&D</em> action-adventure game will ease up on the "hand-holding" you often find in other open-world role-playing games (RPGs).</p><p>"It helps that we're trying to go easy on the hand-holding, so that allows us to pull back a little bit," Guay replied when asked why the hands-on demo had such a minimal HUD. "In this case, I'll be honest, though, we turned off some elements of HUD so that it wasn't overwhelming for people watching the demo."</p><p>The studio head confirmed the team will add "some" elements to the HUD to help players, but it can also be turned on and off in the settings, adding that there was a time when it "felt the need to put a lot of things in the middle of a screen."</p><p>"We realized that players, because they're being eased in with the number of spells they have, the number of things they can do, we don't need to overwhelm them," Guay continued. "And then we will give you some guidance. So the example I always give is, if the quest was to find me, you know, at Gamescom, and you open up the map, then you'd see it. </p><p>"We'd put a highlight around [the area], and we say, 'Well, he's somewhere in there, right?' So then you have a compass; you can get there, but we don't want to overwhelm you with too much information. [We want to] keep it immersive."</p><p>During the same interview, Guay explained <a href="https://www.techradar.com/gaming/creative-magic-use-was-at-the-core-of-what-we-wanted-to-do-in-gameplay-and-we-landed-on-warlocks-invoke-studios-head-explains-why-it-chose-to-highlight-the-arcane-class-in-warlock-dungeons-and-dragons">why Invoke chose a warlock protagonist for the game, explaining that the concept of "creative magic" was central to gameplay and story</a>.</p><p><em>Warlock: Dungeons & Dragons</em> launches in 2027 for <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, <a href="https://www.techradar.com/reviews/xbox-series-s">Xbox Series S</a>, and PC.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/were-trying-to-go-easy-on-the-hand-holding-invoke-says-warlock-dungeons-and-dragons-hud-and-waypoint-guidance-will-be-minimal-and-can-even-be-toggled-on-and-off-so-as-not-to-overwhelm-players-and-encourage-exploration</link>
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                            <![CDATA[ Invoke Studios has said Warlock: Dungeons & Dragons will encourage players to explore Darkon by offering a toggleable HUD and minimal waypoint guidance. ]]>
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                                                                        <pubDate>Tue, 08 Sep 2026 21:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Rob Dwiar ]]></dc:contributor>
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                                <ul><li><strong>Invoke Studios head Dominic Guay confirms </strong><em><strong>Warlock: Dungeons & Dragons</strong></em><strong> will have a toggleable HUD and minimal waypoint guidance</strong></li><li><strong>Guay says this is to encourage exploration and reduce the "hand-holding" experience</strong></li><li><strong>With these options, he says the game will be "immersive"</strong></li></ul><p>Invoke Studios has said <a href="https://www.techradar.com/gaming/we-dont-want-to-create-a-game-where-if-you-know-d-and-d-youre-like-oh-i-know-everything-invoke-says-warlock-has-a-lot-of-deep-cut-elements-from-dungeons-and-dragons-but-is-designed-for-both-new-and-experienced-players-to-live-that-mystery#viafoura-comments"><em>Warlock: Dungeons & Dragons</em></a><em> </em>will encourage players to explore Darkon's open world by offering a toggleable HUD and minimal waypoint guidance.</p><p>That's according to Invoke Studios head Dominic Guay, who told TechRadar Gaming in an interview at Gamescom that the upcoming <em>D&D</em> action-adventure game will ease up on the "hand-holding" you often find in other open-world role-playing games (RPGs).</p><p>"It helps that we're trying to go easy on the hand-holding, so that allows us to pull back a little bit," Guay replied when asked why the hands-on demo had such a minimal HUD. "In this case, I'll be honest, though, we turned off some elements of HUD so that it wasn't overwhelming for people watching the demo."</p><p>The studio head confirmed the team will add "some" elements to the HUD to help players, but it can also be turned on and off in the settings, adding that there was a time when it "felt the need to put a lot of things in the middle of a screen."</p><p>"We realized that players, because they're being eased in with the number of spells they have, the number of things they can do, we don't need to overwhelm them," Guay continued. "And then we will give you some guidance. So the example I always give is, if the quest was to find me, you know, at Gamescom, and you open up the map, then you'd see it. </p><p>"We'd put a highlight around [the area], and we say, 'Well, he's somewhere in there, right?' So then you have a compass; you can get there, but we don't want to overwhelm you with too much information. [We want to] keep it immersive."</p><p>During the same interview, Guay explained <a href="https://www.techradar.com/gaming/creative-magic-use-was-at-the-core-of-what-we-wanted-to-do-in-gameplay-and-we-landed-on-warlocks-invoke-studios-head-explains-why-it-chose-to-highlight-the-arcane-class-in-warlock-dungeons-and-dragons">why Invoke chose a warlock protagonist for the game, explaining that the concept of "creative magic" was central to gameplay and story</a>.</p><p><em>Warlock: Dungeons & Dragons</em> launches in 2027 for <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, <a href="https://www.techradar.com/reviews/xbox-series-s">Xbox Series S</a>, and PC.</p>
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                                                            <title><![CDATA[ Creative Assembly says Total War: Warhammer 40,000 is designed for both newcomers and hardcore fans and teaches mechanics on a 'step-by-step basis' — 'I view the tutorial for an experienced player as kind of like an appetizer' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Total War: Warhammer 40,000</strong></em><strong> will be accessible to hardcore fans and new players</strong></li><li><strong>Lead designer Joy Dey says the tutorial will cover everything from story and lore to gameplay mechanics</strong></li><li><strong>Battle product owner Dave Petry adds that the game is "a good entry point" for new players, and Creative Assembly wants to reach as many people as possible</strong></li></ul><p>Creative Assembly has confirmed that its upcoming strategy game, <a href="https://www.techradar.com/gaming/creative-assembly-says-its-new-warcore-engine-has-allowed-it-to-take-total-war-warhammer-40-000-into-space-and-build-a-bigger-play-area-for-all-the-planets-all-the-solar-systems-the-whole-galaxy-i-think-thats-the-biggest-thing-for-campaign"><em>Total War: Warhammer 40,000</em></a>, will be accessible to experienced fans and first-time <em>Total War</em> players.</p><p>That's according to lead designer Joy Dey and battle product owner Dave Petry, who discussed the game's onboarding process in an interview with TechRadar Gaming at Gamescom. </p><p>The pair shared that they want to reach as many players as possible, so the team made sure the game's tutorials eased newcomers into the experience, while also offering an "appetizer" for hardcore fans.</p><p>"We are expecting there will be players who've never played <em>Total War</em> before, and there will be players who don't know the lore," said Dey. "So we have a story within the tutorial that has named characters from the universe, and it's going to ease you in. Like, what is a Space Marine? What is their motivation?"</p><p>The tutorial will focus on the Space Marines, the developer added, and players will learn the mechanics "on a step-by-step basis," adding, "It should be a gateway into 'What is 40K?'"</p><p>Dey acknowledged that the battles can be "quite complex" but said that every gameplay system, from the pause and play function, how to take cover, analysing the battlefield, and how to use height as a tactical advantage, will be introduced and taught to the player during the tutorials.</p><p>Petry added that many new and "reformed battle features" either needed reintroduction or tweaking for the new game, but reiterated how the tutorials will benefit both newcomers and long-time fans.</p><p>"So all of those concepts need a gentle reintroduction," he said. "Personally, I view the tutorial for an experienced player as kind of like an appetizer, where, if you know both of these things, you can go in there and be like, 'Yeah, teach me some of the new stuff and get me warmed up with a bit of juicy lore stuff.'</p><p>"And if you know nothing, it's just such a good entry point for both of these things, right? And we really want to make sure that we can bring as many people to <em>Total War</em> and to <em>40,000</em> as possible. Obviously, <em>40,000</em> is absolutely gargantuan, and it's a really wonderful time to be part of that fandom, right? So I think it's also a wonderful opportunity to show people how cool and great <em>Total War</em> is."</p><p><em>Total War: Warhammer 40,000</em> launches in 2027 for <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, <a href="https://www.techradar.com/reviews/xbox-series-s">Series S</a>, and PC.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/creative-assembly-says-total-war-warhammer-40-000-is-designed-for-both-newcomers-and-hardcore-fans-and-teaches-mechanics-on-a-step-by-step-basis-i-view-the-tutorial-for-an-experienced-player-as-kind-of-like-an-appetizer</link>
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                            <![CDATA[ Creative Assembly has confirmed that Total War: Warhammer 40,000 will be accessible to experienced fans and first-time Total War players. ]]>
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                                                                        <pubDate>Tue, 08 Sep 2026 17:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Rob Dwiar ]]></dc:contributor>
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                                <ul><li><em><strong>Total War: Warhammer 40,000</strong></em><strong> will be accessible to hardcore fans and new players</strong></li><li><strong>Lead designer Joy Dey says the tutorial will cover everything from story and lore to gameplay mechanics</strong></li><li><strong>Battle product owner Dave Petry adds that the game is "a good entry point" for new players, and Creative Assembly wants to reach as many people as possible</strong></li></ul><p>Creative Assembly has confirmed that its upcoming strategy game, <a href="https://www.techradar.com/gaming/creative-assembly-says-its-new-warcore-engine-has-allowed-it-to-take-total-war-warhammer-40-000-into-space-and-build-a-bigger-play-area-for-all-the-planets-all-the-solar-systems-the-whole-galaxy-i-think-thats-the-biggest-thing-for-campaign"><em>Total War: Warhammer 40,000</em></a>, will be accessible to experienced fans and first-time <em>Total War</em> players.</p><p>That's according to lead designer Joy Dey and battle product owner Dave Petry, who discussed the game's onboarding process in an interview with TechRadar Gaming at Gamescom. </p><p>The pair shared that they want to reach as many players as possible, so the team made sure the game's tutorials eased newcomers into the experience, while also offering an "appetizer" for hardcore fans.</p><p>"We are expecting there will be players who've never played <em>Total War</em> before, and there will be players who don't know the lore," said Dey. "So we have a story within the tutorial that has named characters from the universe, and it's going to ease you in. Like, what is a Space Marine? What is their motivation?"</p><p>The tutorial will focus on the Space Marines, the developer added, and players will learn the mechanics "on a step-by-step basis," adding, "It should be a gateway into 'What is 40K?'"</p><p>Dey acknowledged that the battles can be "quite complex" but said that every gameplay system, from the pause and play function, how to take cover, analysing the battlefield, and how to use height as a tactical advantage, will be introduced and taught to the player during the tutorials.</p><p>Petry added that many new and "reformed battle features" either needed reintroduction or tweaking for the new game, but reiterated how the tutorials will benefit both newcomers and long-time fans.</p><p>"So all of those concepts need a gentle reintroduction," he said. "Personally, I view the tutorial for an experienced player as kind of like an appetizer, where, if you know both of these things, you can go in there and be like, 'Yeah, teach me some of the new stuff and get me warmed up with a bit of juicy lore stuff.'</p><p>"And if you know nothing, it's just such a good entry point for both of these things, right? And we really want to make sure that we can bring as many people to <em>Total War</em> and to <em>40,000</em> as possible. Obviously, <em>40,000</em> is absolutely gargantuan, and it's a really wonderful time to be part of that fandom, right? So I think it's also a wonderful opportunity to show people how cool and great <em>Total War</em> is."</p><p><em>Total War: Warhammer 40,000</em> launches in 2027 for <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, <a href="https://www.techradar.com/reviews/xbox-series-s">Series S</a>, and PC.</p>
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                                                            <title><![CDATA[ Sick of Sony killing physical games? Relive the glory days with a PlayStation 3 emulator that can play discs through your PC ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>RPCS3 has been updated to play PS3 discs on almost any PC</strong></li><li><strong>Windows was supported previously, but macOS, Linux and FreeBSD are now too</strong></li><li><strong>You'll just need a compatible disc drive and some confidence</strong></li></ul><p>Just as Sony begins the somber funeral procession for physical games media, some modders aren’t taking it lying down. This includes the team behind the RPCS3 PlayStation 3 emulator, who just made it possible to <a href="https://x.com/rpcs3/status/2096669803993829481" target="_blank">play PS3 discs on a much wider range of computing hardware</a> — provided you hit a few technical requirements.</p><p>This feature was previously available to Windows RPCS3 gamers, but thanks to the work of developers digant73 and Megamouse, the emulator can now support physical games media on macOS, Linux, and FreeBSD.</p><p>What’s more, this change unlocks the option to play discs on modded consoles, with replies to the announcement discussing the options to boot up PS3 discs on Linux-powered  <a href="https://www.techradar.com/reviews/gaming/games-consoles/sony-ps4-1202432/review">PS4</a> and <a href="https://www.techradar.com/gaming/ps5-pro-review">PS5</a> hardware.</p><p>The change was announced on social media with the team celebrating that games launched as far back as 2006 should now be playable with the hardware in your home. Though the 'plug and play' promise isn’t quite as simple in reality.</p><h2 id="a-few-steps">A few steps</h2><p>Of course you’ll need a decent PC for this to work, though you could get away with a pretty ancient model if you need to. The minimum settings require an <a href="https://www.techradar.com/reviews/pc-mac/pc-components/graphics-cards/nvidia-geforce-gtx-480-679629/review">Nvidia GTX 400</a> series or newer GPU (released all the way back in 2010), so any modern desktop or laptop released in the last 15 years should be fine.</p><p>You’ll also need a disc drive. For advice I’d suggest checking out the <a href="https://rpcs3.net/quickstart">RPCS3 Quickstart guide</a> for the models the team recommend and know work.</p><p>Lastly there’s some software stuff you’ll need to organize like getting the emulator installed, downloading PS3 system software to your PC, and a decryption key to be able to read the disc on the fly rather than needing to dump it onto your PC first. For that last one, you’ll need to use a community-made database.</p><p>The process is fairly simple with the RPCS3 guide. If you do hit any snags, there are forums and Reddit threads full of people who have likely had your issue before and found a solution already.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="NodHYszeGrX2ZkmPzCtEUh" name="PS3.jpg" alt="Black PS3 console" src="https://cdn.mos.cms.futurecdn.net/NodHYszeGrX2ZkmPzCtEUh.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>At a time when companies like Sony are doubling down on anti-physical gaming measures, while clarifying that digital games aren’t owned — merely licensed — efforts like this are a reminder that access to games still matters, and can be maintained if you’re dedicated enough.</p><p>This will make it much easier for people to play the classic PS3 collection they still hold dear, and make it easier for this era of gaming history to be catalogued, preserved and played for years to come.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/ps3/sick-of-sony-killing-physical-games-relive-the-glory-days-with-a-playstation-3-emulator-that-can-play-discs-through-your-pc</link>
                                                                            <description>
                            <![CDATA[ While Sony kills physical games, these modders will help you play PS3 game discs on almost any PC — or a Linux PS5 if you have one. ]]>
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                                                                        <pubDate>Tue, 08 Sep 2026 16:31:39 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[PS3]]></category>
                                                    <category><![CDATA[Playstation]]></category>
                                                    <category><![CDATA[Gaming]]></category>
                                                    <category><![CDATA[Consoles & PC]]></category>
                                                                                                <author><![CDATA[ hamish.hector@futurenet.com (Hamish Hector) ]]></author>                    <dc:creator><![CDATA[ Hamish Hector ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/ePxhxWMJAFXSVFL4333tHB.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Hamish is a Senior Staff Writer for TechRadar and you’ll see his name appearing on articles across nearly every topic on the site from smart home deals to speaker reviews to graphics card news and everything in between. He uses his broad range of knowledge to help explain the latest gadgets and if they’re a must-buy or a fad fueled by hype. Though his specialty is writing about everything going on in the world of virtual reality and augmented reality.&lt;/p&gt;&lt;p&gt;He’s been writing about tech and gaming for over five years now, getting his start at the University of Warwick’s student newspaper The Boar as a writer and later Games Editor while studying for his BSc in Maths and Physics (and later an MSc in Biotechnology, Bioprocessing, and Business Management). After graduating from university in 2020 he wrote all about battle royale games for Gfinity Esports before joining the TechRadar team in February 2021.&lt;/p&gt;&lt;p&gt;In his free time, you’ll likely find Hamish lost in one of the latest VR games on his Meta Quest 3, watching a West End musical with his fiancee, playing Magic: The Gathering at his local game store, or planning the D&amp;D campaign he runs for his mates.&lt;/p&gt;&lt;p&gt;Want to get in touch? You can contact Hamish via his email.&lt;/p&gt; ]]></dc:description>
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                                <ul><li><strong>RPCS3 has been updated to play PS3 discs on almost any PC</strong></li><li><strong>Windows was supported previously, but macOS, Linux and FreeBSD are now too</strong></li><li><strong>You'll just need a compatible disc drive and some confidence</strong></li></ul><p>Just as Sony begins the somber funeral procession for physical games media, some modders aren’t taking it lying down. This includes the team behind the RPCS3 PlayStation 3 emulator, who just made it possible to <a href="https://x.com/rpcs3/status/2096669803993829481" target="_blank">play PS3 discs on a much wider range of computing hardware</a> — provided you hit a few technical requirements.</p><p>This feature was previously available to Windows RPCS3 gamers, but thanks to the work of developers digant73 and Megamouse, the emulator can now support physical games media on macOS, Linux, and FreeBSD.</p><p>What’s more, this change unlocks the option to play discs on modded consoles, with replies to the announcement discussing the options to boot up PS3 discs on Linux-powered  <a href="https://www.techradar.com/reviews/gaming/games-consoles/sony-ps4-1202432/review">PS4</a> and <a href="https://www.techradar.com/gaming/ps5-pro-review">PS5</a> hardware.</p><p>The change was announced on social media with the team celebrating that games launched as far back as 2006 should now be playable with the hardware in your home. Though the 'plug and play' promise isn’t quite as simple in reality.</p><h2 id="a-few-steps">A few steps</h2><p>Of course you’ll need a decent PC for this to work, though you could get away with a pretty ancient model if you need to. The minimum settings require an <a href="https://www.techradar.com/reviews/pc-mac/pc-components/graphics-cards/nvidia-geforce-gtx-480-679629/review">Nvidia GTX 400</a> series or newer GPU (released all the way back in 2010), so any modern desktop or laptop released in the last 15 years should be fine.</p><p>You’ll also need a disc drive. For advice I’d suggest checking out the <a href="https://rpcs3.net/quickstart">RPCS3 Quickstart guide</a> for the models the team recommend and know work.</p><p>Lastly there’s some software stuff you’ll need to organize like getting the emulator installed, downloading PS3 system software to your PC, and a decryption key to be able to read the disc on the fly rather than needing to dump it onto your PC first. For that last one, you’ll need to use a community-made database.</p><p>The process is fairly simple with the RPCS3 guide. If you do hit any snags, there are forums and Reddit threads full of people who have likely had your issue before and found a solution already.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="NodHYszeGrX2ZkmPzCtEUh" name="PS3.jpg" alt="Black PS3 console" src="https://cdn.mos.cms.futurecdn.net/NodHYszeGrX2ZkmPzCtEUh.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>At a time when companies like Sony are doubling down on anti-physical gaming measures, while clarifying that digital games aren’t owned — merely licensed — efforts like this are a reminder that access to games still matters, and can be maintained if you’re dedicated enough.</p><p>This will make it much easier for people to play the classic PS3 collection they still hold dear, and make it easier for this era of gaming history to be catalogued, preserved and played for years to come.</p>
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                                                            <title><![CDATA[ Best of Gamescom 2026 — The 15 top devices and games we saw at this year’s show ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Gamescom 2026 was chock-full of the latest and greatest in video games and gaming hardware, and we saw an awful lot of it while on the ground in Cologne, Germany. </p><p>We went hands-on with games, played with some yet-to-be-released gaming devices, and carried out a boatload of interviews. We’ll be publishing a host of content based on all of that in due course, but we also saw lots that we want to shout about now. Our Best of Gamescom 2026 awards give us the chance to celebrate some of the best of the show.</p><p>There aren’t any categories; instead, each of the winners deserved general recognition for being what made up the Best of Gamescom 2026 in our opinion. Find all our picks below, in no particular order, and keep your eyes peeled on this page in the future, as there are even some things we can't quite talk about yet…</p><p><em>Rob Dwiar, Managing Editor, TechRadar Gaming and Streaming</em></p><h2 id="asus-rog-ally-x20">Asus ROG Ally X20</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="GHKfVVa9DZ9SFH7dLtVuZC" name="X20 award" alt="The Asus ROG Ally X20 with the TechRadar Gaming Best of Gamescom 2026 badge" src="https://cdn.mos.cms.futurecdn.net/GHKfVVa9DZ9SFH7dLtVuZC.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Asus)</span></figcaption></figure><p>The new version of the official Xbox-x-Asus gaming handheld is something I was really surprised to like so much at this year’s Gamescom. Many will argue over the actual efficacy and importance of the upgrades it offers over its predecessor — the Ally X — but as a piece of new gaming hardware, I found it to be excellent.</p><p>The OLED screen is punchy and vibrant, and the new larger-than-before size of it works very nicely in the hands too. The ergonomic design is comfortable, while the buttons are satisfying and responsive in their actuation, and it’s overall not too heavy in the hands despite the bigger screen. I messed around with the likes of <em>Forza Horizon 6</em> for a while with the X20 and was successfully and totally immersed in the action to the point I didn’t want to put the handheld down. </p><p>Its translucent design and gold accents make for an incredibly cool aesthetic too, and as a quality handheld gaming PC for your Xbox games as well as your PC library, this is a very slick, attractive, and quality bit of kit that impressed me.</p><p><em>Rob Dwiar, Managing Editor, TechRadar Gaming and Streaming</em></p><h2 id="razer-prio">Razer Prio</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="gYnDSLTVCtnmxUuk8jwvRC" name="Prio award" alt="The Razer Prio controller with the TechRadar Gaming Best of Gamescom 2026 badge" src="https://cdn.mos.cms.futurecdn.net/gYnDSLTVCtnmxUuk8jwvRC.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Razer)</span></figcaption></figure><p>A suspiciously simple mobile controller solution, but one that still features some Razer-isms and design flair, the Prio mobile controller was one of the most innovative and different things I saw at Gamescom.</p><p>With the ability to fold up to the size of something akin to a card wallet or earbud pillbox, the Prio is a foldable mobile gaming controller that will offer gamers a convenient and easy way to quickly jump into a game while on the go.</p><p>Despite its diminutive size and foldable form, it still features all you need to game, like dual shoulder buttons, satisfying face buttons, and thumbsticks featuring the latest in capacitive tech. It’ll work with Android and Apple phones, works with cases easily, and there’s also no need to charge it.</p><p>It’s a fascinating new addition to the mobile gaming controller market and could make quite the splash.</p><p><em>Rob Dwiar, Managing Editor, TechRadar Gaming and Streaming</em></p><h2 id="beyerdynamic-mmx-130-wireless-gaming-headset">Beyerdynamic MMX 130 wireless gaming headset</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="LdX7HLo7ddrgwUkhNiyqjC" name="MMX 130 award" alt="The Beyerdynamic MMX 130 Wireless with the TechRadar Gaming Best of Gamescom 2026 badge" src="https://cdn.mos.cms.futurecdn.net/LdX7HLo7ddrgwUkhNiyqjC.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Beyerdynamic)</span></figcaption></figure><p>The MMX 130 is an open-back gaming headset that channels all the excellence of the audio brand’s pedigree while embracing the benefits of an open-back design. And the results are fantastic, with a gaming headset that sounds full-bodied, clear and detailed, round and spacious, and overall brilliant — even in the short time I had with it at Gamescom.</p><p>Despite the design’s popularity in the headphone and audio-fi space, there aren’t <em>that</em> many open-back gaming headsets on the market, so Beyerdynamic is pushing the envelope a bit and challenging what we expect of gaming headsets a little too. </p><p>The open-back design enables the MMX 130 to offer a rounder, more spacious soundscape, and one that players of single-player, immersive, maybe open-world games will be incredibly well served by, who are looking for awesome, detailed audio and not something geared toward online or competitive play like dozens of other headsets. </p><p>I’m really looking forward to testing and adding this gaming headset to my ranks when it launches later this year in October.</p><p><em>Rob Dwiar, Managing Editor, TechRadar Gaming and Streaming</em></p><h2 id="rainbow-six-tactics">Rainbow Six Tactics</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="6CtPTWKRrH8RqtbLuy7qjC" name="R6Tactics award" alt="A screenshot from Rainbow Six Tactics with the TechRadar Gaming Best of Gamescom 2026 badge" src="https://cdn.mos.cms.futurecdn.net/6CtPTWKRrH8RqtbLuy7qjC.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Ubisoft)</span></figcaption></figure><p>I am not normally one for <em>XCOM</em>-like strategy or turn-based games, but <em>Rainbow Six Tactics</em> well and truly got its hooks into me at Gamescom, and has me yearning to see more and, frankly, play it as soon as I can.</p><p>The game perfectly captures the vibes and ambience of Rainbow Six, with the settings of missions, aesthetics, operatives, and action making a pretty seamless jump over to the turn-based strategy genre; breaching through walls, the chatter among operatives, and the use of tools such as the drone are some of the most notable and obvious successes of this in my time with the game, for example. </p><p>Likewise, the idiosyncrasies of the turn-based genre manifest excellently in the <em>Rainbow Six</em> aesthetic, with slow-mo actions and operators carrying out gunfire or actions particularly pleasing, as well as carefully plotting multiple, sequential actions to ensure you have a chance for victory — or seeing it all fall apart in front of your eyes.</p><p>There looks to be great depth to <em>Tactics </em>too, which I can’t wait to get into. Matching up a favorite roster of operators, upgrading said operators to my preferences and for particular scenarios, hoovering up intel from incapacitated enemies in order to get bonuses for future missions, and plotting out all the stages of the game’s Breach mode to ensure an impactful and full-blooded commencement of attacks all play their own part. The whole tactical strategic loop feels like the perfect blend of genre and series.</p><p><em>Rob Dwiar, Managing Editor, TechRadar Gaming and Streaming</em></p><h2 id="moza-motogp-sim-racing-handlebar">MOZA × MotoGP Sim Racing Handlebar</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="4cnPmZwYApuAgrEDQkSQKC" name="Moza bars award" alt="The Moza x MotoGP handlebars with the TechRadar Gaming Best of Gamescom 2026 badge" src="https://cdn.mos.cms.futurecdn.net/4cnPmZwYApuAgrEDQkSQKC.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Moza)</span></figcaption></figure><p>One of the most original, cool, and exciting hardware products I saw at Gamescom was easily Moza’s new Sim Racing Handlebar, officially licensed by MotoGP.</p><p>While surprising and eyebrow-raising on one hand, after investigating it further, it really did suddenly dawn on me: why shouldn’t <em>MotoGP </em>video game players have access to the same kind of specific controllers that players of racing games, truck games, and even farming games have? </p><p>And now they do, with the terrific MOZA × MotoGP Sim Racing Handlebar, which should comprehensively serve that market when it releases fully (launch is still to be confirmed, however). And it’s a seriously awesome bit of kit that features all you need to fully immerse yourself in the latest game.</p><p>The handlebar controller will attach to MOZA’s own wheelbases, feature controls inspired by real MotoGP handlebars, and offer enough customisation options in terms of adjustment and button mapping to give it incredible flexibility. It’s niche, perhaps, but we can’t wait to test the excellently cool bit of gaming hardware out.</p><p><em>Rob Dwiar, Managing Editor, TechRadar Gaming and Streaming</em></p><h2 id="fable">Fable</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="HtmWrP9s6vUwkX4HGRgvUC" name="Fable award" alt="A screenshot from Fable with the TechRadar Gaming Best of Gamescom 2026 badge" src="https://cdn.mos.cms.futurecdn.net/HtmWrP9s6vUwkX4HGRgvUC.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Xbox/Playground Games)</span></figcaption></figure><p>Playground Games' upcoming release in the long-standing fantasy series continues to massively impress us. While our first look at the game at Summer Game Fest 2026 showed us a glimpse of the reputation system, our time with the Gamescom preview gave us a proper hands-on look at combat, and it’s utterly fantastic.</p><p>Playing a sliver of the game with two builds revealed the elegance with which the game blends melee and ranged combat with magic and spellcasting. The hand-to-hand combat is weighty and feels excellent to carry out, offensively or defensively, with a perfectly timed parry. </p><p>The ranged weaponry is very effective, and one rapid-fire crossbow weapon had me grinning from ear to ear. However, the magic is a real stand-out for me, offering loads of options for not only effective combat but also comedic theatre. The amount of gleeful satisfaction I got out of raising up some silly undead enemies, only to then slam them down and turn them into chickens was glorious.</p><p>Combine all this with the brilliance in writing and acting that our demo had, as well as a hugely impressive graphical presentation of the world, and I really think we’re in for a treat when <em>Fable </em>releases, and it was easily one of the best games on show at Gamescom.</p><p><em>Rob Dwiar, Managing Editor, TechRadar Gaming and Streaming</em></p><h2 id="warlock-dungeons-amp-dragons">Warlock: Dungeons & Dragons</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="SioLYbx8KGxaTdpZ8WDqxb" name="Warlock award" alt="Screenshot of the upcoming Dungeons & Dragons game Warlock with TechRadar Gaming's Best of Gamescom badge on top" src="https://cdn.mos.cms.futurecdn.net/SioLYbx8KGxaTdpZ8WDqxb.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Invoke Studios/Wizards of the Coast)</span></figcaption></figure><p>2027 looks set to bless us with not only one brilliant fantasy adventure game in <em>Fable</em>, but two, with <em>Warlock</em> really catching my eye at Gamescom in a fascinating and intriguing preview.</p><p>As well as a captivating land to explore and a story and narrative which seem deeply compelling already, the role of deep and raw magic and the creative ways in which the game’s protagonist, Kaatri, can use it caught my eye particularly. For example, each spell or cast doesn’t seem to be a one-and-done trick, or you can use subsequent spells and casts one after another to solve puzzles, take down enemies, and explore the world in satisfying and creative ways. </p><p>What’s more, it’s all put together very slickly and sharply too, with combat looking fluid and responsive, the array of spells at your disposal vast and varied, the world and its secrets yearning to be discovered, mysteries to solve, Kaatri’s sort-of-helpful companion adding some good banter, and a style that will please those familiar with D&D, and those not. </p><p><em>Rob Dwiar, Managing Editor, TechRadar Gaming and Streaming</em></p><h2 id="steelseries-aeon-pro-controller">SteelSeries Aeon Pro Controller</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="sHnaUtn8tUfpF5vafixpJC" name="Aeon Pro" alt="The SteelSeries Aeon Pro controller with the TechRadar Gaming Best of Gamescom 2026 badge" src="https://cdn.mos.cms.futurecdn.net/sHnaUtn8tUfpF5vafixpJC.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/SteelSeries)</span></figcaption></figure><p>It’s been a while since SteelSeries gave a proper go in the controller market, and some of the brand’s mobile offerings have raised an eyebrow, but as soon as I saw the Aeon Pro controller, I knew the brand was on to something.</p><p>Built around the traditional Xbox controller design — akin to the Elite Series 2 controller in many ways — the Aeon Pro is a premium pad with a few exciting features up its sleeve. Chief among these is the OLED mini screen on the front-top part of the pad, which is tidily done; it’s not intrusive or gimmicky and feels like it will be genuinely useful for players looking to have easy access to profiles and some controller information while the pad is in play.</p><p>It also has an excellent infinite power and battery supply system built into its dock that’s heavily inspired by the Nova Pro headset series and can charge a spare battery while you use another. </p><p>Targeting those on PC or Xbox — and those with both, particularly — the Aeon Pro will also offer an excellent grippy texture on its wings, remappable buttons, and interchangeable thumbsticks to provide multiple options for players looking for a one-and-done premium controller solution.</p><p><em>Rob Dwiar, Managing Editor, TechRadar Gaming and Streaming</em></p><h2 id="turtle-beach-command-series-mc7-mouse">Turtle Beach Command Series MC7 Mouse</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="CTXz7Sj6nNEvHXqgouxLGC" name="MC7 award" alt="The Turtle Beach MC7 Wireless mouse with the TechRadar Gaming Best of Gamescom 2026 badge" src="https://cdn.mos.cms.futurecdn.net/CTXz7Sj6nNEvHXqgouxLGC.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Turtle Beach)</span></figcaption></figure><p>While this mouse from Turtle Beach massively raised eyebrows when first announced, having now seen it in the flesh and understood how it can be used, the Command Series MC7 Mouse is both a quality addition to the market and a worthy winner of one of our awards.</p><p>The 2.25” touchscreen on the side of the mouse is the star of the show, of course, and its ability to house touchscreen controls and clearly visible features seems like it could well add a layer of functionality to a gaming mouse not really seen before. You can load an extensive range of controls onto the screen too, from OBS to apps, PC information, and loads more — it may even provide a worthy service to streamers alongside the likes of a Stream Deck. </p><p>And the inclusion of the screen doesn’t compromise quality elsewhere either: you’re still getting the two buttons on the side for your thumb, and there’s true 8K wireless ultra-low latency, Turtle Beach’s Owl-Eye 30K sensor, and an excellent external dock that houses the USB dongle, as well as a second battery for the mouse that charges while you’re using the mouse, ensuring you’ll never be out of juice.</p><p>It might not be for everyone, sure, but props to Turtle Beach for having the guts to try something totally different with a mouse and give it a proper go. </p><p><em>Rob Dwiar, Managing Editor, TechRadar Gaming and Streaming</em></p><h2 id="the-witcher-3-songs-of-the-past">The Witcher 3: Songs of the Past</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="bDmqbCBqosn8gvtx7uT5kC" name="Songs of the Past award" alt="A screenshot from The Witcher 3: Wild Hunt — Songs of the Past with the TechRadar Gaming Best of Gamescom 2026 badge" src="https://cdn.mos.cms.futurecdn.net/bDmqbCBqosn8gvtx7uT5kC.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/CD Projekt Red)</span></figcaption></figure><p>One thing I vividly remember noticing during my long preview of <em>The Witcher 3: Songs of the Past</em> was that <em>everyone </em>in the session — a few dozen members of the press, at least — was absolutely, totally, deathly silent and utterly gripped by the quest we were being shown on screen. The allure, pull, and attention that this game still demands, all these years later, even with brand new content, is as strong as it’s ever been.</p><p>Seeing Geralt and Roach ride across the lands of The Continent once more, in that familiar older-looking engine brushed up anew, was a true highlight of Gamescom for Witcher fans, but with Songs of the Past, it already feels like we’re in for one more absolutely thrilling and deep expansion from CD Projekt Red that will finally round out the game’s narrative and complete the story.</p><p>Focusing on Dandelion and the new area of Letten, Songs of the Past already looks to have the makings of a <em>Blood and Wine-esque </em>expansion, filled with brilliantly written quests, a fascinating main storyline, and a host of different places to discover and see. </p><p>It also makes <em>The Witcher 3</em> look better than ever (thanks in part to enhancements offered by the Remastered upgrade coming later this year), with luscious vegetation covering the land, sun-soaked vistas across lakes and forests, as far as the eye can see, and expect more of the brilliantly acted and realised NPCs going about their daily lives.</p><p><em>Rob Dwiar, Managing Editor, TechRadar Gaming and Streaming</em></p><h2 id="total-war-warhammer-40-000">Total War: Warhammer 40,000</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="M9H2NqhYaeAg9jRgPcUmPC" name="TW40K award" alt="An image from Total War: Warhammer 40,000 with the TechRadar Gaming Best of Gamescom 2026 badge" src="https://cdn.mos.cms.futurecdn.net/M9H2NqhYaeAg9jRgPcUmPC.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Creative Assemble/Sega)</span></figcaption></figure><p>The epic strategy game series finally comes to the epic and grimdark fantasy universe, and the results are absolutely belting. Offering up perhaps what was my favorite game preview of the entire Gamescom, <em>Total War: Warhammer 40,000</em> is the perfect combination of the PC game and the grimdark galaxy.</p><p>Playing a bit of an onboarding intro, as well as some of the interplanetary campaign and a climactic, testing, and epic battle as the Space Marines, I devoured and soaked up every tiny detail of Creative Assembly’s creation at Gamescom. </p><p>The epic battle at the end, utilising a wide variety of unit types, terrain factors, reinforcements, and abilities, was a true highlight of the show for me, and gave me that excellent mix of confidence when plans were going well, panic when it looked like the tide was turning, and relief crossed with triumph when I clawed my way to victory. </p><p>Playing it all in the studio’s new Warcore engine was an absolute blast too, with projectiles filling the skies, blood covering the ground, and environmental effects like dust and so on adding to the brilliant visuals on offer.</p><p>I’m deeply intrigued by how the diplomacy, trade, and other non-battle-focused elements of Total War games will manifest in this 40K version, but if what I’ve played is anything to go by, fans need not be worried; only <em>incredibly</em> excited and hyped.</p><p><em>Rob Dwiar, Managing Editor, TechRadar Gaming and Streaming</em></p><h2 id="thrustmaster-simtask-truck-40-add-on-kit">Thrustmaster SimTask Truck-40 Add-On Kit </h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="iqsV24RJJ5J63DgnLRgwjC" name="trcuck wheel award" alt="The Thrustmaster SimTask Truck-40 Add-on Kit with the TechRadar Gaming Best of Gamescom 2026 badge" src="https://cdn.mos.cms.futurecdn.net/iqsV24RJJ5J63DgnLRgwjC.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Thrustmaster)</span></figcaption></figure><p>Another niche but excellent hardware offering at Gamescom 2026 was Thrustmaster’s SimTask Truck-40 Add-On Kit, a large steering wheel designed specifically for truck and heavy-vehicle simulation.</p><p>It’s a simple affair in its design, but it has that Thrustmaster quality running through its veins, with a robust design, a pleasing aesthetic, and a strong feature set. </p><p>There are 22 action buttons, four different heights, and a 30-degree tilt angle achieved with its bespoke mount, and it looks set to be a welcome addition to the market for both PC and console users, working with all of the brand’s wheelbases too.</p><p>What’s more promising is that it might well offer the only wheel specifically designed for games like <em>Euro Truck Simulator 2 </em>and <em>American Truck Simulator</em> that console users will have access to, earning it a huge thumbs-up from us for serving a dedicated community of players.</p><p><em>Rob Dwiar, Managing Editor, TechRadar Gaming and Streaming</em></p><h2 id="nvidia-rtx-spark">Nvidia RTX Spark</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="mnAXJu87ps7qEDFAk677QC" name="RTX Spark award" alt="An HP RTX Spark laptop with the TechRadar Gaming Best of Gamescom 2026 badge" src="https://cdn.mos.cms.futurecdn.net/mnAXJu87ps7qEDFAk677QC.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/HP/Nvidia)</span></figcaption></figure><p>Among a few things that the hardware giant had to show, what stood out to me most was the new and upcoming RTX Spark. In case you missed it, this is Nvidia’s new ARM-based chip, specifically designed for slim and lightweight Windows laptops, with Nvidia AI and RTX graphics ready to be utilized.</p><p>The latter means laptops using the superchip are fully capable of playing numerous triple-A games at high frame rates, and that’s exactly what I both witnessed and played. The likes of <em>007 First Light, Borderlands 4</em>, and<em> Arc Raiders</em> perform nearly flawlessly on the RTX Spark laptops on show.</p><p>Team Green has essentially opened up the possibilities for manufacturers to design slim desktop or laptop PCs, or even handheld gaming PCs — and Nvidia noted that it's more than happy for brands to reach out to use the superchip for handhelds. As a fan of gaming on the go on lightweight systems, I’m more than happy to give Nvidia credit where it’s due with this one.</p><p><em>Isaiah Williams, Staff Writer, Computing</em></p><h2 id="jbl-quantum-engine-advancements">JBL Quantum Engine advancements</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="FxR3ei2XvyL3BSKkcmCdAC" name="JBL award" alt="The JBL Quantum Engine software with the TechRadar Gaming Best of Gamescom 2026 badge" src="https://cdn.mos.cms.futurecdn.net/FxR3ei2XvyL3BSKkcmCdAC.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/JBL)</span></figcaption></figure><p>JBL continued its push into the world of gaming headsets at this year's Gamescom with the announcement of three new headsets, which build upon the stellar work already shown off in last year's range. And while these light, comfortable, powerful, and sustainable headsets should be lauded, it's the development of its Quantum Engine software that caught my attention at this year's trade show.</p><p>The JBL Quantum Engine starts simple enough, with an array of customisable features and EQs that you might expect from a piece of audio software. These settings adapt to the specific genre or game that you're playing, with the intention of emphasising the important sounds such as footsteps or making your experience more immersive, taking full advantage of the 50mm carbon dynamic drivers found in the Quantum headset range. It can also cleverly block out background noise from especially clacky keyboards.</p><p>And there are now more features to come in Q4 2026. Most notable of all is the increased interconnectivity between the app and the games you play. One feature shown off to me will be of particular interest to racing game fans. The app can receive information from the game to transform into your speedometer and heads-up display, giving you features and details you might expect from a premium racing wheel, but beamed to the app on your phone or tablet. It's a cool idea that builds on the manufacturer's audio nous to create an all-in-one solution for gaming.</p><p><em>James Pickard, Senior Deals Editor</em></p><h2 id="and-one-more-thing-we-can-39-t-talk-about-yet">And one more thing we can't talk about yet...</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:50.00%;"><img id="qy89W9Yj6fvbrpPW8krfaZ" name="question-mark-2492009_1920.jpg" alt="Image by Arek Socha from Pixabay" src="https://cdn.mos.cms.futurecdn.net/qy89W9Yj6fvbrpPW8krfaZ.jpg" mos="" align="middle" fullscreen="" width="1920" height="960" attribution="" endorsement="" class="inline"></p></div></div></figure><p>Sometimes we're shown games or products at Gamescom that we can't talk about for even weeks after the event has finished, and one of our award winners is exactly one of those things.</p><p>Check back here in a few weeks time when we can reveal our last Best of Gamescom 2026 winner!</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/techradar-gaming-best-of-gamescom-2026-awards</link>
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                            <![CDATA[ The 15 biggest, most exciting, and most interesting games and hardware releases we saw at Gamescom 2026 ]]>
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                                                                        <pubDate>Tue, 08 Sep 2026 15:45:14 +0000</pubDate>                                                                                                                                <updated>Tue, 08 Sep 2026 16:01:13 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                <author><![CDATA[ rob.dwiar@futurenet.com (Rob Dwiar) ]]></author>                    <dc:creator><![CDATA[ Rob Dwiar ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/jQfB6LAq4hRkyqovhsFBmA.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Rob is the Managing Editor of TechRadar Gaming and Streaming. He joined in 2023 as the Deputy Editor of TechRadar Gaming (TRG), and has multiple years of games media and games writing experience under his belt, with a variety of bylines at games publications, but also in the world of gardens and landscapes.&lt;/p&gt;&lt;p&gt;Prior to joining TRG, Rob was the Commissioning Editor for Hardware at sister site GamesRadar+. and spent more than four years on that team. After this, he had a short but successful stint as Gaming Editor at WePC, but is now firmly in a position at TechRadar Gaming to help drive the brand forward to achieve its goals. Before joining GamesRadar+ in 2018, Rob freelanced for many places and has had work published over the last six years or so at the likes of GamesRadar+, Eurogamer, RPS, PCGN, and more. This writing often took, and still takes, the form of analysis and celebration of video game environments, landscapes, and horticulture - Rob is a qualified landscape and garden designer and an expert on the virtual landscapes and environments of games.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Isaiah Williams ]]></dc:contributor>
                                            <dc:contributor><![CDATA[ James Pickard ]]></dc:contributor>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Three ay artwork showing the Rayman, Witcher 3, and Blood of Dawnwalker stands at Gamescom 2026 with the TechRadar Gaming Best of Gamescom 2026 awards badge on top]]></media:description>                                                            <media:text><![CDATA[Three ay artwork showing the Rayman, Witcher 3, and Blood of Dawnwalker stands at Gamescom 2026 with the TechRadar Gaming Best of Gamescom 2026 awards badge on top]]></media:text>
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                                <p>Gamescom 2026 was chock-full of the latest and greatest in video games and gaming hardware, and we saw an awful lot of it while on the ground in Cologne, Germany. </p><p>We went hands-on with games, played with some yet-to-be-released gaming devices, and carried out a boatload of interviews. We’ll be publishing a host of content based on all of that in due course, but we also saw lots that we want to shout about now. Our Best of Gamescom 2026 awards give us the chance to celebrate some of the best of the show.</p><p>There aren’t any categories; instead, each of the winners deserved general recognition for being what made up the Best of Gamescom 2026 in our opinion. Find all our picks below, in no particular order, and keep your eyes peeled on this page in the future, as there are even some things we can't quite talk about yet…</p><p><em>Rob Dwiar, Managing Editor, TechRadar Gaming and Streaming</em></p><h2 id="asus-rog-ally-x20">Asus ROG Ally X20</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="GHKfVVa9DZ9SFH7dLtVuZC" name="X20 award" alt="The Asus ROG Ally X20 with the TechRadar Gaming Best of Gamescom 2026 badge" src="https://cdn.mos.cms.futurecdn.net/GHKfVVa9DZ9SFH7dLtVuZC.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Asus)</span></figcaption></figure><p>The new version of the official Xbox-x-Asus gaming handheld is something I was really surprised to like so much at this year’s Gamescom. Many will argue over the actual efficacy and importance of the upgrades it offers over its predecessor — the Ally X — but as a piece of new gaming hardware, I found it to be excellent.</p><p>The OLED screen is punchy and vibrant, and the new larger-than-before size of it works very nicely in the hands too. The ergonomic design is comfortable, while the buttons are satisfying and responsive in their actuation, and it’s overall not too heavy in the hands despite the bigger screen. I messed around with the likes of <em>Forza Horizon 6</em> for a while with the X20 and was successfully and totally immersed in the action to the point I didn’t want to put the handheld down. </p><p>Its translucent design and gold accents make for an incredibly cool aesthetic too, and as a quality handheld gaming PC for your Xbox games as well as your PC library, this is a very slick, attractive, and quality bit of kit that impressed me.</p><p><em>Rob Dwiar, Managing Editor, TechRadar Gaming and Streaming</em></p><h2 id="razer-prio">Razer Prio</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="gYnDSLTVCtnmxUuk8jwvRC" name="Prio award" alt="The Razer Prio controller with the TechRadar Gaming Best of Gamescom 2026 badge" src="https://cdn.mos.cms.futurecdn.net/gYnDSLTVCtnmxUuk8jwvRC.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Razer)</span></figcaption></figure><p>A suspiciously simple mobile controller solution, but one that still features some Razer-isms and design flair, the Prio mobile controller was one of the most innovative and different things I saw at Gamescom.</p><p>With the ability to fold up to the size of something akin to a card wallet or earbud pillbox, the Prio is a foldable mobile gaming controller that will offer gamers a convenient and easy way to quickly jump into a game while on the go.</p><p>Despite its diminutive size and foldable form, it still features all you need to game, like dual shoulder buttons, satisfying face buttons, and thumbsticks featuring the latest in capacitive tech. It’ll work with Android and Apple phones, works with cases easily, and there’s also no need to charge it.</p><p>It’s a fascinating new addition to the mobile gaming controller market and could make quite the splash.</p><p><em>Rob Dwiar, Managing Editor, TechRadar Gaming and Streaming</em></p><h2 id="beyerdynamic-mmx-130-wireless-gaming-headset">Beyerdynamic MMX 130 wireless gaming headset</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="LdX7HLo7ddrgwUkhNiyqjC" name="MMX 130 award" alt="The Beyerdynamic MMX 130 Wireless with the TechRadar Gaming Best of Gamescom 2026 badge" src="https://cdn.mos.cms.futurecdn.net/LdX7HLo7ddrgwUkhNiyqjC.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Beyerdynamic)</span></figcaption></figure><p>The MMX 130 is an open-back gaming headset that channels all the excellence of the audio brand’s pedigree while embracing the benefits of an open-back design. And the results are fantastic, with a gaming headset that sounds full-bodied, clear and detailed, round and spacious, and overall brilliant — even in the short time I had with it at Gamescom.</p><p>Despite the design’s popularity in the headphone and audio-fi space, there aren’t <em>that</em> many open-back gaming headsets on the market, so Beyerdynamic is pushing the envelope a bit and challenging what we expect of gaming headsets a little too. </p><p>The open-back design enables the MMX 130 to offer a rounder, more spacious soundscape, and one that players of single-player, immersive, maybe open-world games will be incredibly well served by, who are looking for awesome, detailed audio and not something geared toward online or competitive play like dozens of other headsets. </p><p>I’m really looking forward to testing and adding this gaming headset to my ranks when it launches later this year in October.</p><p><em>Rob Dwiar, Managing Editor, TechRadar Gaming and Streaming</em></p><h2 id="rainbow-six-tactics">Rainbow Six Tactics</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="6CtPTWKRrH8RqtbLuy7qjC" name="R6Tactics award" alt="A screenshot from Rainbow Six Tactics with the TechRadar Gaming Best of Gamescom 2026 badge" src="https://cdn.mos.cms.futurecdn.net/6CtPTWKRrH8RqtbLuy7qjC.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Ubisoft)</span></figcaption></figure><p>I am not normally one for <em>XCOM</em>-like strategy or turn-based games, but <em>Rainbow Six Tactics</em> well and truly got its hooks into me at Gamescom, and has me yearning to see more and, frankly, play it as soon as I can.</p><p>The game perfectly captures the vibes and ambience of Rainbow Six, with the settings of missions, aesthetics, operatives, and action making a pretty seamless jump over to the turn-based strategy genre; breaching through walls, the chatter among operatives, and the use of tools such as the drone are some of the most notable and obvious successes of this in my time with the game, for example. </p><p>Likewise, the idiosyncrasies of the turn-based genre manifest excellently in the <em>Rainbow Six</em> aesthetic, with slow-mo actions and operators carrying out gunfire or actions particularly pleasing, as well as carefully plotting multiple, sequential actions to ensure you have a chance for victory — or seeing it all fall apart in front of your eyes.</p><p>There looks to be great depth to <em>Tactics </em>too, which I can’t wait to get into. Matching up a favorite roster of operators, upgrading said operators to my preferences and for particular scenarios, hoovering up intel from incapacitated enemies in order to get bonuses for future missions, and plotting out all the stages of the game’s Breach mode to ensure an impactful and full-blooded commencement of attacks all play their own part. The whole tactical strategic loop feels like the perfect blend of genre and series.</p><p><em>Rob Dwiar, Managing Editor, TechRadar Gaming and Streaming</em></p><h2 id="moza-motogp-sim-racing-handlebar">MOZA × MotoGP Sim Racing Handlebar</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="4cnPmZwYApuAgrEDQkSQKC" name="Moza bars award" alt="The Moza x MotoGP handlebars with the TechRadar Gaming Best of Gamescom 2026 badge" src="https://cdn.mos.cms.futurecdn.net/4cnPmZwYApuAgrEDQkSQKC.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Moza)</span></figcaption></figure><p>One of the most original, cool, and exciting hardware products I saw at Gamescom was easily Moza’s new Sim Racing Handlebar, officially licensed by MotoGP.</p><p>While surprising and eyebrow-raising on one hand, after investigating it further, it really did suddenly dawn on me: why shouldn’t <em>MotoGP </em>video game players have access to the same kind of specific controllers that players of racing games, truck games, and even farming games have? </p><p>And now they do, with the terrific MOZA × MotoGP Sim Racing Handlebar, which should comprehensively serve that market when it releases fully (launch is still to be confirmed, however). And it’s a seriously awesome bit of kit that features all you need to fully immerse yourself in the latest game.</p><p>The handlebar controller will attach to MOZA’s own wheelbases, feature controls inspired by real MotoGP handlebars, and offer enough customisation options in terms of adjustment and button mapping to give it incredible flexibility. It’s niche, perhaps, but we can’t wait to test the excellently cool bit of gaming hardware out.</p><p><em>Rob Dwiar, Managing Editor, TechRadar Gaming and Streaming</em></p><h2 id="fable">Fable</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="HtmWrP9s6vUwkX4HGRgvUC" name="Fable award" alt="A screenshot from Fable with the TechRadar Gaming Best of Gamescom 2026 badge" src="https://cdn.mos.cms.futurecdn.net/HtmWrP9s6vUwkX4HGRgvUC.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Xbox/Playground Games)</span></figcaption></figure><p>Playground Games' upcoming release in the long-standing fantasy series continues to massively impress us. While our first look at the game at Summer Game Fest 2026 showed us a glimpse of the reputation system, our time with the Gamescom preview gave us a proper hands-on look at combat, and it’s utterly fantastic.</p><p>Playing a sliver of the game with two builds revealed the elegance with which the game blends melee and ranged combat with magic and spellcasting. The hand-to-hand combat is weighty and feels excellent to carry out, offensively or defensively, with a perfectly timed parry. </p><p>The ranged weaponry is very effective, and one rapid-fire crossbow weapon had me grinning from ear to ear. However, the magic is a real stand-out for me, offering loads of options for not only effective combat but also comedic theatre. The amount of gleeful satisfaction I got out of raising up some silly undead enemies, only to then slam them down and turn them into chickens was glorious.</p><p>Combine all this with the brilliance in writing and acting that our demo had, as well as a hugely impressive graphical presentation of the world, and I really think we’re in for a treat when <em>Fable </em>releases, and it was easily one of the best games on show at Gamescom.</p><p><em>Rob Dwiar, Managing Editor, TechRadar Gaming and Streaming</em></p><h2 id="warlock-dungeons-amp-dragons">Warlock: Dungeons & Dragons</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="SioLYbx8KGxaTdpZ8WDqxb" name="Warlock award" alt="Screenshot of the upcoming Dungeons & Dragons game Warlock with TechRadar Gaming's Best of Gamescom badge on top" src="https://cdn.mos.cms.futurecdn.net/SioLYbx8KGxaTdpZ8WDqxb.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Invoke Studios/Wizards of the Coast)</span></figcaption></figure><p>2027 looks set to bless us with not only one brilliant fantasy adventure game in <em>Fable</em>, but two, with <em>Warlock</em> really catching my eye at Gamescom in a fascinating and intriguing preview.</p><p>As well as a captivating land to explore and a story and narrative which seem deeply compelling already, the role of deep and raw magic and the creative ways in which the game’s protagonist, Kaatri, can use it caught my eye particularly. For example, each spell or cast doesn’t seem to be a one-and-done trick, or you can use subsequent spells and casts one after another to solve puzzles, take down enemies, and explore the world in satisfying and creative ways. </p><p>What’s more, it’s all put together very slickly and sharply too, with combat looking fluid and responsive, the array of spells at your disposal vast and varied, the world and its secrets yearning to be discovered, mysteries to solve, Kaatri’s sort-of-helpful companion adding some good banter, and a style that will please those familiar with D&D, and those not. </p><p><em>Rob Dwiar, Managing Editor, TechRadar Gaming and Streaming</em></p><h2 id="steelseries-aeon-pro-controller">SteelSeries Aeon Pro Controller</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="sHnaUtn8tUfpF5vafixpJC" name="Aeon Pro" alt="The SteelSeries Aeon Pro controller with the TechRadar Gaming Best of Gamescom 2026 badge" src="https://cdn.mos.cms.futurecdn.net/sHnaUtn8tUfpF5vafixpJC.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/SteelSeries)</span></figcaption></figure><p>It’s been a while since SteelSeries gave a proper go in the controller market, and some of the brand’s mobile offerings have raised an eyebrow, but as soon as I saw the Aeon Pro controller, I knew the brand was on to something.</p><p>Built around the traditional Xbox controller design — akin to the Elite Series 2 controller in many ways — the Aeon Pro is a premium pad with a few exciting features up its sleeve. Chief among these is the OLED mini screen on the front-top part of the pad, which is tidily done; it’s not intrusive or gimmicky and feels like it will be genuinely useful for players looking to have easy access to profiles and some controller information while the pad is in play.</p><p>It also has an excellent infinite power and battery supply system built into its dock that’s heavily inspired by the Nova Pro headset series and can charge a spare battery while you use another. </p><p>Targeting those on PC or Xbox — and those with both, particularly — the Aeon Pro will also offer an excellent grippy texture on its wings, remappable buttons, and interchangeable thumbsticks to provide multiple options for players looking for a one-and-done premium controller solution.</p><p><em>Rob Dwiar, Managing Editor, TechRadar Gaming and Streaming</em></p><h2 id="turtle-beach-command-series-mc7-mouse">Turtle Beach Command Series MC7 Mouse</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="CTXz7Sj6nNEvHXqgouxLGC" name="MC7 award" alt="The Turtle Beach MC7 Wireless mouse with the TechRadar Gaming Best of Gamescom 2026 badge" src="https://cdn.mos.cms.futurecdn.net/CTXz7Sj6nNEvHXqgouxLGC.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Turtle Beach)</span></figcaption></figure><p>While this mouse from Turtle Beach massively raised eyebrows when first announced, having now seen it in the flesh and understood how it can be used, the Command Series MC7 Mouse is both a quality addition to the market and a worthy winner of one of our awards.</p><p>The 2.25” touchscreen on the side of the mouse is the star of the show, of course, and its ability to house touchscreen controls and clearly visible features seems like it could well add a layer of functionality to a gaming mouse not really seen before. You can load an extensive range of controls onto the screen too, from OBS to apps, PC information, and loads more — it may even provide a worthy service to streamers alongside the likes of a Stream Deck. </p><p>And the inclusion of the screen doesn’t compromise quality elsewhere either: you’re still getting the two buttons on the side for your thumb, and there’s true 8K wireless ultra-low latency, Turtle Beach’s Owl-Eye 30K sensor, and an excellent external dock that houses the USB dongle, as well as a second battery for the mouse that charges while you’re using the mouse, ensuring you’ll never be out of juice.</p><p>It might not be for everyone, sure, but props to Turtle Beach for having the guts to try something totally different with a mouse and give it a proper go. </p><p><em>Rob Dwiar, Managing Editor, TechRadar Gaming and Streaming</em></p><h2 id="the-witcher-3-songs-of-the-past">The Witcher 3: Songs of the Past</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="bDmqbCBqosn8gvtx7uT5kC" name="Songs of the Past award" alt="A screenshot from The Witcher 3: Wild Hunt — Songs of the Past with the TechRadar Gaming Best of Gamescom 2026 badge" src="https://cdn.mos.cms.futurecdn.net/bDmqbCBqosn8gvtx7uT5kC.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/CD Projekt Red)</span></figcaption></figure><p>One thing I vividly remember noticing during my long preview of <em>The Witcher 3: Songs of the Past</em> was that <em>everyone </em>in the session — a few dozen members of the press, at least — was absolutely, totally, deathly silent and utterly gripped by the quest we were being shown on screen. The allure, pull, and attention that this game still demands, all these years later, even with brand new content, is as strong as it’s ever been.</p><p>Seeing Geralt and Roach ride across the lands of The Continent once more, in that familiar older-looking engine brushed up anew, was a true highlight of Gamescom for Witcher fans, but with Songs of the Past, it already feels like we’re in for one more absolutely thrilling and deep expansion from CD Projekt Red that will finally round out the game’s narrative and complete the story.</p><p>Focusing on Dandelion and the new area of Letten, Songs of the Past already looks to have the makings of a <em>Blood and Wine-esque </em>expansion, filled with brilliantly written quests, a fascinating main storyline, and a host of different places to discover and see. </p><p>It also makes <em>The Witcher 3</em> look better than ever (thanks in part to enhancements offered by the Remastered upgrade coming later this year), with luscious vegetation covering the land, sun-soaked vistas across lakes and forests, as far as the eye can see, and expect more of the brilliantly acted and realised NPCs going about their daily lives.</p><p><em>Rob Dwiar, Managing Editor, TechRadar Gaming and Streaming</em></p><h2 id="total-war-warhammer-40-000">Total War: Warhammer 40,000</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="M9H2NqhYaeAg9jRgPcUmPC" name="TW40K award" alt="An image from Total War: Warhammer 40,000 with the TechRadar Gaming Best of Gamescom 2026 badge" src="https://cdn.mos.cms.futurecdn.net/M9H2NqhYaeAg9jRgPcUmPC.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Creative Assemble/Sega)</span></figcaption></figure><p>The epic strategy game series finally comes to the epic and grimdark fantasy universe, and the results are absolutely belting. Offering up perhaps what was my favorite game preview of the entire Gamescom, <em>Total War: Warhammer 40,000</em> is the perfect combination of the PC game and the grimdark galaxy.</p><p>Playing a bit of an onboarding intro, as well as some of the interplanetary campaign and a climactic, testing, and epic battle as the Space Marines, I devoured and soaked up every tiny detail of Creative Assembly’s creation at Gamescom. </p><p>The epic battle at the end, utilising a wide variety of unit types, terrain factors, reinforcements, and abilities, was a true highlight of the show for me, and gave me that excellent mix of confidence when plans were going well, panic when it looked like the tide was turning, and relief crossed with triumph when I clawed my way to victory. </p><p>Playing it all in the studio’s new Warcore engine was an absolute blast too, with projectiles filling the skies, blood covering the ground, and environmental effects like dust and so on adding to the brilliant visuals on offer.</p><p>I’m deeply intrigued by how the diplomacy, trade, and other non-battle-focused elements of Total War games will manifest in this 40K version, but if what I’ve played is anything to go by, fans need not be worried; only <em>incredibly</em> excited and hyped.</p><p><em>Rob Dwiar, Managing Editor, TechRadar Gaming and Streaming</em></p><h2 id="thrustmaster-simtask-truck-40-add-on-kit">Thrustmaster SimTask Truck-40 Add-On Kit </h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="iqsV24RJJ5J63DgnLRgwjC" name="trcuck wheel award" alt="The Thrustmaster SimTask Truck-40 Add-on Kit with the TechRadar Gaming Best of Gamescom 2026 badge" src="https://cdn.mos.cms.futurecdn.net/iqsV24RJJ5J63DgnLRgwjC.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Thrustmaster)</span></figcaption></figure><p>Another niche but excellent hardware offering at Gamescom 2026 was Thrustmaster’s SimTask Truck-40 Add-On Kit, a large steering wheel designed specifically for truck and heavy-vehicle simulation.</p><p>It’s a simple affair in its design, but it has that Thrustmaster quality running through its veins, with a robust design, a pleasing aesthetic, and a strong feature set. </p><p>There are 22 action buttons, four different heights, and a 30-degree tilt angle achieved with its bespoke mount, and it looks set to be a welcome addition to the market for both PC and console users, working with all of the brand’s wheelbases too.</p><p>What’s more promising is that it might well offer the only wheel specifically designed for games like <em>Euro Truck Simulator 2 </em>and <em>American Truck Simulator</em> that console users will have access to, earning it a huge thumbs-up from us for serving a dedicated community of players.</p><p><em>Rob Dwiar, Managing Editor, TechRadar Gaming and Streaming</em></p><h2 id="nvidia-rtx-spark">Nvidia RTX Spark</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="mnAXJu87ps7qEDFAk677QC" name="RTX Spark award" alt="An HP RTX Spark laptop with the TechRadar Gaming Best of Gamescom 2026 badge" src="https://cdn.mos.cms.futurecdn.net/mnAXJu87ps7qEDFAk677QC.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/HP/Nvidia)</span></figcaption></figure><p>Among a few things that the hardware giant had to show, what stood out to me most was the new and upcoming RTX Spark. In case you missed it, this is Nvidia’s new ARM-based chip, specifically designed for slim and lightweight Windows laptops, with Nvidia AI and RTX graphics ready to be utilized.</p><p>The latter means laptops using the superchip are fully capable of playing numerous triple-A games at high frame rates, and that’s exactly what I both witnessed and played. The likes of <em>007 First Light, Borderlands 4</em>, and<em> Arc Raiders</em> perform nearly flawlessly on the RTX Spark laptops on show.</p><p>Team Green has essentially opened up the possibilities for manufacturers to design slim desktop or laptop PCs, or even handheld gaming PCs — and Nvidia noted that it's more than happy for brands to reach out to use the superchip for handhelds. As a fan of gaming on the go on lightweight systems, I’m more than happy to give Nvidia credit where it’s due with this one.</p><p><em>Isaiah Williams, Staff Writer, Computing</em></p><h2 id="jbl-quantum-engine-advancements">JBL Quantum Engine advancements</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="FxR3ei2XvyL3BSKkcmCdAC" name="JBL award" alt="The JBL Quantum Engine software with the TechRadar Gaming Best of Gamescom 2026 badge" src="https://cdn.mos.cms.futurecdn.net/FxR3ei2XvyL3BSKkcmCdAC.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/JBL)</span></figcaption></figure><p>JBL continued its push into the world of gaming headsets at this year's Gamescom with the announcement of three new headsets, which build upon the stellar work already shown off in last year's range. And while these light, comfortable, powerful, and sustainable headsets should be lauded, it's the development of its Quantum Engine software that caught my attention at this year's trade show.</p><p>The JBL Quantum Engine starts simple enough, with an array of customisable features and EQs that you might expect from a piece of audio software. These settings adapt to the specific genre or game that you're playing, with the intention of emphasising the important sounds such as footsteps or making your experience more immersive, taking full advantage of the 50mm carbon dynamic drivers found in the Quantum headset range. It can also cleverly block out background noise from especially clacky keyboards.</p><p>And there are now more features to come in Q4 2026. Most notable of all is the increased interconnectivity between the app and the games you play. One feature shown off to me will be of particular interest to racing game fans. The app can receive information from the game to transform into your speedometer and heads-up display, giving you features and details you might expect from a premium racing wheel, but beamed to the app on your phone or tablet. It's a cool idea that builds on the manufacturer's audio nous to create an all-in-one solution for gaming.</p><p><em>James Pickard, Senior Deals Editor</em></p><h2 id="and-one-more-thing-we-can-39-t-talk-about-yet">And one more thing we can't talk about yet...</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:50.00%;"><img id="qy89W9Yj6fvbrpPW8krfaZ" name="question-mark-2492009_1920.jpg" alt="Image by Arek Socha from Pixabay" src="https://cdn.mos.cms.futurecdn.net/qy89W9Yj6fvbrpPW8krfaZ.jpg" mos="" align="middle" fullscreen="" width="1920" height="960" attribution="" endorsement="" class="inline"></p></div></div></figure><p>Sometimes we're shown games or products at Gamescom that we can't talk about for even weeks after the event has finished, and one of our award winners is exactly one of those things.</p><p>Check back here in a few weeks time when we can reveal our last Best of Gamescom 2026 winner!</p>
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                                                            <title><![CDATA[ The wait for The Wolf Among Us 2 has been a long one — but its Gamescom 2026 preview has me more hyped than ever ]]></title>
                                                                                                <dc:content><![CDATA[ <p><em>The Wolf Among Us 2</em> has been in development hell for years, to say the least, since its 2017 announcement. After a studio closure, a sudden revival, engine changes, and further creative conflicts between Telltale Games (its main developer) and co-developer AdHoc Studio, the long-awaited sequel is finally arriving in 2027.</p><p>I had a chance to see what Telltale Games has been cooking behind closed doors, with a short preview of <em>The Wolf Among Us 2</em> at <a href="https://www.techradar.com/gaming/everything-announced-atgamescom-opening-night-live-2026">Gamescom 2026</a>, and I walked away intrigued and hyped for its launch. The Bigby fans loved in the first entry is back, and just as entertaining as ever.</p><p>This sequel takes place six months after the events of the first game; we follow Bigby Wolf, who has been temporarily removed from his duties as Fabletown's sheriff. Bigby's job is to uncover a mysterious string of murders happening, working behind the curtain to save a city "consumed by corruption, vengeance, and fear".</p><p>Right off the bat, I noticed Telltale Games leading <em>The Wolf Among Us 2</em> in a different direction in terms of gameplay. Instead of the fixed camera angles present in the first game, and frankly, most of Telltale Games' entries (notably <a href="https://www.techradar.com/features/telltales-the-walking-dead-only-came-alive-when-i-played-it-with-friends"><em>The Walking Dead</em></a>), players will now be able to control Bigby in a third-person over-the-shoulder camera perspective.</p><p>The dialogue between characters is still as strong as ever, and decisions within those sequences matter in both shaping the story and the relationships Bigby has with others. In classic Telltale fashion, one sequence left me with a choice to lie to a new character, Faye, who Bigby meets early on, about whether the ongoing case involved magic or not, as she suspects a Fable (characters that include Snow White, Bigby Wolf, Mr Toad, etc.) is the murder suspect.</p><p>I quickly learned that your choice may come back to bite you or aid you later on, via the 'X will remember that' notification — but sometimes, silence is the best answer.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="MykXRcUPFieNVDpkSnsyJ7" name="The Wolf Among Us 2" alt="The Wolf Among Us 2 exterior" src="https://cdn.mos.cms.futurecdn.net/MykXRcUPFieNVDpkSnsyJ7.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Telltale Games)</span></figcaption></figure><p>Sitting down with <em>The Wolf Among Us 2</em>'s design director, Jessica Hara Campbell, and principal scene coordinator, Leslie Harwood, I raved about the camera perspective change, as it offers a more immersive experience than I've ever seen in any Telltale entry before — and it very much reminded me of Capcom's switch to third-person action in its <em>Resident Evil</em> series, via <a href="https://www.techradar.com/reviews/resident-evil-4-remake-review"><em>Resident Evil 4</em></a>.</p><p>Unsurprisingly, both Campbell and Harwood highlighted that the switch was made to push "further immersion", as players control Bigby going on a long run of investigations. It's possibly the best choice the team has made with the sequel, and perhaps a camera switch all future Telltale and other episodic narrative-driven games should make.</p><p>It's also worth noting that <em>The Wolf Among Us 2</em> features a new dynamic style of examining areas or objects during investigations. Players are no longer expected to examine every single item or area, nor will there be constant hints during puzzles if players don't want them. </p><p>If the player is already a step ahead in an investigation, you won't be pulled back to step one, as the game is designed to respect players' detective work, as Campbell stressed.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2265px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="4NyGZyrCFFszBHdmgWdQW7" name="The Wolf Among Us 2" alt="Bigby investigating scene in The Wolf Among Us 2" src="https://cdn.mos.cms.futurecdn.net/4NyGZyrCFFszBHdmgWdQW7.png" mos="" align="middle" fullscreen="" width="2265" height="1274" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Telltale Games)</span></figcaption></figure><p>While <em>The Wolf Among Us 2</em> has some new design choices, Campbell emphasized that Telltale has its eye on maintaining what fans know and love about the series.</p><p>"What we are looking at in a lot of our gameplay systems is keeping the core of what was built," Campbell says. "For our fan base, there's a very specific feeling of nostalgia, but the core of that is the noir detective piece that we don't want to reinvent the wheel on. </p><p>"It's about making sure the game still feels like Wolf [first entry], and with returning players, they feel like they're kind of coming along."</p><p><em>The Wolf Among Us 2</em> is expected to launch in 2027, but there is currently no specific timeline for which quarter it'll arrive in. My only hope is that the launch is successful without any further delays, as I'm quite excited to see what the team at Telltale has been working hard to deliver.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/the-wait-for-the-wolf-among-us-2-has-been-a-long-one-but-its-gamescom-2026-preview-has-me-more-hyped-than-ever</link>
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                            <![CDATA[ My preview of The Wolf Among Us 2 at Gamescom 2026 promised me one thing: it'll be worth the long wait. ]]>
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                                                                        <pubDate>Tue, 08 Sep 2026 01:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Isaiah Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/riqwhsJX2XLMYHR6WeadJD.jpg ]]></dc:source>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Bigby in The Wolf Among Us 2]]></media:description>                                                            <media:text><![CDATA[Bigby in The Wolf Among Us 2]]></media:text>
                                <media:title type="plain"><![CDATA[Bigby in The Wolf Among Us 2]]></media:title>
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                                <p><em>The Wolf Among Us 2</em> has been in development hell for years, to say the least, since its 2017 announcement. After a studio closure, a sudden revival, engine changes, and further creative conflicts between Telltale Games (its main developer) and co-developer AdHoc Studio, the long-awaited sequel is finally arriving in 2027.</p><p>I had a chance to see what Telltale Games has been cooking behind closed doors, with a short preview of <em>The Wolf Among Us 2</em> at <a href="https://www.techradar.com/gaming/everything-announced-atgamescom-opening-night-live-2026">Gamescom 2026</a>, and I walked away intrigued and hyped for its launch. The Bigby fans loved in the first entry is back, and just as entertaining as ever.</p><p>This sequel takes place six months after the events of the first game; we follow Bigby Wolf, who has been temporarily removed from his duties as Fabletown's sheriff. Bigby's job is to uncover a mysterious string of murders happening, working behind the curtain to save a city "consumed by corruption, vengeance, and fear".</p><p>Right off the bat, I noticed Telltale Games leading <em>The Wolf Among Us 2</em> in a different direction in terms of gameplay. Instead of the fixed camera angles present in the first game, and frankly, most of Telltale Games' entries (notably <a href="https://www.techradar.com/features/telltales-the-walking-dead-only-came-alive-when-i-played-it-with-friends"><em>The Walking Dead</em></a>), players will now be able to control Bigby in a third-person over-the-shoulder camera perspective.</p><p>The dialogue between characters is still as strong as ever, and decisions within those sequences matter in both shaping the story and the relationships Bigby has with others. In classic Telltale fashion, one sequence left me with a choice to lie to a new character, Faye, who Bigby meets early on, about whether the ongoing case involved magic or not, as she suspects a Fable (characters that include Snow White, Bigby Wolf, Mr Toad, etc.) is the murder suspect.</p><p>I quickly learned that your choice may come back to bite you or aid you later on, via the 'X will remember that' notification — but sometimes, silence is the best answer.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="MykXRcUPFieNVDpkSnsyJ7" name="The Wolf Among Us 2" alt="The Wolf Among Us 2 exterior" src="https://cdn.mos.cms.futurecdn.net/MykXRcUPFieNVDpkSnsyJ7.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Telltale Games)</span></figcaption></figure><p>Sitting down with <em>The Wolf Among Us 2</em>'s design director, Jessica Hara Campbell, and principal scene coordinator, Leslie Harwood, I raved about the camera perspective change, as it offers a more immersive experience than I've ever seen in any Telltale entry before — and it very much reminded me of Capcom's switch to third-person action in its <em>Resident Evil</em> series, via <a href="https://www.techradar.com/reviews/resident-evil-4-remake-review"><em>Resident Evil 4</em></a>.</p><p>Unsurprisingly, both Campbell and Harwood highlighted that the switch was made to push "further immersion", as players control Bigby going on a long run of investigations. It's possibly the best choice the team has made with the sequel, and perhaps a camera switch all future Telltale and other episodic narrative-driven games should make.</p><p>It's also worth noting that <em>The Wolf Among Us 2</em> features a new dynamic style of examining areas or objects during investigations. Players are no longer expected to examine every single item or area, nor will there be constant hints during puzzles if players don't want them. </p><p>If the player is already a step ahead in an investigation, you won't be pulled back to step one, as the game is designed to respect players' detective work, as Campbell stressed.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2265px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="4NyGZyrCFFszBHdmgWdQW7" name="The Wolf Among Us 2" alt="Bigby investigating scene in The Wolf Among Us 2" src="https://cdn.mos.cms.futurecdn.net/4NyGZyrCFFszBHdmgWdQW7.png" mos="" align="middle" fullscreen="" width="2265" height="1274" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Telltale Games)</span></figcaption></figure><p>While <em>The Wolf Among Us 2</em> has some new design choices, Campbell emphasized that Telltale has its eye on maintaining what fans know and love about the series.</p><p>"What we are looking at in a lot of our gameplay systems is keeping the core of what was built," Campbell says. "For our fan base, there's a very specific feeling of nostalgia, but the core of that is the noir detective piece that we don't want to reinvent the wheel on. </p><p>"It's about making sure the game still feels like Wolf [first entry], and with returning players, they feel like they're kind of coming along."</p><p><em>The Wolf Among Us 2</em> is expected to launch in 2027, but there is currently no specific timeline for which quarter it'll arrive in. My only hope is that the launch is successful without any further delays, as I'm quite excited to see what the team at Telltale has been working hard to deliver.</p>
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                                                            <title><![CDATA[ Creative Assembly says its new Warcore engine has allowed it to take Total War: Warhammer 40,000 into space and build 'a bigger play area for all the planets, all the solar systems, the whole galaxy — 'I think that's the biggest thing for campaign' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Creative Assembly says </strong><em><strong>Total War: Warhammer 40,000</strong></em><strong>'s new Warcore engine improves almost every aspect of the game</strong></li><li><strong>From rendering and animation to "the sheer volume of projectiles" that can be handled on screen at once</strong></li><li><strong>The studio says the scale has been upgraded, creating "a bigger play area for all the planets, all the solar systems, the whole galaxy"</strong></li></ul><p>Creative Assembly has shared just how much its new Warcore engine has enabled it to improve almost every aspect of <a href="https://www.techradar.com/gaming/finally-warhammer-40-000-gets-the-total-war-treatment-and-i-can-at-long-last-build-a-40k-empire-turn-by-turn"><em>Total War: Warhammer 40,000</em></a>.</p><p>In an interview with TechRadar Gaming at <a href="https://www.techradar.com/gaming/everything-announced-atgamescom-opening-night-live-2026">Gamescom 2026</a>, lead designer Joy Dey and battle product owner Dave Petry discussed the upcoming strategy game and offered insight into how the updated Warcore engine delivers a bigger and better scale than previous <em>Total War</em> games.</p><p>"One thing the engine has allowed us to do is take the Total War into space, because we now need a bigger play area for all the planets, all the solar systems, the whole galaxy, really," Dey said. "And I think that's the biggest, biggest thing for the campaign."</p><p>Petry added that the engine has also let the studio easily manipulate assets in the game's 3D space and improve other features like rendering and animations, explaining that it was a "required engineering" for the team's vision.</p><p>"The rendering of things, being able to improve how we render things and the quality that we are rendering things at, the animation system, our ability to sort of build modular animations in a more modern way, and the retooling of all of that, so that we can build faster and better," Petry said. </p><p>"Just frankly, almost everything, and just in how we build and how we tool to be able to make our games a higher quality and at a better rate, right?"</p><p>The battle system also sounds amazing, with Petry mentioning the game's Havoc system<strong> </strong>and saying the engine manages to deal with physical explosions "much better" when it comes to destroying the environment, as well as the number of projectiles on screen.</p><p>"So you know, being able to bring in these these tools to be able to solve these new problems that get brought up by these really awesome games is something that we felt we absolutely had to do," he continued, "and it extends to model changes, like being able to just handle the sheer volume of projectiles that we are now spitting out of seemingly absolutely every orifice when it comes to this game. </p><p>Petry added, "It was just absolutely necessary to build that new foundation to work from."</p><p><em>Total War: Warhammer 40,000</em> launches sometime in 2027 for <a href="https://www.techradar.com/reviews/ps5">PlayStation 5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, <a href="https://www.techradar.com/reviews/xbox-series-s">Series S</a>, and PC. </p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/creative-assembly-says-its-new-warcore-engine-has-allowed-it-to-take-total-war-warhammer-40-000-into-space-and-build-a-bigger-play-area-for-all-the-planets-all-the-solar-systems-the-whole-galaxy-i-think-thats-the-biggest-thing-for-campaign</link>
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                            <![CDATA[ Creative Assembly has shared just how much its new Warcore engine has enabled it to improve almost every aspect of Total War: Warhammer 40,000. ]]>
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                                                                        <pubDate>Mon, 07 Sep 2026 14:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Rob Dwiar ]]></dc:contributor>
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                                <ul><li><strong>Creative Assembly says </strong><em><strong>Total War: Warhammer 40,000</strong></em><strong>'s new Warcore engine improves almost every aspect of the game</strong></li><li><strong>From rendering and animation to "the sheer volume of projectiles" that can be handled on screen at once</strong></li><li><strong>The studio says the scale has been upgraded, creating "a bigger play area for all the planets, all the solar systems, the whole galaxy"</strong></li></ul><p>Creative Assembly has shared just how much its new Warcore engine has enabled it to improve almost every aspect of <a href="https://www.techradar.com/gaming/finally-warhammer-40-000-gets-the-total-war-treatment-and-i-can-at-long-last-build-a-40k-empire-turn-by-turn"><em>Total War: Warhammer 40,000</em></a>.</p><p>In an interview with TechRadar Gaming at <a href="https://www.techradar.com/gaming/everything-announced-atgamescom-opening-night-live-2026">Gamescom 2026</a>, lead designer Joy Dey and battle product owner Dave Petry discussed the upcoming strategy game and offered insight into how the updated Warcore engine delivers a bigger and better scale than previous <em>Total War</em> games.</p><p>"One thing the engine has allowed us to do is take the Total War into space, because we now need a bigger play area for all the planets, all the solar systems, the whole galaxy, really," Dey said. "And I think that's the biggest, biggest thing for the campaign."</p><p>Petry added that the engine has also let the studio easily manipulate assets in the game's 3D space and improve other features like rendering and animations, explaining that it was a "required engineering" for the team's vision.</p><p>"The rendering of things, being able to improve how we render things and the quality that we are rendering things at, the animation system, our ability to sort of build modular animations in a more modern way, and the retooling of all of that, so that we can build faster and better," Petry said. </p><p>"Just frankly, almost everything, and just in how we build and how we tool to be able to make our games a higher quality and at a better rate, right?"</p><p>The battle system also sounds amazing, with Petry mentioning the game's Havoc system<strong> </strong>and saying the engine manages to deal with physical explosions "much better" when it comes to destroying the environment, as well as the number of projectiles on screen.</p><p>"So you know, being able to bring in these these tools to be able to solve these new problems that get brought up by these really awesome games is something that we felt we absolutely had to do," he continued, "and it extends to model changes, like being able to just handle the sheer volume of projectiles that we are now spitting out of seemingly absolutely every orifice when it comes to this game. </p><p>Petry added, "It was just absolutely necessary to build that new foundation to work from."</p><p><em>Total War: Warhammer 40,000</em> launches sometime in 2027 for <a href="https://www.techradar.com/reviews/ps5">PlayStation 5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, <a href="https://www.techradar.com/reviews/xbox-series-s">Series S</a>, and PC. </p>
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                                                            <title><![CDATA[ 'We don't want to create a game where if you know D&D, you're like, Oh, I know everything' — Invoke says Warlock has a lot of 'deep cut' elements from Dungeons & Dragons, but is designed for both new and experienced players to 'live that mystery' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Invoke Studios head Dominic Guay says </strong><em><strong>Warlock: Dungeons & Dragons</strong></em><strong> has "deep-cut" inspirations from the tabletop role-playing game (TTRPG)</strong></li><li><strong>He adds that the game will still have a mystery for new and experienced </strong><em><strong>Dungeons & Dragons</strong></em><strong> players</strong></li><li><strong>Guay says, "We wanted players coming fresh, with no knowledge of </strong><em><strong>D&D</strong></em><strong>, to kind of figure things out as they play"</strong></li></ul><p><em>Warlock: Dungeons & Dragons</em> draws much inspiration from the tabletop role-playing game (TTRPG), but Invoke Studios head Dominic Guay says the game will still offer mystery for even experienced <em>D&D</em> players.</p><p>In an interview with TechRadar Gaming at Gamescom, Guay discussed the many "deep-cut" <em>D&D</em> elements Invoke applied to <em>Warlock</em>, such as monsters, items, and spells; he also touched on the game's setting, Darkon, a realm within Ravenloft's Domains of Dread.</p><p>Players can explore Darkon's open world and uncover its secrets in the classic <em>D&D </em>way, which will take "tens of hours," confirming <em>Warlock</em> isn't a 100-hour campaign.</p><p>"There have been books written about it. Some of it is deep cuts, but it's still really good material we tapped into," Guay said, but explained that it didn't want to create a <em>D&D </em>game whose world experienced fans are already familiar with.</p><p>"We don't want to create a game where if you know <em>D&D</em>, you're like, 'Oh, I know everything,'" he said. "We want players to live that mystery of figuring out, what's that place, what are the rules of that place? So a lot of players are familiar with Ravenloft, which is another Domain of Dread, and that'll give them some insight into some of the things happening. </p><p>"But we wanted players coming fresh, with no knowledge of <em>D&D</em>, to kind of figure things out as they play."</p><p>Guay also confirmed <em>Warlock</em> has many <em>D&D</em> tropes, whether that's finding a secret door or dodging a trap, suggesting the game will be authentic to the TTRPG.</p><p>"We're doing these things in a way that's trying to replicate the feeling, but in real time without rolling down dice or doing these kinds of things," he said.</p><p><em>Warlock: Dungeons & Dragons</em> is slated to launch in 2027 for <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, <a href="https://www.techradar.com/reviews/xbox-series-s">Xbox Series S</a>, and PC.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/we-dont-want-to-create-a-game-where-if-you-know-d-and-d-youre-like-oh-i-know-everything-invoke-says-warlock-has-a-lot-of-deep-cut-elements-from-dungeons-and-dragons-but-is-designed-for-both-new-and-experienced-players-to-live-that-mystery</link>
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                            <![CDATA[ Warlock: Dungeons & Dragons draws much inspiration from the TTRPG, but Invoke Studios says the game will still offer mystery for experienced D&D players. ]]>
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                                                                        <pubDate>Mon, 07 Sep 2026 13:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Rob Dwiar ]]></dc:contributor>
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                                <ul><li><strong>Invoke Studios head Dominic Guay says </strong><em><strong>Warlock: Dungeons & Dragons</strong></em><strong> has "deep-cut" inspirations from the tabletop role-playing game (TTRPG)</strong></li><li><strong>He adds that the game will still have a mystery for new and experienced </strong><em><strong>Dungeons & Dragons</strong></em><strong> players</strong></li><li><strong>Guay says, "We wanted players coming fresh, with no knowledge of </strong><em><strong>D&D</strong></em><strong>, to kind of figure things out as they play"</strong></li></ul><p><em>Warlock: Dungeons & Dragons</em> draws much inspiration from the tabletop role-playing game (TTRPG), but Invoke Studios head Dominic Guay says the game will still offer mystery for even experienced <em>D&D</em> players.</p><p>In an interview with TechRadar Gaming at Gamescom, Guay discussed the many "deep-cut" <em>D&D</em> elements Invoke applied to <em>Warlock</em>, such as monsters, items, and spells; he also touched on the game's setting, Darkon, a realm within Ravenloft's Domains of Dread.</p><p>Players can explore Darkon's open world and uncover its secrets in the classic <em>D&D </em>way, which will take "tens of hours," confirming <em>Warlock</em> isn't a 100-hour campaign.</p><p>"There have been books written about it. Some of it is deep cuts, but it's still really good material we tapped into," Guay said, but explained that it didn't want to create a <em>D&D </em>game whose world experienced fans are already familiar with.</p><p>"We don't want to create a game where if you know <em>D&D</em>, you're like, 'Oh, I know everything,'" he said. "We want players to live that mystery of figuring out, what's that place, what are the rules of that place? So a lot of players are familiar with Ravenloft, which is another Domain of Dread, and that'll give them some insight into some of the things happening. </p><p>"But we wanted players coming fresh, with no knowledge of <em>D&D</em>, to kind of figure things out as they play."</p><p>Guay also confirmed <em>Warlock</em> has many <em>D&D</em> tropes, whether that's finding a secret door or dodging a trap, suggesting the game will be authentic to the TTRPG.</p><p>"We're doing these things in a way that's trying to replicate the feeling, but in real time without rolling down dice or doing these kinds of things," he said.</p><p><em>Warlock: Dungeons & Dragons</em> is slated to launch in 2027 for <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, <a href="https://www.techradar.com/reviews/xbox-series-s">Xbox Series S</a>, and PC.</p>
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                                                            <title><![CDATA[ Ananta developer says free GTA 6 competitor's two massive maps will offer 'anything you’d want to do in a modern city' with countless districts to explore ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Free-to-play open-world adventure </strong><em><strong>Ananta </strong></em><strong>will feature two massive maps</strong></li><li><strong>The second, Chongxiao, was revealed in a trailer at Gamescom 2026</strong></li><li><strong>It's inspired by the real-world cities Shanghai and Hangzhou, home of the game's developers</strong></li></ul><p>Upcoming free-to-play <em>Grand Theft Auto 6 </em>competitor <em>Ananta </em>got a new trailer at Gamescom 2026, revealing a second massive open-world map.</p><p>Players will be able to venture from the coastal Nova City to the sprawling futuristic metropolis of Chongxiao, with producer Ash Qi promising "dozens of hours of story content and a huge range of urban gameplay" in a new interview with TechRadar Gaming.</p><p>"Our goal is to create the biggest open-world game in the free-to-play space," added Qi.</p><p>"Nova City was the first map we created," they continued. "Chongxiao is something we knew we had to make about a year into developing Nova City. In terms of scale, Chongxiao is quite a bit bigger than Nova City, but each map has its own identity, with different stories and a distinct atmosphere.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="high" data-lazy-src="https://www.youtube-nocookie.com/embed/jtiZDIYvJ60" allowfullscreen></iframe></div></div><p>"Nova City leans more into a modern, entertainment-driven vibe, with a livelier, occasionally chaotic energy. Chongxiao, on the other hand, has more advanced technology, richer cultural content, and large-scale tourist attractions for players to experience and explore."</p><p>As well as conveying distinct atmospheres, both cities are also dramatically different from an aesthetic perspective. Nova City looks almost like a blend of Tokyo and Los Angeles, while Chongxiao is decidedly more Chinese in its influences. </p><p>"Right now we’re building Lingyun, a city within Chongxiao. The inspiration behind Lingyun actually comes from Shanghai and Hangzhou, where our team lives and works. Both cities have very striking everyday scenery and iconic modern landmarks," explained Qi. "Our goal was to have the real cities as a foundation and layer Ananta's setting on top of it."</p><p>Plenty of real-world features from both those places were on show in the latest trailer, including a skyscraper that's almost identical to Shanghai's iconic Oriental Pearl Tower. Chongxiao is also built around a huge ancient body of water known as the Weilan Lake, modelled closely on the famous West Lake in Hangzhou — a UNESCO World Heritage Site featured on the back of China's one-yuan banknote.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/NwGi7FjdiN48ihceUZomML.jpg" alt="A fictionalized lake in Ananta." /><figcaption>The Three Pools Mirroring the Moon (three small stone pagodas) are one of the most recognizable Hangzhou landmarks in the latest trailer.<small role="credit">Netease Games</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/UofLPRgbST2HjPpRJgKwnD.jpg" alt="The West Lake in Hangzhou, China." /><figcaption><small role="credit">Dashiell Wood</small></figcaption></figure></figure><p> "Of course, we’re not just recreating these places one-to-one," added Qi. "We’re giving them new settings and memorable adventures shaped by our IP and story needs."</p><p><em>Ananta </em>has already <a href="https://www.techradar.com/gaming/playstation/ananta-looks-like-the-free-grand-theft-auto-6-alternative-weve-all-been-waiting-for">made headlines</a> with its dizzying range of mechanics, with trailers showing off driving, melee combat, third-person shooting, flying wingsuits, and even Spider-Man-like web-slinging. But the cities themselves will also offer a broad selection of unique activities.</p><p>"Anything you’d want to do in a modern city: shopping, grabbing a bite at a restaurant, catching a live music show, or dancing the night away, it’s all there," said Qi. "You can even invite your favorite character to do these things with you. Each city also offers its own distinct activities based on what makes it unique. In Chongxiao, for example, you can go boating to experience Weilan Lake."</p><p>It sounds like players will have no shortage of things to do when <em>Ananta </em>launches for PC, <a href="https://www.techradar.com/reviews/ps5">PlayStation 5</a>, and mobile on January 15, 2027.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/ananta-developer-says-free-gta-6-competitors-two-massive-maps-will-offer-anything-youd-want-to-do-in-a-modern-city-with-countless-districts-to-explore</link>
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                            <![CDATA[ Upcoming free-to-play open-world game Ananta will offer two gigantic cities to explore. ]]>
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                                                                        <pubDate>Mon, 07 Sep 2026 10:52:21 +0000</pubDate>                                                                                                                                <updated>Mon, 07 Sep 2026 12:24:25 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                    <category><![CDATA[Mobile Gaming]]></category>
                                                                                                <author><![CDATA[ dash.wood@futurenet.com (Dashiell Wood) ]]></author>                    <dc:creator><![CDATA[ Dashiell Wood ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/fcZC2LhPK8ufw6QWmhv6kY.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Dash is an experienced tech journalist who specializes in video games, electronic entertainment products, and the wider industry that surrounds them. He currently serves as the Gaming Editor at TechRadar, leading our review, preview, feature, and news coverage of the latest and greatest releases.&lt;/p&gt;&lt;p&gt;Before joining the team, he was Contributing Writer at PLAY (formerly Official PlayStation Magazine UK) and has written articles for many of the UK&#039;s other biggest gaming magazines including the likes of Edge, PC Gamer, and SFX.&lt;/p&gt;&lt;p&gt;Now, when he&#039;s not getting his greasy little mitts on the newest hardware or gaming gadget, he can be found listening to J-pop or feverishly devouring the latest Nintendo Switch otome.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Three Ananta screenshots, two showing its Eastern and Western city maps and the third a newly released character.]]></media:description>                                                            <media:text><![CDATA[Three Ananta screenshots, two showing its Eastern and Western city maps and the third a newly released character.]]></media:text>
                                <media:title type="plain"><![CDATA[Three Ananta screenshots, two showing its Eastern and Western city maps and the third a newly released character.]]></media:title>
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                                <ul><li><strong>Free-to-play open-world adventure </strong><em><strong>Ananta </strong></em><strong>will feature two massive maps</strong></li><li><strong>The second, Chongxiao, was revealed in a trailer at Gamescom 2026</strong></li><li><strong>It's inspired by the real-world cities Shanghai and Hangzhou, home of the game's developers</strong></li></ul><p>Upcoming free-to-play <em>Grand Theft Auto 6 </em>competitor <em>Ananta </em>got a new trailer at Gamescom 2026, revealing a second massive open-world map.</p><p>Players will be able to venture from the coastal Nova City to the sprawling futuristic metropolis of Chongxiao, with producer Ash Qi promising "dozens of hours of story content and a huge range of urban gameplay" in a new interview with TechRadar Gaming.</p><p>"Our goal is to create the biggest open-world game in the free-to-play space," added Qi.</p><p>"Nova City was the first map we created," they continued. "Chongxiao is something we knew we had to make about a year into developing Nova City. In terms of scale, Chongxiao is quite a bit bigger than Nova City, but each map has its own identity, with different stories and a distinct atmosphere.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="high" data-lazy-src="https://www.youtube-nocookie.com/embed/jtiZDIYvJ60" allowfullscreen></iframe></div></div><p>"Nova City leans more into a modern, entertainment-driven vibe, with a livelier, occasionally chaotic energy. Chongxiao, on the other hand, has more advanced technology, richer cultural content, and large-scale tourist attractions for players to experience and explore."</p><p>As well as conveying distinct atmospheres, both cities are also dramatically different from an aesthetic perspective. Nova City looks almost like a blend of Tokyo and Los Angeles, while Chongxiao is decidedly more Chinese in its influences. </p><p>"Right now we’re building Lingyun, a city within Chongxiao. The inspiration behind Lingyun actually comes from Shanghai and Hangzhou, where our team lives and works. Both cities have very striking everyday scenery and iconic modern landmarks," explained Qi. "Our goal was to have the real cities as a foundation and layer Ananta's setting on top of it."</p><p>Plenty of real-world features from both those places were on show in the latest trailer, including a skyscraper that's almost identical to Shanghai's iconic Oriental Pearl Tower. Chongxiao is also built around a huge ancient body of water known as the Weilan Lake, modelled closely on the famous West Lake in Hangzhou — a UNESCO World Heritage Site featured on the back of China's one-yuan banknote.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/NwGi7FjdiN48ihceUZomML.jpg" alt="A fictionalized lake in Ananta." /><figcaption>The Three Pools Mirroring the Moon (three small stone pagodas) are one of the most recognizable Hangzhou landmarks in the latest trailer.<small role="credit">Netease Games</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/UofLPRgbST2HjPpRJgKwnD.jpg" alt="The West Lake in Hangzhou, China." /><figcaption><small role="credit">Dashiell Wood</small></figcaption></figure></figure><p> "Of course, we’re not just recreating these places one-to-one," added Qi. "We’re giving them new settings and memorable adventures shaped by our IP and story needs."</p><p><em>Ananta </em>has already <a href="https://www.techradar.com/gaming/playstation/ananta-looks-like-the-free-grand-theft-auto-6-alternative-weve-all-been-waiting-for">made headlines</a> with its dizzying range of mechanics, with trailers showing off driving, melee combat, third-person shooting, flying wingsuits, and even Spider-Man-like web-slinging. But the cities themselves will also offer a broad selection of unique activities.</p><p>"Anything you’d want to do in a modern city: shopping, grabbing a bite at a restaurant, catching a live music show, or dancing the night away, it’s all there," said Qi. "You can even invite your favorite character to do these things with you. Each city also offers its own distinct activities based on what makes it unique. In Chongxiao, for example, you can go boating to experience Weilan Lake."</p><p>It sounds like players will have no shortage of things to do when <em>Ananta </em>launches for PC, <a href="https://www.techradar.com/reviews/ps5">PlayStation 5</a>, and mobile on January 15, 2027.</p>
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                                                            <title><![CDATA[ 'We're all keen to keep evolving' — Creative Assembly says Total War: Warhammer 40,000's controller support was developed alongside the game's battle system and doesn't believe the 'myth' that a gamepad can't work with RTS games ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Creative Assembly developed </strong><em><strong>Total War: Warhammer 40,000</strong></em><strong>'s controller support alongside the game's battle system</strong></li><li><strong>Battle product owner Dave Petry says the team "landed something that really does work"</strong></li><li><strong>Petry adds that he doesn't believe the "myth" that controllers can't work with real-time strategy (RTS) games </strong></li></ul><p>Creative Assembly developed <a href="https://www.techradar.com/gaming/finally-warhammer-40-000-gets-the-total-war-treatment-and-i-can-at-long-last-build-a-40k-empire-turn-by-turn"><em>Total War: Warhammer 40,000</em></a>'s battle system and controller support simultaneously, with battle product owner Dave Petry believing real-time strategy (RTS) games can work with a gamepad.</p><p>"So, we have a very clear mindset on, or a distinction between platform and controller, right?" said battle product owner Dave Petry in an interview with TechRadar Gaming at <a href="https://www.techradar.com/gaming/everything-announced-atgamescom-opening-night-live-2026">Gamescom 2026</a>.</p><p>"Because yes, obviously, controllers are your primary method for using consoles, but it's just an input method. It's an accessibility tool, right? It's how you want to play or how you would like to play, and so we've always wanted to be able to bring that experience to people who want to use a gamepad."</p><p>He continued, explaining that from the start, Creative Assembly developed the controller support alongside the game's battle system and campaign "to try and get it to the right spot" and believes the team has "landed something that really does work."</p><p>Petry referenced the internal experience developing <em>Halo Wars 2</em>, which he said was a "really strong implementation of controller and RTS," and that the industry is creating more and more strategy games that get controller support, and that these studios are doing "a brilliant job of it."</p><p>There's also a "myth" surrounding controller support and RTS and strategy games that don't work together, Petry added, but doesn't believe it.</p><p>"I think we are learning that we can do this right, and yeah, it's definitely something that we're all keen to keep evolving as we ship and work on it [<em>Total War: Warhammer 40,000</em>]," he said. "I think we've landed in a really solid spot. I think we're quite proud of where we are when it comes to the technical side of things as well."</p><p>Petry acknowledged the challenges that come with this technical aspect, but it's something Creative Assembly is "fully committed to doing" to "get us to a point where we are performing in the state we need to for console."</p><p><em>Total War: Warhammer 40,000</em> arrives in 2027 for <a href="https://www.techradar.com/reviews/ps5">PlayStation 5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, <a href="https://www.techradar.com/reviews/xbox-series-s">Series S</a>, and PC. </p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/were-all-keen-to-keep-evolving-creative-assembly-says-total-war-warhammer-40-000s-controller-support-was-developed-alongside-the-games-battle-system-and-doesnt-believe-the-myth-that-a-gamepad-cant-work-with-rts-games</link>
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                            <![CDATA[ Creative Assembly has shared that it developed Total War: Warhammer 40,000's battle system and controller support simultaneously. ]]>
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                                                                        <pubDate>Mon, 07 Sep 2026 10:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Rob Dwiar ]]></dc:contributor>
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                                <ul><li><strong>Creative Assembly developed </strong><em><strong>Total War: Warhammer 40,000</strong></em><strong>'s controller support alongside the game's battle system</strong></li><li><strong>Battle product owner Dave Petry says the team "landed something that really does work"</strong></li><li><strong>Petry adds that he doesn't believe the "myth" that controllers can't work with real-time strategy (RTS) games </strong></li></ul><p>Creative Assembly developed <a href="https://www.techradar.com/gaming/finally-warhammer-40-000-gets-the-total-war-treatment-and-i-can-at-long-last-build-a-40k-empire-turn-by-turn"><em>Total War: Warhammer 40,000</em></a>'s battle system and controller support simultaneously, with battle product owner Dave Petry believing real-time strategy (RTS) games can work with a gamepad.</p><p>"So, we have a very clear mindset on, or a distinction between platform and controller, right?" said battle product owner Dave Petry in an interview with TechRadar Gaming at <a href="https://www.techradar.com/gaming/everything-announced-atgamescom-opening-night-live-2026">Gamescom 2026</a>.</p><p>"Because yes, obviously, controllers are your primary method for using consoles, but it's just an input method. It's an accessibility tool, right? It's how you want to play or how you would like to play, and so we've always wanted to be able to bring that experience to people who want to use a gamepad."</p><p>He continued, explaining that from the start, Creative Assembly developed the controller support alongside the game's battle system and campaign "to try and get it to the right spot" and believes the team has "landed something that really does work."</p><p>Petry referenced the internal experience developing <em>Halo Wars 2</em>, which he said was a "really strong implementation of controller and RTS," and that the industry is creating more and more strategy games that get controller support, and that these studios are doing "a brilliant job of it."</p><p>There's also a "myth" surrounding controller support and RTS and strategy games that don't work together, Petry added, but doesn't believe it.</p><p>"I think we are learning that we can do this right, and yeah, it's definitely something that we're all keen to keep evolving as we ship and work on it [<em>Total War: Warhammer 40,000</em>]," he said. "I think we've landed in a really solid spot. I think we're quite proud of where we are when it comes to the technical side of things as well."</p><p>Petry acknowledged the challenges that come with this technical aspect, but it's something Creative Assembly is "fully committed to doing" to "get us to a point where we are performing in the state we need to for console."</p><p><em>Total War: Warhammer 40,000</em> arrives in 2027 for <a href="https://www.techradar.com/reviews/ps5">PlayStation 5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, <a href="https://www.techradar.com/reviews/xbox-series-s">Series S</a>, and PC. </p>
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                                                            <title><![CDATA[ 'Creative magic use was at the core of what we wanted to do in gameplay, and we landed on warlocks' — Invoke Studios head explains why it chose to highlight the arcane class in Warlock: Dungeons & Dragons ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Invoke Studios head Dominic Guay says the team knew it wanted a magic user as the</strong><em><strong>Warlock: Dungeons & Dragons</strong></em><strong> protagonist</strong></li><li><strong>He says "creative magic use was at the core of what we wanted to do in gameplay"</strong></li><li><strong>Guay adds that "the scope of managing what would be in our magic system is a real challenge"</strong></li></ul><p>Invoke Studios head Dominic Guay has shared why the team chose a warlock protagonist for <em>Warlock: Dungeons & Dragons</em>, explaining that "creative magic" was central to gameplay and story.</p><p>Speaking in an interview with TechRadar Gaming at Gamescom, Guay said the team took time to consider which <em>D&D</em> class to spotlight in the upcoming single-player action-adventure game, but knew from a character and story perspective, a warlock would work best.</p><p>"We knew we wanted to write a character, write a story, [and] kind of force [us to pick a] class and kind of explore that," Guay said. "We started from the angle of wanting to have a magic user because creative magic use was at the core of what we wanted to do in gameplay, and we landed on warlocks."</p><p>"Honestly, from a storytelling perspective, it's a very interesting class," the studio head added, explaining that the main character, Kaatri, is a patron of a higher being, an ancient witch named Tasha. </p><p>"You're talking about someone who's going to step up to a super powerful being and say, 'Hey, give me some power,' and convince them to do it. So we thought, 'Hmm, what kind of character manages to do that?' And that got us to the warlock."</p><p>If you're familiar with <em>Dungeons & Dragons</em>, you'll know that the fantasy tabletop role-playing game (TTRPG) has many classes players can explore, as well as a great number of spells. </p><p>From the gameplay trailer, it's clear that <em>Warlock</em> will have a ton of flashy spells, but according to Guay, it was a challenge to manage the game's magic system.</p><p>"Magic, especially if you think of <em>Dungeons and Dragons</em>, it can do everything," he said. "So we had to pick our spells, and we had to pick our battles. We wanted the player to be creative, but at the same time, we can't do everything, right? So the scope of managing what would be in our magic system is a real challenge. </p><p>"But at the same time, you know, it's kind of fun. It's fun for us. I've been doing open-world games for a long time, and to play with this idea of a character and use spells in [different kinds of ways]."</p><p>In terms of other potential games that could explore other D&D classes, Guay said, "Since we've been working on this game, people have been telling us, 'Would we do another class?'" Laughing, he added, "We'll start with this one, and we'll see. We'll see down the road what other opportunities there are. But for us, this was a cool class."</p><p><em>Warlock: Dungeons & Dragons</em> launches in 2027 for <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, <a href="https://www.techradar.com/reviews/xbox-series-s">Xbox Series S</a>, and PC.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/creative-magic-use-was-at-the-core-of-what-we-wanted-to-do-in-gameplay-and-we-landed-on-warlocks-invoke-studios-head-explains-why-it-chose-to-highlight-the-arcane-class-in-warlock-dungeons-and-dragons</link>
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                            <![CDATA[ Invoke Studios has explained why it chose a warlock protagonist for Warlock: Dungeons & Dragons, explaining that "creative magic" was central to gameplay. ]]>
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                                                                        <pubDate>Mon, 07 Sep 2026 09:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Rob Dwiar ]]></dc:contributor>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Warlock: Dungeons &amp; Dragons]]></media:description>                                                            <media:text><![CDATA[Warlock: Dungeons &amp; Dragons]]></media:text>
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                                <ul><li><strong>Invoke Studios head Dominic Guay says the team knew it wanted a magic user as the</strong><em><strong>Warlock: Dungeons & Dragons</strong></em><strong> protagonist</strong></li><li><strong>He says "creative magic use was at the core of what we wanted to do in gameplay"</strong></li><li><strong>Guay adds that "the scope of managing what would be in our magic system is a real challenge"</strong></li></ul><p>Invoke Studios head Dominic Guay has shared why the team chose a warlock protagonist for <em>Warlock: Dungeons & Dragons</em>, explaining that "creative magic" was central to gameplay and story.</p><p>Speaking in an interview with TechRadar Gaming at Gamescom, Guay said the team took time to consider which <em>D&D</em> class to spotlight in the upcoming single-player action-adventure game, but knew from a character and story perspective, a warlock would work best.</p><p>"We knew we wanted to write a character, write a story, [and] kind of force [us to pick a] class and kind of explore that," Guay said. "We started from the angle of wanting to have a magic user because creative magic use was at the core of what we wanted to do in gameplay, and we landed on warlocks."</p><p>"Honestly, from a storytelling perspective, it's a very interesting class," the studio head added, explaining that the main character, Kaatri, is a patron of a higher being, an ancient witch named Tasha. </p><p>"You're talking about someone who's going to step up to a super powerful being and say, 'Hey, give me some power,' and convince them to do it. So we thought, 'Hmm, what kind of character manages to do that?' And that got us to the warlock."</p><p>If you're familiar with <em>Dungeons & Dragons</em>, you'll know that the fantasy tabletop role-playing game (TTRPG) has many classes players can explore, as well as a great number of spells. </p><p>From the gameplay trailer, it's clear that <em>Warlock</em> will have a ton of flashy spells, but according to Guay, it was a challenge to manage the game's magic system.</p><p>"Magic, especially if you think of <em>Dungeons and Dragons</em>, it can do everything," he said. "So we had to pick our spells, and we had to pick our battles. We wanted the player to be creative, but at the same time, we can't do everything, right? So the scope of managing what would be in our magic system is a real challenge. </p><p>"But at the same time, you know, it's kind of fun. It's fun for us. I've been doing open-world games for a long time, and to play with this idea of a character and use spells in [different kinds of ways]."</p><p>In terms of other potential games that could explore other D&D classes, Guay said, "Since we've been working on this game, people have been telling us, 'Would we do another class?'" Laughing, he added, "We'll start with this one, and we'll see. We'll see down the road what other opportunities there are. But for us, this was a cool class."</p><p><em>Warlock: Dungeons & Dragons</em> launches in 2027 for <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, <a href="https://www.techradar.com/reviews/xbox-series-s">Xbox Series S</a>, and PC.</p>
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                                                            <title><![CDATA[ I played Lord Of The Rings: War In The North Legacy Edition, and 'Middling-Earth' best describes this average action RPG revamp ]]></title>
                                                                                                <dc:content><![CDATA[ <p><em>The Lord Of The Rings: War In The North Legacy Edition </em>(henceforth known as <em>WITN</em>) is a new version of the old action role-playing game (RPG) with a few quality-of-life fixes, tweaks, and improvements. </p><p>It ends up being diverting fun and well-priced for what it is, and gamers who loved the original (or perhaps loved games like it, such as <em>Dragon Age: Origins</em>) will enjoy the return to this sort of simple-but-satisfying gameplay loop of hitting orcs, looting gear, and upgrading your characters so they can hit orcs harder, faster, and for longer without falling over. </p><div  class="fancy-box"><div class="fancy_box-title">Review info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Platform reviewed:</strong> Nintendo Switch<br><strong>Available on:</strong> PS5, Xbox Series X, Xbox Series S, PC, Nintendo Switch 2, Nintendo Switch<br><strong>Release date: </strong>11 August (PS5, Xbox, PC), 18 August (Nintendo)</p></div></div><p>But while much of the game is fine, if not spectacular, it's a shame there are a few technical problems and deeper issues. Swapping between characters on-the-fly is novel, and there has been an effort to incorporate this into all aspects of gameplay. However, hot-swapping is obviously not quite what the original game intended, so there is some awkwardness here, while glitches and bugs sometimes mar the game at key points. </p><h2 id="what-about-second-fellowship">What about second Fellowship?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="eqXSUfZ94PMVkVgSPU8wHG" name="farin screen2" alt="Lord of the Rings: War in the North Legacy Edition" src="https://cdn.mos.cms.futurecdn.net/eqXSUfZ94PMVkVgSPU8wHG.jpg" mos="" align="middle" fullscreen="" width="1840" height="1035" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Aspyr)</span></figcaption></figure><p>If you never played the old version, the basis of the game is this: as the Fellowship of the Ring embarks on their quest for Mount Doom, you play an adjacent, original party consisting of Eradan, a Dunedain ranger with all the skills of Aragorn; Farin, a dwarf warrior from the Lonely Mountain who looks an awful lot like Gimli with the serial numbers filed off; and Andriel, a Loremaster elf from Rivendell who can create magical blasts and forcefields. </p><p>Together, the 'other' Fellowship party chats with old friends like Aragorn, Arwen and Gandalf, visits familiar and new locations (book-readers will get a kick out of delving into the Barrow-Downs and fighting the famous Wights), and slices through hordes of orcs led by an evil man called Agandaûr, a fallen Numenorean like the Mouth of Sauron. Agandaûr is one of Sauron's trusted servants, one we've never heard of before or since. </p><p>So yes, it's all a bit fan-fictionesque, and it plays a lot like other action RPGs set in fantasy worlds, only this one takes the basic fantasy character set and plops them straight into Middle-Earth rather than a parallel-but-similar setting of elves, dwarves and dragons. It's even funnier when you get hold of special character weapon options, and you're controlling a random dwarf running around with legendary gear like Anduril or Sting. Dedicated Tolkien enthusiasts might find it a bit egregious, but it's all in the name of good fun and enabling the sort of repetitive hack-and-slash gameplay the genre is best at. </p><p>If you've played any other Lord Of The Rings games, whether the PlayStation 2's <em>Return of the King </em>or a more recent title like <a href="https://www.techradar.com/news/middle-earth-shadow-of-war-review"><em>Middle-earth: Shadow of War</em></a>, you'll be used to LOTR games taking these sorts of creative liberties. As a result, it works for what it is, and even as a die-hard hobbit-enjoyer I had fun scything through the dark lord's evil hordes and meeting characters never adapted like Elladan and Elrohir, Elrond's twin ranger sons.</p><h2 id="old-game-new-tactics">Old game, new tactics</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="EukCJKPa2KrbzNJgmrSsQG" name="eradan" alt="Lord of the Rings: War in the North Legacy Edition" src="https://cdn.mos.cms.futurecdn.net/EukCJKPa2KrbzNJgmrSsQG.jpg" mos="" align="middle" fullscreen="" width="1840" height="1035" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Aspyr)</span></figcaption></figure><p>If you've played any action RPG, you'll know what to expect: you and your party are taking on wave after wave of mooks, weapons swinging with basic attacks, but you'll also trigger powerful maneuvers and spells that require cooldowns and replenishing a power meter, so tactical implementation of these moves is vital. Playing as Eradan, I would be skirting low on health and could use my disappearing skill, so I could make a break for it unharmed to Andriel's side, who can create a protective healing field. I'd quickly swap to Farin to unleash War Cry to up my party's health and durability.</p><p>It's this sort of synergy that creates tactical play beyond mashing light and heavy attacks until you see the 'Finish Him!' yellow triangle that pops up over an enemy's head. The ability to swap characters allows the quick-of-thumb to set up these combos without the use of the AI characters, who are otherwise competent enough to look after themselves and augment the main player. But you do need to be nimble, as the controls to do this are awkward on Switch: even ten hours in, I was accidentally drinking potions when I was trying to swap from elf to dwarf. Co-operative gameplay is available on most platforms (both online, in which you drop into someone else's game, and couch), but not on the original Switch.</p><p>There's a surprisingly steep learning curve once you learn the ropes: enemies come from all sides thick and fast, in numerous varieties, forcing you to switch from attack to defence, and then to ranged as explosive enemies approach, and implement your powers carefully. </p><p>You level up quickly too, and loot is plentiful, so there are plenty of regular rewards encouraging you to persevere through the samey waves of orcs and goblins, as PCs, enemies and environments begin to blend into various overlapping shades of brown and grey. I began the game thinking carefully about upgrading stats at each level, but after a while, I just pumped Stamina to keep myself alive while concentrating on that character's main attack stat, and that strategy seemed to work just fine too. I'm honestly not sure how much difference these RPG elements made. </p><h2 id="feeling-thin-sort-of-stretched">Feeling thin, sort of stretched...</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="S5jkmWjp2L43oNr2nz6MMG" name="arwen screen10" alt="Lord of the Rings: War in the North Legacy Edition" src="https://cdn.mos.cms.futurecdn.net/S5jkmWjp2L43oNr2nz6MMG.jpg" mos="" align="middle" fullscreen="" width="1840" height="1035" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Aspyr)</span></figcaption></figure><p>While a simple-but-satisfying gameplay loop, it's still very much of its time, and parts haven't aged well. The target lock-on can get tricky, and you'll occasionally find your character engaged in a long, sluggish animation, swinging their weapon at empty air while you cringe as you watch orcs running at you from behind. </p><p>Despite the hot-swapping feature and inclusion of each character's unique secret-finding ability (the dwarf, for example, can detect treasure hidden behind stone walls), the game is clearly still geared for a single-character experience. Ammo drops are still linked to the character you're playing at the time, so you might find you swap to a character without any ranged capacity. You'll also need to visit shops with each character in turn to do a proper gear comparison before buying new equipment, which is tedious. </p><p>Your health and power replenish slowly on their own, but once you've cleared an encounter, you're under no pressure to carry on. Occasionally, I found myself putting the controller down unpaused, heading off to make a cup of tea, and returning with my beverage to a rested, unmolested party at full health. </p><p>There's no sheathing weapons, so you'll occasionally be wandering around Bree or Rivendell, incongruously with swords drawn ready for action. There's also no jumping, which is fine on its own, but the frustration of encountering a chest-high wall and having to find a set of stairs is a sensation I've almost forgotten about, a relic of level design marred by the technology of the time. </p><p>Worst of all are the bugs, Aspyr's revamp of the game delivering fresh technical glitches alongside the improvements. These are quite common complaints on threads about <em>WITN</em>, and my experience was no different: from flashing inventory tiles to small areas of the map that caused my entire screen to flip to solid green. At one stage I was fighting blind, looking at chequered green flashes, while I could still hear Eradan's shouts of 'You face a Dunedan now!'</p><p>Others report platform-specific glitches, such as an 0KB save file problem on <a href="https://www.techradar.com/reviews/ps5">PlayStation 5</a>. </p><h2 id="the-north-remembers">The North Remembers</h2><p>I think you already know if you want this game: you're either a Tolkien fiend who likes the idea of exploring and interacting with lesser-known locations and characters in an original story, a fantasy action RPG junkie, or you played the original and remember loving it. At the reduced price it's selling for, it's worth getting if you fit two out of three of the above criteria.</p><p>Personally, even though I'm as Tolkien-mad as they come and I've got no shortage of love for the RPG genre, I think <em>The Lord Of The Rings: War In The North Legacy Edition</em> is... fine. Serviceable. Enjoyable at times, but without much to set it apart from all the other games in the space, even back when it was first released, other than its LOTR wrapper and nostalgia goggles.  </p><p>I liked my experience with the game, but I can't see myself going back to it once done. It's a poor man's bite of lembas compared to the previous generation's excellent <em>Return of the King</em> hack 'em up.</p><h2 id="should-you-play-the-lord-of-the-rings-war-in-the-north-legacy-edition">Should you play The Lord Of The Rings: War In The North Legacy Edition?</h2><h2 id="play-it-if">Play it if...</h2><div class="product"><p><strong>You love The Lord of the Rings</strong><br>You're a Tolkien fiend who likes the idea of exploring and interacting with lesser-known locations and characters in an original story,</p></div><div class="product"><p><strong>You love action RPGs</strong><br>You're a fantasy action junkie who loves nothing more than fiddling with different armors in menus.</p></div><div class="product"><p><strong>You played the original</strong><br>Liked the old experience and jazzed about the concept of autosaves, better framerates and on-the-fly character switching? It's worth the buy.</p></div><h2 id="don-39-t-play-it-if">Don't play it if...</h2><div class="product"><p><strong>You hate repetitive hack 'n' slash gameplay</strong><br>However you slice it, <em>War in the North </em>will have you performing the same few attacks against wave after wave of similar enemies.</p></div><h2 id="accessibility">Accessibility</h2><p><em>WITN </em>has limited accessibility features. Available languages are English, Spanish, French, German, Italian, Portuguese, Russian, Chinese, and Polish. Four difficulty levels are available: Easy, Normal, Heroic and Legendary. </p><h2 id="how-i-reviewed-lord-of-the-rings-war-in-the-north-legacy-edition">How I reviewed Lord of the Rings: War In The North Legacy Edition</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="n7doLX2YVFN2AzQoYFz7Rf" name="screen1 (1)" alt="Andriel kicks an Uruk in War In The North" src="https://cdn.mos.cms.futurecdn.net/n7doLX2YVFN2AzQoYFz7Rf.jpg" mos="" align="middle" fullscreen="" width="1840" height="1035" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Aspyr)</span></figcaption></figure><p>I played <em>Lord Of The Rings: War In The North Legacy Edition</em> on my <a href="https://www.techradar.com/reviews/nintendo-switch">Nintendo Switch</a> (generation 1) for 15 hours, trying each character's various combinations and progressing through the story mode. I used the Switch both in handheld mode and on my LG OLED TV. When I encountered glitches, I examined community pages and threads for similar reports. </p><p><em>First reviewed August 2026</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/the-lord-of-the-rings-war-in-the-north-legacy-edition-review</link>
                                                                            <description>
                            <![CDATA[ Lord of the Rings: War In The North Legacy Edition is an inconsistent grey-brown mess at times, but a surprisingly deep action RPG experience at others. ]]>
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                                                                        <pubDate>Sun, 06 Sep 2026 15:00:00 +0000</pubDate>                                                                                                                                <updated>Mon, 07 Sep 2026 08:48:47 +0000</updated>
                                                                                                                                            <category><![CDATA[Consoles & PC]]></category>
                                                    <category><![CDATA[Gaming]]></category>
                                                                                                <author><![CDATA[ matt.evans@futurenet.com (Matt Evans) ]]></author>                    <dc:creator><![CDATA[ Matt Evans ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/PC6SDeYdcjEPS4ES8uLSDU.png ]]></dc:source>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Lord of the Rings: War in the North Legacy Edition]]></media:description>                                                            <media:text><![CDATA[Lord of the Rings: War in the North Legacy Edition]]></media:text>
                                <media:title type="plain"><![CDATA[Lord of the Rings: War in the North Legacy Edition]]></media:title>
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                            <article>
                                <p><em>The Lord Of The Rings: War In The North Legacy Edition </em>(henceforth known as <em>WITN</em>) is a new version of the old action role-playing game (RPG) with a few quality-of-life fixes, tweaks, and improvements. </p><p>It ends up being diverting fun and well-priced for what it is, and gamers who loved the original (or perhaps loved games like it, such as <em>Dragon Age: Origins</em>) will enjoy the return to this sort of simple-but-satisfying gameplay loop of hitting orcs, looting gear, and upgrading your characters so they can hit orcs harder, faster, and for longer without falling over. </p><div  class="fancy-box"><div class="fancy_box-title">Review info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Platform reviewed:</strong> Nintendo Switch<br><strong>Available on:</strong> PS5, Xbox Series X, Xbox Series S, PC, Nintendo Switch 2, Nintendo Switch<br><strong>Release date: </strong>11 August (PS5, Xbox, PC), 18 August (Nintendo)</p></div></div><p>But while much of the game is fine, if not spectacular, it's a shame there are a few technical problems and deeper issues. Swapping between characters on-the-fly is novel, and there has been an effort to incorporate this into all aspects of gameplay. However, hot-swapping is obviously not quite what the original game intended, so there is some awkwardness here, while glitches and bugs sometimes mar the game at key points. </p><h2 id="what-about-second-fellowship">What about second Fellowship?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="eqXSUfZ94PMVkVgSPU8wHG" name="farin screen2" alt="Lord of the Rings: War in the North Legacy Edition" src="https://cdn.mos.cms.futurecdn.net/eqXSUfZ94PMVkVgSPU8wHG.jpg" mos="" align="middle" fullscreen="" width="1840" height="1035" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Aspyr)</span></figcaption></figure><p>If you never played the old version, the basis of the game is this: as the Fellowship of the Ring embarks on their quest for Mount Doom, you play an adjacent, original party consisting of Eradan, a Dunedain ranger with all the skills of Aragorn; Farin, a dwarf warrior from the Lonely Mountain who looks an awful lot like Gimli with the serial numbers filed off; and Andriel, a Loremaster elf from Rivendell who can create magical blasts and forcefields. </p><p>Together, the 'other' Fellowship party chats with old friends like Aragorn, Arwen and Gandalf, visits familiar and new locations (book-readers will get a kick out of delving into the Barrow-Downs and fighting the famous Wights), and slices through hordes of orcs led by an evil man called Agandaûr, a fallen Numenorean like the Mouth of Sauron. Agandaûr is one of Sauron's trusted servants, one we've never heard of before or since. </p><p>So yes, it's all a bit fan-fictionesque, and it plays a lot like other action RPGs set in fantasy worlds, only this one takes the basic fantasy character set and plops them straight into Middle-Earth rather than a parallel-but-similar setting of elves, dwarves and dragons. It's even funnier when you get hold of special character weapon options, and you're controlling a random dwarf running around with legendary gear like Anduril or Sting. Dedicated Tolkien enthusiasts might find it a bit egregious, but it's all in the name of good fun and enabling the sort of repetitive hack-and-slash gameplay the genre is best at. </p><p>If you've played any other Lord Of The Rings games, whether the PlayStation 2's <em>Return of the King </em>or a more recent title like <a href="https://www.techradar.com/news/middle-earth-shadow-of-war-review"><em>Middle-earth: Shadow of War</em></a>, you'll be used to LOTR games taking these sorts of creative liberties. As a result, it works for what it is, and even as a die-hard hobbit-enjoyer I had fun scything through the dark lord's evil hordes and meeting characters never adapted like Elladan and Elrohir, Elrond's twin ranger sons.</p><h2 id="old-game-new-tactics">Old game, new tactics</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="EukCJKPa2KrbzNJgmrSsQG" name="eradan" alt="Lord of the Rings: War in the North Legacy Edition" src="https://cdn.mos.cms.futurecdn.net/EukCJKPa2KrbzNJgmrSsQG.jpg" mos="" align="middle" fullscreen="" width="1840" height="1035" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Aspyr)</span></figcaption></figure><p>If you've played any action RPG, you'll know what to expect: you and your party are taking on wave after wave of mooks, weapons swinging with basic attacks, but you'll also trigger powerful maneuvers and spells that require cooldowns and replenishing a power meter, so tactical implementation of these moves is vital. Playing as Eradan, I would be skirting low on health and could use my disappearing skill, so I could make a break for it unharmed to Andriel's side, who can create a protective healing field. I'd quickly swap to Farin to unleash War Cry to up my party's health and durability.</p><p>It's this sort of synergy that creates tactical play beyond mashing light and heavy attacks until you see the 'Finish Him!' yellow triangle that pops up over an enemy's head. The ability to swap characters allows the quick-of-thumb to set up these combos without the use of the AI characters, who are otherwise competent enough to look after themselves and augment the main player. But you do need to be nimble, as the controls to do this are awkward on Switch: even ten hours in, I was accidentally drinking potions when I was trying to swap from elf to dwarf. Co-operative gameplay is available on most platforms (both online, in which you drop into someone else's game, and couch), but not on the original Switch.</p><p>There's a surprisingly steep learning curve once you learn the ropes: enemies come from all sides thick and fast, in numerous varieties, forcing you to switch from attack to defence, and then to ranged as explosive enemies approach, and implement your powers carefully. </p><p>You level up quickly too, and loot is plentiful, so there are plenty of regular rewards encouraging you to persevere through the samey waves of orcs and goblins, as PCs, enemies and environments begin to blend into various overlapping shades of brown and grey. I began the game thinking carefully about upgrading stats at each level, but after a while, I just pumped Stamina to keep myself alive while concentrating on that character's main attack stat, and that strategy seemed to work just fine too. I'm honestly not sure how much difference these RPG elements made. </p><h2 id="feeling-thin-sort-of-stretched">Feeling thin, sort of stretched...</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="S5jkmWjp2L43oNr2nz6MMG" name="arwen screen10" alt="Lord of the Rings: War in the North Legacy Edition" src="https://cdn.mos.cms.futurecdn.net/S5jkmWjp2L43oNr2nz6MMG.jpg" mos="" align="middle" fullscreen="" width="1840" height="1035" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Aspyr)</span></figcaption></figure><p>While a simple-but-satisfying gameplay loop, it's still very much of its time, and parts haven't aged well. The target lock-on can get tricky, and you'll occasionally find your character engaged in a long, sluggish animation, swinging their weapon at empty air while you cringe as you watch orcs running at you from behind. </p><p>Despite the hot-swapping feature and inclusion of each character's unique secret-finding ability (the dwarf, for example, can detect treasure hidden behind stone walls), the game is clearly still geared for a single-character experience. Ammo drops are still linked to the character you're playing at the time, so you might find you swap to a character without any ranged capacity. You'll also need to visit shops with each character in turn to do a proper gear comparison before buying new equipment, which is tedious. </p><p>Your health and power replenish slowly on their own, but once you've cleared an encounter, you're under no pressure to carry on. Occasionally, I found myself putting the controller down unpaused, heading off to make a cup of tea, and returning with my beverage to a rested, unmolested party at full health. </p><p>There's no sheathing weapons, so you'll occasionally be wandering around Bree or Rivendell, incongruously with swords drawn ready for action. There's also no jumping, which is fine on its own, but the frustration of encountering a chest-high wall and having to find a set of stairs is a sensation I've almost forgotten about, a relic of level design marred by the technology of the time. </p><p>Worst of all are the bugs, Aspyr's revamp of the game delivering fresh technical glitches alongside the improvements. These are quite common complaints on threads about <em>WITN</em>, and my experience was no different: from flashing inventory tiles to small areas of the map that caused my entire screen to flip to solid green. At one stage I was fighting blind, looking at chequered green flashes, while I could still hear Eradan's shouts of 'You face a Dunedan now!'</p><p>Others report platform-specific glitches, such as an 0KB save file problem on <a href="https://www.techradar.com/reviews/ps5">PlayStation 5</a>. </p><h2 id="the-north-remembers">The North Remembers</h2><p>I think you already know if you want this game: you're either a Tolkien fiend who likes the idea of exploring and interacting with lesser-known locations and characters in an original story, a fantasy action RPG junkie, or you played the original and remember loving it. At the reduced price it's selling for, it's worth getting if you fit two out of three of the above criteria.</p><p>Personally, even though I'm as Tolkien-mad as they come and I've got no shortage of love for the RPG genre, I think <em>The Lord Of The Rings: War In The North Legacy Edition</em> is... fine. Serviceable. Enjoyable at times, but without much to set it apart from all the other games in the space, even back when it was first released, other than its LOTR wrapper and nostalgia goggles.  </p><p>I liked my experience with the game, but I can't see myself going back to it once done. It's a poor man's bite of lembas compared to the previous generation's excellent <em>Return of the King</em> hack 'em up.</p><h2 id="should-you-play-the-lord-of-the-rings-war-in-the-north-legacy-edition">Should you play The Lord Of The Rings: War In The North Legacy Edition?</h2><h2 id="play-it-if">Play it if...</h2><div class="product"><p><strong>You love The Lord of the Rings</strong><br>You're a Tolkien fiend who likes the idea of exploring and interacting with lesser-known locations and characters in an original story,</p></div><div class="product"><p><strong>You love action RPGs</strong><br>You're a fantasy action junkie who loves nothing more than fiddling with different armors in menus.</p></div><div class="product"><p><strong>You played the original</strong><br>Liked the old experience and jazzed about the concept of autosaves, better framerates and on-the-fly character switching? It's worth the buy.</p></div><h2 id="don-39-t-play-it-if">Don't play it if...</h2><div class="product"><p><strong>You hate repetitive hack 'n' slash gameplay</strong><br>However you slice it, <em>War in the North </em>will have you performing the same few attacks against wave after wave of similar enemies.</p></div><h2 id="accessibility">Accessibility</h2><p><em>WITN </em>has limited accessibility features. Available languages are English, Spanish, French, German, Italian, Portuguese, Russian, Chinese, and Polish. Four difficulty levels are available: Easy, Normal, Heroic and Legendary. </p><h2 id="how-i-reviewed-lord-of-the-rings-war-in-the-north-legacy-edition">How I reviewed Lord of the Rings: War In The North Legacy Edition</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="n7doLX2YVFN2AzQoYFz7Rf" name="screen1 (1)" alt="Andriel kicks an Uruk in War In The North" src="https://cdn.mos.cms.futurecdn.net/n7doLX2YVFN2AzQoYFz7Rf.jpg" mos="" align="middle" fullscreen="" width="1840" height="1035" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Aspyr)</span></figcaption></figure><p>I played <em>Lord Of The Rings: War In The North Legacy Edition</em> on my <a href="https://www.techradar.com/reviews/nintendo-switch">Nintendo Switch</a> (generation 1) for 15 hours, trying each character's various combinations and progressing through the story mode. I used the Switch both in handheld mode and on my LG OLED TV. When I encountered glitches, I examined community pages and threads for similar reports. </p><p><em>First reviewed August 2026</em></p>
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                                                            <title><![CDATA[ My first 90 minutes wandering through Silent Hill: Townfall's 90s Scottish town were atmospheric… and aimless ]]></title>
                                                                                                <dc:content><![CDATA[ <p><em>Silent Hill: Townfall </em>feels like the culmination of two recent trends: the renaissance of Konami's survival horror series, dormant for the past decade, and the rise of more culturally authentic Scottish games.</p><p>As a standalone spin-off, it delivers the first full-length first-person <em>Silent Hill </em>experience that was the initial promise of the cancelled <em>Silent Hills</em> meant to be directed by Hideo Kojima and Guillermo Del Toro (though its playable teaser '<em>P.T</em>.' ultimately became a horror classic in its own right). </p><p>Its setting in the fictional Scottish town of St. Amelia couldn't be more perfect, given that the series is iconic for its fog, which actually occurs on the Scottish east coast when warm air passes over the cold North Sea during the summer and can make its way inland.</p><p>And who better to realise this vision than Screen Burn Interactive, the Glasgow-based developer whose acclaimed games <em>Stories Untold </em>and <em>Observation </em>(released back when the studio was known as No Code) were also experienced in the first-person perspective?</p><p>Yet despite the authenticity of its setting, the Scottish studio has opted not to feature Scottish-sounding characters in its main cast, unlike the BAFTA-winning <em>Still Wakes The Deep</em>. Protagonist Simon Ordell, played by British-American actor Jovan Adepo, is something of an outsider who has been instructed by a mysterious voice to come to St. Amelia to "make it right" — whatever “it” may be.</p><h2 id="make-it-right">Make it right</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="uQhtf2dLFZbUMNkpwoBggK" name="TF_3rd_screenshot_01" alt="Silent Hill: Townfall promotional imagery." src="https://cdn.mos.cms.futurecdn.net/uQhtf2dLFZbUMNkpwoBggK.png" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p>For the Gamescom demo, things certainly start off not quite right. Simon arrives at the town's harbor not by boat, but simply emerging from the water. Judging by the red wristband with his personal details on one hand and tubes connected to the other (like he’s escaped from a hospital), something's clearly up with him too. </p><p>St. Amelia, meanwhile, is a ghost town, as evident by the sight of abandoned shops as well as one street lined with 'house for sale' signs. If you get a creeping fear that this might be one of those indie games from over a decade ago when you just walked around in a photorealistic area in the aftermath of the actual story, it’s instantly resolved by the ringing coming from a nearby public phone box just past the town square.</p><p>It goes dead when I pick it up. I survey possible numbers to ring and go with “100,” which tells you to "save yourself" (and is literally how you save progress in this game).</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/CvN3dP92wxU" allowfullscreen></iframe></div></div><p>Back in the town square, I spot an upright man being fed some kind of fluid coming from a tube seemingly attached to the sky above. As Simon instinctively goes to free him, his voice is familiar — it's the voice from the beginning calling out to Simon to "make it right". When I next return to the square, things have changed again, with protest banners and placards alluding to a crime that had occurred that may be linked to a company with the acronym 'CEG'.</p><p>As eerie, enigmatic, and atmospheric as this beginning is, it also feels a bit aimless. There were several occasions during my session when I was still slowly plodding around St. Amelia's streets, only to discover doors that were locked, and the option to sprint had not yet been unlocked.</p><p>It turns out this is because I had overlooked a few key numbers I could have called on the phone. Whereas some games can be overzealous in marking the critical with yellow paint, Screen Burn seems quite content with letting you get literally lost in its world, even if that might make for an even slower burn than intended…</p><h2 id="tactile-horrors">Tactile horrors</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="yG4LtFJ8U4KMsKMqVQngdM" name="SH_Townfall_Social_CRTV_Image_c_4K" alt="Silent Hill: Townfall promotional imagery." src="https://cdn.mos.cms.futurecdn.net/yG4LtFJ8U4KMsKMqVQngdM.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p>If there was one consistent thing about <em>Silent Hill: Townfall</em>, it's that you really do have to pay attention to every detail. That is, fortunately, the benefit of the first-person perspective: you can really scrutinize all the flyers displayed on a community noticeboard without having to bring up a larger text box.</p><p>There's also a real physicality to the clues and equipment you have access to, such as a double-sided map you have to hold and flip over manually rather than just bringing up a map UI. The most tactile of these is the CRTV, a portable television that you can tune using the analogue triggers. </p><p>So you're not completely lost, a couple of markers do appear at the bottom to hint at the signal you should be tuning towards. Once you get a video clip, it's about carefully scrutinising the image, often waiting for it to loop back, as a hint of what you need to find next or where to go.</p><p>Not that these hints will spell it out for you. In one case, I was supposed to look for a white house, which is not the most obvious clue when most of the houses in St. Amelia's streets have white walls.</p><p>The CRTV also has another function, as it can be tuned to detect enemies nearby. Even if they're obscured by walls, their outlines can still be made out through noise and static. Alternatively, you can also hold another button along with the left stick to peek around corners.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="PVeEJhF7yoH3YpyXHcYRQM" name="TF_2nd_screenshot_05_c_4K" alt="Silent Hill: Townfall promotional imagery." src="https://cdn.mos.cms.futurecdn.net/PVeEJhF7yoH3YpyXHcYRQM.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p>Even though I only encountered a couple of enemies during my hands-on, which stay true to <em>Silent Hill</em> convention as nightmarish deformed figures with uncanny movements, combat remains a clunky aspect of the game, made no better or worse in first-person. This made it more important for me to prioritise evasion as a tactic.</p><p>But from what I managed to play at Gamescom, it's the unsettling vibes that resonate strongest over hostile threats, such as the dread of what could be in a locked box that's meant for carrying human organs, or an extremely Scottish puzzle that involves having to top up an electric meter with a prepaid card from a newsagent. </p><p>Having moved to Glasgow under two years ago into a newly renovated tenement building that nonetheless still had one of these relics in the cupboard, it was a moment when <em>Silent Hill: Townfall</em>'s mundane horror became a little too real. That's also sure to make this unlike any other <em>Silent Hill</em> game I have played.</p><p><em>Silent Hill: Townfall </em>releases for PlayStation 5 and PC on September 24, 2026.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/playstation/my-first-90-minutes-wandering-through-silent-hill-townfalls-90s-scottish-town-were-atmospheric-and-aimless</link>
                                                                            <description>
                            <![CDATA[ We go hands-on with an extended section of the next Silent Hill release at Gamescom 2026. ]]>
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                                                                        <pubDate>Sat, 05 Sep 2026 15:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Playstation]]></category>
                                                    <category><![CDATA[Gaming]]></category>
                                                    <category><![CDATA[Consoles & PC]]></category>
                                                                                                <author><![CDATA[ alan@alanwen.co.uk (Alan Wen) ]]></author>                    <dc:creator><![CDATA[ Alan Wen ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/wgp4amVUAWpcHy2bEdGRjH.jpeg ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
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                                                            <media:credit><![CDATA[Konami]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Silent Hill: Townfall promotional imagery.]]></media:description>                                                            <media:text><![CDATA[Silent Hill: Townfall promotional imagery.]]></media:text>
                                <media:title type="plain"><![CDATA[Silent Hill: Townfall promotional imagery.]]></media:title>
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                                <p><em>Silent Hill: Townfall </em>feels like the culmination of two recent trends: the renaissance of Konami's survival horror series, dormant for the past decade, and the rise of more culturally authentic Scottish games.</p><p>As a standalone spin-off, it delivers the first full-length first-person <em>Silent Hill </em>experience that was the initial promise of the cancelled <em>Silent Hills</em> meant to be directed by Hideo Kojima and Guillermo Del Toro (though its playable teaser '<em>P.T</em>.' ultimately became a horror classic in its own right). </p><p>Its setting in the fictional Scottish town of St. Amelia couldn't be more perfect, given that the series is iconic for its fog, which actually occurs on the Scottish east coast when warm air passes over the cold North Sea during the summer and can make its way inland.</p><p>And who better to realise this vision than Screen Burn Interactive, the Glasgow-based developer whose acclaimed games <em>Stories Untold </em>and <em>Observation </em>(released back when the studio was known as No Code) were also experienced in the first-person perspective?</p><p>Yet despite the authenticity of its setting, the Scottish studio has opted not to feature Scottish-sounding characters in its main cast, unlike the BAFTA-winning <em>Still Wakes The Deep</em>. Protagonist Simon Ordell, played by British-American actor Jovan Adepo, is something of an outsider who has been instructed by a mysterious voice to come to St. Amelia to "make it right" — whatever “it” may be.</p><h2 id="make-it-right">Make it right</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="uQhtf2dLFZbUMNkpwoBggK" name="TF_3rd_screenshot_01" alt="Silent Hill: Townfall promotional imagery." src="https://cdn.mos.cms.futurecdn.net/uQhtf2dLFZbUMNkpwoBggK.png" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p>For the Gamescom demo, things certainly start off not quite right. Simon arrives at the town's harbor not by boat, but simply emerging from the water. Judging by the red wristband with his personal details on one hand and tubes connected to the other (like he’s escaped from a hospital), something's clearly up with him too. </p><p>St. Amelia, meanwhile, is a ghost town, as evident by the sight of abandoned shops as well as one street lined with 'house for sale' signs. If you get a creeping fear that this might be one of those indie games from over a decade ago when you just walked around in a photorealistic area in the aftermath of the actual story, it’s instantly resolved by the ringing coming from a nearby public phone box just past the town square.</p><p>It goes dead when I pick it up. I survey possible numbers to ring and go with “100,” which tells you to "save yourself" (and is literally how you save progress in this game).</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/CvN3dP92wxU" allowfullscreen></iframe></div></div><p>Back in the town square, I spot an upright man being fed some kind of fluid coming from a tube seemingly attached to the sky above. As Simon instinctively goes to free him, his voice is familiar — it's the voice from the beginning calling out to Simon to "make it right". When I next return to the square, things have changed again, with protest banners and placards alluding to a crime that had occurred that may be linked to a company with the acronym 'CEG'.</p><p>As eerie, enigmatic, and atmospheric as this beginning is, it also feels a bit aimless. There were several occasions during my session when I was still slowly plodding around St. Amelia's streets, only to discover doors that were locked, and the option to sprint had not yet been unlocked.</p><p>It turns out this is because I had overlooked a few key numbers I could have called on the phone. Whereas some games can be overzealous in marking the critical with yellow paint, Screen Burn seems quite content with letting you get literally lost in its world, even if that might make for an even slower burn than intended…</p><h2 id="tactile-horrors">Tactile horrors</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="yG4LtFJ8U4KMsKMqVQngdM" name="SH_Townfall_Social_CRTV_Image_c_4K" alt="Silent Hill: Townfall promotional imagery." src="https://cdn.mos.cms.futurecdn.net/yG4LtFJ8U4KMsKMqVQngdM.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p>If there was one consistent thing about <em>Silent Hill: Townfall</em>, it's that you really do have to pay attention to every detail. That is, fortunately, the benefit of the first-person perspective: you can really scrutinize all the flyers displayed on a community noticeboard without having to bring up a larger text box.</p><p>There's also a real physicality to the clues and equipment you have access to, such as a double-sided map you have to hold and flip over manually rather than just bringing up a map UI. The most tactile of these is the CRTV, a portable television that you can tune using the analogue triggers. </p><p>So you're not completely lost, a couple of markers do appear at the bottom to hint at the signal you should be tuning towards. Once you get a video clip, it's about carefully scrutinising the image, often waiting for it to loop back, as a hint of what you need to find next or where to go.</p><p>Not that these hints will spell it out for you. In one case, I was supposed to look for a white house, which is not the most obvious clue when most of the houses in St. Amelia's streets have white walls.</p><p>The CRTV also has another function, as it can be tuned to detect enemies nearby. Even if they're obscured by walls, their outlines can still be made out through noise and static. Alternatively, you can also hold another button along with the left stick to peek around corners.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="PVeEJhF7yoH3YpyXHcYRQM" name="TF_2nd_screenshot_05_c_4K" alt="Silent Hill: Townfall promotional imagery." src="https://cdn.mos.cms.futurecdn.net/PVeEJhF7yoH3YpyXHcYRQM.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p>Even though I only encountered a couple of enemies during my hands-on, which stay true to <em>Silent Hill</em> convention as nightmarish deformed figures with uncanny movements, combat remains a clunky aspect of the game, made no better or worse in first-person. This made it more important for me to prioritise evasion as a tactic.</p><p>But from what I managed to play at Gamescom, it's the unsettling vibes that resonate strongest over hostile threats, such as the dread of what could be in a locked box that's meant for carrying human organs, or an extremely Scottish puzzle that involves having to top up an electric meter with a prepaid card from a newsagent. </p><p>Having moved to Glasgow under two years ago into a newly renovated tenement building that nonetheless still had one of these relics in the cupboard, it was a moment when <em>Silent Hill: Townfall</em>'s mundane horror became a little too real. That's also sure to make this unlike any other <em>Silent Hill</em> game I have played.</p><p><em>Silent Hill: Townfall </em>releases for PlayStation 5 and PC on September 24, 2026.</p>
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                                                            <title><![CDATA[ Ace Combat 8: Wings of Theve delivers Top Gun thrills, but I was hoping to see more of its story and the bonds with your wingmen ]]></title>
                                                                                                <dc:content><![CDATA[ <p>In the packed halls of Gamescom with so many games to see, it's easy to get tetchy if a session goes on for too long when there's another appointment you have to rush off to see. <a href="https://www.techradar.com/gaming/move-over-megaman-ace-combat-8-wings-of-theve-was-the-best-reveal-at-the-game-awards-2025"><em>Ace Combat 8: Wings of Theve</em></a> was a rare exception where I wished I had more to go on than I was given.</p><p>On one hand, the <em>Ace Combat </em>series' appeal is a straightforward one. It captures the thrill of flying a fighter jet locked in aerial dogfights without the intimidating knowledge of actually operating an aircraft like <a href="https://www.techradar.com/reviews/microsoft-flight-simulator"><em>Microsoft Flight Simulator</em></a><em>, </em>but with more control than a rail shooter like <a href="https://www.techradar.com/gaming/star-fox-review"><em>Star Fox</em></a>. </p><p>A new instalment coming just a few years after a new Top Gun movie is even more tantalising for anyone eager to take to the skies like Tom Cruise.</p><h2 id="back-to-strangereal">Back to Strangereal</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="UyqTwc3qNM5qErVbydadQX" name="ss_c96554a11a418ac5773b2030d0355c775257e1d6.1920x1080" alt="A promotional Ace Combat 8 screenshot." src="https://cdn.mos.cms.futurecdn.net/UyqTwc3qNM5qErVbydadQX.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco Entertainment)</span></figcaption></figure><p>That the series also takes place in an alternate world called Strangereal, which nonetheless looks like our own, means you can enjoy the immersive realism without being drawn into the awkward politics of any real-world conflicts. </p><p>For the mission I got to play, titled 'The Fall of the Numbered Fleets', there's already a sense of a meaty narrative to get into, as my squadron, Joker Flight of the Federation of Central Usea (FCU), is tasked with launching an offensive to strike fleets belonging to the invading forces from the Republic of Sotoa. </p><p>An added wrinkle is that you also have to contend with a once-friendly squadron nicknamed the Sharks, who have recently defected.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="mTZ477TxbPq9RhBW3C5ZQX" name="ss_ebcdb349bffe1ab1ffeea5232a0619ef99d399bf.1920x1080" alt="A promotional Ace Combat 8 screenshot." src="https://cdn.mos.cms.futurecdn.net/mTZ477TxbPq9RhBW3C5ZQX.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco Entertainment)</span></figcaption></figure><p>This drama plays out during the mission; banter zips between your fellow wingmen Baxter and Tasha over the radio as you approach the targets on Newfield Island before being interrupted by enemy Sotoan chatter when you manage to deal damage to their fleet and supplies. And of course, it's only a matter of time before the Sharks turn up as sparks fly between factions that wouldn't be out of place in an anime if it wasn't for the game's realistic aesthetic.</p><p>Although you have targets to destroy, there are also different approaches you can take to tackle an objective, such as customising your loadout at the beginning. While there's a lot of information on the UI that can feel intimidating, it felt readable when a missile is definitely locked onto a target, while an outline below makes it clear where your bomb will drop when trying to sink ships. </p><p>There's a simple satisfaction to see the green display change from 'Hit' to 'Destroyed,' but if you really want to showboat, you can even switch to the camera looking back to enjoy the explosion in your wake.</p><h2 id="cloud-control">Cloud control</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="uigp8uoBd53zbacAmfcjPX" name="ss_21213f14e460fd45dcc765d1d5ac02333b909d99.1920x1080" alt="A promotional Ace Combat 8 screenshot." src="https://cdn.mos.cms.futurecdn.net/uigp8uoBd53zbacAmfcjPX.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco Entertainment)</span></figcaption></figure><p>If 2019's <em>Ace Combat 7: Unknown Skies</em> had already set a new bar for the series' realistic visuals and combat aircraft, then <em>Ace Combat 8: Wings of Theve</em> raises it again, not just with Unreal Engine 5 but also with Bandai Namco Aces' own upgraded Cloudly tech.</p><p>That said, I spent most of my time a little too close to the ground (a prompt repeatedly telling me to pull up) when trying to aim for targets on land and sea to properly experience getting into the clouds. Yet that showcased another visual leap too, as all the objects you see are rendered at a 1:1 scale. So instead of flying over flat textures or miniatures, you really do feel immersed in the world. That also allows for setpieces such as a moment when you can fly your aircraft through a tunnel to reach an airbase stationed on the other side.</p><p>But for anyone who enjoyed the sheer action spectacle of Top Gun: Maverick, it wasn't the action alone that made it a great watch; it was all the other human drama unfolding in between the training, so that you become invested in the characters you want to succeed. Even though I'm not sure any of the characters in <em>Ace Combat 8: Wings of Theve</em> are likely to have the same star power and charisma as Tom Cruise, that is something I still wish I could have seen more of in this relatively brief Gamescom demo.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2778wwdt7Q8euMFxaogDZX" name="ss_a704b72d7c8647b2c6773731fe7a79979674dc70.1920x1080" alt="A promotional Ace Combat 8 screenshot." src="https://cdn.mos.cms.futurecdn.net/2778wwdt7Q8euMFxaogDZX.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco Entertainment)</span></figcaption></figure><p>As the first entry to have its story play out through a first-person perspective, it's surely meant to provide a more immersive way to spend time in the company of your wingmen, not just during mission briefings but also when catching up in the canteen or other bouts of R&R. </p><p>Having the in-mission banter is nonetheless also a key element, as are the small narrative choices you can make, such as in the demo where Baxter wants one of the Sharks pilots captured alive and asks that you only shoot around his cockpit, to which you can agree, or not.</p><p>But with the game's launch not far away, and arriving in time for the series' 30th anniversary, it's looking like Ace Combat 8: Wings of Theve is going to soar to a whole new plane.</p><p><em>Ace Combat 8: Wings of Theve</em> releases on October 2, 2026, for PC, PlayStation 5, Xbox Series X, and Xbox Series S. Advance access is available from September 28 for those who pre-order the deluxe edition.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/ace-combat-8-wings-of-theve-delivers-top-gun-thrills-but-i-was-hoping-to-see-more-of-its-story-and-the-bonds-with-your-wingmen</link>
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                            <![CDATA[ We go hands-on with the next Ace Combat game at Gamescom 2026. ]]>
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                                                                        <pubDate>Fri, 04 Sep 2026 15:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                <author><![CDATA[ alan@alanwen.co.uk (Alan Wen) ]]></author>                    <dc:creator><![CDATA[ Alan Wen ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/wgp4amVUAWpcHy2bEdGRjH.jpeg ]]></dc:source>
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                                                            <media:credit><![CDATA[Bandai Namco Entertainment]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A promotional Ace Combat 8 screenshot.]]></media:description>                                                            <media:text><![CDATA[A promotional Ace Combat 8 screenshot.]]></media:text>
                                <media:title type="plain"><![CDATA[A promotional Ace Combat 8 screenshot.]]></media:title>
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                                <p>In the packed halls of Gamescom with so many games to see, it's easy to get tetchy if a session goes on for too long when there's another appointment you have to rush off to see. <a href="https://www.techradar.com/gaming/move-over-megaman-ace-combat-8-wings-of-theve-was-the-best-reveal-at-the-game-awards-2025"><em>Ace Combat 8: Wings of Theve</em></a> was a rare exception where I wished I had more to go on than I was given.</p><p>On one hand, the <em>Ace Combat </em>series' appeal is a straightforward one. It captures the thrill of flying a fighter jet locked in aerial dogfights without the intimidating knowledge of actually operating an aircraft like <a href="https://www.techradar.com/reviews/microsoft-flight-simulator"><em>Microsoft Flight Simulator</em></a><em>, </em>but with more control than a rail shooter like <a href="https://www.techradar.com/gaming/star-fox-review"><em>Star Fox</em></a>. </p><p>A new instalment coming just a few years after a new Top Gun movie is even more tantalising for anyone eager to take to the skies like Tom Cruise.</p><h2 id="back-to-strangereal">Back to Strangereal</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="UyqTwc3qNM5qErVbydadQX" name="ss_c96554a11a418ac5773b2030d0355c775257e1d6.1920x1080" alt="A promotional Ace Combat 8 screenshot." src="https://cdn.mos.cms.futurecdn.net/UyqTwc3qNM5qErVbydadQX.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco Entertainment)</span></figcaption></figure><p>That the series also takes place in an alternate world called Strangereal, which nonetheless looks like our own, means you can enjoy the immersive realism without being drawn into the awkward politics of any real-world conflicts. </p><p>For the mission I got to play, titled 'The Fall of the Numbered Fleets', there's already a sense of a meaty narrative to get into, as my squadron, Joker Flight of the Federation of Central Usea (FCU), is tasked with launching an offensive to strike fleets belonging to the invading forces from the Republic of Sotoa. </p><p>An added wrinkle is that you also have to contend with a once-friendly squadron nicknamed the Sharks, who have recently defected.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="mTZ477TxbPq9RhBW3C5ZQX" name="ss_ebcdb349bffe1ab1ffeea5232a0619ef99d399bf.1920x1080" alt="A promotional Ace Combat 8 screenshot." src="https://cdn.mos.cms.futurecdn.net/mTZ477TxbPq9RhBW3C5ZQX.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco Entertainment)</span></figcaption></figure><p>This drama plays out during the mission; banter zips between your fellow wingmen Baxter and Tasha over the radio as you approach the targets on Newfield Island before being interrupted by enemy Sotoan chatter when you manage to deal damage to their fleet and supplies. And of course, it's only a matter of time before the Sharks turn up as sparks fly between factions that wouldn't be out of place in an anime if it wasn't for the game's realistic aesthetic.</p><p>Although you have targets to destroy, there are also different approaches you can take to tackle an objective, such as customising your loadout at the beginning. While there's a lot of information on the UI that can feel intimidating, it felt readable when a missile is definitely locked onto a target, while an outline below makes it clear where your bomb will drop when trying to sink ships. </p><p>There's a simple satisfaction to see the green display change from 'Hit' to 'Destroyed,' but if you really want to showboat, you can even switch to the camera looking back to enjoy the explosion in your wake.</p><h2 id="cloud-control">Cloud control</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="uigp8uoBd53zbacAmfcjPX" name="ss_21213f14e460fd45dcc765d1d5ac02333b909d99.1920x1080" alt="A promotional Ace Combat 8 screenshot." src="https://cdn.mos.cms.futurecdn.net/uigp8uoBd53zbacAmfcjPX.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco Entertainment)</span></figcaption></figure><p>If 2019's <em>Ace Combat 7: Unknown Skies</em> had already set a new bar for the series' realistic visuals and combat aircraft, then <em>Ace Combat 8: Wings of Theve</em> raises it again, not just with Unreal Engine 5 but also with Bandai Namco Aces' own upgraded Cloudly tech.</p><p>That said, I spent most of my time a little too close to the ground (a prompt repeatedly telling me to pull up) when trying to aim for targets on land and sea to properly experience getting into the clouds. Yet that showcased another visual leap too, as all the objects you see are rendered at a 1:1 scale. So instead of flying over flat textures or miniatures, you really do feel immersed in the world. That also allows for setpieces such as a moment when you can fly your aircraft through a tunnel to reach an airbase stationed on the other side.</p><p>But for anyone who enjoyed the sheer action spectacle of Top Gun: Maverick, it wasn't the action alone that made it a great watch; it was all the other human drama unfolding in between the training, so that you become invested in the characters you want to succeed. Even though I'm not sure any of the characters in <em>Ace Combat 8: Wings of Theve</em> are likely to have the same star power and charisma as Tom Cruise, that is something I still wish I could have seen more of in this relatively brief Gamescom demo.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2778wwdt7Q8euMFxaogDZX" name="ss_a704b72d7c8647b2c6773731fe7a79979674dc70.1920x1080" alt="A promotional Ace Combat 8 screenshot." src="https://cdn.mos.cms.futurecdn.net/2778wwdt7Q8euMFxaogDZX.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco Entertainment)</span></figcaption></figure><p>As the first entry to have its story play out through a first-person perspective, it's surely meant to provide a more immersive way to spend time in the company of your wingmen, not just during mission briefings but also when catching up in the canteen or other bouts of R&R. </p><p>Having the in-mission banter is nonetheless also a key element, as are the small narrative choices you can make, such as in the demo where Baxter wants one of the Sharks pilots captured alive and asks that you only shoot around his cockpit, to which you can agree, or not.</p><p>But with the game's launch not far away, and arriving in time for the series' 30th anniversary, it's looking like Ace Combat 8: Wings of Theve is going to soar to a whole new plane.</p><p><em>Ace Combat 8: Wings of Theve</em> releases on October 2, 2026, for PC, PlayStation 5, Xbox Series X, and Xbox Series S. Advance access is available from September 28 for those who pre-order the deluxe edition.</p>
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                                                            <title><![CDATA[ Exclusive: Ex-Rockstar dev gives us the inside scoop on what GTA 6’s Extended Look reveals about its protagonists — ‘Jason Duval is a robot — a Terminator' ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The pantheon of US crime dramas is peppered with ruthless, hyperreal villains who have risked it all for a shot at the American Dream. Michael Corleone, Tony Montana, Keyser Söze, Tony Soprano, and Marsellus Wallace are but five of the fictional strongmen now synonymous with getting things done by hook or by crook.</p><p>In the 30 years since the inception of the <a href="https://www.techradar.com/tag/grand-theft-auto"><em>Grand Theft Auto</em></a> franchise, Rockstar Games has evolved cinematic storytelling in video games to the point that you could, quite feasibly, add Tommy Vercetti, Toni Cipriani, Carl ‘CJ’ Johnson, Niko Bellic, and Michael De Santa to that list.</p><p>In the slipstream of <a href="https://www.techradar.com/news/live/grand-theft-auto-6-extended-look-on-netflix-live"><em>Grand Theft Auto 6</em>’s Extended Look</a>, multiple questions emerge about what has become the most-anticipated video game of the 21st century. Most notably, will we soon be able to add Jason Duval and Lucia Caminos to this scurrilous list of ill-gotten individuals intoxicated by life, liberty, and the pursuit of happiness? </p><p>As a former developer at Rockstar Games and seasoned industry pro, Mike York is well positioned to explain what the condensed 26-minute slice of gameplay reveals about the lead characters and the title itself.</p><h2 id="miami-twice">Miami twice</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="HMbb2Nq8qDDLyTEPh3HhAX" name="Jason_and_Lucia_05" alt="Imagery of Grand Theft Auto 6." src="https://cdn.mos.cms.futurecdn.net/HMbb2Nq8qDDLyTEPh3HhAX.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>“I see a heavier tone and a slower pace,” York says of the follow-up to 2013’s <em>GTA 5</em>, which was set in San Andreas, a fictionalised version of California. This time, Rockstar has returned to Vice City, their neon-hued take on the sun-blasted, Floridian playground of Leonida, to bring the couple to life in a Bonnie-and-Clyde-style misadventure befitting the studio’s wild and vivid creative vision. </p><p>“Jason moves around very slow and methodical. That's the first thing I noticed. He seemed like a robot — a Terminator —walking through every scene and mowing people down with no emotion,” suggests York of the US military veteran, mirroring some of the observations – and criticisms – that have accompanied the exclusive Netflix promo since it launched last week.</p><p>Will the male lead stand up against the aforementioned icons, who have helped cement Rockstar’s brand as pixelated pioneers in these imagined, open-world environments? </p><p>York continues: “I want to see that. Niko Belic, for example, is a great character. He was witty and had some great lines, which is why <em>GTA 4 </em>became one of my favourites in the series. I hope we see more of that because right now, Jason seems quite deadpan and monotone. </p><p>“Rockstar usually gives us a bunch of neat characters who are funny and have their own flair. I don't know if we're going to see that with Jason, but I hope we do,” he comments. Certainly, if you rewatch the Extended Look, Jason’s demeanour – he warns Lucia to stay cool in the opening seconds as they become embroiled in a meth lab shootout and then scolds her for being late when the pair drive to meet aged accomplice Brian Heder – is of a more self-contained, uptight and introspective personality than his vivacious, chameleonic, and combustible counterpart. </p><p>Perhaps that’s the point. As switchable characters, will Lucia provide the Yin to Jason’s Yang? “I think that's what they're going to do,” continues York, pinpointing the passage where the duo emerges at the Effluvia rooftop bar. </p><p>“There's that moment in the trailer where they get in an elevator, and he says: ‘Sometimes I'm just more comfortable when I have to use a gun’. She replies: ‘Just be charming!’ Lucia's got this attitude where you can tell she's trying to break him out of his shell. She's the one that probably goes into missions gung-ho, all guns blazing.”</p><h2 id="wired-for-sound">Wired for sound</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1024px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="DjuoyDiyAkRt6BgbgFgotW" name="jason-and-lucia-motorcycle-gta-6" alt="Imagery of Grand Theft Auto 6." src="https://cdn.mos.cms.futurecdn.net/DjuoyDiyAkRt6BgbgFgotW.webp" mos="" align="middle" fullscreen="" width="1024" height="576" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>Indeed, there are further clues about the duo’s depiction in the fluorescent, 80s-colored Extended Look soundtrack. When the focus is on Jason, <em>People Are People</em> by Depeche Mode (featuring the line “I can't understand. What makes a man hate another man? Help me understand”) is used for context. Meanwhile, Lucia’s section of the clip, which sees her marching into Zeke’s Gadgets store to shoot up the place and flipping the bird at a swarm of cops when they make their escape from a second robbery, aptly uses global chart-smashing <em>Devil Woman</em> as the musical backdrop.</p><p>“With evil on her mind… She’s gonna get you!” warns the enduringly improbable British pop star Cliff Richard, in a phase that could be seen as Rockstar’s opportunity to showcase a central theme of female empowerment and mutual respect between sexes that has been almost entirely absent from the <em>GTA</em> series. In the toxic shadow of an era defined and divided by the manosphere, could this be an attempt to reset this predominant tone against countless accusations of misogyny that have stalked each title?</p><p>“A lot of their games have been viewed in that light. It'd be cool for them to shake that up and flip it on its head,” confirms York. Currently working on <a href="https://www.sixdays.com/" target="_blank"><em>Six Days in Fallujah</em></a> for Highwire Games in Seattle, Washington, he joined Rockstar New England – a studio based in Andover, Massachusetts – in 2012, leaving three years later after playing an active role in the development of <em>GTA 5</em> and its online incarnation.</p><h2 id="red-dead-detention">Red Dead detention</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="x9DXwhveWd3789YYoCCmBX" name="Leonida_Keys_06" alt="Imagery of Grand Theft Auto 6." src="https://cdn.mos.cms.futurecdn.net/x9DXwhveWd3789YYoCCmBX.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>York’s induction into the much-mythologised studio’s work culture would prove to be prophetic. On his first day, he was instructed to play <em>Red Dead Redemption</em> in full – for the first time, in fact – to prepare for what was coming down the track: extensive animations on its Western-themed successor, where he was charged with designing multiple animal models intended to maraud across the North American frontier at the turn of the 20th century.</p><p>Elsewhere, his portfolio – including trailers for <em>Dead Island: Riptide</em>, <em>Fortnite</em>, <em>The Walking Dead</em>, <em>Borderlands 3</em> and <em>Vampire: The Masquerade – Bloodlines</em> – suggests York could illuminate the top-secret processes that underpin the massively hyped Extended Look, which is only the third official piece of formal storytelling to accompany <em>GTA 6</em> and pulled in more than 30m views on Netflix in four days.</p><p>“We weren’t told anything about trailers, and then, all of a sudden, my animations would end up in one. It’d be like: ‘There's one of my shots!’ I only found out once they were completely released, and we were all watching it.” He says this level of secrecy is baked into the studio’s DNA. “They try to instill in all their employees that you don't say anything anywhere. If you look up most of the people at Rockstar, they don't have any social media presence because they're scared to. I was. When I worked there, I didn't say anything ever.”</p><p>Across the industry, how does the decision-making play out for this type of media content? “You don't want to spoil it or give too much away. You want to hint and leave things to the imagination, get people to want to find out what the story is. But things are changing. More and more studios and companies are releasing big deep dives, reveals, and whole chunks of gameplay. We're getting to see a lot of stuff that we never used to back in the day.”</p><h2 id="face-off">Face off</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="TCGbJi4FZ2ngdJUSoB3jAX" name="Vice_City_12" alt="Imagery of Grand Theft Auto 6." src="https://cdn.mos.cms.futurecdn.net/TCGbJi4FZ2ngdJUSoB3jAX.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>York was impressed by many components of Rockstar’s mega preview, in particular the visual clarity, use of lighting, and the lifelike physics deployed in specific graphical elements, such as the movement of individual characters’ hair. </p><p>However, he also admits being disappointed by some of the “rough” facial animations. He explains: “It doesn't seem like they're using MetaHuman capture technology. It looks like they're still doing it the old-school way, like in <em>GTA 5</em>. It's very similar to that. That might be because of the limitations and what's important. </p><p>“I’ve worked with Unreal Engine 5. The high-fidelity facial animation has hundreds of bones in the face. When you add those to the character, it slows everything down. This is the type of stuff you put in cutscenes for <em>The Last of Us Part 2</em>, for example. You want it to look super realistic. On <em>GTA 6</em>, they're not doing that. Everything they show is in-game footage. It's the cinematic version of the character, which still needs to be low-resolution enough so it can do all these things without bogging down the rest of the game.”</p><p>York pinpoints other features – citing the weapon wheel and mini map – that also look “a bit outdated and weird”. “The whole UI doesn't really match the style of game and what we're used to,” he comments. “Rockstar has a big and very talented team. If they wanted, they could go in and change those elements before a final release. Will they do that? That's another question because there’s probably a lot of other stuff they're sweating about.”</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="VqHPGb78sSd7bva5EL6giG" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/VqHPGb78sSd7bva5EL6giG.jpg" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>That said, he praises the overarching LOD (Level of Detail), suggesting that – to date – only the CD Projekt Red team behind the once maligned but now widely celebrated <a href="https://www.techradar.com/reviews/cyberpunk-2077"><em>Cyberpunk 2077</em></a> has been able to match it. “There are levels to this shit,” he states. “Rockstar are the kings of that.” </p><p>Despite any minor quibbles, the Extended Look has reassured York – who runs <a href="https://www.youtube.com/@YorkStreetGaming">York Street Gaming</a> on YouTube – that <em>GTA 6</em> will set a new high bar stretching years into the future. “People will still say it's one of the best games of all time,” he says. “It will perform really well and become something we'll be able to play for a decade later like <em>GTA 5</em>. Online will come out and probably be an ever-evolving metaverse which will carry the franchise forever.”</p><p>Grand Theft Auto 6 will be released for PlayStation 5 and Xbox Series X and Series S on November 19, 2026.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/gaming-industry/exclusive-ex-rockstar-dev-gives-us-the-inside-scoop-on-what-gta-6s-extended-look-reveals-about-its-protagonists-jason-duval-is-a-robot-a-terminator</link>
                                                                            <description>
                            <![CDATA[ The Netflix exclusive gameplay trailer pulled in 30m views in four days. What more can we learn about the most-anticipated title of the 21st century? ]]>
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                                                                        <pubDate>Fri, 04 Sep 2026 15:00:00 +0000</pubDate>                                                                                                                                <updated>Tue, 08 Sep 2026 16:01:13 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming Industry]]></category>
                                                    <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Ben Gilbert ]]></dc:creator>                                                                                                        <dc:description><![CDATA[ null ]]></dc:description>
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                                                            <media:credit><![CDATA[Rockstar Games]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Imagery of Grand Theft Auto 6.]]></media:description>                                                            <media:text><![CDATA[Imagery of Grand Theft Auto 6.]]></media:text>
                                <media:title type="plain"><![CDATA[Imagery of Grand Theft Auto 6.]]></media:title>
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                                <p>The pantheon of US crime dramas is peppered with ruthless, hyperreal villains who have risked it all for a shot at the American Dream. Michael Corleone, Tony Montana, Keyser Söze, Tony Soprano, and Marsellus Wallace are but five of the fictional strongmen now synonymous with getting things done by hook or by crook.</p><p>In the 30 years since the inception of the <a href="https://www.techradar.com/tag/grand-theft-auto"><em>Grand Theft Auto</em></a> franchise, Rockstar Games has evolved cinematic storytelling in video games to the point that you could, quite feasibly, add Tommy Vercetti, Toni Cipriani, Carl ‘CJ’ Johnson, Niko Bellic, and Michael De Santa to that list.</p><p>In the slipstream of <a href="https://www.techradar.com/news/live/grand-theft-auto-6-extended-look-on-netflix-live"><em>Grand Theft Auto 6</em>’s Extended Look</a>, multiple questions emerge about what has become the most-anticipated video game of the 21st century. Most notably, will we soon be able to add Jason Duval and Lucia Caminos to this scurrilous list of ill-gotten individuals intoxicated by life, liberty, and the pursuit of happiness? </p><p>As a former developer at Rockstar Games and seasoned industry pro, Mike York is well positioned to explain what the condensed 26-minute slice of gameplay reveals about the lead characters and the title itself.</p><h2 id="miami-twice">Miami twice</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="HMbb2Nq8qDDLyTEPh3HhAX" name="Jason_and_Lucia_05" alt="Imagery of Grand Theft Auto 6." src="https://cdn.mos.cms.futurecdn.net/HMbb2Nq8qDDLyTEPh3HhAX.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>“I see a heavier tone and a slower pace,” York says of the follow-up to 2013’s <em>GTA 5</em>, which was set in San Andreas, a fictionalised version of California. This time, Rockstar has returned to Vice City, their neon-hued take on the sun-blasted, Floridian playground of Leonida, to bring the couple to life in a Bonnie-and-Clyde-style misadventure befitting the studio’s wild and vivid creative vision. </p><p>“Jason moves around very slow and methodical. That's the first thing I noticed. He seemed like a robot — a Terminator —walking through every scene and mowing people down with no emotion,” suggests York of the US military veteran, mirroring some of the observations – and criticisms – that have accompanied the exclusive Netflix promo since it launched last week.</p><p>Will the male lead stand up against the aforementioned icons, who have helped cement Rockstar’s brand as pixelated pioneers in these imagined, open-world environments? </p><p>York continues: “I want to see that. Niko Belic, for example, is a great character. He was witty and had some great lines, which is why <em>GTA 4 </em>became one of my favourites in the series. I hope we see more of that because right now, Jason seems quite deadpan and monotone. </p><p>“Rockstar usually gives us a bunch of neat characters who are funny and have their own flair. I don't know if we're going to see that with Jason, but I hope we do,” he comments. Certainly, if you rewatch the Extended Look, Jason’s demeanour – he warns Lucia to stay cool in the opening seconds as they become embroiled in a meth lab shootout and then scolds her for being late when the pair drive to meet aged accomplice Brian Heder – is of a more self-contained, uptight and introspective personality than his vivacious, chameleonic, and combustible counterpart. </p><p>Perhaps that’s the point. As switchable characters, will Lucia provide the Yin to Jason’s Yang? “I think that's what they're going to do,” continues York, pinpointing the passage where the duo emerges at the Effluvia rooftop bar. </p><p>“There's that moment in the trailer where they get in an elevator, and he says: ‘Sometimes I'm just more comfortable when I have to use a gun’. She replies: ‘Just be charming!’ Lucia's got this attitude where you can tell she's trying to break him out of his shell. She's the one that probably goes into missions gung-ho, all guns blazing.”</p><h2 id="wired-for-sound">Wired for sound</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1024px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="DjuoyDiyAkRt6BgbgFgotW" name="jason-and-lucia-motorcycle-gta-6" alt="Imagery of Grand Theft Auto 6." src="https://cdn.mos.cms.futurecdn.net/DjuoyDiyAkRt6BgbgFgotW.webp" mos="" align="middle" fullscreen="" width="1024" height="576" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>Indeed, there are further clues about the duo’s depiction in the fluorescent, 80s-colored Extended Look soundtrack. When the focus is on Jason, <em>People Are People</em> by Depeche Mode (featuring the line “I can't understand. What makes a man hate another man? Help me understand”) is used for context. Meanwhile, Lucia’s section of the clip, which sees her marching into Zeke’s Gadgets store to shoot up the place and flipping the bird at a swarm of cops when they make their escape from a second robbery, aptly uses global chart-smashing <em>Devil Woman</em> as the musical backdrop.</p><p>“With evil on her mind… She’s gonna get you!” warns the enduringly improbable British pop star Cliff Richard, in a phase that could be seen as Rockstar’s opportunity to showcase a central theme of female empowerment and mutual respect between sexes that has been almost entirely absent from the <em>GTA</em> series. In the toxic shadow of an era defined and divided by the manosphere, could this be an attempt to reset this predominant tone against countless accusations of misogyny that have stalked each title?</p><p>“A lot of their games have been viewed in that light. It'd be cool for them to shake that up and flip it on its head,” confirms York. Currently working on <a href="https://www.sixdays.com/" target="_blank"><em>Six Days in Fallujah</em></a> for Highwire Games in Seattle, Washington, he joined Rockstar New England – a studio based in Andover, Massachusetts – in 2012, leaving three years later after playing an active role in the development of <em>GTA 5</em> and its online incarnation.</p><h2 id="red-dead-detention">Red Dead detention</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="x9DXwhveWd3789YYoCCmBX" name="Leonida_Keys_06" alt="Imagery of Grand Theft Auto 6." src="https://cdn.mos.cms.futurecdn.net/x9DXwhveWd3789YYoCCmBX.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>York’s induction into the much-mythologised studio’s work culture would prove to be prophetic. On his first day, he was instructed to play <em>Red Dead Redemption</em> in full – for the first time, in fact – to prepare for what was coming down the track: extensive animations on its Western-themed successor, where he was charged with designing multiple animal models intended to maraud across the North American frontier at the turn of the 20th century.</p><p>Elsewhere, his portfolio – including trailers for <em>Dead Island: Riptide</em>, <em>Fortnite</em>, <em>The Walking Dead</em>, <em>Borderlands 3</em> and <em>Vampire: The Masquerade – Bloodlines</em> – suggests York could illuminate the top-secret processes that underpin the massively hyped Extended Look, which is only the third official piece of formal storytelling to accompany <em>GTA 6</em> and pulled in more than 30m views on Netflix in four days.</p><p>“We weren’t told anything about trailers, and then, all of a sudden, my animations would end up in one. It’d be like: ‘There's one of my shots!’ I only found out once they were completely released, and we were all watching it.” He says this level of secrecy is baked into the studio’s DNA. “They try to instill in all their employees that you don't say anything anywhere. If you look up most of the people at Rockstar, they don't have any social media presence because they're scared to. I was. When I worked there, I didn't say anything ever.”</p><p>Across the industry, how does the decision-making play out for this type of media content? “You don't want to spoil it or give too much away. You want to hint and leave things to the imagination, get people to want to find out what the story is. But things are changing. More and more studios and companies are releasing big deep dives, reveals, and whole chunks of gameplay. We're getting to see a lot of stuff that we never used to back in the day.”</p><h2 id="face-off">Face off</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="TCGbJi4FZ2ngdJUSoB3jAX" name="Vice_City_12" alt="Imagery of Grand Theft Auto 6." src="https://cdn.mos.cms.futurecdn.net/TCGbJi4FZ2ngdJUSoB3jAX.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>York was impressed by many components of Rockstar’s mega preview, in particular the visual clarity, use of lighting, and the lifelike physics deployed in specific graphical elements, such as the movement of individual characters’ hair. </p><p>However, he also admits being disappointed by some of the “rough” facial animations. He explains: “It doesn't seem like they're using MetaHuman capture technology. It looks like they're still doing it the old-school way, like in <em>GTA 5</em>. It's very similar to that. That might be because of the limitations and what's important. </p><p>“I’ve worked with Unreal Engine 5. The high-fidelity facial animation has hundreds of bones in the face. When you add those to the character, it slows everything down. This is the type of stuff you put in cutscenes for <em>The Last of Us Part 2</em>, for example. You want it to look super realistic. On <em>GTA 6</em>, they're not doing that. Everything they show is in-game footage. It's the cinematic version of the character, which still needs to be low-resolution enough so it can do all these things without bogging down the rest of the game.”</p><p>York pinpoints other features – citing the weapon wheel and mini map – that also look “a bit outdated and weird”. “The whole UI doesn't really match the style of game and what we're used to,” he comments. “Rockstar has a big and very talented team. If they wanted, they could go in and change those elements before a final release. Will they do that? That's another question because there’s probably a lot of other stuff they're sweating about.”</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="VqHPGb78sSd7bva5EL6giG" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/VqHPGb78sSd7bva5EL6giG.jpg" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>That said, he praises the overarching LOD (Level of Detail), suggesting that – to date – only the CD Projekt Red team behind the once maligned but now widely celebrated <a href="https://www.techradar.com/reviews/cyberpunk-2077"><em>Cyberpunk 2077</em></a> has been able to match it. “There are levels to this shit,” he states. “Rockstar are the kings of that.” </p><p>Despite any minor quibbles, the Extended Look has reassured York – who runs <a href="https://www.youtube.com/@YorkStreetGaming">York Street Gaming</a> on YouTube – that <em>GTA 6</em> will set a new high bar stretching years into the future. “People will still say it's one of the best games of all time,” he says. “It will perform really well and become something we'll be able to play for a decade later like <em>GTA 5</em>. Online will come out and probably be an ever-evolving metaverse which will carry the franchise forever.”</p><p>Grand Theft Auto 6 will be released for PlayStation 5 and Xbox Series X and Series S on November 19, 2026.</p>
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                                                            <title><![CDATA[ Persona 4 Revival plays fantastically, but I'm still not convinced it's an essential remake of Golden ]]></title>
                                                                                                <dc:content><![CDATA[ <p><em>Persona 4 </em>was my belated introduction to Atlus's Japanese high school RPG series, so it still has a special place in my heart. </p><p>The PlayStation 2 original was, however, also usurped by the greatly expanded and far superior <em>Persona 4 Golden</em>, which is where I racked up my New Game+ playthroughs. Even as I have become more time-poor over the years, I would still dip into its subsequent post-Vita ports.</p><p>That does, however, present a problem for <em>Persona 4 Revival</em>. When a perfect expanded version of the game already exists and is available on all current platforms, is a $70 modern remake really needed?</p><p>The elephant in the room is that this is also a way for Sega to plug the gap for the long-anticipated <a href="https://www.techradar.com/gaming/the-persona-6-teaser-already-has-me-feeling-hopeful-about-the-series-future-heres-why"><em>Persona 6</em></a>, though given that it was only given the briefest announcement this year, fans will likely have a much longer wait ahead.</p><p>But after about an hour of hands-on time with <em>Persona 4 Revival</em> at Gamescom 2026, I can appreciate the different touches that have gone into making this JRPG classic more palatable to modern audiences, while still preserving key elements of the original.</p><h2 id="one-more-remake">One more remake</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="GFmpMJvvySWeWb9cUWHjkU" name="P4R_Screen_11" alt="A promotional screenshot of Persona 4 Revival released at Gamescom 2026." src="https://cdn.mos.cms.futurecdn.net/GFmpMJvvySWeWb9cUWHjkU.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Sega)</span></figcaption></figure><p><em>Persona 4 Revival</em>'s hands-on demo was split into three parts: the first focused on story, the second on its dungeon-based battles, and the last let me choose how to spend several calendar days as a transfer high school student in the rural town of Inaba.</p><p>As a remake, it follows a similar approach to <em>Persona 3 Reload</em>. Character models aren't just a huge visual upgrade over their original lower-poly PS2 counterparts; they're even better than <em>Persona 5</em>'s and look virtually on par with the character portraits that typically accompany dialogue boxes. Turn-based battles, meanwhile, have been updated to mirror Persona 5's control scheme, where commands are mapped to different buttons rather than scrolling up and down a menu.</p><p>Just like <em>Persona 3 Reload</em>, <em>Persona 4 Revival</em> has also updated its audio with a completely new voice cast and a re-recorded soundtrack, including at least one or two brand-new songs. I don't mind so much the decision to recast the roles, especially as several of the original voice actors have become much higher profile (including Troy Baker, Laura Bailey, and Yuri Lowenthal). </p><p>Still, the voice of Teddy takes time to get used to because while some may have found his original voice a tad annoying, now he just sounds a bit too much like another teenager rather than a mysterious being inside a mascot suit.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="kcXkjQd78mdop8LmzgF79V" name="P4R_Screen_10" alt="A promotional screenshot of Persona 4 Revival released at Gamescom 2026." src="https://cdn.mos.cms.futurecdn.net/kcXkjQd78mdop8LmzgF79V.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Sega)</span></figcaption></figure><p>From what I played, the story seems to unfold virtually beat-for-beat in line with the original. I think that's fine, and given how long the game already was, the script really doesn't need fleshing out in the same way as the <a href="https://www.techradar.com/reviews/final-fantasy-7-remake"><em>Final Fantasy 7 Remake</em></a> series, for example. But there are still some interesting changes within that. </p><p>The most notable is the more interesting camerawork going on, including close-ups, that make extensive cutscenes more engaging to sit through instead of just lengthy dialogue you might be inclined to skip if you can read faster than the characters speak.</p><p>The script itself has also undergone some subtle adjustments in the localization process. It might seem very minor, but I picked up on how Yosuke now addresses the other female students like Chie and Yukiko more formally by their family names, which is closer to how real-life Japanese classmates who aren't close friends behave.</p><p>I'm still intrigued by how and to what extent Yosuke's character is updated in <em>Persona 4 Revival</em>, as in the original, he behaves like a creep and is pretty insensitive at times. Given there's a moment in the story demo where he gets annoyed with Teddy and pushes him over, my guess is P Studio is still retaining at least some of the more abrasive side of his personality.</p><h2 id="holding-on-to-the-past">Holding on to the past</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="cZnNiYfLCKJxE5THfKqLHV" name="P4R_Screen_12" alt="A promotional screenshot of Persona 4 Revival released at Gamescom 2026." src="https://cdn.mos.cms.futurecdn.net/cZnNiYfLCKJxE5THfKqLHV.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Sega)</span></figcaption></figure><p>Persona 4 Revival's visual upgrades apply to the environments too. With a completely free-looking 3D camera, you can appreciate more of the details in the Dojima household, while in the Twisted Shopping District, you can look up and see the strange red and black vortex instead of a sky that indicates you're in the Midnight Channel's parallel dimension.</p><p>Nonetheless, the places you go to are still very much as I remember them. Rooms are still separated by loading screens; Inaba's main commercial district has the same businesses, including the item shop that turns into a bar at night. That's also fine for me, as I don't think it would necessarily benefit the game to suddenly expand the real estate.</p><p>While seemingly still randomly generated rather than having the bespoke design of<em> Persona 5</em>'s palaces, the dungeons you explore have nonetheless been adjusted to be a little less tedious, from having objects you can break to gather resources to a subtle wayfinder if you just want to get to the next floor ASAP. Ironically, I took this as a cue to go the other direction to explore more of the map.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Qc2UiwB9NZaQtTsSBSpUtU" name="P4R_Screen_1" alt="A promotional screenshot of Persona 4 Revival released at Gamescom 2026." src="https://cdn.mos.cms.futurecdn.net/Qc2UiwB9NZaQtTsSBSpUtU.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Sega)</span></figcaption></figure><p>When encountering enemy shadows on the map, the game even clearly indicates whether you've got the drop on them to get a pre-emptive attack. Failing that, <em>Persona 4 Revival</em> also adds the ability to guard against a shadow's attack so that you're less likely to start a turn-based battle at a disadvantage.</p><p>During battle, the Baton Pass mechanic has also been passed down from <a href="https://www.techradar.com/features/persona-5-hits-different-when-you-play-the-jrpg-on-nintendo-switch"><em>Persona 5</em></a> and <a href="https://www.techradar.com/gaming/persona-3-reload-review"><em>Persona 3 Reload</em></a>, which allows you to attack again if you've hit an enemy with their weakness, but pass that turn onto another party member who may have the right attack to exploit a different enemy's weakness.</p><p>But whereas <em>Persona 3 Reload </em>was criticized for not being a truly definitive remake, given the lack of an option for a female protagonist like in <em>Persona 3 Portable</em>, <em>Persona 4 Revival</em> at least is confirmed specifically as a remake of <em>Persona 4 Golden</em>. That means it will include that expanded version's additional story content, such as Marie, the mysterious and temperamental guest in the Velvet Room.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="jD7XfBYfvga9Soyghpv85V" name="P4R_Screen_20" alt="A promotional screenshot of Persona 4 Revival released at Gamescom 2026." src="https://cdn.mos.cms.futurecdn.net/jD7XfBYfvga9Soyghpv85V.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Sega)</span></figcaption></figure><p>Despite those smart updates, I'm still curious why some other elements have been left untouched. For instance, character portraits were used prominently in JRPGs as they were more expressive than in-game models. But when <em>Persona 4 Revival</em>'s character models are better animated and expressive, having these portraits seems arbitrary.</p><p>Similarly, when you knock down all enemies and trigger an all-out attack, <em>Persona 4</em> would originally cover the enemies in a cartoon cloud for comical effect, yet the remake opts to keep this visual despite also having party members running in to perform a lot of flashier animations alongside it.</p><p>There might be some nostalgic charm to retaining these conventions, but it also feels unnecessary in the context of a modern remake. Similarly, once my hands-on time was up, I came away impressed with what I had played, yet still not convinced why I would drop $70 on it when <em>Persona 4 Golden</em> is right there for a fraction of the price. </p><p><em>Persona 4 Revival</em> releases on February 18, 2027, on Xbox Series X and Series S, <a href="https://www.techradar.com/reviews/ps5">PlayStation 5</a>, and PC.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/persona-4-revival-plays-fantastically-but-im-still-not-convinced-its-an-essential-remake-of-golden</link>
                                                                            <description>
                            <![CDATA[ Do we really need a Persona 4 Golden remake? I'm not sure after going hands-on at Gamescom 2026. ]]>
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                                                                        <pubDate>Thu, 03 Sep 2026 17:00:00 +0000</pubDate>                                                                                                                                <updated>Fri, 04 Sep 2026 16:40:36 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                <author><![CDATA[ alan@alanwen.co.uk (Alan Wen) ]]></author>                    <dc:creator><![CDATA[ Alan Wen ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/wgp4amVUAWpcHy2bEdGRjH.jpeg ]]></dc:source>
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                                                                                                                                                                                                                                    <media:description><![CDATA[A promotional screenshot of Persona 4 Revival released at Gamescom 2026.]]></media:description>                                                            <media:text><![CDATA[A promotional screenshot of Persona 4 Revival released at Gamescom 2026.]]></media:text>
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                                <p><em>Persona 4 </em>was my belated introduction to Atlus's Japanese high school RPG series, so it still has a special place in my heart. </p><p>The PlayStation 2 original was, however, also usurped by the greatly expanded and far superior <em>Persona 4 Golden</em>, which is where I racked up my New Game+ playthroughs. Even as I have become more time-poor over the years, I would still dip into its subsequent post-Vita ports.</p><p>That does, however, present a problem for <em>Persona 4 Revival</em>. When a perfect expanded version of the game already exists and is available on all current platforms, is a $70 modern remake really needed?</p><p>The elephant in the room is that this is also a way for Sega to plug the gap for the long-anticipated <a href="https://www.techradar.com/gaming/the-persona-6-teaser-already-has-me-feeling-hopeful-about-the-series-future-heres-why"><em>Persona 6</em></a>, though given that it was only given the briefest announcement this year, fans will likely have a much longer wait ahead.</p><p>But after about an hour of hands-on time with <em>Persona 4 Revival</em> at Gamescom 2026, I can appreciate the different touches that have gone into making this JRPG classic more palatable to modern audiences, while still preserving key elements of the original.</p><h2 id="one-more-remake">One more remake</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="GFmpMJvvySWeWb9cUWHjkU" name="P4R_Screen_11" alt="A promotional screenshot of Persona 4 Revival released at Gamescom 2026." src="https://cdn.mos.cms.futurecdn.net/GFmpMJvvySWeWb9cUWHjkU.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Sega)</span></figcaption></figure><p><em>Persona 4 Revival</em>'s hands-on demo was split into three parts: the first focused on story, the second on its dungeon-based battles, and the last let me choose how to spend several calendar days as a transfer high school student in the rural town of Inaba.</p><p>As a remake, it follows a similar approach to <em>Persona 3 Reload</em>. Character models aren't just a huge visual upgrade over their original lower-poly PS2 counterparts; they're even better than <em>Persona 5</em>'s and look virtually on par with the character portraits that typically accompany dialogue boxes. Turn-based battles, meanwhile, have been updated to mirror Persona 5's control scheme, where commands are mapped to different buttons rather than scrolling up and down a menu.</p><p>Just like <em>Persona 3 Reload</em>, <em>Persona 4 Revival</em> has also updated its audio with a completely new voice cast and a re-recorded soundtrack, including at least one or two brand-new songs. I don't mind so much the decision to recast the roles, especially as several of the original voice actors have become much higher profile (including Troy Baker, Laura Bailey, and Yuri Lowenthal). </p><p>Still, the voice of Teddy takes time to get used to because while some may have found his original voice a tad annoying, now he just sounds a bit too much like another teenager rather than a mysterious being inside a mascot suit.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="kcXkjQd78mdop8LmzgF79V" name="P4R_Screen_10" alt="A promotional screenshot of Persona 4 Revival released at Gamescom 2026." src="https://cdn.mos.cms.futurecdn.net/kcXkjQd78mdop8LmzgF79V.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Sega)</span></figcaption></figure><p>From what I played, the story seems to unfold virtually beat-for-beat in line with the original. I think that's fine, and given how long the game already was, the script really doesn't need fleshing out in the same way as the <a href="https://www.techradar.com/reviews/final-fantasy-7-remake"><em>Final Fantasy 7 Remake</em></a> series, for example. But there are still some interesting changes within that. </p><p>The most notable is the more interesting camerawork going on, including close-ups, that make extensive cutscenes more engaging to sit through instead of just lengthy dialogue you might be inclined to skip if you can read faster than the characters speak.</p><p>The script itself has also undergone some subtle adjustments in the localization process. It might seem very minor, but I picked up on how Yosuke now addresses the other female students like Chie and Yukiko more formally by their family names, which is closer to how real-life Japanese classmates who aren't close friends behave.</p><p>I'm still intrigued by how and to what extent Yosuke's character is updated in <em>Persona 4 Revival</em>, as in the original, he behaves like a creep and is pretty insensitive at times. Given there's a moment in the story demo where he gets annoyed with Teddy and pushes him over, my guess is P Studio is still retaining at least some of the more abrasive side of his personality.</p><h2 id="holding-on-to-the-past">Holding on to the past</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="cZnNiYfLCKJxE5THfKqLHV" name="P4R_Screen_12" alt="A promotional screenshot of Persona 4 Revival released at Gamescom 2026." src="https://cdn.mos.cms.futurecdn.net/cZnNiYfLCKJxE5THfKqLHV.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Sega)</span></figcaption></figure><p>Persona 4 Revival's visual upgrades apply to the environments too. With a completely free-looking 3D camera, you can appreciate more of the details in the Dojima household, while in the Twisted Shopping District, you can look up and see the strange red and black vortex instead of a sky that indicates you're in the Midnight Channel's parallel dimension.</p><p>Nonetheless, the places you go to are still very much as I remember them. Rooms are still separated by loading screens; Inaba's main commercial district has the same businesses, including the item shop that turns into a bar at night. That's also fine for me, as I don't think it would necessarily benefit the game to suddenly expand the real estate.</p><p>While seemingly still randomly generated rather than having the bespoke design of<em> Persona 5</em>'s palaces, the dungeons you explore have nonetheless been adjusted to be a little less tedious, from having objects you can break to gather resources to a subtle wayfinder if you just want to get to the next floor ASAP. Ironically, I took this as a cue to go the other direction to explore more of the map.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Qc2UiwB9NZaQtTsSBSpUtU" name="P4R_Screen_1" alt="A promotional screenshot of Persona 4 Revival released at Gamescom 2026." src="https://cdn.mos.cms.futurecdn.net/Qc2UiwB9NZaQtTsSBSpUtU.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Sega)</span></figcaption></figure><p>When encountering enemy shadows on the map, the game even clearly indicates whether you've got the drop on them to get a pre-emptive attack. Failing that, <em>Persona 4 Revival</em> also adds the ability to guard against a shadow's attack so that you're less likely to start a turn-based battle at a disadvantage.</p><p>During battle, the Baton Pass mechanic has also been passed down from <a href="https://www.techradar.com/features/persona-5-hits-different-when-you-play-the-jrpg-on-nintendo-switch"><em>Persona 5</em></a> and <a href="https://www.techradar.com/gaming/persona-3-reload-review"><em>Persona 3 Reload</em></a>, which allows you to attack again if you've hit an enemy with their weakness, but pass that turn onto another party member who may have the right attack to exploit a different enemy's weakness.</p><p>But whereas <em>Persona 3 Reload </em>was criticized for not being a truly definitive remake, given the lack of an option for a female protagonist like in <em>Persona 3 Portable</em>, <em>Persona 4 Revival</em> at least is confirmed specifically as a remake of <em>Persona 4 Golden</em>. That means it will include that expanded version's additional story content, such as Marie, the mysterious and temperamental guest in the Velvet Room.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="jD7XfBYfvga9Soyghpv85V" name="P4R_Screen_20" alt="A promotional screenshot of Persona 4 Revival released at Gamescom 2026." src="https://cdn.mos.cms.futurecdn.net/jD7XfBYfvga9Soyghpv85V.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Sega)</span></figcaption></figure><p>Despite those smart updates, I'm still curious why some other elements have been left untouched. For instance, character portraits were used prominently in JRPGs as they were more expressive than in-game models. But when <em>Persona 4 Revival</em>'s character models are better animated and expressive, having these portraits seems arbitrary.</p><p>Similarly, when you knock down all enemies and trigger an all-out attack, <em>Persona 4</em> would originally cover the enemies in a cartoon cloud for comical effect, yet the remake opts to keep this visual despite also having party members running in to perform a lot of flashier animations alongside it.</p><p>There might be some nostalgic charm to retaining these conventions, but it also feels unnecessary in the context of a modern remake. Similarly, once my hands-on time was up, I came away impressed with what I had played, yet still not convinced why I would drop $70 on it when <em>Persona 4 Golden</em> is right there for a fraction of the price. </p><p><em>Persona 4 Revival</em> releases on February 18, 2027, on Xbox Series X and Series S, <a href="https://www.techradar.com/reviews/ps5">PlayStation 5</a>, and PC.</p>
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                                                            <title><![CDATA[ Death Stranding movie director is being given 'a lot of freedom' to tell 'standalone' story separate from Hideo Kojima video game franchise — 'I like things where it could be easy to miss the mark' ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Does every existing IP need a movie adaptation? The answer is no, of course, but I'm quietly confident in the upcoming live-action version of hit <a href="https://www.techradar.com/gaming/gaming-industry/hideo-kojima-describes-sonys-decision-to-end-physical-games-as-scary-warns-that-you-wont-own-the-data-theres-a-server-somewhere-and-you-only-have-the-right-to-turn-on-the-tap">Hideo Kojima</a> franchise,<em> </em><a href="https://www.techradar.com/news/death-stranding-is-somehow-as-good-as-we-hoped-if-not-better"><em>Death Stranding</em></a><em>.</em></p><p>Why? Well, let's start with the concept. In the game, courier Sam must reconnect a broken America after an apocalyptic event merged the worlds of the living and the dead. Add in distributor A24 and the man who directed <em>Pig </em>and<em> The Death of Robin Hood</em> — which is now in UK cinemas after its June US release — and you've surely got gold.</p><p>However, there's one immediate snag. While we don't know much, we do know that the new movie won't follow the same premise as the existing<a href="https://www.techradar.com/gaming/death-stranding-2-on-the-beach-review"> <em>Death Stranding</em> games</a>.</p><p>In fact, according to director Michael Sarnoski, not only is it a standalone movie, but will be made with a lot of creative freedom — and something about the way he explains this makes me nervous.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-OqgLme"></div>                            </div>                            <script src="https://kwizly.com/embed/OqgLme.js" async></script><h2 id="39-i-need-the-space-to-find-authorship-and-find-the-things-that-i-really-believe-in-39">'I need the space to find authorship and find the things that I really believe in'</h2><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/tCI396HyhbQ" allowfullscreen></iframe></div></div><p>"I actually like to make things difficult for myself," Sarnoski tells me. "I like to do projects where the initial instinct is 'Oof, that could be a really bad idea.' Another Robin Hood movie? A prequel to a horror franchise? I like things where it could be easy to miss the mark."</p><p>This in itself is a concerning statement. I prefer it when my movie directors don't go into an adaptation thinking that things could potentially go horribly wrong. Whatever happened to positive mental attitude?</p><p>"I like the challenge," he continues. "I like finding the humanity in things that otherwise could not work. On <em>Death Stranding</em>, they're giving me a lot of freedom to tell the story that I want to tell separate from the core video game stories. It's its own standalone thing. I need the space to find authorship and find the things that I really believe in... I'm really excited about it."</p><p>Playing devil's advocate here, creative freedom could be a good thing. If fans expect a movie to replicate its original source material exactly, nobody ends up winning. But with so few details to go on, we've got to keep our fingers crossed that good decisions are made in the meantime.</p><p>But is Sarnoski concerned about appealing to existing fanbases, or is he happy to stick to his guns? "A little bit of both," he responds. "I feel the pressure, but I have to set that aside and focus on what creatively excites me. I can't make stuff as a reaction to what I think someone else wants — it has to come from a place of love and fascination."</p><p>Make of that what you will, folks... and watch this space.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/streaming/death-stranding-movie-update</link>
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                            <![CDATA[ A24 meets Hideo Kojima in the upcoming movie version of video game series Death Stranding — but its director is being given 'a lot of freedom'. ]]>
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                                                                        <pubDate>Thu, 03 Sep 2026 16:45:08 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Streaming]]></category>
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                                                                                                <author><![CDATA[ jasmine.valentine@futurenet.com (Jasmine Valentine) ]]></author>                    <dc:creator><![CDATA[ Jasmine Valentine ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/9Ee6jPwfdb6BEZLuSWhASZ.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;As TechRadar&#039;s latest Streaming Staff Writer, Jasmine comes with five years of experience across various outlets and entertainment genres. Starting as a freelancer for small-scale film festivals, she&#039;s since had national and international bylines, including Radio Times, Stylist, Metro UK, Yahoo!, The Daily Beast, Total Film, Paste magazine and iNews. She also is the former Editor-in-Chief of FILMHOUNDS Magazine, getting stars such as Ridley Scott, Paul Mescal and Joseph Quinn for exclusive interviews while planning and commissioning content for bi-monthly print issues. You&#039;ll most likely find her and her massive glasses at a junket or screening for her next favourite movie, talking about Carol (2015) or obsessively binging whichever TV show Nicole Kidman&#039;s debuting a new wig in. When she&#039;s not covering TV and movies, she&#039;ll be working on her debut novel and poetry collection. &lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                        <media:description><![CDATA[I mean, why wouldn&amp;#39;t you want to dramatize this...]]></media:description>                                                            <media:text><![CDATA[An animated man cradles an unborn baby]]></media:text>
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                                <p>Does every existing IP need a movie adaptation? The answer is no, of course, but I'm quietly confident in the upcoming live-action version of hit <a href="https://www.techradar.com/gaming/gaming-industry/hideo-kojima-describes-sonys-decision-to-end-physical-games-as-scary-warns-that-you-wont-own-the-data-theres-a-server-somewhere-and-you-only-have-the-right-to-turn-on-the-tap">Hideo Kojima</a> franchise,<em> </em><a href="https://www.techradar.com/news/death-stranding-is-somehow-as-good-as-we-hoped-if-not-better"><em>Death Stranding</em></a><em>.</em></p><p>Why? Well, let's start with the concept. In the game, courier Sam must reconnect a broken America after an apocalyptic event merged the worlds of the living and the dead. Add in distributor A24 and the man who directed <em>Pig </em>and<em> The Death of Robin Hood</em> — which is now in UK cinemas after its June US release — and you've surely got gold.</p><p>However, there's one immediate snag. While we don't know much, we do know that the new movie won't follow the same premise as the existing<a href="https://www.techradar.com/gaming/death-stranding-2-on-the-beach-review"> <em>Death Stranding</em> games</a>.</p><p>In fact, according to director Michael Sarnoski, not only is it a standalone movie, but will be made with a lot of creative freedom — and something about the way he explains this makes me nervous.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-OqgLme"></div>                            </div>                            <script src="https://kwizly.com/embed/OqgLme.js" async></script><h2 id="39-i-need-the-space-to-find-authorship-and-find-the-things-that-i-really-believe-in-39">'I need the space to find authorship and find the things that I really believe in'</h2><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/tCI396HyhbQ" allowfullscreen></iframe></div></div><p>"I actually like to make things difficult for myself," Sarnoski tells me. "I like to do projects where the initial instinct is 'Oof, that could be a really bad idea.' Another Robin Hood movie? A prequel to a horror franchise? I like things where it could be easy to miss the mark."</p><p>This in itself is a concerning statement. I prefer it when my movie directors don't go into an adaptation thinking that things could potentially go horribly wrong. Whatever happened to positive mental attitude?</p><p>"I like the challenge," he continues. "I like finding the humanity in things that otherwise could not work. On <em>Death Stranding</em>, they're giving me a lot of freedom to tell the story that I want to tell separate from the core video game stories. It's its own standalone thing. I need the space to find authorship and find the things that I really believe in... I'm really excited about it."</p><p>Playing devil's advocate here, creative freedom could be a good thing. If fans expect a movie to replicate its original source material exactly, nobody ends up winning. But with so few details to go on, we've got to keep our fingers crossed that good decisions are made in the meantime.</p><p>But is Sarnoski concerned about appealing to existing fanbases, or is he happy to stick to his guns? "A little bit of both," he responds. "I feel the pressure, but I have to set that aside and focus on what creatively excites me. I can't make stuff as a reaction to what I think someone else wants — it has to come from a place of love and fascination."</p><p>Make of that what you will, folks... and watch this space.</p>
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                                                            <title><![CDATA[ GTA 6 is getting two limited-edition DualSense wireless controllers inspired by 'Vice City’s unmistakable style' — here's when you can pre-order ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Two DualSense wireless controllers inspired by </strong><em><strong>Grand Theft Auto 6</strong></em><strong> have been revealed</strong></li><li><strong>Both editions are said to "capture the essence of Vice City"</strong></li><li><strong>Pre-orders open on September 10</strong></li></ul><p>Sony has announced that it will release two limited-edition DualSense wireless controllers inspired by <a href="https://www.techradar.com/gaming/ps5/16-new-gta-6-details-we-learned-from-the-big-extended-look-gameplay-video-captured-in-game-on-a-ps5"><em>Grand Theft Auto 6</em></a> when the game launches. </p><p>Revealed during today's State of Play broadcast, the controllers come in black or white with purple chrome, feature the <em>GTA 6</em> logo on the touchpad, with distinct palm tree designs and glowing buttons inspired by Vice City.</p><p>"The black and white limited-edition DualSense wireless controllers each capture the essence of Vice City, from bright days along the coast to vibrant city nights," Sony describes in the <a href="https://blog.playstation.com/2026/09/03/first-look-at-the-grand-theft-auto-vi-limited-edition-dualsense-wireless-controllers/" target="_blank">PlayStation Blog</a>. </p><p>"Both editions feature a shimmering, color-shifting finish that brings together the hues of a Vice City sunset and the glow of neon lights. They both also feature custom palm tree details molded directly into the controller, adding a unique tactile element alongside official <em>Grand Theft Auto 6</em> branding."</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/rcx6I2A0TyM" allowfullscreen></iframe></div></div><p>The white edition "embodies Vice City at daybreak, from its white sands and pastel skies to all its laid-back glamour," while the black version "captures the energy of Vice City’s iconic nightlife."</p><p>The DualSense Wireless Controller – Grand Theft Auto 6 Black Limited Edition and DualSense Wireless Controller – Grand Theft Auto 6 White Limited Edition will be available for pre-order on September 10 and launch alongside the game on November 19.</p><p>Both controllers will cost $84.99 / £74.99 through <a href="https://direct.playstation.com/en-gb/" target="_blank">PlayStation Direct</a> in limited quantities. </p><p>Ahead of the game's launch, Rockstar Games treated fans to the <a href="https://www.techradar.com/news/live/grand-theft-auto-6-extended-look-on-netflix-live"><em>Grand Theft Auto 6</em>: An Extended Look</a>, which offered <a href="https://www.techradar.com/gaming/ps5/16-new-gta-6-details-we-learned-from-the-big-extended-look-gameplay-video-captured-in-game-on-a-ps5">a deep dive into the game</a> running on the base <a href="https://www.techradar.com/reviews/ps5">PS5</a>. A new report also confirmed that the game <a href="https://www.techradar.com/gaming/gta-6-will-launch-at-30fps-on-ps5-and-xbox-for-now-confirms-rockstar-but-while-60fps-is-reportedly-possible-its-a-40fps-mode-we-really-want-to-see">will run at 30fps on consoles</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/gta-6-is-getting-two-limited-edition-dualsense-wireless-controllers-inspired-by-vice-citys-unmistakable-style-heres-when-you-can-pre-order</link>
                                                                            <description>
                            <![CDATA[ Sony is launching two limited-edition DualSense wireless controllers inspired by Grand Theft Auto 6, and you can pre-order them next week. ]]>
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                                                                        <pubDate>Thu, 03 Sep 2026 15:36:56 +0000</pubDate>                                                                                                                                <updated>Fri, 04 Sep 2026 09:29:47 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[The DualSense Wireless Controller – Grand Theft Auto 5 Black Limited Edition]]></media:description>                                                            <media:text><![CDATA[The DualSense Wireless Controller – Grand Theft Auto 5 Black Limited Edition]]></media:text>
                                <media:title type="plain"><![CDATA[The DualSense Wireless Controller – Grand Theft Auto 5 Black Limited Edition]]></media:title>
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                                <ul><li><strong>Two DualSense wireless controllers inspired by </strong><em><strong>Grand Theft Auto 6</strong></em><strong> have been revealed</strong></li><li><strong>Both editions are said to "capture the essence of Vice City"</strong></li><li><strong>Pre-orders open on September 10</strong></li></ul><p>Sony has announced that it will release two limited-edition DualSense wireless controllers inspired by <a href="https://www.techradar.com/gaming/ps5/16-new-gta-6-details-we-learned-from-the-big-extended-look-gameplay-video-captured-in-game-on-a-ps5"><em>Grand Theft Auto 6</em></a> when the game launches. </p><p>Revealed during today's State of Play broadcast, the controllers come in black or white with purple chrome, feature the <em>GTA 6</em> logo on the touchpad, with distinct palm tree designs and glowing buttons inspired by Vice City.</p><p>"The black and white limited-edition DualSense wireless controllers each capture the essence of Vice City, from bright days along the coast to vibrant city nights," Sony describes in the <a href="https://blog.playstation.com/2026/09/03/first-look-at-the-grand-theft-auto-vi-limited-edition-dualsense-wireless-controllers/" target="_blank">PlayStation Blog</a>. </p><p>"Both editions feature a shimmering, color-shifting finish that brings together the hues of a Vice City sunset and the glow of neon lights. They both also feature custom palm tree details molded directly into the controller, adding a unique tactile element alongside official <em>Grand Theft Auto 6</em> branding."</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/rcx6I2A0TyM" allowfullscreen></iframe></div></div><p>The white edition "embodies Vice City at daybreak, from its white sands and pastel skies to all its laid-back glamour," while the black version "captures the energy of Vice City’s iconic nightlife."</p><p>The DualSense Wireless Controller – Grand Theft Auto 6 Black Limited Edition and DualSense Wireless Controller – Grand Theft Auto 6 White Limited Edition will be available for pre-order on September 10 and launch alongside the game on November 19.</p><p>Both controllers will cost $84.99 / £74.99 through <a href="https://direct.playstation.com/en-gb/" target="_blank">PlayStation Direct</a> in limited quantities. </p><p>Ahead of the game's launch, Rockstar Games treated fans to the <a href="https://www.techradar.com/news/live/grand-theft-auto-6-extended-look-on-netflix-live"><em>Grand Theft Auto 6</em>: An Extended Look</a>, which offered <a href="https://www.techradar.com/gaming/ps5/16-new-gta-6-details-we-learned-from-the-big-extended-look-gameplay-video-captured-in-game-on-a-ps5">a deep dive into the game</a> running on the base <a href="https://www.techradar.com/reviews/ps5">PS5</a>. A new report also confirmed that the game <a href="https://www.techradar.com/gaming/gta-6-will-launch-at-30fps-on-ps5-and-xbox-for-now-confirms-rockstar-but-while-60fps-is-reportedly-possible-its-a-40fps-mode-we-really-want-to-see">will run at 30fps on consoles</a>.</p>
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                                                            <title><![CDATA[ Final Fantasy Resonance offers the exact old-school vibes I wanted to see from the first HD-2D game in my favorite RPG series ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The spirit forms of The Warrior of Light, Terra, Zidane, and Cloud bob up and down behind each character in my party as I get into battle in an early dungeon in <em>Final Fantasy Resonance</em>.</p><p>When the trio of monsters is briefly staggered in front of me, I’m given a choice of which iconic character’s power to unleash to end the battle, and I promptly pick the spiky-haired and Buster Sword-wielding hero of <em>Final Fantasy 7</em>. My reward is a flashy CG cutscene of Cloud obliterating everything on screen in a visual display that seems strangely at odds with the rest of the game's HD-2D style.</p><p>But this clash is perhaps to be expected when you learn that <em>Final Fantasy Resonance</em> adapts parts of an old 2015 mobile game, <em>Final Fantasy Brave Exvius</em>, to create a brand-new entry in the traditional turn-based style of Final Fantasy’s NES/SNES golden era.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="gvL3jPHvKTVjQm5gq4VPy7" name="ff-resonance-3" alt="A screenshot from Final Fantasy Resonance" src="https://cdn.mos.cms.futurecdn.net/gvL3jPHvKTVjQm5gq4VPy7.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>For players like me whose formative gaming years were spent playing those classics and who long for more old-school turn-based RPGs, it’s the kind of pairing that should shoot <em>Resonance</em> right to the top of the must-play list. And even in just the brief hour I spent with the game, I could feel myself getting sucked into its combat and presentation style almost immediately.</p><p>I can’t speak much on the story that frames this fan-service-heavy premise, given I got to experience so little of it, but it feels very much in the vein of a <em>Final Fantasy</em> of old. There are warring factions, a party of adventurers, and crystals to protect in temples dotted around the world.</p><p>However, it didn’t matter that I had very little exposition to set up my time with <em>Resonance</em>, given that I immediately saw so much to dig into with the characters and combat.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="bCSLrybKELi8tACDVpV3q7" name="ff-resonance-4" alt="A screenshot from Final Fantasy Resonance" src="https://cdn.mos.cms.futurecdn.net/bCSLrybKELi8tACDVpV3q7.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>Alongside the four that were already assigned to my party, there are signs that many more familiar faces from across the full history of the series will make an appearance as Visions that you can equip to your characters. </p><p>These provide a vast number of active and passive abilities that can be brought together to create particular builds or strengths that you want characters to focus on.</p><p>For example, The Warrior of Light has several physical attacks and defensive magic that work together to make the equipped character a strong frontline warrior or damage-mitigating tank. You can further build upon that with abilities learned and masteries gained from other Visions to perhaps buff your health or offer other worthwhile passives.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="fKVnDqHHAMYq5ykN5nCj38" name="ff-resonance-2" alt="A screenshot from Final Fantasy Resonance" src="https://cdn.mos.cms.futurecdn.net/fKVnDqHHAMYq5ykN5nCj38.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>I enjoyed tinkering with the makeup of my party to create the classic areas of expertise across all four members — the tank, the physical damage dealer, the mage, and the healer — and I’m sure you’ll be able to create more interesting hybrids as more Visions and their classes become available.</p><p>And like the best turn-based RPGs, it was even more fulfilling to see those builds succeed in combat. It led to a satisfying rhythm where you exploit the elemental or physical weaknesses of an enemy to stagger them, earn bonus turns for your characters to create an even bigger advantage in battle, and then unleash a Vision’s special attack once all opponents are in a staggered state.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="kryGAowRYwoS79tnNiZb98" name="ff-resonance-1" alt="A screenshot from Final Fantasy Resonance" src="https://cdn.mos.cms.futurecdn.net/kryGAowRYwoS79tnNiZb98.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>It’s nothing hugely revolutionary in the world of turn-based combat, but it does add some flair to a familiar formula. </p><p>Throw in summons, limit breaks, and more abilities that are exclusive to each Vision, and you have the makings of an exciting and dynamic battle system that still retains some old-school charm.</p><p>And that sums up how it felt to play <em>Resonance</em>. Anyone with a hankering for some classic <em>Final Fantasy</em> will find a lot to love here — even beyond the fan service with its large cast of well-known characters from across the series. If that sounds like you, a demo is available to try right now.</p><p><em>Final Fantasy Resonance launches on PlayStation 5, Xbox Series X and Series S, Nintendo Switch 2, Nintendo Switch, and PC on October 22.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/final-fantasy-resonance-offers-the-exact-old-school-vibes-i-wanted-to-see-from-the-first-hd-2d-game-in-my-favorite-rpg-series</link>
                                                                            <description>
                            <![CDATA[ Final Fantasy Resonance is the first HD-2D title in the iconic RPG series, and after an hour with the game, it has all the makings of an exciting new direction for the fans of the golden age of the franchise. ]]>
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                                                                        <pubDate>Thu, 03 Sep 2026 14:15:00 +0000</pubDate>                                                                                                                                <updated>Fri, 04 Sep 2026 16:40:36 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                <author><![CDATA[ james.pickard@futurenet.com (James Pickard) ]]></author>                    <dc:creator><![CDATA[ James Pickard ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/ec74z6xdyj3MwaXNLSRFBK.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Square Enix]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A screenshot from Final Fantasy Resonance]]></media:description>                                                            <media:text><![CDATA[A screenshot from Final Fantasy Resonance]]></media:text>
                                <media:title type="plain"><![CDATA[A screenshot from Final Fantasy Resonance]]></media:title>
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                                <p>The spirit forms of The Warrior of Light, Terra, Zidane, and Cloud bob up and down behind each character in my party as I get into battle in an early dungeon in <em>Final Fantasy Resonance</em>.</p><p>When the trio of monsters is briefly staggered in front of me, I’m given a choice of which iconic character’s power to unleash to end the battle, and I promptly pick the spiky-haired and Buster Sword-wielding hero of <em>Final Fantasy 7</em>. My reward is a flashy CG cutscene of Cloud obliterating everything on screen in a visual display that seems strangely at odds with the rest of the game's HD-2D style.</p><p>But this clash is perhaps to be expected when you learn that <em>Final Fantasy Resonance</em> adapts parts of an old 2015 mobile game, <em>Final Fantasy Brave Exvius</em>, to create a brand-new entry in the traditional turn-based style of Final Fantasy’s NES/SNES golden era.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="gvL3jPHvKTVjQm5gq4VPy7" name="ff-resonance-3" alt="A screenshot from Final Fantasy Resonance" src="https://cdn.mos.cms.futurecdn.net/gvL3jPHvKTVjQm5gq4VPy7.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>For players like me whose formative gaming years were spent playing those classics and who long for more old-school turn-based RPGs, it’s the kind of pairing that should shoot <em>Resonance</em> right to the top of the must-play list. And even in just the brief hour I spent with the game, I could feel myself getting sucked into its combat and presentation style almost immediately.</p><p>I can’t speak much on the story that frames this fan-service-heavy premise, given I got to experience so little of it, but it feels very much in the vein of a <em>Final Fantasy</em> of old. There are warring factions, a party of adventurers, and crystals to protect in temples dotted around the world.</p><p>However, it didn’t matter that I had very little exposition to set up my time with <em>Resonance</em>, given that I immediately saw so much to dig into with the characters and combat.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="bCSLrybKELi8tACDVpV3q7" name="ff-resonance-4" alt="A screenshot from Final Fantasy Resonance" src="https://cdn.mos.cms.futurecdn.net/bCSLrybKELi8tACDVpV3q7.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>Alongside the four that were already assigned to my party, there are signs that many more familiar faces from across the full history of the series will make an appearance as Visions that you can equip to your characters. </p><p>These provide a vast number of active and passive abilities that can be brought together to create particular builds or strengths that you want characters to focus on.</p><p>For example, The Warrior of Light has several physical attacks and defensive magic that work together to make the equipped character a strong frontline warrior or damage-mitigating tank. You can further build upon that with abilities learned and masteries gained from other Visions to perhaps buff your health or offer other worthwhile passives.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="fKVnDqHHAMYq5ykN5nCj38" name="ff-resonance-2" alt="A screenshot from Final Fantasy Resonance" src="https://cdn.mos.cms.futurecdn.net/fKVnDqHHAMYq5ykN5nCj38.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>I enjoyed tinkering with the makeup of my party to create the classic areas of expertise across all four members — the tank, the physical damage dealer, the mage, and the healer — and I’m sure you’ll be able to create more interesting hybrids as more Visions and their classes become available.</p><p>And like the best turn-based RPGs, it was even more fulfilling to see those builds succeed in combat. It led to a satisfying rhythm where you exploit the elemental or physical weaknesses of an enemy to stagger them, earn bonus turns for your characters to create an even bigger advantage in battle, and then unleash a Vision’s special attack once all opponents are in a staggered state.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="kryGAowRYwoS79tnNiZb98" name="ff-resonance-1" alt="A screenshot from Final Fantasy Resonance" src="https://cdn.mos.cms.futurecdn.net/kryGAowRYwoS79tnNiZb98.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>It’s nothing hugely revolutionary in the world of turn-based combat, but it does add some flair to a familiar formula. </p><p>Throw in summons, limit breaks, and more abilities that are exclusive to each Vision, and you have the makings of an exciting and dynamic battle system that still retains some old-school charm.</p><p>And that sums up how it felt to play <em>Resonance</em>. Anyone with a hankering for some classic <em>Final Fantasy</em> will find a lot to love here — even beyond the fan service with its large cast of well-known characters from across the series. If that sounds like you, a demo is available to try right now.</p><p><em>Final Fantasy Resonance launches on PlayStation 5, Xbox Series X and Series S, Nintendo Switch 2, Nintendo Switch, and PC on October 22.</em></p>
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                                                            <title><![CDATA[ 'Consoles are here to stay': CD Projekt Red boss bets on Sony, Microsoft, and Nintendo 'weathering the storm' despite RAM crisis ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>CD Projekt Red's joint CEO Michal Nowakowski has confidence in game consoles coping with the RAM crisis</strong></li><li><strong>Nowakowski is convinced consoles will 'weather the storm', as analysts expect shortages to continue through 2027</strong></li><li><strong>Sony isn't just facing the RAM crisis, but also a major backlash over its decision to end physical game discs</strong></li></ul><p>The RAM crisis is continuing to cause havoc with the hardware market, affecting component prices, PC makers, and potentially delaying next-gen console launches. However, it's not so bleak as you might think, at least in the eyes of CD Projekt Red's boss.</p><p>As reported by <a href="https://www.ign.com/articles/cd-projekt-red-boss-isnt-worried-about-delays-for-next-gen-consoles-as-ram-prices-soar" target="_blank">IGN</a>, CD Projekt Red's (CDPR) joint CEO Michal Nowakowski was interviewed by  <a href="https://www.thegamebusiness.com/p/cd-projekt-red-if-you-want-a-cost" target="_blank">The Game Business</a> and voiced his confidence that next-gen consoles will survive the RAM crisis despite the prospect of high pricing.</p><p>This comes amid concerns and projections from industry insiders and analysts that RAM shortages are going to get worse in 2027 and beyond. The big three memory chip makers — Samsung, SK Hynix, and Micron — are <a href="https://www.techradar.com/computing/memory/samsungs-latest-report-suggests-the-ram-crisis-is-only-just-getting-started-could-we-be-looking-at-a-new-normal">expected to increase combined capital spending</a> to nearly 340% from 2024 to 2027.</p><p>It doesn't look like RAM shortages and high hardware prices will die down anytime soon, but this doesn't faze Nowakowski, at least when it comes to ensuring CDPR delivers the best possible content.</p><p>"Consoles are still necessary to broaden the audience on the casual or semi-casual level. It's important to have easy to plug in and enjoy gaming," Nowakowski says. </p><p>"I'm a big believer that they're [consoles] going to weather the storm. Pricing is the objective challenge. And the rumors... we hear them about the next-gen being delayed. I don't know if they're true."</p><h2 id="ram-isn-39-t-the-only-worry-for-sony">RAM isn't the only worry for Sony</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="PxbzaCLpL529SonER4TtcM" name="ps5-controller.jpg" alt="A PS5 controller held up in front of a TV screen" src="https://cdn.mos.cms.futurecdn.net/PxbzaCLpL529SonER4TtcM.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Shutterstock / Girts Ragelis)</span></figcaption></figure><p>Besides the RAM crisis pushing up prices and causing potential console launch delays, Sony in particular may have an uphill battle ahead. Its recent decision to end production of physical game discs for PlayStation consoles, starting in January 2028, already has gamers in the ecosystem protesting and planning alternatives to escape the impending doom of discs.</p><p>An all-digital future means any form of game ownership will cease to exist, as digital content can theoretically be taken away from gamers at any time, and that has led to a loud (and justified, I think) reaction from the console community.</p><p>The Game Business didn't question Nowakowski directly about physical game ownership, but did probe further on the effect that delayed next-gen consoles might have, with Nowakowski making CDPR's stance very clear.</p><p>"If the next-gen gets delayed, it could be the case that some ideas [for games] are put on a shelf for the future. We'd have to adjust. We're not worried on the commercial side. Consoles are here to stay."</p><p>It's fair to say that Nowakowski's last statement is a realistic assessment. Even given Sony's dismissal of physical game discs, this isn't going to lead to a complete collapse in the popularity of  consoles. </p><p>However, Sony may not make life easy for itself and publishers such as CDPR, as from 2028, when the discs are dumped with the PlayStation ecosystem, a hit to games sales is far from impossible — especially if the ongoing backlash from gamers is anything to go by.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/consoles-pc/consoles-are-here-to-stay-cd-projekt-red-boss-bets-on-sony-microsoft-and-nintendo-weathering-the-storm-despite-ram-crisis</link>
                                                                            <description>
                            <![CDATA[ The games industry is in a precarious situation due to the RAM crisis, but CD Projekt Red's boss has faith that all will be well. ]]>
                                                                                                            </description>
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                                                                        <pubDate>Wed, 02 Sep 2026 13:21:54 +0000</pubDate>                                                                                                                                <updated>Wed, 02 Sep 2026 22:57:10 +0000</updated>
                                                                                                                                            <category><![CDATA[Consoles & PC]]></category>
                                                    <category><![CDATA[Memory]]></category>
                                                    <category><![CDATA[Gaming]]></category>
                                                    <category><![CDATA[Computing]]></category>
                                                    <category><![CDATA[Computing Components]]></category>
                                                                                                                    <dc:creator><![CDATA[ Isaiah Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/riqwhsJX2XLMYHR6WeadJD.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[CD Projekt Red / Corsair / Sony]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Ciri in the Witcher 4, alongside Sony&#039;s PS5 and Corsair&#039;s Vengeance RAM kit]]></media:description>                                                            <media:text><![CDATA[Ciri in the Witcher 4, alongside Sony&#039;s PS5 and Corsair&#039;s Vengeance RAM kit]]></media:text>
                                <media:title type="plain"><![CDATA[Ciri in the Witcher 4, alongside Sony&#039;s PS5 and Corsair&#039;s Vengeance RAM kit]]></media:title>
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                                <ul><li><strong>CD Projekt Red's joint CEO Michal Nowakowski has confidence in game consoles coping with the RAM crisis</strong></li><li><strong>Nowakowski is convinced consoles will 'weather the storm', as analysts expect shortages to continue through 2027</strong></li><li><strong>Sony isn't just facing the RAM crisis, but also a major backlash over its decision to end physical game discs</strong></li></ul><p>The RAM crisis is continuing to cause havoc with the hardware market, affecting component prices, PC makers, and potentially delaying next-gen console launches. However, it's not so bleak as you might think, at least in the eyes of CD Projekt Red's boss.</p><p>As reported by <a href="https://www.ign.com/articles/cd-projekt-red-boss-isnt-worried-about-delays-for-next-gen-consoles-as-ram-prices-soar" target="_blank">IGN</a>, CD Projekt Red's (CDPR) joint CEO Michal Nowakowski was interviewed by  <a href="https://www.thegamebusiness.com/p/cd-projekt-red-if-you-want-a-cost" target="_blank">The Game Business</a> and voiced his confidence that next-gen consoles will survive the RAM crisis despite the prospect of high pricing.</p><p>This comes amid concerns and projections from industry insiders and analysts that RAM shortages are going to get worse in 2027 and beyond. The big three memory chip makers — Samsung, SK Hynix, and Micron — are <a href="https://www.techradar.com/computing/memory/samsungs-latest-report-suggests-the-ram-crisis-is-only-just-getting-started-could-we-be-looking-at-a-new-normal">expected to increase combined capital spending</a> to nearly 340% from 2024 to 2027.</p><p>It doesn't look like RAM shortages and high hardware prices will die down anytime soon, but this doesn't faze Nowakowski, at least when it comes to ensuring CDPR delivers the best possible content.</p><p>"Consoles are still necessary to broaden the audience on the casual or semi-casual level. It's important to have easy to plug in and enjoy gaming," Nowakowski says. </p><p>"I'm a big believer that they're [consoles] going to weather the storm. Pricing is the objective challenge. And the rumors... we hear them about the next-gen being delayed. I don't know if they're true."</p><h2 id="ram-isn-39-t-the-only-worry-for-sony">RAM isn't the only worry for Sony</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="PxbzaCLpL529SonER4TtcM" name="ps5-controller.jpg" alt="A PS5 controller held up in front of a TV screen" src="https://cdn.mos.cms.futurecdn.net/PxbzaCLpL529SonER4TtcM.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Shutterstock / Girts Ragelis)</span></figcaption></figure><p>Besides the RAM crisis pushing up prices and causing potential console launch delays, Sony in particular may have an uphill battle ahead. Its recent decision to end production of physical game discs for PlayStation consoles, starting in January 2028, already has gamers in the ecosystem protesting and planning alternatives to escape the impending doom of discs.</p><p>An all-digital future means any form of game ownership will cease to exist, as digital content can theoretically be taken away from gamers at any time, and that has led to a loud (and justified, I think) reaction from the console community.</p><p>The Game Business didn't question Nowakowski directly about physical game ownership, but did probe further on the effect that delayed next-gen consoles might have, with Nowakowski making CDPR's stance very clear.</p><p>"If the next-gen gets delayed, it could be the case that some ideas [for games] are put on a shelf for the future. We'd have to adjust. We're not worried on the commercial side. Consoles are here to stay."</p><p>It's fair to say that Nowakowski's last statement is a realistic assessment. Even given Sony's dismissal of physical game discs, this isn't going to lead to a complete collapse in the popularity of  consoles. </p><p>However, Sony may not make life easy for itself and publishers such as CDPR, as from 2028, when the discs are dumped with the PlayStation ecosystem, a hit to games sales is far from impossible — especially if the ongoing backlash from gamers is anything to go by.</p>
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                                                            <title><![CDATA[ 'That's how you actually end a live service' — this developer just shut down a free-to-play game by releasing an offline version with no microtransactions for fans to keep playing ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Free-to-play live service game</strong><em><strong> Let it Die </strong></em><strong>shut down earlier this week</strong></li><li><strong>It's not the end, though, as players will still be able to play the game in a new offline state</strong></li><li><strong>The new offline version costs just $19.99 / £16.99 / AU$28.50 and has all microtransactions removed</strong></li></ul><p>It feels like a live service game is shutting down every few weeks, and I'm no stranger to the crushing disappointment of learning that one of your favorite games is going offline.</p><div  class="fancy-box"><div class="fancy_box-title">Under the Radar</div><div class="fancy_box_body"><p class="fancy-box__body-text">Under the Radar is our way of highlighting great games that might have passed you by. Through a regular mix of news stories and features, we'll cover great experiences that we feel haven't found the audience they deserve. Read the <a data-analytics-id="inline-link" href="https://www.techradar.com/tag/under-the-radar">full series here</a>.</p></div></div><p>Normally, the news means you lose access to the game for good — with all your progress, achievements, and in-game items vanishing along with it. Just look at <a href="https://www.techradar.com/news/ps5-is-more-immersive-than-pc-according-to-vampire-bloodhunt-dev"><em>Vampire: The Masquerade - Bloodhunt</em></a>, <a href="https://www.techradar.com/reviews/anthem"><em>Anthem</em></a>, or <em>Hawked:</em> three offline titles that died in the last few weeks alone and are now completely inaccessible by official means.</p><p>Although the reasons for such shutdowns are often understandable, it still seems like a massive waste of resources, development time, and sometimes some genuinely good game mechanics or ideas.</p><p>With <em>Let it Die</em>, however, developer Grasshopper Manufacture is defiantly bucking that trend. The free-to-play game shut down earlier this week after nine whole years on the market, but that doesn't mean it's now unplayable.</p><p>The company put in the work to create an offline version, which you can buy on PC or PlayStation 4 for $19.99 / £16.99 / AU$28.50. You lose some of the original's offline features, but all microtransactions are removed so you can experience the full game without having to open your wallet more than once. </p><p>You can even bring over your progress from the online game if you played it before.</p><h2 id="a-positive-example">A positive example</h2><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/0wehtvqHbDw" allowfullscreen></iframe></div></div><p>If you're not familiar with <em>Let it Die</em>, it's a roguelike hack-and-slash with a challenging, almost soulslike combat loop that has you battling your way through a massive enemy-filled tower. </p><p>Players loved its wacky writing (with iconic characters like its skateboarding rendition of the Grim Reaper) when it first released back in 2016, but microtransactions were pretty pervasive. In short, it was designed to make you part with real money to keep reviving your characters when you died, which, given the high level of difficulty, was pretty often for most.</p><p>With these mechanics now removed, I'm already seeing long-time fans call this new release the definitive version.</p><p>"Great to see this game won't ever die due to its servers being shut down now," wrote one Steam reviewer. "Plus all the crappy monetization which held the game back a ton is gone."</p><p>Others praise the decision to keep the game alive in some form: "Shutdown the servers but made sure the game was still playable afterwards. That's how you actually end a live service."</p><p>Of course, the irony of a game called <em>Let it Die </em>carrying on forever is not lost. "Can't say the devs don't have a sense of humor," quipped one player.</p><p>It goes to show that the end of a live-service title doesn't have to screw over gamers, and I hope other developers take note of the positive reception.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/thats-how-you-actually-end-a-live-service-this-developer-just-shut-down-a-free-to-play-game-by-releasing-an-offline-version-with-no-microtransactions-for-fans-to-keep-playing</link>
                                                                            <description>
                            <![CDATA[ Ironically, Let it Die is being kept alive after its live service shut down. ]]>
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                                                                        <pubDate>Wed, 02 Sep 2026 12:05:38 +0000</pubDate>                                                                                                                                <updated>Fri, 04 Sep 2026 16:40:36 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                <author><![CDATA[ dash.wood@futurenet.com (Dashiell Wood) ]]></author>                    <dc:creator><![CDATA[ Dashiell Wood ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/fcZC2LhPK8ufw6QWmhv6kY.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Dash is an experienced tech journalist who specializes in video games, electronic entertainment products, and the wider industry that surrounds them. He currently serves as the Gaming Editor at TechRadar, leading our review, preview, feature, and news coverage of the latest and greatest releases.&lt;/p&gt;&lt;p&gt;Before joining the team, he was Contributing Writer at PLAY (formerly Official PlayStation Magazine UK) and has written articles for many of the UK&#039;s other biggest gaming magazines including the likes of Edge, PC Gamer, and SFX.&lt;/p&gt;&lt;p&gt;Now, when he&#039;s not getting his greasy little mitts on the newest hardware or gaming gadget, he can be found listening to J-pop or feverishly devouring the latest Nintendo Switch otome.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[GungHo Online Entertainment America, Inc. / Future]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A Let it Die banner on a promotional Let it Die image.]]></media:description>                                                            <media:text><![CDATA[A Let it Die banner on a promotional Let it Die image.]]></media:text>
                                <media:title type="plain"><![CDATA[A Let it Die banner on a promotional Let it Die image.]]></media:title>
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                                <ul><li><strong>Free-to-play live service game</strong><em><strong> Let it Die </strong></em><strong>shut down earlier this week</strong></li><li><strong>It's not the end, though, as players will still be able to play the game in a new offline state</strong></li><li><strong>The new offline version costs just $19.99 / £16.99 / AU$28.50 and has all microtransactions removed</strong></li></ul><p>It feels like a live service game is shutting down every few weeks, and I'm no stranger to the crushing disappointment of learning that one of your favorite games is going offline.</p><div  class="fancy-box"><div class="fancy_box-title">Under the Radar</div><div class="fancy_box_body"><p class="fancy-box__body-text">Under the Radar is our way of highlighting great games that might have passed you by. Through a regular mix of news stories and features, we'll cover great experiences that we feel haven't found the audience they deserve. Read the <a data-analytics-id="inline-link" href="https://www.techradar.com/tag/under-the-radar">full series here</a>.</p></div></div><p>Normally, the news means you lose access to the game for good — with all your progress, achievements, and in-game items vanishing along with it. Just look at <a href="https://www.techradar.com/news/ps5-is-more-immersive-than-pc-according-to-vampire-bloodhunt-dev"><em>Vampire: The Masquerade - Bloodhunt</em></a>, <a href="https://www.techradar.com/reviews/anthem"><em>Anthem</em></a>, or <em>Hawked:</em> three offline titles that died in the last few weeks alone and are now completely inaccessible by official means.</p><p>Although the reasons for such shutdowns are often understandable, it still seems like a massive waste of resources, development time, and sometimes some genuinely good game mechanics or ideas.</p><p>With <em>Let it Die</em>, however, developer Grasshopper Manufacture is defiantly bucking that trend. The free-to-play game shut down earlier this week after nine whole years on the market, but that doesn't mean it's now unplayable.</p><p>The company put in the work to create an offline version, which you can buy on PC or PlayStation 4 for $19.99 / £16.99 / AU$28.50. You lose some of the original's offline features, but all microtransactions are removed so you can experience the full game without having to open your wallet more than once. </p><p>You can even bring over your progress from the online game if you played it before.</p><h2 id="a-positive-example">A positive example</h2><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/0wehtvqHbDw" allowfullscreen></iframe></div></div><p>If you're not familiar with <em>Let it Die</em>, it's a roguelike hack-and-slash with a challenging, almost soulslike combat loop that has you battling your way through a massive enemy-filled tower. </p><p>Players loved its wacky writing (with iconic characters like its skateboarding rendition of the Grim Reaper) when it first released back in 2016, but microtransactions were pretty pervasive. In short, it was designed to make you part with real money to keep reviving your characters when you died, which, given the high level of difficulty, was pretty often for most.</p><p>With these mechanics now removed, I'm already seeing long-time fans call this new release the definitive version.</p><p>"Great to see this game won't ever die due to its servers being shut down now," wrote one Steam reviewer. "Plus all the crappy monetization which held the game back a ton is gone."</p><p>Others praise the decision to keep the game alive in some form: "Shutdown the servers but made sure the game was still playable afterwards. That's how you actually end a live service."</p><p>Of course, the irony of a game called <em>Let it Die </em>carrying on forever is not lost. "Can't say the devs don't have a sense of humor," quipped one player.</p><p>It goes to show that the end of a live-service title doesn't have to screw over gamers, and I hope other developers take note of the positive reception.</p>
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                                                            <title><![CDATA[ I applaud the ambition in The Blood of Dawnwalker, but this open-world RPG features too much busywork and not a strong enough vampire fantasy to truly excel ]]></title>
                                                                                                <dc:content><![CDATA[ <p>When I <a href="https://www.techradar.com/gaming/after-4-hours-the-blood-of-dawnwalker-feels-like-everything-i-want-from-a-witcher-3-successor">previewed <em>The Blood of Dawnwalker</em></a>, its prologue was an impressive snapshot of what Rebel Wolves was hoping to achieve with its vampiric open-world role-playing game (RPG). It was a tight and tense introduction to a game that encourages you to spend your time wisely, live with the consequences of your actions, and balance Coen’s newly acquired Vrakhir abilities with the hope of maintaining his humanity.</p><p>Now, after sinking dozens more hours into the full release, this team that includes several ex-<em>Witcher 3</em> developers hasn’t quite made that formative game’s spiritual successor. However, I can’t fault the ambition found in the studio’s debut release — even if not every idea is fully realised and a few elements lack polish.</p><div  class="fancy-box"><div class="fancy_box-title">Review info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Platform reviewed: </strong>PS5<br><strong>Available on: </strong>PS5,<strong> </strong>Xbox Series X|S, PC<br><strong>Release date: </strong>September 3, 2026</p></div></div><p>Ever since playing through that exciting opening, which sees Coen’s village razed and his family held captive to be used as sacrifices in an upcoming coronation for the valley’s vampire overlord, Brencis, I've been desperate to get back in and see what awaited in the rest of the game.</p><p>So, it’s strange that when you first hit the open world, the game starts to feel a little aimless. Your main goal may be to kill Brencis and save your family, but the direct approach is almost certainly going to lead to your death. Instead, it’s smarter to take the time to destabilise Brencis’ reign by going after his generals and increasing your power for the upcoming showdown.</p><h2 id="no-rest-for-the-wicked">No rest for the wicked</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="N3GcGYzS9qPvSxY28U9PUK" name="dawnwalker-review-2" alt="A screenshot from The Blood of Dawnwalker" src="https://cdn.mos.cms.futurecdn.net/N3GcGYzS9qPvSxY28U9PUK.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco / Rebel Wolves)</span></figcaption></figure><p>Unfortunately, that means engaging with a lot of dull and fairly repetitive tasks dotted around the map, mostly clearing camps of soldiers and smashing up boxes of supplies. The set dressing changes a little depending on which vampire lieutenant you’re going after (it may be blood supplies for Ambrus or slivovitz distilleries with Bakir), but you’re ultimately going through the same motions.</p><p>And I was surprised at how little some of the vampire leaders actually feature in the story while you’re being such a thorn in their side. Most development happens off-screen, while notes are found on soldiers bemoaning Coen’s actions and edicts are issued as you become more notorious.</p><p>There isn’t as much time given to interacting with these villains before an inevitable confrontation. And that’s a shame, because when you do come face-to-face with these flamboyant, furious, and fascinating characters, they end up being killed off just as they’re starting to get interesting.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="yYTjcQTceVc7jvr562NaUK" name="dawnwalker-review-5" alt="A screenshot from The Blood of Dawnwalker" src="https://cdn.mos.cms.futurecdn.net/yYTjcQTceVc7jvr562NaUK.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco / Rebel Wolves)</span></figcaption></figure><p>I did find that <em>The Blood of Dawnwalker</em> found its feet when you dig into one of its many lengthier multi-part quests. Given the developer’s history and pedigree, and what was shown off in the prologue, this is more of what I expected. You get to spend time with some entertaining and well-written characters, explore interesting environments and dungeons, tackle challenging combat encounters, and often emerge with some nice new loot.</p><p>Choices and consequences come front and center in many of these quests, and I felt the game gives a surprising amount of room, as your investigations can open up different approaches or outcomes. And quite cleverly, not all effects are felt immediately, with some outcomes or repercussions only felt much later down the line. It shows Rebel Wolves really thought about the interconnectivity of its world and wanted to show the impact you have on it. A huge plus for the RPG lovers who thrive on that level of world-building.</p><h2 id="the-final-countdown">The final countdown</h2><p>Tying it all together is the 30-day time limit that’s central to <em>The Blood of Dawnwalker</em>. Much has been said about this mechanic, but the countdown to Brencis’ coronation and your family’s execution wasn’t a constant threat looming overhead. I considered it a lot at the start, but eventually, instead of making me question whether every single action was worth doing or made worthwhile progress, losing chunks of time eventually became something I just accepted as the price of doing business.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="tvQEnEFjY7JfbBUpzoCQdK" name="dawnwalker-review-header" alt="A screenshot from The Blood of Dawnwalker" src="https://cdn.mos.cms.futurecdn.net/tvQEnEFjY7JfbBUpzoCQdK.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco / Rebel Wolves)</span></figcaption></figure><p>Where it was always a frustration, though, was during levelling up, where almost all skills and perks require you to spend time learning them, meaning you could lose half a day (or night) simply to make Coen stronger. I would understand this if it were reserved for learning more advanced skills, but when the same price must be paid to get 25 per cent more health or some passive stamina regeneration, it doesn’t feel worth the cost.</p><div  class="fancy-box"><div class="fancy_box-title">Best bit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="QDkR5N7xYsF7bJpUMfzTPK" name="dawnwalker-review-3" caption="" alt="A screenshot from The Blood of Dawnwalker" src="https://cdn.mos.cms.futurecdn.net/QDkR5N7xYsF7bJpUMfzTPK.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco / Rebel Wolves)</span></figcaption></figure><p class="fancy-box__body-text"><strong>Getting stuck into one of the game's more involved quests is when I feel </strong><em><strong>The Blood of Dawnwalker</strong></em><strong> really hits its stride. These are the moments I reflect on most fondly after my time with the game, mixing in dungeon crawling, exploration, and investigation — often alongside a well-written character or two — to create compelling and exciting scenarios. Even more so when they layer on tough moral choices at the conclusion, which sometimes come back to help (or hinder) you later.</strong></p></div></div><p>The transition from day to night didn’t substantially change the game, either. Yes, it enables Coen’s vampiric powers, with neat tricks such as shadowstepping across chasms or walking up walls, but these don’t have the impact I feel they could have.</p><p>For starters, there’s so much blood available in consumables or animals to hunt out in the wild that I never felt this moral dilemma the game wants to push about Coen needing to feed. There is a neat idea that only happens if you’re low on health in vampire form and chatting with a non-player character (NPC), where you risk Coen giving in to the hunger and sucking the blood from his conversation partner, but it didn’t happen to me once in my playthrough.</p><h2 id="tonight-i-39-m-going-to-suck-your-blood">Tonight I'm going to suck...your blood</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="QcrrccPQwQPFj6Q8edAMdK" name="dawnwalker-review-4" alt="A screenshot from The Blood of Dawnwalker" src="https://cdn.mos.cms.futurecdn.net/QcrrccPQwQPFj6Q8edAMdK.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco / Rebel Wolves)</span></figcaption></figure><p>When it comes to a clash of steel and fangs, the vampire powers don’t elevate what is a perfectly serviceable, if mostly underwhelming, combat system. The foundation is based on directional inputs to attack, block, or dodge, and picking the correct direction will set up your opponent for a devastating riposte from your sword or claws.</p><p>You can weave in a few abilities that range from the mundane, such as using pocket sand to temporarily blind an enemy, to several witchcraft or vampiric skills that burn your opponent's blood or set them up for a gruesome and bloody explosion. And while it all works fine, it never flows as smoothly as you would like or feels as impactful as you wish it did. Combat ultimately became something that I got through impassively rather than finding myself excited for the next encounter.</p><p>And that’s ultimately what makes me struggle to wholeheartedly recommend <em>The Blood of Dawnwalker</em>. Too many elements are dull, repetitive, or underused to keep me fully engaged over its lengthy playtime. There are captivating moments, though, that I feel some may be able to appreciate more if you’re able to overlook some of its flaws. Perhaps with some updates or a sequel, the ambitions of Rebel Wolves can be fully met.</p><h2 id="should-you-play-the-blood-of-dawnwalker">Should you play The Blood of Dawnwalker?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="47aZMQupNG7kQzyXBW9LLK" name="dawnwalker-review-1" alt="A screenshot from The Blood of Dawnwalker" src="https://cdn.mos.cms.futurecdn.net/47aZMQupNG7kQzyXBW9LLK.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco / Rebel Wolves)</span></figcaption></figure><h2 id="play-it-if-2">Play it if…</h2><div class="product"><p><strong>You enjoy rich and interconnected RPG worlds</strong><br>The bigger and more involving quests in <em>The Blood of Dawnwalker</em> are a highlight, with your choices being felt not only immediately, but also much later in the game, with some surprising consequences of your actions.</p></div><div class="product"><p><strong>You want an RPG to tide you over until </strong><em><strong>The Witcher 3 Remastered</strong></em><br>Given the development team’s history, there’s <em>Witcher</em> DNA throughout <em>The Blood of Dawnwalker</em>, and this will serve as a perfectly good stopgap until the third entry’s remaster.</p></div><h2 id="don-t-play-it-if">Don’t play it if…</h2><div class="product"><p><strong>You can’t look past some jank</strong><br>Combat is not always the most elegant or smoothest experience, and there’s some awkwardness in Coen’s movement or traversal using vampiric powers that can frustrate.</p></div><div class="product"><p><strong>You tire of repetitive tasks</strong><br>A fair chunk of the game’s quests involve repeating an almost identical objective to disrupt the vampire leaders, and even though it’s not essential, it does get boring fast.</p></div><div class="product"><p><strong>Time pressure gives you choice paralysis</strong><br>I don’t actually think the game’s 30-day timer is as oppressive as it could be, but this could give some players some real choice anxiety.</p></div><h2 id="accessibility-2">Accessibility</h2><p><em>The Blood of Dawnwalker </em>has limited accessibility features. Subtitles are available in 14 languages, but you cannot customise the size, color, or position on the screen. Two control options are available, with the ability to invert both axes if required.</p><p>There are more choices when it comes to refining the difficulty of the game, though. As well as general preset options ranging from Story to Duelist, you can also specifically tweak enemy health, enemy aggressiveness, how easy it is to perform perfect blocks, and whether blocking is automatic if you want an easier combat experience.</p><h2 id="how-i-reviewed-the-blood-of-dawnwalker">How I reviewed The Blood of Dawnwalker</h2><p>I’ve put around 25 hours into <em>The Blood of Dawnwalker</em> over the past week and a half, and while I haven’t completed it yet, I feel I’ve seen more than enough of the game’s main story and side quests to offer a comprehensive verdict.</p><p>I spent all my time playing on a <a href="https://www.techradar.com/gaming/ps5-pro-review">PlayStation 5 Pro</a> on a <a href="https://www.techradar.com/televisions/samsung-s90c-review">Samsung S90C OLED TV</a> and Samsung HW-Q930C soundbar while using a <a href="https://www.techradar.com/reviews/dualsense-wireless-controller">DualSense Wireless Controller</a>. </p><p>I played on Balanced mode, which aims to run the game at 40 frames per second (fps) in dynamic 4K. A 30fps Quality mode is also available, but I preferred the option with a more stable fps that didn’t impact the visuals significantly. A Performance mode targeting 60fps will also be made available at launch.</p><p><em>First reviewed September 2026.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/the-blood-of-dawnwalker-review</link>
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                            <![CDATA[ The Blood of Dawnwalker doesn't excel at everything it hopes to achieve, with wonky combat, an open-world littered with repetitive tasks, and some underdeveloped mechanics, but the ambition, some cleverly connected choices, and highlights in key story moments are well worthy of praise. ]]>
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                                                                        <pubDate>Tue, 01 Sep 2026 21:00:00 +0000</pubDate>                                                                                                                                <updated>Fri, 04 Sep 2026 16:40:36 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                <author><![CDATA[ james.pickard@futurenet.com (James Pickard) ]]></author>                    <dc:creator><![CDATA[ James Pickard ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/ec74z6xdyj3MwaXNLSRFBK.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Bandai Namco / Rebel Wolves]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A screenshot from The Blood of Dawnwalker]]></media:description>                                                            <media:text><![CDATA[A screenshot from The Blood of Dawnwalker]]></media:text>
                                <media:title type="plain"><![CDATA[A screenshot from The Blood of Dawnwalker]]></media:title>
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                                <p>When I <a href="https://www.techradar.com/gaming/after-4-hours-the-blood-of-dawnwalker-feels-like-everything-i-want-from-a-witcher-3-successor">previewed <em>The Blood of Dawnwalker</em></a>, its prologue was an impressive snapshot of what Rebel Wolves was hoping to achieve with its vampiric open-world role-playing game (RPG). It was a tight and tense introduction to a game that encourages you to spend your time wisely, live with the consequences of your actions, and balance Coen’s newly acquired Vrakhir abilities with the hope of maintaining his humanity.</p><p>Now, after sinking dozens more hours into the full release, this team that includes several ex-<em>Witcher 3</em> developers hasn’t quite made that formative game’s spiritual successor. However, I can’t fault the ambition found in the studio’s debut release — even if not every idea is fully realised and a few elements lack polish.</p><div  class="fancy-box"><div class="fancy_box-title">Review info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Platform reviewed: </strong>PS5<br><strong>Available on: </strong>PS5,<strong> </strong>Xbox Series X|S, PC<br><strong>Release date: </strong>September 3, 2026</p></div></div><p>Ever since playing through that exciting opening, which sees Coen’s village razed and his family held captive to be used as sacrifices in an upcoming coronation for the valley’s vampire overlord, Brencis, I've been desperate to get back in and see what awaited in the rest of the game.</p><p>So, it’s strange that when you first hit the open world, the game starts to feel a little aimless. Your main goal may be to kill Brencis and save your family, but the direct approach is almost certainly going to lead to your death. Instead, it’s smarter to take the time to destabilise Brencis’ reign by going after his generals and increasing your power for the upcoming showdown.</p><h2 id="no-rest-for-the-wicked">No rest for the wicked</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="N3GcGYzS9qPvSxY28U9PUK" name="dawnwalker-review-2" alt="A screenshot from The Blood of Dawnwalker" src="https://cdn.mos.cms.futurecdn.net/N3GcGYzS9qPvSxY28U9PUK.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco / Rebel Wolves)</span></figcaption></figure><p>Unfortunately, that means engaging with a lot of dull and fairly repetitive tasks dotted around the map, mostly clearing camps of soldiers and smashing up boxes of supplies. The set dressing changes a little depending on which vampire lieutenant you’re going after (it may be blood supplies for Ambrus or slivovitz distilleries with Bakir), but you’re ultimately going through the same motions.</p><p>And I was surprised at how little some of the vampire leaders actually feature in the story while you’re being such a thorn in their side. Most development happens off-screen, while notes are found on soldiers bemoaning Coen’s actions and edicts are issued as you become more notorious.</p><p>There isn’t as much time given to interacting with these villains before an inevitable confrontation. And that’s a shame, because when you do come face-to-face with these flamboyant, furious, and fascinating characters, they end up being killed off just as they’re starting to get interesting.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="yYTjcQTceVc7jvr562NaUK" name="dawnwalker-review-5" alt="A screenshot from The Blood of Dawnwalker" src="https://cdn.mos.cms.futurecdn.net/yYTjcQTceVc7jvr562NaUK.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco / Rebel Wolves)</span></figcaption></figure><p>I did find that <em>The Blood of Dawnwalker</em> found its feet when you dig into one of its many lengthier multi-part quests. Given the developer’s history and pedigree, and what was shown off in the prologue, this is more of what I expected. You get to spend time with some entertaining and well-written characters, explore interesting environments and dungeons, tackle challenging combat encounters, and often emerge with some nice new loot.</p><p>Choices and consequences come front and center in many of these quests, and I felt the game gives a surprising amount of room, as your investigations can open up different approaches or outcomes. And quite cleverly, not all effects are felt immediately, with some outcomes or repercussions only felt much later down the line. It shows Rebel Wolves really thought about the interconnectivity of its world and wanted to show the impact you have on it. A huge plus for the RPG lovers who thrive on that level of world-building.</p><h2 id="the-final-countdown">The final countdown</h2><p>Tying it all together is the 30-day time limit that’s central to <em>The Blood of Dawnwalker</em>. Much has been said about this mechanic, but the countdown to Brencis’ coronation and your family’s execution wasn’t a constant threat looming overhead. I considered it a lot at the start, but eventually, instead of making me question whether every single action was worth doing or made worthwhile progress, losing chunks of time eventually became something I just accepted as the price of doing business.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="tvQEnEFjY7JfbBUpzoCQdK" name="dawnwalker-review-header" alt="A screenshot from The Blood of Dawnwalker" src="https://cdn.mos.cms.futurecdn.net/tvQEnEFjY7JfbBUpzoCQdK.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco / Rebel Wolves)</span></figcaption></figure><p>Where it was always a frustration, though, was during levelling up, where almost all skills and perks require you to spend time learning them, meaning you could lose half a day (or night) simply to make Coen stronger. I would understand this if it were reserved for learning more advanced skills, but when the same price must be paid to get 25 per cent more health or some passive stamina regeneration, it doesn’t feel worth the cost.</p><div  class="fancy-box"><div class="fancy_box-title">Best bit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="QDkR5N7xYsF7bJpUMfzTPK" name="dawnwalker-review-3" caption="" alt="A screenshot from The Blood of Dawnwalker" src="https://cdn.mos.cms.futurecdn.net/QDkR5N7xYsF7bJpUMfzTPK.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco / Rebel Wolves)</span></figcaption></figure><p class="fancy-box__body-text"><strong>Getting stuck into one of the game's more involved quests is when I feel </strong><em><strong>The Blood of Dawnwalker</strong></em><strong> really hits its stride. These are the moments I reflect on most fondly after my time with the game, mixing in dungeon crawling, exploration, and investigation — often alongside a well-written character or two — to create compelling and exciting scenarios. Even more so when they layer on tough moral choices at the conclusion, which sometimes come back to help (or hinder) you later.</strong></p></div></div><p>The transition from day to night didn’t substantially change the game, either. Yes, it enables Coen’s vampiric powers, with neat tricks such as shadowstepping across chasms or walking up walls, but these don’t have the impact I feel they could have.</p><p>For starters, there’s so much blood available in consumables or animals to hunt out in the wild that I never felt this moral dilemma the game wants to push about Coen needing to feed. There is a neat idea that only happens if you’re low on health in vampire form and chatting with a non-player character (NPC), where you risk Coen giving in to the hunger and sucking the blood from his conversation partner, but it didn’t happen to me once in my playthrough.</p><h2 id="tonight-i-39-m-going-to-suck-your-blood">Tonight I'm going to suck...your blood</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="QcrrccPQwQPFj6Q8edAMdK" name="dawnwalker-review-4" alt="A screenshot from The Blood of Dawnwalker" src="https://cdn.mos.cms.futurecdn.net/QcrrccPQwQPFj6Q8edAMdK.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco / Rebel Wolves)</span></figcaption></figure><p>When it comes to a clash of steel and fangs, the vampire powers don’t elevate what is a perfectly serviceable, if mostly underwhelming, combat system. The foundation is based on directional inputs to attack, block, or dodge, and picking the correct direction will set up your opponent for a devastating riposte from your sword or claws.</p><p>You can weave in a few abilities that range from the mundane, such as using pocket sand to temporarily blind an enemy, to several witchcraft or vampiric skills that burn your opponent's blood or set them up for a gruesome and bloody explosion. And while it all works fine, it never flows as smoothly as you would like or feels as impactful as you wish it did. Combat ultimately became something that I got through impassively rather than finding myself excited for the next encounter.</p><p>And that’s ultimately what makes me struggle to wholeheartedly recommend <em>The Blood of Dawnwalker</em>. Too many elements are dull, repetitive, or underused to keep me fully engaged over its lengthy playtime. There are captivating moments, though, that I feel some may be able to appreciate more if you’re able to overlook some of its flaws. Perhaps with some updates or a sequel, the ambitions of Rebel Wolves can be fully met.</p><h2 id="should-you-play-the-blood-of-dawnwalker">Should you play The Blood of Dawnwalker?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="47aZMQupNG7kQzyXBW9LLK" name="dawnwalker-review-1" alt="A screenshot from The Blood of Dawnwalker" src="https://cdn.mos.cms.futurecdn.net/47aZMQupNG7kQzyXBW9LLK.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco / Rebel Wolves)</span></figcaption></figure><h2 id="play-it-if-2">Play it if…</h2><div class="product"><p><strong>You enjoy rich and interconnected RPG worlds</strong><br>The bigger and more involving quests in <em>The Blood of Dawnwalker</em> are a highlight, with your choices being felt not only immediately, but also much later in the game, with some surprising consequences of your actions.</p></div><div class="product"><p><strong>You want an RPG to tide you over until </strong><em><strong>The Witcher 3 Remastered</strong></em><br>Given the development team’s history, there’s <em>Witcher</em> DNA throughout <em>The Blood of Dawnwalker</em>, and this will serve as a perfectly good stopgap until the third entry’s remaster.</p></div><h2 id="don-t-play-it-if">Don’t play it if…</h2><div class="product"><p><strong>You can’t look past some jank</strong><br>Combat is not always the most elegant or smoothest experience, and there’s some awkwardness in Coen’s movement or traversal using vampiric powers that can frustrate.</p></div><div class="product"><p><strong>You tire of repetitive tasks</strong><br>A fair chunk of the game’s quests involve repeating an almost identical objective to disrupt the vampire leaders, and even though it’s not essential, it does get boring fast.</p></div><div class="product"><p><strong>Time pressure gives you choice paralysis</strong><br>I don’t actually think the game’s 30-day timer is as oppressive as it could be, but this could give some players some real choice anxiety.</p></div><h2 id="accessibility-2">Accessibility</h2><p><em>The Blood of Dawnwalker </em>has limited accessibility features. Subtitles are available in 14 languages, but you cannot customise the size, color, or position on the screen. Two control options are available, with the ability to invert both axes if required.</p><p>There are more choices when it comes to refining the difficulty of the game, though. As well as general preset options ranging from Story to Duelist, you can also specifically tweak enemy health, enemy aggressiveness, how easy it is to perform perfect blocks, and whether blocking is automatic if you want an easier combat experience.</p><h2 id="how-i-reviewed-the-blood-of-dawnwalker">How I reviewed The Blood of Dawnwalker</h2><p>I’ve put around 25 hours into <em>The Blood of Dawnwalker</em> over the past week and a half, and while I haven’t completed it yet, I feel I’ve seen more than enough of the game’s main story and side quests to offer a comprehensive verdict.</p><p>I spent all my time playing on a <a href="https://www.techradar.com/gaming/ps5-pro-review">PlayStation 5 Pro</a> on a <a href="https://www.techradar.com/televisions/samsung-s90c-review">Samsung S90C OLED TV</a> and Samsung HW-Q930C soundbar while using a <a href="https://www.techradar.com/reviews/dualsense-wireless-controller">DualSense Wireless Controller</a>. </p><p>I played on Balanced mode, which aims to run the game at 40 frames per second (fps) in dynamic 4K. A 30fps Quality mode is also available, but I preferred the option with a more stable fps that didn’t impact the visuals significantly. A Performance mode targeting 60fps will also be made available at launch.</p><p><em>First reviewed September 2026.</em></p>
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                                                            <title><![CDATA[ Sony is channeling Tubi with its new Live TV on PS5 free streaming platform — here are the 100 live channels and on-demand movies you can stream now ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Sony is launching a new free ad-supported service on PS5 consoles </strong></li><li><strong>Its 100 live channels cover a wide range of titles across film, TV, news, sports, and more </strong></li><li><strong>Live TV on PS5 is available to US users now, with availability for Canada and other regions to follow</strong></li></ul><p>Sony is dipping its toes back into free streaming channels with its new Live TV on PS5 platform — following platforms such as Tubi, Google TV Freeplay, and The Roku Channel. </p><p>The gaming and entertainment giant <a href="https://blog.playstation.com/2026/08/31/live-tv-on-ps5-launches-today-bringing-free-ad-supported-tv-to-ps5-players-in-the-u-s/" target="_blank">announced Live TV on PS5 yesterday</a> (August 31), revealing that <a href="https://www.techradar.com/reviews/ps5">PS5 </a>owners in the US can now access the service’s 100 ad-supported live channels and on-demand titles. Sony also has plans to expand Live TV on PS5 to Canada and additional regions, and will roll out the free service to Bravia TVs later this year. </p><p>For a new free streaming platform, Sony is already going big with its entertainment offerings. As far as its movie channels go, Live TV on PS5 has a slew of titles spanning action, horror, sci-fi, and more, all while housing popular anime titles from Crunchyroll.  </p><p>The service also has a rich catalog of TV titles, including shows such as <em>Community</em>, <em>The Shield</em>, <em>Hell’s Kitchen</em>, <em>The Walking Dead</em>, <em>Forensic Files</em>, <em>Unsolved Mysteries</em>, <em>Deal or No Deal USA</em>, and <em>Fear Factor</em>. </p><p>Movies and shows aside, current affairs and news viewing is also available for free, offering programming from NBC News Now, Fox Weather, and LiveNOW from FOX. Additionally, you can also access channels including FOX Sports, NASCAR, NBC Sports Now, and UFC, so sports fans aren’t being left out of the experience. </p><p>Just like other platforms in our roster of <a href="https://www.techradar.com/best/best-tv-streaming-service-cord-cutting-compare">best streaming services</a>, Sony will keep Live TV on PS5 refreshed with new programming, titles, and channels to expose you to new content and keep you on your toes. Hopefully its library won’t remain stagnant and outdated, but it’s not as if Sony doesn’t know what it’s doing — it’s dipped its toes into the FAST channels waters before. </p><p>PlayStation Vue was a live TV service that allowed you to watch titles without the need for a cable box, <a href="https://www.techradar.com/news/playstation-vue-is-no-longer-in-service">before Sony axed it in 2020</a>. It’s safe to say that PlayStation Vue was a widely admired service, and countless PS owners have been reminiscing about its nostalgia on Reddit following the announcement of Live TV on PS5 — however, whether the new platform will be a welcomed addition is debatable. </p><figure><blockquote class="reddit-card"  ><a href="https://www.reddit.com/r/gaming/comments/1w3i55z/comment/p70im5x">Comment</a><figcaption><cite> from <a href="https://www.reddit.com/r/gaming">r/gaming</a></cite></figcaption></blockquote></figure><script async src="//embed.redditmedia.com/widgets/platform.js" charset="UTF-8"></script><p><a href="https://www.techradar.com/gaming/i-will-quit-buying-games-sony-is-killing-physical-discs-in-2028-and-now-unhappy-fans-are-concerned-about-what-it-means-for-game-ownership#viafoura-comments">Sony’s decision to kill off physical games</a> and shift to digital ownership is still under intense scrutiny, not to mention the uproar that came when <a href="https://www.techradar.com/streaming/entertainment/this-should-be-illegal-sony-is-deleting-over-500-movies-that-people-bought-from-their-digital-libraries-just-proving-further-why-4k-blu-rays-popularity-keeps-growing">Sony deleted 500 movies users paid for</a> following a licensing conflict. So there’s still the burning question regarding ownership: if everything is digital, do users really own it? There’s also the question of how different Sony’s FAST streaming service is to existing platforms. </p><p>In the Reddit discussion mentioned earlier, some users flagged that a lot of the FAST channels available on Live TV on PS5 are strikingly similar to the ones already available on services such as Tubi and Pluto TV, <a href="https://www.reddit.com/r/gaming/comments/1w3i55z/comment/p7088qe/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button" target="_blank">as one user said</a> it ‘sounds like the same channels as [my] Roku TV’. Similarly, <a href="https://www.reddit.com/r/gaming/comments/1w3i55z/comment/p709kmh/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button" target="_blank">another commenter wrote</a> that Sony’s streaming platform looks ‘like a copy of Roku TV, where they only show reruns and older shows, or lesser known shows’. </p><p>The common denominator with the <a href="https://www.techradar.com/streaming/draft-best-free-streaming-service-2024-tubi-pluto-tv-the-roku-channel-and-more">best free streaming services </a>are the providers, <a href="https://www.reddit.com/r/gaming/comments/1w3i55z/comment/p7172z4/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button" target="_blank">as another user highlights in the thread</a>, so running into the same types of programming across these platforms isn’t out of the ordinary. For users who use their PS5 consoles as their main media hub, it’s a solid free upgrade and it’s there if you want to use it. At the same time, you can already download Tubi and Pluto TV on PS5, so the competition is tough. </p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/streaming/sony-is-channeling-tubi-with-its-new-live-tv-on-ps5-free-streaming-platform-here-are-the-100-live-channels-and-on-demand-movies-you-can-stream-now</link>
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                            <![CDATA[ Live TV on PS5 is Sony's new free streaming service, and it packs over 100 live channels across movies, shows, sports, and more. ]]>
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                                                                        <pubDate>Tue, 01 Sep 2026 11:51:36 +0000</pubDate>                                                                                                                                <updated>Tue, 01 Sep 2026 14:18:51 +0000</updated>
                                                                                                                                            <category><![CDATA[Streaming]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[Gaming]]></category>
                                                    <category><![CDATA[Consoles & PC]]></category>
                                                    <category><![CDATA[Playstation]]></category>
                                                                                                <author><![CDATA[ rowan.davies@futurenet.com (Rowan Davies) ]]></author>                    <dc:creator><![CDATA[ Rowan Davies ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/q5Az6iW5pbAotRovdNvQAf.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Rowan is an Editorial Associate and Apprentice Writer for TechRadar. A recent addition to the news team, he is involved in generating stories for topics that spread across TechRadar&#039;s categories. His interests in audio tech and knowledge in entertainment culture help bring the latest updates in tech news to our readers.&lt;/p&gt;
&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;He has been writing for publications since he started his studies at age 18. Rowan graduated from Cardiff University in 2023 after attaining a Master&#039;s in Creative Writing, and earlier a Bachelor&#039;s in Media, Journalism, and Culture. He began his journey as a writer at Cardiff University&#039;s Quench Magazine contributing to film/ TV, music, and culture sections, later becoming Music Section Editor.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;In his free time, Rowan is a freelance writer for Cardiff-based culture magazine Buzz where he reviews music, film, and conducts interviews with featured guests. When he is not writing, you can find him at any given music gig, or endlessly scrolling TikTok immersing in celebrity news and drama. &amp;nbsp;&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Future / Sony]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[PS5 next to thumbnails of popular movies and shows]]></media:description>                                                            <media:text><![CDATA[PS5 next to thumbnails of popular movies and shows]]></media:text>
                                <media:title type="plain"><![CDATA[PS5 next to thumbnails of popular movies and shows]]></media:title>
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                                <ul><li><strong>Sony is launching a new free ad-supported service on PS5 consoles </strong></li><li><strong>Its 100 live channels cover a wide range of titles across film, TV, news, sports, and more </strong></li><li><strong>Live TV on PS5 is available to US users now, with availability for Canada and other regions to follow</strong></li></ul><p>Sony is dipping its toes back into free streaming channels with its new Live TV on PS5 platform — following platforms such as Tubi, Google TV Freeplay, and The Roku Channel. </p><p>The gaming and entertainment giant <a href="https://blog.playstation.com/2026/08/31/live-tv-on-ps5-launches-today-bringing-free-ad-supported-tv-to-ps5-players-in-the-u-s/" target="_blank">announced Live TV on PS5 yesterday</a> (August 31), revealing that <a href="https://www.techradar.com/reviews/ps5">PS5 </a>owners in the US can now access the service’s 100 ad-supported live channels and on-demand titles. Sony also has plans to expand Live TV on PS5 to Canada and additional regions, and will roll out the free service to Bravia TVs later this year. </p><p>For a new free streaming platform, Sony is already going big with its entertainment offerings. As far as its movie channels go, Live TV on PS5 has a slew of titles spanning action, horror, sci-fi, and more, all while housing popular anime titles from Crunchyroll.  </p><p>The service also has a rich catalog of TV titles, including shows such as <em>Community</em>, <em>The Shield</em>, <em>Hell’s Kitchen</em>, <em>The Walking Dead</em>, <em>Forensic Files</em>, <em>Unsolved Mysteries</em>, <em>Deal or No Deal USA</em>, and <em>Fear Factor</em>. </p><p>Movies and shows aside, current affairs and news viewing is also available for free, offering programming from NBC News Now, Fox Weather, and LiveNOW from FOX. Additionally, you can also access channels including FOX Sports, NASCAR, NBC Sports Now, and UFC, so sports fans aren’t being left out of the experience. </p><p>Just like other platforms in our roster of <a href="https://www.techradar.com/best/best-tv-streaming-service-cord-cutting-compare">best streaming services</a>, Sony will keep Live TV on PS5 refreshed with new programming, titles, and channels to expose you to new content and keep you on your toes. Hopefully its library won’t remain stagnant and outdated, but it’s not as if Sony doesn’t know what it’s doing — it’s dipped its toes into the FAST channels waters before. </p><p>PlayStation Vue was a live TV service that allowed you to watch titles without the need for a cable box, <a href="https://www.techradar.com/news/playstation-vue-is-no-longer-in-service">before Sony axed it in 2020</a>. It’s safe to say that PlayStation Vue was a widely admired service, and countless PS owners have been reminiscing about its nostalgia on Reddit following the announcement of Live TV on PS5 — however, whether the new platform will be a welcomed addition is debatable. </p><figure><blockquote class="reddit-card"  ><a href="https://www.reddit.com/r/gaming/comments/1w3i55z/comment/p70im5x">Comment</a><figcaption><cite> from <a href="https://www.reddit.com/r/gaming">r/gaming</a></cite></figcaption></blockquote></figure><script async src="//embed.redditmedia.com/widgets/platform.js" charset="UTF-8"></script><p><a href="https://www.techradar.com/gaming/i-will-quit-buying-games-sony-is-killing-physical-discs-in-2028-and-now-unhappy-fans-are-concerned-about-what-it-means-for-game-ownership#viafoura-comments">Sony’s decision to kill off physical games</a> and shift to digital ownership is still under intense scrutiny, not to mention the uproar that came when <a href="https://www.techradar.com/streaming/entertainment/this-should-be-illegal-sony-is-deleting-over-500-movies-that-people-bought-from-their-digital-libraries-just-proving-further-why-4k-blu-rays-popularity-keeps-growing">Sony deleted 500 movies users paid for</a> following a licensing conflict. So there’s still the burning question regarding ownership: if everything is digital, do users really own it? There’s also the question of how different Sony’s FAST streaming service is to existing platforms. </p><p>In the Reddit discussion mentioned earlier, some users flagged that a lot of the FAST channels available on Live TV on PS5 are strikingly similar to the ones already available on services such as Tubi and Pluto TV, <a href="https://www.reddit.com/r/gaming/comments/1w3i55z/comment/p7088qe/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button" target="_blank">as one user said</a> it ‘sounds like the same channels as [my] Roku TV’. Similarly, <a href="https://www.reddit.com/r/gaming/comments/1w3i55z/comment/p709kmh/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button" target="_blank">another commenter wrote</a> that Sony’s streaming platform looks ‘like a copy of Roku TV, where they only show reruns and older shows, or lesser known shows’. </p><p>The common denominator with the <a href="https://www.techradar.com/streaming/draft-best-free-streaming-service-2024-tubi-pluto-tv-the-roku-channel-and-more">best free streaming services </a>are the providers, <a href="https://www.reddit.com/r/gaming/comments/1w3i55z/comment/p7172z4/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button" target="_blank">as another user highlights in the thread</a>, so running into the same types of programming across these platforms isn’t out of the ordinary. For users who use their PS5 consoles as their main media hub, it’s a solid free upgrade and it’s there if you want to use it. At the same time, you can already download Tubi and Pluto TV on PS5, so the competition is tough. </p>
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                                                            <title><![CDATA[ Asobo Studio says it would 'love' to make a modern-day entry in the A Plague Tale series, since Naughty Dog's The Last of Us 'was a big inspiration' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Asobo Studio says it's interested in making a new </strong><em><strong>A Plague Tale</strong></em><strong> game set in the modern day</strong></li><li><strong>The studio says it would be like </strong><em><strong>The Last of Us</strong></em><strong>, since Naughty Dog's game was a "big inspiration"</strong></li><li><strong>Actor Anna Demetriou says a modern-day spin-off would work well since the Macula is "fantastical"</strong></li></ul><p>Asobo Studio has said it "would love" to make a new <em>A Plague Tale </em>game set in the modern day, since Naughty Dog's <a href="https://www.techradar.com/reviews/the-last-of-us-part-1-review"><em>The Last of Us</em></a> influenced the series.</p><p>In an interview with TechRadar Gaming at Gamescom ahead of the launch of the studio's latest game, <a href="https://www.techradar.com/gaming/resonance-a-plague-tale-review"><em>Resonance: A Plague Tale Legacy</em></a><em>, </em>Valérian Robert (lead level designer), Carol Ann Bañuls (lead writer), and actor Anna Demetriou, who played the part of Resonance protagonist Sophia were asked about its next project and confirmed that a modern-day spin-off is something they're asked about frequently.</p><p>"Absolutely," Bañuls replied when asked if the setting would be a good pick for Asobo. "Definitely. Personally, I think so. I think it would be great."</p><p>Demetriou said, "It's one of the things a lot of people ask me about," with Bañuls adding, "It would be really Last of Us kind of."</p><p>Bañuls went on to say that, "Yeah, definitely, because it was a big inspiration. So yeah, if it's in modern days, it would be great."</p><p>In the <em>A Plague Tale</em> universe, the Prima Macula is an ancient curse that poisons the blood of certain families and is something that appears in every major <em>A Plague Tale</em> game, including <em>Resonance: A Plague Tale Legacy</em>. Demetriou thinks the Macula would work very well in a modern-day setting, because the plague is "fantastical."</p><p>"It would be amazing," Demetriou continued, "I would love that to fit into a modern-day setting. Yeah, it would be interesting to see what that would look like. I would love that."</p><p>Asobo Studio hasn't announced its next project just yet, but <em>A Plague Tale</em> game set in a time gamers are familiar with sounds awesome. Now, fans can pick up <em>Resonance: A Plague Tale Legacy</em>, which is available today on <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, <a href="https://www.techradar.com/reviews/xbox-series-s">Xbox Series S</a>, and PC.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/asobo-games-says-it-would-love-to-make-a-modern-day-entry-in-the-a-plague-tale-series-since-naughty-dogs-the-last-of-us-was-a-big-inspiration</link>
                                                                            <description>
                            <![CDATA[ Asobo Studio has said it "would love" to make a new Plague Tale game set in the modern day, since Naughty Dog's The Last of Us influenced the series. ]]>
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                                                                        <pubDate>Mon, 31 Aug 2026 18:00:00 +0000</pubDate>                                                                                                                                <updated>Wed, 02 Sep 2026 14:23:20 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Rob Dwiar ]]></dc:contributor>
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                                                            <media:credit><![CDATA[Asobo Studio]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Resonance: A Plague Tale Legacy]]></media:description>                                                            <media:text><![CDATA[Resonance: A Plague Tale Legacy]]></media:text>
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                                <ul><li><strong>Asobo Studio says it's interested in making a new </strong><em><strong>A Plague Tale</strong></em><strong> game set in the modern day</strong></li><li><strong>The studio says it would be like </strong><em><strong>The Last of Us</strong></em><strong>, since Naughty Dog's game was a "big inspiration"</strong></li><li><strong>Actor Anna Demetriou says a modern-day spin-off would work well since the Macula is "fantastical"</strong></li></ul><p>Asobo Studio has said it "would love" to make a new <em>A Plague Tale </em>game set in the modern day, since Naughty Dog's <a href="https://www.techradar.com/reviews/the-last-of-us-part-1-review"><em>The Last of Us</em></a> influenced the series.</p><p>In an interview with TechRadar Gaming at Gamescom ahead of the launch of the studio's latest game, <a href="https://www.techradar.com/gaming/resonance-a-plague-tale-review"><em>Resonance: A Plague Tale Legacy</em></a><em>, </em>Valérian Robert (lead level designer), Carol Ann Bañuls (lead writer), and actor Anna Demetriou, who played the part of Resonance protagonist Sophia were asked about its next project and confirmed that a modern-day spin-off is something they're asked about frequently.</p><p>"Absolutely," Bañuls replied when asked if the setting would be a good pick for Asobo. "Definitely. Personally, I think so. I think it would be great."</p><p>Demetriou said, "It's one of the things a lot of people ask me about," with Bañuls adding, "It would be really Last of Us kind of."</p><p>Bañuls went on to say that, "Yeah, definitely, because it was a big inspiration. So yeah, if it's in modern days, it would be great."</p><p>In the <em>A Plague Tale</em> universe, the Prima Macula is an ancient curse that poisons the blood of certain families and is something that appears in every major <em>A Plague Tale</em> game, including <em>Resonance: A Plague Tale Legacy</em>. Demetriou thinks the Macula would work very well in a modern-day setting, because the plague is "fantastical."</p><p>"It would be amazing," Demetriou continued, "I would love that to fit into a modern-day setting. Yeah, it would be interesting to see what that would look like. I would love that."</p><p>Asobo Studio hasn't announced its next project just yet, but <em>A Plague Tale</em> game set in a time gamers are familiar with sounds awesome. Now, fans can pick up <em>Resonance: A Plague Tale Legacy</em>, which is available today on <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, <a href="https://www.techradar.com/reviews/xbox-series-s">Xbox Series S</a>, and PC.</p>
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                                                            <title><![CDATA[ The FiiO FG3 is a gaming headset aimed at audiophiles, but after several weeks, I'm not totally convinced ]]></title>
                                                                                                <dc:content><![CDATA[ <h2 class="article-body__section" id="section-fiio-fg3-one-minute-review"><span>FiiO FG3: one-minute review</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3046px;"><p class="vanilla-image-block" style="padding-top:56.27%;"><img id="WgBxescxyrysf7F8PwzLbE" name="FiiO FG3 folded" alt="The FiiO FG3 folded on a desk, next to the audio controller and a keyboard." src="https://cdn.mos.cms.futurecdn.net/WgBxescxyrysf7F8PwzLbE.jpg" mos="" align="middle" fullscreen="" width="3046" height="1714" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>As an audio journalist, I’ve covered FiiO plenty of times; the brand is known for beloved digital audio players like the <a href="https://www.techradar.com/audio/portable-media-players/fiio-jm21-portable-music-player-review">JM21 </a>and digital-audio converters like the <a href="https://www.techradar.com/audio/hi-fi/fiio-ka15-review">FA15</a>. But I was surprised to see the brand enter a totally different market, trying its hand at a gaming headset.</p><p>The FiiO FG3 is the resulting device, and it clearly bears some of the audiophile DNA that FiiO is known for. It offers a coaxial dual-driver set-up, which is uncommon in games-focused headphones, and also totes a lightweight DAC control module to jump between audio presets. </p><p>So it should be a gaming gem, right? <em>Right? </em>Well, I think something was lost in translation.</p><p>FiiO’s hardware is fantastic for music, and the FG3 is the same, with the dual-driver set-up and handy EQ modes working well. However, it’s not quite as good for gaming, which isn’t ideal for a 'gaming' headset.</p><p>Audio is often too muddy and rumbly to do justice to the layered sound design of an immersive environment or frantic battlefield. It’s largely the low-end which lets the side down, with higher-pitched sounds cutting through pretty effectively. This won’t affect all games, and dialogue-heavy or rhythm ones will benefit massively from the tuning.</p><p>The fit of the headphones isn’t perfect either. While the cups are incredibly soft, the headphones squeeze and the headband is too firm. I had to take breaks from long gaming sessions to avoid my head hurting.</p><p>That all may sound like a series of criticisms, but there’s a lot to like here too. The cans are easily portable, and the control app being online-only is a breath of fresh air in this bloatware-riddled world (even if it rules out EQ control when you’ve got no internet). </p><p>The FG3 is also, crucially, pretty affordable, and I can see a discount or two making it an absolute bargain. If you’re reading this when they’re even $10 / £10 off, they’ll be an absolute bargain.</p><p>So it’s easy to look past some of the more annoying elements, or rougher edges, of FiiO’s sound tuning and design. But I can’t help but hope that the brand’s second foray into gaming headsets makes some improvements on what we’ve currently got.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2917px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="JCwi5pb8DJonpduRYRxyxD" name="FiiO FG3 single cup" alt="The FiiO FG3's cup on a table." src="https://cdn.mos.cms.futurecdn.net/JCwi5pb8DJonpduRYRxyxD.jpg" mos="" align="middle" fullscreen="" width="2917" height="1641" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><h2 class="article-body__section" id="section-fiio-fg3-price-and-availability"><span>FiiO FG3: Price and availability</span></h2><ul><li><strong>List price: $69.99 / £69.99 (around AU$140)</strong></li><li><strong>Available in the US, UK and Europe</strong></li><li><strong>Matches RIG R5 Spear Pro HS, undercuts other rivals</strong></li></ul><p>The FiiO FG3 sells for $69.99 / £69.99 (about AU$140, though at the time of writing, it’s not on sale in Australia), and was unveiled in June, 2026.</p><p>At that price, it undercuts many of the <a href="https://www.techradar.com/news/best-wired-gaming-headsets-2021-plug-and-play">best wired gaming headsets</a>, though it matches our top-rated pick: the catchily-titled <a href="https://www.techradar.com/gaming/rig-r5-spear-pro-hs-review">RIG R5 Spear Pro HS</a>. That makes it fairly good value for a gaming headset, with many alternatives going for three-figure sums.</p><p>For your money, you get the headset as well as a removable microphone, control cable and USB adaptor (which lets you plug the USB-C control cable into a USB-A port, if that’s what you have available).</p><h2 class="article-body__section" id="section-fiio-fg3-specs"><span>FiiO FG3: specs</span></h2><div ><table><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$69.99 / £69.99 (around AU$140)</p></td></tr><tr><td class="firstcol " ><p>Weight</p></td><td  ><p>0.69lbs / 0.31kg</p></td></tr><tr><td class="firstcol " ><p>Drivers</p></td><td  ><p>50mm dynamic + 16mm dynamic</p></td></tr><tr><td class="firstcol " ><p>Compatibility</p></td><td  ><p>PS5, PS4, Xbox Series X|S, Xbox One, Switch, PC</p></td></tr><tr><td class="firstcol " ><p>Connection type</p></td><td  ><p>Wired (3.5mm or USB-C)</p></td></tr></tbody></table></div><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3179px;"><p class="vanilla-image-block" style="padding-top:56.24%;"><img id="PqCAWsELqqzubKjd2D6ypD" name="FiiO FG3 logo" alt="The FiiO FG3's logo." src="https://cdn.mos.cms.futurecdn.net/PqCAWsELqqzubKjd2D6ypD.jpg" mos="" align="middle" fullscreen="" width="3179" height="1788" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><h2 class="article-body__section" id="section-fiio-fg3-design-and-features"><span>FiiO FG3: design and features</span></h2><p>The FiiO FG3 comes with a non-removable cable, which connects into a 3.5mm jack. It’s not long, but it’ll reach a hand-held controller. However, it’s best to connect it to a control module which comes in the box; this offers you the ability to mute, change EQ or modify volume, and has a much longer cable which connects to a device via USB-C (or USB-A, thanks to an included adaptor).</p><p>These cans aren’t particularly unique-looking, although the cups are slightly canted, which helps them fit a head shape better. They rotate a little horizontally and vertically, which also helps with the fit, though some other elements like the thin metal headband or certain cheap-feeling plastic elements discourage any notion of these being premium headphones. There are no on-cup controls either.</p><p>While the ear pads are soft and comfortable, I did find that the padded headband wasn’t padded enough. Longer gaming stints ended in growing aches; the FG3 fit isn’t as comfortable as other gaming headsets I’ve used. A slight squeeze offered by the cans didn’t help either.</p><p>You can fold the cups in on each other, and remove the microphone, transforming the headset into a compact unit which is easy to transport (though it doesn’t come with any kind of carry case). Combined with a feature we’ll get to later, it’s a great headset for people who game in different venues.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3253px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="2RzkpjcaqyqfxjafQfYeDE" name="FiiO FG3 top grille" alt="Grille decor on the FiiO FG3's cups." src="https://cdn.mos.cms.futurecdn.net/2RzkpjcaqyqfxjafQfYeDE.jpg" mos="" align="middle" fullscreen="" width="3253" height="1830" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Now onto the feature set. A potentially-divisive feature of the FiiO FG3 is that you don’t need to download a control app to clutter up your PC. Instead, <a href="https://fiiocontrol.fiio.com/next/game-config/game"><u>FiiO’s website</u></a> offers the ability to change EQ and flick between presets. </p><p>I loved the fact I didn’t need to download more bloating software onto my rig, and that I could tote the FG3 between different systems and locations and still customize them, but it does mean that you get no control while offline.</p><p>The control site lets you choose three presets, which the control module lets you change between: a gaming mode, a cinema one, and a music one. The latter list, which includes the custom mode, is the one I found myself using most.</p><p>This module also means you can still jump between your EQ presets when you're on a console or handheld, so your decision to play on a Switch, PlayStation or Xbox doesn't mean you're banned from customizable sound.</p><p>Don’t expect any Active Noise Cancellation (ANC) here. I found that the Passive Noise Cancellation (PNC) or natural ear cup blocking, managed to cut out annoying background sounds from my street, as did the closed-back design. But it won’t save you from louder interruptions.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3660px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="WVJjqSMXfpLd4c62EVc2bE" name="FiiO FG3 inner cups" alt="The insides of the FiiO FG3 cups." src="https://cdn.mos.cms.futurecdn.net/WVJjqSMXfpLd4c62EVc2bE.jpg" mos="" align="middle" fullscreen="" width="3660" height="2059" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><h2 class="article-body__section" id="section-fiio-fg3-performance"><span>FiiO FG3: performance</span></h2><p>True to its audiophile heritage, FiiO has packed the FG3 with two drivers per cup: one 50mm dynamic driver designed to handle mid- and low-end, and a smaller 16mm dynamic driver for higher-end sounds. The benefit of dual drivers, rather than the sole unit found in most gaming headsets, is twofold: firstly, each being dedicated to different frequencies means that they can be better catered to them. Secondly, simultaneous sounds can be delivered with better clarity.</p><p>This latter is certainly true of the FiiO FG3, which has a distinct V-shaped sound profile; that means that bass and treble are well-defined and clear, though mids are a little lost. This isn’t a huge issue for gaming, as most sound effects are low or high ones, but it’s audible in music (including game scores). </p><p>It’s also clear that the high-end dynamic driver does its job well. Dialogue is easy to make out, even in frantic battles, including in-game audio and friends’ voice chats during gameplay. It’s also easy to make out nearby footsteps or the twinkle of a distant collectible.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2565px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="6RaokYPBuyhHJxdmiFjj7E" name="FiiO FG3 mic backup" alt="The FiiO FG3's microphone, attached to the headset." src="https://cdn.mos.cms.futurecdn.net/6RaokYPBuyhHJxdmiFjj7E.jpg" mos="" align="middle" fullscreen="" width="2565" height="1443" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>However, I’m not as sold on the bass capabilities of the larger driver. In music it’s scooping and well-defined, but while gaming it lacks the power or ‘oomph’ of some other headsets I’ve tested. This means the chatter of your gunfire sounds a little dulled, nearby explosions lose a visceral edge, and roaring monsters sound like they have a sore throat.</p><p>Perhaps most importantly, the background rumble of a city or busy landscape which so often defines an alive-feeling open world felt a little too ‘rumbly’ for me. Some of FiiO’s equalization modes go some way to fix its issues, but not the whole way; I never found a way to stop the sound feeling a little muddy, and sometimes even made it worse.</p><p>A much-touted selling point of the FG3 is the use of Virtual 7.1, an algorithm which spreads sound to give a feeling of surround sound, without using 8 speakers (which would simply be 7.1 sound). It helps a little in spreading environmental and atmospheric sounds about you, though you’ll never forget that you’re simply getting spread-out headphone sound.</p><p>The removable microphone is… fine for purpose, but won’t deliver especially crystalline audio. Even recording onto my PC’s own voice recorder app, speech is a little crackly. However, I appreciate how dexterous the strut holding the microphone is: you can move it to different angles or heights, and there’s far more versatility than in many other headsets I’ve used.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3735px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZR6fNjHHE9vxjmCgQ2T6bE" name="FiiO FG3 connector" alt="The FiiO FG3's audio connector." src="https://cdn.mos.cms.futurecdn.net/ZR6fNjHHE9vxjmCgQ2T6bE.jpg" mos="" align="middle" fullscreen="" width="3735" height="2101" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><h2 class="article-body__section" id="section-should-i-buy-the-fiio-fg3"><span>Should I buy the FiiO FG3?</span></h2><h2 id="buy-it-if">Buy it if...</h2><div class="product"><p><strong>You need something easily portable</strong><br>Between the removable microphone, the foldable build, and the fact that you can use the control app anywhere, this is perfect for going to a friend's LAN party.</p></div><div class="product"><p><strong>You like customizing your sound</strong><br>The online EQ platform offers you loads of presets and plenty of control over your sound. Plus, the DAC control panel lets you jump between them easily.</p></div><h2 id="don-39-t-buy-it-if">Don't buy it if...</h2><div class="product"><p><strong>You need something suited for long gaming stints</strong><br>After a few hours with the FG3, my head and ears were asking for a break. It's not the ideal headset for day-long binges, or even a full workday.</p></div><div class="product"><p><strong>You want the best video game sound</strong><br>If all you care about is the sound of your games, then the FiiO will disappoint you. It's not bad, but its muddy sound profile means you're never getting the best audio possible.</p></div><h2 class="article-body__section" id="section-fiio-fg3-also-consider"><span>FiiO FG3: Also consider</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3063px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="U65vDfXY2bkfEmkrGqn8PE" name="FiiO FG3 with microphone" alt="The FiiO FG3 perched on a candle, with Total War: Pharoah app in the background." src="https://cdn.mos.cms.futurecdn.net/U65vDfXY2bkfEmkrGqn8PE.jpg" mos="" align="middle" fullscreen="" width="3063" height="1723" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Here are two more gaming headsets that we've given positive reviews to, if you're not sold on the FiiO FG3.</p><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>FiiO FG3</strong></p></td><td  ><p><strong>RIG R5 Spear Pro HS</strong></p></td><td  ><p><strong>Turtle Beach Atlas 200</strong></p></td></tr><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$69.99 / £69.99 (around AU$140)</p></td><td  ><p>$69.99 / £69.99 (around AU$140)</p></td><td  ><p>$59.99 / £49.99 (around AU$100)</p></td></tr><tr><td class="firstcol " ><p>Weight</p></td><td  ><p>0.69lbs / 0.31kg</p></td><td  ><p>0.74lbs / 0.34kg</p></td><td  ><p>0.62lbs / 0.28kg</p></td></tr><tr><td class="firstcol " ><p>Drivers</p></td><td  ><p>50mm dynamic + 16mm dynamic</p></td><td  ><p>40mm graphene</p></td><td  ><p>50mm Nanoclear</p></td></tr><tr><td class="firstcol " ><p>Compatibility</p></td><td  ><p>PS5, PS4, Xbox Series X|S, Xbox One, Switch, PC</p></td><td  ><p>PS5, PS4, Xbox Series X|S, Xbox One, Switch, Switch 2, PC</p></td><td  ><p>PS5, PS4, Xbox Series X|S, Xbox One, Switch, Switch 2, PC</p></td></tr><tr><td class="firstcol " ><p>Connection type</p></td><td  ><p>Wired (USB-C)</p></td><td  ><p>Wired (3.5mm)</p></td><td  ><p>Wired (3.5mm)</p></td></tr></tbody></table></div><div class="product"><p><strong>RIG R5 Spear Pro HS</strong><br>This same-price rival offers great sound and a more comfortable fit. However, there's no way of customizing your sound, and you can't remove the microphone.</p><p><strong>Read our full </strong><a href="https://www.techradar.com/gaming/rig-r5-spear-pro-hs-review" data-dimension112="ac77c532-9a2e-11f1-8815-bb6e1ddfcf9c" data-action="Deal Block" data-label="Read our full RIG R5 Spear Pro HS review" data-dimension48="Read our full RIG R5 Spear Pro HS review" data-dimension25=""><strong>RIG R5 Spear Pro HS review</strong></a></p></div><div class="product"><p><strong>Turtle Beach Atlas 200</strong><br>For even less than the FiiO, this Turtle Beach alternative offers a well-designed mesh headband and great mic quality. But its feature set is weighted towards PC gamers.</p><p><strong>Read our full </strong><a href="https://www.techradar.com/gaming/gaming-accessories/turtle-beach-atlas-200-review" data-dimension112="ac77c58c-9a2e-11f1-b49d-554935b3468c" data-action="Deal Block" data-label="Read our full Turtle Beach Atlas 200 review" data-dimension48="Read our full Turtle Beach Atlas 200 review" data-dimension25=""><strong>Turtle Beach Atlas 200 review</strong></a></p></div><h2 class="article-body__section" id="section-how-i-tested-the-fiio-fg3"><span>How I tested the FiiO FG3</span></h2><ul><li><strong>Used for three weeks</strong></li><li><strong>Tested for gaming and other tasks </strong></li><li><strong>Mainly connected to gaming PC</strong></li></ul><p>I tested the FiiO FG3 for roughly three weeks in order to write the review. Through this time, I used the headset while connected to my gaming PC; I tried to plug it into my Android phone, but the connection was stuttery.</p><p>The majority of the testing was done gaming; predominantly <em>Nioh 3</em> and <em>Total War: Pharaoh</em>, but with time also spent on Old School <em>Runescape</em>, <em>Isonzo</em>, <em>Slay The Spire</em>, <em>Crying Suns</em> and the <em>Mortal Shell 2</em> beta. I also used the headset to stream music while at work, and watch YouTube videos and TV shows.</p><p>Since I review audio products for a living, I have plenty of experience testing gaming headsets (and using other headphones for gaming purposes). I've also tested other FiiO products.</p><p><em>First reviewed August 2026</em></p><p><a href="https://www.techradar.com/news/how-we-test">Read more about how we test</a></p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/fiio-fg3-review</link>
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                            <![CDATA[ The FiiO FG3 looks promising on paper, and works well for certain titles, but some weak areas let it down. ]]>
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                                                                        <pubDate>Mon, 31 Aug 2026 17:00:00 +0000</pubDate>                                                                                                                                <updated>Tue, 01 Sep 2026 08:38:40 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                <author><![CDATA[ tom.bedford@hotmail.co.uk (Tom Bedford) ]]></author>                    <dc:creator><![CDATA[ Tom Bedford ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/xgco9qz6uEc9KxXNtDVQkk.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Tom Bedford joined TechRadar in early 2019 as a staff writer, and left the team as deputy phones editor in late 2022 to work for entertainment site What To Watch. He continues to contribute on a freelance basis for several sections including phones, audio and fitness, as well as many other websites.&lt;/p&gt;&lt;p&gt;He graduated in American Literature and Creative Writing from the University of East Anglia. Prior to working on TechRadar, he freelanced in tech, gaming and entertainment, and also spent many years working as a mixologist.&lt;/p&gt;&lt;p&gt;He grew up in Bristol, UK, and has also lived in Norwich, UK, Salt Lake City, UT, and currently resides in London, UK. &lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Future]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[The FiiO FG3 perched on a candle, with the Control app in the background.]]></media:description>                                                            <media:text><![CDATA[The FiiO FG3 perched on a candle, with the Control app in the background.]]></media:text>
                                <media:title type="plain"><![CDATA[The FiiO FG3 perched on a candle, with the Control app in the background.]]></media:title>
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                                <h2 class="article-body__section" id="section-fiio-fg3-one-minute-review"><span>FiiO FG3: one-minute review</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3046px;"><p class="vanilla-image-block" style="padding-top:56.27%;"><img id="WgBxescxyrysf7F8PwzLbE" name="FiiO FG3 folded" alt="The FiiO FG3 folded on a desk, next to the audio controller and a keyboard." src="https://cdn.mos.cms.futurecdn.net/WgBxescxyrysf7F8PwzLbE.jpg" mos="" align="middle" fullscreen="" width="3046" height="1714" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>As an audio journalist, I’ve covered FiiO plenty of times; the brand is known for beloved digital audio players like the <a href="https://www.techradar.com/audio/portable-media-players/fiio-jm21-portable-music-player-review">JM21 </a>and digital-audio converters like the <a href="https://www.techradar.com/audio/hi-fi/fiio-ka15-review">FA15</a>. But I was surprised to see the brand enter a totally different market, trying its hand at a gaming headset.</p><p>The FiiO FG3 is the resulting device, and it clearly bears some of the audiophile DNA that FiiO is known for. It offers a coaxial dual-driver set-up, which is uncommon in games-focused headphones, and also totes a lightweight DAC control module to jump between audio presets. </p><p>So it should be a gaming gem, right? <em>Right? </em>Well, I think something was lost in translation.</p><p>FiiO’s hardware is fantastic for music, and the FG3 is the same, with the dual-driver set-up and handy EQ modes working well. However, it’s not quite as good for gaming, which isn’t ideal for a 'gaming' headset.</p><p>Audio is often too muddy and rumbly to do justice to the layered sound design of an immersive environment or frantic battlefield. It’s largely the low-end which lets the side down, with higher-pitched sounds cutting through pretty effectively. This won’t affect all games, and dialogue-heavy or rhythm ones will benefit massively from the tuning.</p><p>The fit of the headphones isn’t perfect either. While the cups are incredibly soft, the headphones squeeze and the headband is too firm. I had to take breaks from long gaming sessions to avoid my head hurting.</p><p>That all may sound like a series of criticisms, but there’s a lot to like here too. The cans are easily portable, and the control app being online-only is a breath of fresh air in this bloatware-riddled world (even if it rules out EQ control when you’ve got no internet). </p><p>The FG3 is also, crucially, pretty affordable, and I can see a discount or two making it an absolute bargain. If you’re reading this when they’re even $10 / £10 off, they’ll be an absolute bargain.</p><p>So it’s easy to look past some of the more annoying elements, or rougher edges, of FiiO’s sound tuning and design. But I can’t help but hope that the brand’s second foray into gaming headsets makes some improvements on what we’ve currently got.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2917px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="JCwi5pb8DJonpduRYRxyxD" name="FiiO FG3 single cup" alt="The FiiO FG3's cup on a table." src="https://cdn.mos.cms.futurecdn.net/JCwi5pb8DJonpduRYRxyxD.jpg" mos="" align="middle" fullscreen="" width="2917" height="1641" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><h2 class="article-body__section" id="section-fiio-fg3-price-and-availability"><span>FiiO FG3: Price and availability</span></h2><ul><li><strong>List price: $69.99 / £69.99 (around AU$140)</strong></li><li><strong>Available in the US, UK and Europe</strong></li><li><strong>Matches RIG R5 Spear Pro HS, undercuts other rivals</strong></li></ul><p>The FiiO FG3 sells for $69.99 / £69.99 (about AU$140, though at the time of writing, it’s not on sale in Australia), and was unveiled in June, 2026.</p><p>At that price, it undercuts many of the <a href="https://www.techradar.com/news/best-wired-gaming-headsets-2021-plug-and-play">best wired gaming headsets</a>, though it matches our top-rated pick: the catchily-titled <a href="https://www.techradar.com/gaming/rig-r5-spear-pro-hs-review">RIG R5 Spear Pro HS</a>. That makes it fairly good value for a gaming headset, with many alternatives going for three-figure sums.</p><p>For your money, you get the headset as well as a removable microphone, control cable and USB adaptor (which lets you plug the USB-C control cable into a USB-A port, if that’s what you have available).</p><h2 class="article-body__section" id="section-fiio-fg3-specs"><span>FiiO FG3: specs</span></h2><div ><table><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$69.99 / £69.99 (around AU$140)</p></td></tr><tr><td class="firstcol " ><p>Weight</p></td><td  ><p>0.69lbs / 0.31kg</p></td></tr><tr><td class="firstcol " ><p>Drivers</p></td><td  ><p>50mm dynamic + 16mm dynamic</p></td></tr><tr><td class="firstcol " ><p>Compatibility</p></td><td  ><p>PS5, PS4, Xbox Series X|S, Xbox One, Switch, PC</p></td></tr><tr><td class="firstcol " ><p>Connection type</p></td><td  ><p>Wired (3.5mm or USB-C)</p></td></tr></tbody></table></div><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3179px;"><p class="vanilla-image-block" style="padding-top:56.24%;"><img id="PqCAWsELqqzubKjd2D6ypD" name="FiiO FG3 logo" alt="The FiiO FG3's logo." src="https://cdn.mos.cms.futurecdn.net/PqCAWsELqqzubKjd2D6ypD.jpg" mos="" align="middle" fullscreen="" width="3179" height="1788" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><h2 class="article-body__section" id="section-fiio-fg3-design-and-features"><span>FiiO FG3: design and features</span></h2><p>The FiiO FG3 comes with a non-removable cable, which connects into a 3.5mm jack. It’s not long, but it’ll reach a hand-held controller. However, it’s best to connect it to a control module which comes in the box; this offers you the ability to mute, change EQ or modify volume, and has a much longer cable which connects to a device via USB-C (or USB-A, thanks to an included adaptor).</p><p>These cans aren’t particularly unique-looking, although the cups are slightly canted, which helps them fit a head shape better. They rotate a little horizontally and vertically, which also helps with the fit, though some other elements like the thin metal headband or certain cheap-feeling plastic elements discourage any notion of these being premium headphones. There are no on-cup controls either.</p><p>While the ear pads are soft and comfortable, I did find that the padded headband wasn’t padded enough. Longer gaming stints ended in growing aches; the FG3 fit isn’t as comfortable as other gaming headsets I’ve used. A slight squeeze offered by the cans didn’t help either.</p><p>You can fold the cups in on each other, and remove the microphone, transforming the headset into a compact unit which is easy to transport (though it doesn’t come with any kind of carry case). Combined with a feature we’ll get to later, it’s a great headset for people who game in different venues.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3253px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="2RzkpjcaqyqfxjafQfYeDE" name="FiiO FG3 top grille" alt="Grille decor on the FiiO FG3's cups." src="https://cdn.mos.cms.futurecdn.net/2RzkpjcaqyqfxjafQfYeDE.jpg" mos="" align="middle" fullscreen="" width="3253" height="1830" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Now onto the feature set. A potentially-divisive feature of the FiiO FG3 is that you don’t need to download a control app to clutter up your PC. Instead, <a href="https://fiiocontrol.fiio.com/next/game-config/game"><u>FiiO’s website</u></a> offers the ability to change EQ and flick between presets. </p><p>I loved the fact I didn’t need to download more bloating software onto my rig, and that I could tote the FG3 between different systems and locations and still customize them, but it does mean that you get no control while offline.</p><p>The control site lets you choose three presets, which the control module lets you change between: a gaming mode, a cinema one, and a music one. The latter list, which includes the custom mode, is the one I found myself using most.</p><p>This module also means you can still jump between your EQ presets when you're on a console or handheld, so your decision to play on a Switch, PlayStation or Xbox doesn't mean you're banned from customizable sound.</p><p>Don’t expect any Active Noise Cancellation (ANC) here. I found that the Passive Noise Cancellation (PNC) or natural ear cup blocking, managed to cut out annoying background sounds from my street, as did the closed-back design. But it won’t save you from louder interruptions.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3660px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="WVJjqSMXfpLd4c62EVc2bE" name="FiiO FG3 inner cups" alt="The insides of the FiiO FG3 cups." src="https://cdn.mos.cms.futurecdn.net/WVJjqSMXfpLd4c62EVc2bE.jpg" mos="" align="middle" fullscreen="" width="3660" height="2059" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><h2 class="article-body__section" id="section-fiio-fg3-performance"><span>FiiO FG3: performance</span></h2><p>True to its audiophile heritage, FiiO has packed the FG3 with two drivers per cup: one 50mm dynamic driver designed to handle mid- and low-end, and a smaller 16mm dynamic driver for higher-end sounds. The benefit of dual drivers, rather than the sole unit found in most gaming headsets, is twofold: firstly, each being dedicated to different frequencies means that they can be better catered to them. Secondly, simultaneous sounds can be delivered with better clarity.</p><p>This latter is certainly true of the FiiO FG3, which has a distinct V-shaped sound profile; that means that bass and treble are well-defined and clear, though mids are a little lost. This isn’t a huge issue for gaming, as most sound effects are low or high ones, but it’s audible in music (including game scores). </p><p>It’s also clear that the high-end dynamic driver does its job well. Dialogue is easy to make out, even in frantic battles, including in-game audio and friends’ voice chats during gameplay. It’s also easy to make out nearby footsteps or the twinkle of a distant collectible.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2565px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="6RaokYPBuyhHJxdmiFjj7E" name="FiiO FG3 mic backup" alt="The FiiO FG3's microphone, attached to the headset." src="https://cdn.mos.cms.futurecdn.net/6RaokYPBuyhHJxdmiFjj7E.jpg" mos="" align="middle" fullscreen="" width="2565" height="1443" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>However, I’m not as sold on the bass capabilities of the larger driver. In music it’s scooping and well-defined, but while gaming it lacks the power or ‘oomph’ of some other headsets I’ve tested. This means the chatter of your gunfire sounds a little dulled, nearby explosions lose a visceral edge, and roaring monsters sound like they have a sore throat.</p><p>Perhaps most importantly, the background rumble of a city or busy landscape which so often defines an alive-feeling open world felt a little too ‘rumbly’ for me. Some of FiiO’s equalization modes go some way to fix its issues, but not the whole way; I never found a way to stop the sound feeling a little muddy, and sometimes even made it worse.</p><p>A much-touted selling point of the FG3 is the use of Virtual 7.1, an algorithm which spreads sound to give a feeling of surround sound, without using 8 speakers (which would simply be 7.1 sound). It helps a little in spreading environmental and atmospheric sounds about you, though you’ll never forget that you’re simply getting spread-out headphone sound.</p><p>The removable microphone is… fine for purpose, but won’t deliver especially crystalline audio. Even recording onto my PC’s own voice recorder app, speech is a little crackly. However, I appreciate how dexterous the strut holding the microphone is: you can move it to different angles or heights, and there’s far more versatility than in many other headsets I’ve used.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3735px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZR6fNjHHE9vxjmCgQ2T6bE" name="FiiO FG3 connector" alt="The FiiO FG3's audio connector." src="https://cdn.mos.cms.futurecdn.net/ZR6fNjHHE9vxjmCgQ2T6bE.jpg" mos="" align="middle" fullscreen="" width="3735" height="2101" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><h2 class="article-body__section" id="section-should-i-buy-the-fiio-fg3"><span>Should I buy the FiiO FG3?</span></h2><h2 id="buy-it-if">Buy it if...</h2><div class="product"><p><strong>You need something easily portable</strong><br>Between the removable microphone, the foldable build, and the fact that you can use the control app anywhere, this is perfect for going to a friend's LAN party.</p></div><div class="product"><p><strong>You like customizing your sound</strong><br>The online EQ platform offers you loads of presets and plenty of control over your sound. Plus, the DAC control panel lets you jump between them easily.</p></div><h2 id="don-39-t-buy-it-if">Don't buy it if...</h2><div class="product"><p><strong>You need something suited for long gaming stints</strong><br>After a few hours with the FG3, my head and ears were asking for a break. It's not the ideal headset for day-long binges, or even a full workday.</p></div><div class="product"><p><strong>You want the best video game sound</strong><br>If all you care about is the sound of your games, then the FiiO will disappoint you. It's not bad, but its muddy sound profile means you're never getting the best audio possible.</p></div><h2 class="article-body__section" id="section-fiio-fg3-also-consider"><span>FiiO FG3: Also consider</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3063px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="U65vDfXY2bkfEmkrGqn8PE" name="FiiO FG3 with microphone" alt="The FiiO FG3 perched on a candle, with Total War: Pharoah app in the background." src="https://cdn.mos.cms.futurecdn.net/U65vDfXY2bkfEmkrGqn8PE.jpg" mos="" align="middle" fullscreen="" width="3063" height="1723" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Here are two more gaming headsets that we've given positive reviews to, if you're not sold on the FiiO FG3.</p><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>FiiO FG3</strong></p></td><td  ><p><strong>RIG R5 Spear Pro HS</strong></p></td><td  ><p><strong>Turtle Beach Atlas 200</strong></p></td></tr><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$69.99 / £69.99 (around AU$140)</p></td><td  ><p>$69.99 / £69.99 (around AU$140)</p></td><td  ><p>$59.99 / £49.99 (around AU$100)</p></td></tr><tr><td class="firstcol " ><p>Weight</p></td><td  ><p>0.69lbs / 0.31kg</p></td><td  ><p>0.74lbs / 0.34kg</p></td><td  ><p>0.62lbs / 0.28kg</p></td></tr><tr><td class="firstcol " ><p>Drivers</p></td><td  ><p>50mm dynamic + 16mm dynamic</p></td><td  ><p>40mm graphene</p></td><td  ><p>50mm Nanoclear</p></td></tr><tr><td class="firstcol " ><p>Compatibility</p></td><td  ><p>PS5, PS4, Xbox Series X|S, Xbox One, Switch, PC</p></td><td  ><p>PS5, PS4, Xbox Series X|S, Xbox One, Switch, Switch 2, PC</p></td><td  ><p>PS5, PS4, Xbox Series X|S, Xbox One, Switch, Switch 2, PC</p></td></tr><tr><td class="firstcol " ><p>Connection type</p></td><td  ><p>Wired (USB-C)</p></td><td  ><p>Wired (3.5mm)</p></td><td  ><p>Wired (3.5mm)</p></td></tr></tbody></table></div><div class="product"><p><strong>RIG R5 Spear Pro HS</strong><br>This same-price rival offers great sound and a more comfortable fit. However, there's no way of customizing your sound, and you can't remove the microphone.</p><p><strong>Read our full </strong><a href="https://www.techradar.com/gaming/rig-r5-spear-pro-hs-review" data-dimension112="ac77c532-9a2e-11f1-8815-bb6e1ddfcf9c" data-action="Deal Block" data-label="Read our full RIG R5 Spear Pro HS review" data-dimension48="Read our full RIG R5 Spear Pro HS review" data-dimension25=""><strong>RIG R5 Spear Pro HS review</strong></a></p></div><div class="product"><p><strong>Turtle Beach Atlas 200</strong><br>For even less than the FiiO, this Turtle Beach alternative offers a well-designed mesh headband and great mic quality. But its feature set is weighted towards PC gamers.</p><p><strong>Read our full </strong><a href="https://www.techradar.com/gaming/gaming-accessories/turtle-beach-atlas-200-review" data-dimension112="ac77c58c-9a2e-11f1-b49d-554935b3468c" data-action="Deal Block" data-label="Read our full Turtle Beach Atlas 200 review" data-dimension48="Read our full Turtle Beach Atlas 200 review" data-dimension25=""><strong>Turtle Beach Atlas 200 review</strong></a></p></div><h2 class="article-body__section" id="section-how-i-tested-the-fiio-fg3"><span>How I tested the FiiO FG3</span></h2><ul><li><strong>Used for three weeks</strong></li><li><strong>Tested for gaming and other tasks </strong></li><li><strong>Mainly connected to gaming PC</strong></li></ul><p>I tested the FiiO FG3 for roughly three weeks in order to write the review. Through this time, I used the headset while connected to my gaming PC; I tried to plug it into my Android phone, but the connection was stuttery.</p><p>The majority of the testing was done gaming; predominantly <em>Nioh 3</em> and <em>Total War: Pharaoh</em>, but with time also spent on Old School <em>Runescape</em>, <em>Isonzo</em>, <em>Slay The Spire</em>, <em>Crying Suns</em> and the <em>Mortal Shell 2</em> beta. I also used the headset to stream music while at work, and watch YouTube videos and TV shows.</p><p>Since I review audio products for a living, I have plenty of experience testing gaming headsets (and using other headphones for gaming purposes). I've also tested other FiiO products.</p><p><em>First reviewed August 2026</em></p><p><a href="https://www.techradar.com/news/how-we-test">Read more about how we test</a></p>
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                                                            <title><![CDATA[ Onimusha: Way of the Sword is another goliath in the action-adventure genre, satiating my appetite for epic, cinematic, and addictive sword-fighting encounters, despite some tedious segments ]]></title>
                                                                                                <dc:content><![CDATA[ <p><em>Onimusha: Way of the Sword</em> has blown me away after 30 hours with its engaging, emotional, and immersive narrative, filled with epic combat encounters. Capcom nailed the sword-fighting in almost all areas, further aided by some of the best boss battles I've ever played in the action-adventure genre.</p><div  class="fancy-box"><div class="fancy_box-title">Review info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Platform reviewed:</strong> PC<br><strong>Available on:</strong> PS5, Xbox Series X, Xbox Series S, PC, Nintendo Switch 2<br><strong>Release date: </strong>September 4, 2026</p></div></div><p>The enemy variety in <em>Way of the Sword</em> appears a little weak initially, but fortunately, there is surprisingly a decent number of diverse enemy types to tackle, some of which will put players' skills to the test, and enemies that tie directly to some of the darker and morbid aspects of the story — giving me every bit of motivation to defeat those responsible. </p><p>Much like previous games in the <em>Onimusha</em> series, upgrades and enhancements work by collecting red souls from defeating enemies or by finding other necessary resources to stay well-equipped for more difficult encounters or boss fights (because there are many of them).</p><p>Capcom has blended elements from the beloved franchise with modern elements (notably thanks to the RE Engine, used in <a href="https://www.techradar.com/gaming/resident-evil-requiem-review"><em>Resident Evil Requiem</em></a>), creating a sword-fighting, narrative-driven experience that successfully revitalizes the franchise for future entries — and yet again, it proves that it's in the best form it's ever been in.</p><h2 id="what-it-takes-to-be-the-strongest">What it takes to be the strongest</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="qDyPPJzbgLtfL8fStavLD9" name="EMBARGOED Monday 31st August 4PM BST Onimusha: Way of the Sword" alt="Miyamoto Musashi" src="https://cdn.mos.cms.futurecdn.net/qDyPPJzbgLtfL8fStavLD9.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p>In <em>Onimusha: Way of the Sword</em>, we follow Miyamoto Musashi, a confident young samurai looking to climb to the very top to be the best swordsman there is, battling rivals and those with the same goal. When an encounter with a fierce rival, Sasaki Ganryu, goes wrong, both Musashi and Ganryu are thrust into lives and roles neither could ever expect.</p><p>Genma (demons) are seeping into Kyoto, Japan, from the depths of hell, and chaos is unfolding, with the lives of innocents taken brutally, and formidable Genma tormenting those who are vulnerable.</p><p>Musashi and Ganryu seek the same goal: master the blade and become the ultimate swordsman. However, both will eventually learn that far more important matters are at stake: humanity's attempt to repel Genma is in dire need of attention, and with Ganryu led astray, it's up to Musashi to forge the right path to heroism.</p><p>Equipped with Oni gauntlets, Musashi and Ganryu possess strengths far above the ordinary human, with plenty of abilities to challenge and defeat Genma. However, as expected, with that power comes plenty of responsibility.</p><p>Do strength and power derive from one's own efforts? Is it honorable to seek absolute power with the sacrifice of innocents? These are questions Musashi is left to answer throughout his journey, learning through victory but also through trial and error, ultimately creating an engaging rollercoaster that kept me on the edge of my seat.</p><p>Musashi is far from perfect in his use of Oni powers, but the character's development throughout the <em>Way of the Sword</em> and his bravado (significantly amped by the face model of the late and legendary Toshiro Mifune)<em> </em>are the strongest aspects of the game, keeping you coming back for more after each main story mission.</p><div class="looped-video"><video class="lazyload-in-view lazyloading" data-src="https://cdn.mos.cms.futurecdn.net/2wf2Q56W2MnZXLy6tEnVx4/OWOTS%20Cutscene.mp4" autoplay loop muted playsinline src="https://cdn.mos.cms.futurecdn.net/2wf2Q56W2MnZXLy6tEnVx4/OWOTS%20Cutscene.mp4"></video></div><p><strong>Miyamoto Musashi shines in every single cutscene, with a level of charisma that accurately represents the legendary Japanese figure, Musashi himself, and Toshiro Mifune's prowess. </strong>(<em>Video Credit: Capcom</em>)</p><p>As much as <em>Onimusha: Way of the Sword</em> maintains a strong focus on sword combat, it's very much a strong cinematic experience, with cutscenes that are absolutely phenomenal. The level of detail in every character's facial expressions and speech makes it feel like you're watching a movie at times.</p><p>Unfortunately, that makes the switch back to gameplay and dialogue sequences quite jarring. It's not that the visuals aren't great during gameplay; it just doesn't match up to those cinematic sequences, and I found myself constantly wishing gameplay looked as great as those important cutscenes — but ultimately, those beautiful visuals are designed for what's most important: the story.</p><h2 id="exceptional-addictive-sword-combat">Exceptional, addictive sword combat</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="mJhdNHSBXrcXVULVnDsmwF" name="EMBARGOED Monday 31st August 4PM BST Onimusha: Way of the Sword" alt="Miyamoto Musashi wielding sword" src="https://cdn.mos.cms.futurecdn.net/mJhdNHSBXrcXVULVnDsmwF.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p>Unsurprisingly, the combat in <em>Onimusha: Way of the Sword</em> is fantastic, taking fundamentals from what series veterans are accustomed to, alongside new and exciting skills, making every encounter entertaining.</p><p>As <a href="https://www.techradar.com/gaming/i-spent-three-hours-with-onimusha-way-of-the-sword-and-its-spectacular-sword-action-has-me-more-convinced-than-ever-that-capcom-cant-miss">mentioned in my preview</a>, the Issen technique makes its return, allowing players to viciously strike enemies right before being hit, and it makes for an incredible spectacle.</p><p>More importantly, parrying and deflecting are pivotal to overcoming foes in <em>Way of the Sword</em>. Just like <a href="https://www.techradar.com/reviews/sekiro-shadows-die-twice"><em>Sekiro: Shadows Die Twice</em></a> by FromSoftware, both defence options significantly deplete enemy stamina or 'posture', leaving them open to attacks for huge damage.</p><p><em>Way of the Sword</em> treats <em>Sekiro</em>'s 'deathblows' slightly differently; instead of one central area to attack, players have several options for areas to strike against bosses. </p><p>In scenarios where Musashi runs out of Hozuki (used for quick healing), most bosses will have a limb or part of a weapon (notably with the Byakue boss) highlighted in purple that is filled with red, yellow, blue, and purple souls, but does less damage to the enemy compared to the traditional main attack.</p><p>It's an aspect of combat that creates a dynamic back-and-forth between Musashi and various bosses, especially if you need more yellow souls for health from dealing too much damage earlier on. </p><div class="looped-video"><video class="lazyload-in-view lazyloading" data-src="https://cdn.mos.cms.futurecdn.net/QdkEqb3oBe5ymWpUE8MNYR/OWOTS%20Combat.mp4" autoplay loop muted playsinline src="https://cdn.mos.cms.futurecdn.net/QdkEqb3oBe5ymWpUE8MNYR/OWOTS%20Combat.mp4"></video></div><p><strong>Patience is key when attempting to execute Issen or Chain Issen, as the timing window is very narrow, more so than those for parries and deflects. When mastered, though, you'll overcome most enemies with ease. </strong>(<em>Video Credit: Capcom</em>)</p><p>Capcom did promise that enemies further into the game's story would be more difficult, after players voiced concerns that the demo was too easy. While I can say that endgame enemies are certainly more formidable and aggressive, some even making me sweat when in larger numbers, <em>most </em>basic enemy encounters are still easy.</p><p>This is directly due to Capcom's design for <em>Way of the Sword</em>'s combat, which is very obviously focused on replicating samurai-like fights, taking after historical samurai duels that often ended in a single strike. Enemies won't attack Musashi in groups, making clashes with enemies easy, but I can see what director Satoru Nihei was aiming for with slower, more deliberate, and steadily paced sword clashes.</p><p>Fortunately, once you beat the game, you'll unlock the hard mode, Carnage, which is encouraged for use in New Game Plus. This raises the stakes to a new level, as a single hit could result in death, similar to Sucker Punch's <a href="https://www.techradar.com/reviews/ghost-of-tsushima-review"><em>Ghost of Tsushima</em></a> and its Lethal difficulty.</p><p>While that doesn't directly address the fundamental aspect of enemies not attacking Musashi all at once, it will keep players on their toes to remain efficient in combat.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="MxsENPQ5Nc53EWphd9ztLQ" name="EMBARGOED Monday 31st August 4PM BST Onimusha: Way of the Sword" alt="Miyamoto Musashi wielding katana in Onimusha: Way of the Sword" src="https://cdn.mos.cms.futurecdn.net/v2/t:0,l:407,cw:2560,ch:1440,q:80/MxsENPQ5Nc53EWphd9ztLQ.png" mos="" align="middle" fullscreen="" width="3440" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Musashi is an absolute badass in every scenario he's put in </span><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p><em>Onimusha: Way of the Sword</em> genuinely has some of the best animations I've ever seen in any video game, particularly when parrying. Musashi oozes so much swagger in every single fight, making his confident and cocky attitude shine through combat, not just dialogue and cutscenes.</p><p>At the same time, I was slightly disappointed to see that Musashi's katana is the only primary weapon to use throughout the game. Yes, you'll find Oni Armaments on the journey, which effectively act as secondary weapons, but they require blue souls to pull off special attacks. It's a step away from a series tradition, where characters like Samonsuke or Jean Reno had a wide arsenal of weapons to use on the fly.</p><p>The game excels at its parry and deflect animations, but is surprisingly lacking in the number of animations for enemy finishers — and I couldn't help but feel like another primary weapon besides the katana would instantly fix that.</p><p>Nonetheless, <em>Onimusha: Way of the Sword</em>'s boss fights make up for it, as they are easily the standout in an already immersive and addictive game experience. While some of the boss encounters are repeated too often, particularly during the game's climax, they are easily among some of the most epic boss battles I've played in games.</p><div class="looped-video"><video class="lazyload-in-view lazyloading" data-src="https://cdn.mos.cms.futurecdn.net/fdteDVmGPF2xatXSdwxkG6/OWOTS%20Boss%20Fight.mp4" autoplay loop muted playsinline src="https://cdn.mos.cms.futurecdn.net/fdteDVmGPF2xatXSdwxkG6/OWOTS%20Boss%20Fight.mp4"></video></div><p><strong>Besides the final boss battle, Dohatsu-ten is a strong favourite of mine, putting my reflexes to parry fast attacks to the test, and its design reminds me of Capcom's very own familiar and beloved half-demon, half-human demon hunter, Dante. </strong>(<em>Video Credit: Capcom</em>)<strong> </strong></p><div  class="fancy-box"><div class="fancy_box-title">Best Bit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="KJ2dTjfrjJi2K3z86pTAxg" name="EMBARGOED Monday 31st August 4PM BST Onimusha: Way of the Sword" caption="" alt="Miyamoto Musashi" src="https://cdn.mos.cms.futurecdn.net/KJ2dTjfrjJi2K3z86pTAxg.png" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p class="fancy-box__body-text"><em><strong>Onimusha: Way of the Sword</strong></em><strong> has several breathtaking boss encounters from start to finish, but the very final boss fight is perhaps now among the best I've ever played in gaming. Without diving into spoiler territory, it was a battle that gave me the true sword fighting back-and-forth I was yearning for throughout the game. Capcom nailed this boss encounter, as it quite literally pushes you utilize every single skill and maneuver Musashi has learned, to overcome an incredibly ferocious and fast foe — and I can only imagine how challenging it will be on the hard mode difficulty. </strong></p></div></div><p>If difficulty is a major concern, fear not, because not only are the boss fights a fantastic spectacle, but they're also very challenging. Bosses will often launch attacks (where swords have a purple glow) that can't be dodged or blocked, so players must parry or deflect them or lose plenty of souls in the process.</p><p>Losing souls from being hit by an enemy's unblockable attack is very risky, as they'll be collected and used to make them even stronger mid-fight — and this is the last thing you'll want to happen during the final boss fight, which I won't spoil.</p><p>Players will also have to look out for bosses attempting to grab Musashi by hitting the dodge button just before it lands, as mistiming this results in serious damage and can single-handedly decide a fight. Pulling off well-timed dodges, parries, deflects, and counters to grabs makes the entire combat experience addictive, and once you unlock the Oni transformation, the game takes a new leap to greater heights.</p><h2 id="what-about-performance">What about performance?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="QwFt6CNj6kkdKatQodBuTF" name="EMBARGOED Monday 31st August 4PM BST Onimusha: Way of the Sword" alt="Miyamoto Musashi, Shizuka, and Okuni in Onimusha Way of the Sword" src="https://cdn.mos.cms.futurecdn.net/QwFt6CNj6kkdKatQodBuTF.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p>I played <em>Onimusha: Way of the Sword</em> on my main desktop gaming PC, equipped with an <a href="https://www.techradar.com/computing/gpu/nvidia-geforce-rtx-4080-super">RTX 4080 Super</a> and an AMD Ryzen 7 5700X3D processor, and performance was the least of my concerns. Through most of my 30-hour playthrough, I played at maximum graphics settings at the 3440x1440 display resolution, with DLSS Quality enabled, and consistently stayed above the 100 fps mark.</p><p>When testing the game on my Lenovo Legion Go S Z1 Extreme handheld gaming PC, I could easily hit around 40fps with graphics settings preset to medium, with FSR set to balanced, at around 24W (power consumption). </p><p>This is another Capcom game that runs very smoothly, which was a worry considering some of its semi-open world hubs. The RE Engine seems to struggle in open-world (open-area) games like <a href="https://www.techradar.com/gaming/dragons-dogma-2-review"><em>Dragon's Dogma 2</em></a> and <a href="https://www.techradar.com/gaming/monster-hunter-wilds-review"><em>Monster Hunter Wilds</em></a>, rather than those with linear environments in Capcom's <em>Resident Evil</em> games.</p><p>I did experience a few odd moments of heavy frame rate dips during some cutscenes, but these were few and far between, so it didn't break the flow of important narrative development.</p><p>There is full ultrawide support in both cutscenes and gameplay, which isn't exactly common for PC ports, as the former is often restricted to the 16:9 aspect ratio.</p><h2 id="should-you-play-onimusha-way-of-the-sword">Should you play Onimusha: Way of the Sword?</h2><h2 id="play-it-if-3">Play it if...</h2><div class="product"><p><strong>You love games that heavily rely on parries and counters</strong><br><em>Onimusha: Way of the Sword </em>is a sword-fighting fan's dream, with enough combat and duels that will keep you addicted to rematching the toughest bosses, and frankly, should be enough to encourage a second playthrough.</p></div><div class="product"><p><strong>You love the Onimusha games</strong><br>Without a doubt, <em>Onimusha: Way of the Sword</em> is the best game in the Onimusha series, with Capcom managing to keep mechanics from the original games while adding new content for a modern audience, thanks to the help of the RE Engine.</p></div><h2 id="don-39-t-play-it-if-2">Don't play it if...</h2><div class="product"><p><strong>You're looking for a soulslike challenging experience</strong><br>Onimusha has never been, and seemingly never will be, the franchise that follows in the footsteps of soulslike experiences. <em>Way of the Sword</em> is challenging, but it doesn't punish players for mistakes in the same way something like <em>Elden Ring</em> or <em>Lies of P</em> would. </p></div><div class="product"><p><strong>You hate repetitive boss encounters</strong><br>Boss fights are the highlight of Onimusha: Way of the Sword, but it's clear to see that there are far too many boss battles that are repeated at different segments of the game.</p></div><h2 id="accessibility-features">Accessibility features</h2><p><em>Onimusha: Way of the Sword</em> has plenty of accessibility options, notably color blindness aids alongside visual and auditory accessibility presets. Within those presets lie options such as subtitles (toggle on or off), subtitle size, subtitle background, menu text size, and HUD size.</p><p>There are also numerous options to change the blood color, disable dismemberment, remove action prompts, and motion sickness reduction settings.</p><p>Players can also change keybinds for mouse and keyboard play, while there are several different options for sprint control (toggle or hold), deflect control, menu cursor speed, and even one to disable the Windows key's functionality.</p><p>The game ships with DLSS 4.5 and FSR 3 frame generation, CPU performance presets, and ray tracing, which doesn't seem heavy to run — at least on a high-end gaming system.</p><h2 id="how-i-reviewed-onimusha-way-of-the-sword">How I reviewed Onimusha: Way of the Sword</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="rtVqTX8ja3Fq86CSt8mkuZ" name="EMBARGOED Monday 31st August 4PM BST Onimusha: Way of the Sword" alt="Miyamoto Musashi defeating Genma" src="https://cdn.mos.cms.futurecdn.net/rtVqTX8ja3Fq86CSt8mkuZ.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p>Most of my 30-hour playthrough of <em>Onimusha: Way of the Sword</em> was on my main gaming PC, using the LG 45GS95QE OLED ultrawide display, providing exceptional immersion thanks to its 800R curvature. </p><p>During my trip to Gamescom, I put <em>Onimusha</em>'s performance to the test by lowering my Lenovo Legion Go S handheld's TDP as much as possible, and was quite impressed by how steady it was around 40fps. It's certainly possible to achieve 60fps, but it would require lowering graphics settings further and increasing the TDP.</p><p><em>First reviewed August 2026</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/onimusha-way-of-the-sword-review</link>
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                            <![CDATA[ Capcom has nailed it yet again, this time with Onimusha: Way of the Sword, with an entry that is bound to fully revitalize the franchise. ]]>
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                                                                        <pubDate>Mon, 31 Aug 2026 15:00:00 +0000</pubDate>                                                                                                                                <updated>Tue, 01 Sep 2026 08:38:40 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Isaiah Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/riqwhsJX2XLMYHR6WeadJD.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Capcom]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Miyamoto Musashi]]></media:description>                                                            <media:text><![CDATA[Miyamoto Musashi]]></media:text>
                                <media:title type="plain"><![CDATA[Miyamoto Musashi]]></media:title>
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                                <p><em>Onimusha: Way of the Sword</em> has blown me away after 30 hours with its engaging, emotional, and immersive narrative, filled with epic combat encounters. Capcom nailed the sword-fighting in almost all areas, further aided by some of the best boss battles I've ever played in the action-adventure genre.</p><div  class="fancy-box"><div class="fancy_box-title">Review info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Platform reviewed:</strong> PC<br><strong>Available on:</strong> PS5, Xbox Series X, Xbox Series S, PC, Nintendo Switch 2<br><strong>Release date: </strong>September 4, 2026</p></div></div><p>The enemy variety in <em>Way of the Sword</em> appears a little weak initially, but fortunately, there is surprisingly a decent number of diverse enemy types to tackle, some of which will put players' skills to the test, and enemies that tie directly to some of the darker and morbid aspects of the story — giving me every bit of motivation to defeat those responsible. </p><p>Much like previous games in the <em>Onimusha</em> series, upgrades and enhancements work by collecting red souls from defeating enemies or by finding other necessary resources to stay well-equipped for more difficult encounters or boss fights (because there are many of them).</p><p>Capcom has blended elements from the beloved franchise with modern elements (notably thanks to the RE Engine, used in <a href="https://www.techradar.com/gaming/resident-evil-requiem-review"><em>Resident Evil Requiem</em></a>), creating a sword-fighting, narrative-driven experience that successfully revitalizes the franchise for future entries — and yet again, it proves that it's in the best form it's ever been in.</p><h2 id="what-it-takes-to-be-the-strongest">What it takes to be the strongest</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="qDyPPJzbgLtfL8fStavLD9" name="EMBARGOED Monday 31st August 4PM BST Onimusha: Way of the Sword" alt="Miyamoto Musashi" src="https://cdn.mos.cms.futurecdn.net/qDyPPJzbgLtfL8fStavLD9.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p>In <em>Onimusha: Way of the Sword</em>, we follow Miyamoto Musashi, a confident young samurai looking to climb to the very top to be the best swordsman there is, battling rivals and those with the same goal. When an encounter with a fierce rival, Sasaki Ganryu, goes wrong, both Musashi and Ganryu are thrust into lives and roles neither could ever expect.</p><p>Genma (demons) are seeping into Kyoto, Japan, from the depths of hell, and chaos is unfolding, with the lives of innocents taken brutally, and formidable Genma tormenting those who are vulnerable.</p><p>Musashi and Ganryu seek the same goal: master the blade and become the ultimate swordsman. However, both will eventually learn that far more important matters are at stake: humanity's attempt to repel Genma is in dire need of attention, and with Ganryu led astray, it's up to Musashi to forge the right path to heroism.</p><p>Equipped with Oni gauntlets, Musashi and Ganryu possess strengths far above the ordinary human, with plenty of abilities to challenge and defeat Genma. However, as expected, with that power comes plenty of responsibility.</p><p>Do strength and power derive from one's own efforts? Is it honorable to seek absolute power with the sacrifice of innocents? These are questions Musashi is left to answer throughout his journey, learning through victory but also through trial and error, ultimately creating an engaging rollercoaster that kept me on the edge of my seat.</p><p>Musashi is far from perfect in his use of Oni powers, but the character's development throughout the <em>Way of the Sword</em> and his bravado (significantly amped by the face model of the late and legendary Toshiro Mifune)<em> </em>are the strongest aspects of the game, keeping you coming back for more after each main story mission.</p><div class="looped-video"><video class="lazyload-in-view lazyloading" data-src="https://cdn.mos.cms.futurecdn.net/2wf2Q56W2MnZXLy6tEnVx4/OWOTS%20Cutscene.mp4" autoplay loop muted playsinline src="https://cdn.mos.cms.futurecdn.net/2wf2Q56W2MnZXLy6tEnVx4/OWOTS%20Cutscene.mp4"></video></div><p><strong>Miyamoto Musashi shines in every single cutscene, with a level of charisma that accurately represents the legendary Japanese figure, Musashi himself, and Toshiro Mifune's prowess. </strong>(<em>Video Credit: Capcom</em>)</p><p>As much as <em>Onimusha: Way of the Sword</em> maintains a strong focus on sword combat, it's very much a strong cinematic experience, with cutscenes that are absolutely phenomenal. The level of detail in every character's facial expressions and speech makes it feel like you're watching a movie at times.</p><p>Unfortunately, that makes the switch back to gameplay and dialogue sequences quite jarring. It's not that the visuals aren't great during gameplay; it just doesn't match up to those cinematic sequences, and I found myself constantly wishing gameplay looked as great as those important cutscenes — but ultimately, those beautiful visuals are designed for what's most important: the story.</p><h2 id="exceptional-addictive-sword-combat">Exceptional, addictive sword combat</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="mJhdNHSBXrcXVULVnDsmwF" name="EMBARGOED Monday 31st August 4PM BST Onimusha: Way of the Sword" alt="Miyamoto Musashi wielding sword" src="https://cdn.mos.cms.futurecdn.net/mJhdNHSBXrcXVULVnDsmwF.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p>Unsurprisingly, the combat in <em>Onimusha: Way of the Sword</em> is fantastic, taking fundamentals from what series veterans are accustomed to, alongside new and exciting skills, making every encounter entertaining.</p><p>As <a href="https://www.techradar.com/gaming/i-spent-three-hours-with-onimusha-way-of-the-sword-and-its-spectacular-sword-action-has-me-more-convinced-than-ever-that-capcom-cant-miss">mentioned in my preview</a>, the Issen technique makes its return, allowing players to viciously strike enemies right before being hit, and it makes for an incredible spectacle.</p><p>More importantly, parrying and deflecting are pivotal to overcoming foes in <em>Way of the Sword</em>. Just like <a href="https://www.techradar.com/reviews/sekiro-shadows-die-twice"><em>Sekiro: Shadows Die Twice</em></a> by FromSoftware, both defence options significantly deplete enemy stamina or 'posture', leaving them open to attacks for huge damage.</p><p><em>Way of the Sword</em> treats <em>Sekiro</em>'s 'deathblows' slightly differently; instead of one central area to attack, players have several options for areas to strike against bosses. </p><p>In scenarios where Musashi runs out of Hozuki (used for quick healing), most bosses will have a limb or part of a weapon (notably with the Byakue boss) highlighted in purple that is filled with red, yellow, blue, and purple souls, but does less damage to the enemy compared to the traditional main attack.</p><p>It's an aspect of combat that creates a dynamic back-and-forth between Musashi and various bosses, especially if you need more yellow souls for health from dealing too much damage earlier on. </p><div class="looped-video"><video class="lazyload-in-view lazyloading" data-src="https://cdn.mos.cms.futurecdn.net/QdkEqb3oBe5ymWpUE8MNYR/OWOTS%20Combat.mp4" autoplay loop muted playsinline src="https://cdn.mos.cms.futurecdn.net/QdkEqb3oBe5ymWpUE8MNYR/OWOTS%20Combat.mp4"></video></div><p><strong>Patience is key when attempting to execute Issen or Chain Issen, as the timing window is very narrow, more so than those for parries and deflects. When mastered, though, you'll overcome most enemies with ease. </strong>(<em>Video Credit: Capcom</em>)</p><p>Capcom did promise that enemies further into the game's story would be more difficult, after players voiced concerns that the demo was too easy. While I can say that endgame enemies are certainly more formidable and aggressive, some even making me sweat when in larger numbers, <em>most </em>basic enemy encounters are still easy.</p><p>This is directly due to Capcom's design for <em>Way of the Sword</em>'s combat, which is very obviously focused on replicating samurai-like fights, taking after historical samurai duels that often ended in a single strike. Enemies won't attack Musashi in groups, making clashes with enemies easy, but I can see what director Satoru Nihei was aiming for with slower, more deliberate, and steadily paced sword clashes.</p><p>Fortunately, once you beat the game, you'll unlock the hard mode, Carnage, which is encouraged for use in New Game Plus. This raises the stakes to a new level, as a single hit could result in death, similar to Sucker Punch's <a href="https://www.techradar.com/reviews/ghost-of-tsushima-review"><em>Ghost of Tsushima</em></a> and its Lethal difficulty.</p><p>While that doesn't directly address the fundamental aspect of enemies not attacking Musashi all at once, it will keep players on their toes to remain efficient in combat.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="MxsENPQ5Nc53EWphd9ztLQ" name="EMBARGOED Monday 31st August 4PM BST Onimusha: Way of the Sword" alt="Miyamoto Musashi wielding katana in Onimusha: Way of the Sword" src="https://cdn.mos.cms.futurecdn.net/v2/t:0,l:407,cw:2560,ch:1440,q:80/MxsENPQ5Nc53EWphd9ztLQ.png" mos="" align="middle" fullscreen="" width="3440" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Musashi is an absolute badass in every scenario he's put in </span><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p><em>Onimusha: Way of the Sword</em> genuinely has some of the best animations I've ever seen in any video game, particularly when parrying. Musashi oozes so much swagger in every single fight, making his confident and cocky attitude shine through combat, not just dialogue and cutscenes.</p><p>At the same time, I was slightly disappointed to see that Musashi's katana is the only primary weapon to use throughout the game. Yes, you'll find Oni Armaments on the journey, which effectively act as secondary weapons, but they require blue souls to pull off special attacks. It's a step away from a series tradition, where characters like Samonsuke or Jean Reno had a wide arsenal of weapons to use on the fly.</p><p>The game excels at its parry and deflect animations, but is surprisingly lacking in the number of animations for enemy finishers — and I couldn't help but feel like another primary weapon besides the katana would instantly fix that.</p><p>Nonetheless, <em>Onimusha: Way of the Sword</em>'s boss fights make up for it, as they are easily the standout in an already immersive and addictive game experience. While some of the boss encounters are repeated too often, particularly during the game's climax, they are easily among some of the most epic boss battles I've played in games.</p><div class="looped-video"><video class="lazyload-in-view lazyloading" data-src="https://cdn.mos.cms.futurecdn.net/fdteDVmGPF2xatXSdwxkG6/OWOTS%20Boss%20Fight.mp4" autoplay loop muted playsinline src="https://cdn.mos.cms.futurecdn.net/fdteDVmGPF2xatXSdwxkG6/OWOTS%20Boss%20Fight.mp4"></video></div><p><strong>Besides the final boss battle, Dohatsu-ten is a strong favourite of mine, putting my reflexes to parry fast attacks to the test, and its design reminds me of Capcom's very own familiar and beloved half-demon, half-human demon hunter, Dante. </strong>(<em>Video Credit: Capcom</em>)<strong> </strong></p><div  class="fancy-box"><div class="fancy_box-title">Best Bit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="KJ2dTjfrjJi2K3z86pTAxg" name="EMBARGOED Monday 31st August 4PM BST Onimusha: Way of the Sword" caption="" alt="Miyamoto Musashi" src="https://cdn.mos.cms.futurecdn.net/KJ2dTjfrjJi2K3z86pTAxg.png" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p class="fancy-box__body-text"><em><strong>Onimusha: Way of the Sword</strong></em><strong> has several breathtaking boss encounters from start to finish, but the very final boss fight is perhaps now among the best I've ever played in gaming. Without diving into spoiler territory, it was a battle that gave me the true sword fighting back-and-forth I was yearning for throughout the game. Capcom nailed this boss encounter, as it quite literally pushes you utilize every single skill and maneuver Musashi has learned, to overcome an incredibly ferocious and fast foe — and I can only imagine how challenging it will be on the hard mode difficulty. </strong></p></div></div><p>If difficulty is a major concern, fear not, because not only are the boss fights a fantastic spectacle, but they're also very challenging. Bosses will often launch attacks (where swords have a purple glow) that can't be dodged or blocked, so players must parry or deflect them or lose plenty of souls in the process.</p><p>Losing souls from being hit by an enemy's unblockable attack is very risky, as they'll be collected and used to make them even stronger mid-fight — and this is the last thing you'll want to happen during the final boss fight, which I won't spoil.</p><p>Players will also have to look out for bosses attempting to grab Musashi by hitting the dodge button just before it lands, as mistiming this results in serious damage and can single-handedly decide a fight. Pulling off well-timed dodges, parries, deflects, and counters to grabs makes the entire combat experience addictive, and once you unlock the Oni transformation, the game takes a new leap to greater heights.</p><h2 id="what-about-performance">What about performance?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="QwFt6CNj6kkdKatQodBuTF" name="EMBARGOED Monday 31st August 4PM BST Onimusha: Way of the Sword" alt="Miyamoto Musashi, Shizuka, and Okuni in Onimusha Way of the Sword" src="https://cdn.mos.cms.futurecdn.net/QwFt6CNj6kkdKatQodBuTF.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p>I played <em>Onimusha: Way of the Sword</em> on my main desktop gaming PC, equipped with an <a href="https://www.techradar.com/computing/gpu/nvidia-geforce-rtx-4080-super">RTX 4080 Super</a> and an AMD Ryzen 7 5700X3D processor, and performance was the least of my concerns. Through most of my 30-hour playthrough, I played at maximum graphics settings at the 3440x1440 display resolution, with DLSS Quality enabled, and consistently stayed above the 100 fps mark.</p><p>When testing the game on my Lenovo Legion Go S Z1 Extreme handheld gaming PC, I could easily hit around 40fps with graphics settings preset to medium, with FSR set to balanced, at around 24W (power consumption). </p><p>This is another Capcom game that runs very smoothly, which was a worry considering some of its semi-open world hubs. The RE Engine seems to struggle in open-world (open-area) games like <a href="https://www.techradar.com/gaming/dragons-dogma-2-review"><em>Dragon's Dogma 2</em></a> and <a href="https://www.techradar.com/gaming/monster-hunter-wilds-review"><em>Monster Hunter Wilds</em></a>, rather than those with linear environments in Capcom's <em>Resident Evil</em> games.</p><p>I did experience a few odd moments of heavy frame rate dips during some cutscenes, but these were few and far between, so it didn't break the flow of important narrative development.</p><p>There is full ultrawide support in both cutscenes and gameplay, which isn't exactly common for PC ports, as the former is often restricted to the 16:9 aspect ratio.</p><h2 id="should-you-play-onimusha-way-of-the-sword">Should you play Onimusha: Way of the Sword?</h2><h2 id="play-it-if-3">Play it if...</h2><div class="product"><p><strong>You love games that heavily rely on parries and counters</strong><br><em>Onimusha: Way of the Sword </em>is a sword-fighting fan's dream, with enough combat and duels that will keep you addicted to rematching the toughest bosses, and frankly, should be enough to encourage a second playthrough.</p></div><div class="product"><p><strong>You love the Onimusha games</strong><br>Without a doubt, <em>Onimusha: Way of the Sword</em> is the best game in the Onimusha series, with Capcom managing to keep mechanics from the original games while adding new content for a modern audience, thanks to the help of the RE Engine.</p></div><h2 id="don-39-t-play-it-if-2">Don't play it if...</h2><div class="product"><p><strong>You're looking for a soulslike challenging experience</strong><br>Onimusha has never been, and seemingly never will be, the franchise that follows in the footsteps of soulslike experiences. <em>Way of the Sword</em> is challenging, but it doesn't punish players for mistakes in the same way something like <em>Elden Ring</em> or <em>Lies of P</em> would. </p></div><div class="product"><p><strong>You hate repetitive boss encounters</strong><br>Boss fights are the highlight of Onimusha: Way of the Sword, but it's clear to see that there are far too many boss battles that are repeated at different segments of the game.</p></div><h2 id="accessibility-features">Accessibility features</h2><p><em>Onimusha: Way of the Sword</em> has plenty of accessibility options, notably color blindness aids alongside visual and auditory accessibility presets. Within those presets lie options such as subtitles (toggle on or off), subtitle size, subtitle background, menu text size, and HUD size.</p><p>There are also numerous options to change the blood color, disable dismemberment, remove action prompts, and motion sickness reduction settings.</p><p>Players can also change keybinds for mouse and keyboard play, while there are several different options for sprint control (toggle or hold), deflect control, menu cursor speed, and even one to disable the Windows key's functionality.</p><p>The game ships with DLSS 4.5 and FSR 3 frame generation, CPU performance presets, and ray tracing, which doesn't seem heavy to run — at least on a high-end gaming system.</p><h2 id="how-i-reviewed-onimusha-way-of-the-sword">How I reviewed Onimusha: Way of the Sword</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="rtVqTX8ja3Fq86CSt8mkuZ" name="EMBARGOED Monday 31st August 4PM BST Onimusha: Way of the Sword" alt="Miyamoto Musashi defeating Genma" src="https://cdn.mos.cms.futurecdn.net/rtVqTX8ja3Fq86CSt8mkuZ.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Capcom)</span></figcaption></figure><p>Most of my 30-hour playthrough of <em>Onimusha: Way of the Sword</em> was on my main gaming PC, using the LG 45GS95QE OLED ultrawide display, providing exceptional immersion thanks to its 800R curvature. </p><p>During my trip to Gamescom, I put <em>Onimusha</em>'s performance to the test by lowering my Lenovo Legion Go S handheld's TDP as much as possible, and was quite impressed by how steady it was around 40fps. It's certainly possible to achieve 60fps, but it would require lowering graphics settings further and increasing the TDP.</p><p><em>First reviewed August 2026</em></p>
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                                                            <title><![CDATA[ I’m catching up on two of the best time loop games from 2021 ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Recently I’ve been playing <em>Deathloop</em>, <em>Twelve Minutes</em> and <em>The Forgotten City</em>: three time loop games all released in 2021.</p><div  class="fancy-box"><div class="fancy_box-title">From the Backlog</div><div class="fancy_box_body"><p class="fancy-box__body-text">Every gamer has a backlog — and that’s no different for us at TechRadar Gaming. <em>From the Backlog</em> is a series about overdue first-plays, revisiting classics, returning to online experiences, or rediscovering and appreciating established favorites in new ways. Read the <a data-analytics-id="inline-link" href="https://www.techradar.com/tag/from-the-backlog">full series here</a>.</p></div></div><p>That year produced a bumper crop of time loop games, with games released one after another in the span of three months. But while I’d first experienced — and since replayed — <em>Twelve Minutes</em> when it was first released in August 2021, <em>The Forgotten City</em> and <a href="https://www.techradar.com/news/deathloop-didnt-initially-click-with-me-but-when-it-did"><em>Deathloop </em></a>had been stuck in my backlog for a while, their critical acclaim placing them high on my priority list until I finally made time for them.</p><p>Time loops fascinate me because, in a way, the device is endemic to videogames. If you can’t get past a certain segment in a game, you would play through it over and over again, the repetitions of these game loops a facsimile of these temporal cycles. The key difference, at least in a time loop game, is the character’s growing knowledge of their circumstances, as they are driven to figure out why this seemingly inescapable reality is happening to them.</p><p>As such, time loop games become a nifty narrative puzzle, with new details fed to them in every cycle, while introducing wrinkles in gameplay that transform a typical game loop, be it exploration or point-and-click, into invigorating, investigative work.</p><p>What I’ve learned playing these games is that time loops are also a way to invite introspection. While <em>Twelve Minutes</em> is a stylishly intimate nightmare of Freudian proportions, <em>The Forgotten City</em> reckons with the concept of immortality and morality, set in the days of the Roman Empire. </p><p>Then there’s <em>Deathloop</em>, in which the very people who stay on Blackreef Island wield the time loop anomaly as a device to be abused. The games are all remarkably evocative from the very first loop, although some are eventually ensnared by the repetitive, sometimes verbose trappings of this narrative device.</p><p>And for these three games, the loops have unravelled the mysteries at their core in vastly divergent ways.</p><h2 id="cycles-of-brutality">Cycles of brutality</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="hhdQwa8Ez7n9JPXGLPVQnd" name="ss_6e3873b36cb5a80adcefbc750d4a93f55074a2d9.1920x1080" alt="A screenshot of the video game Twelve Minutes." src="https://cdn.mos.cms.futurecdn.net/hhdQwa8Ez7n9JPXGLPVQnd.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Annapurna Interactive)</span></figcaption></figure><p>Let’s start with <em>Twelve Minutes</em>, a star-studded affair that features the voice talents of Hollywood heavyweights Daisy Ridley, James McAvoy and Willem Dafoe. </p><p>A top-down point-and-click game, it begins with you arriving home after work and settling down for dinner with your wife. Some minutes later, a cop barges in to interrogate both of you, resulting in a violent scuffle that you would eventually pass out from. The cycle restarts, and you’re returning home from work once again.</p><p>It’s an extremely gripping start, and changing your circumstances means tinkering with objects in the vicinity, from a hidden, unopened present to even fiddling around with a light switch. And as the cycles inevitably continue, you’ll see patterns emerge, like your wife reading a book, or her anticipation as she waits to break an exciting piece of news. In a world where the perimeters of time have disintegrated, these become routines that you simply must disrupt in order to glean more insights.</p><p>The unfortunate reality, however, is the sheer violence it inspires. <em>Twelve Minutes</em> is ultimately bogged down by these cycles of brutality, with the consequences-free nature of these cycles meaning you can even stab your own wife just to see what happens. At the same time, these routines soon become dreary and tedious to relive over and over again. </p><p>Then there’s its twist ending about your wife’s actual identity, a revelation that remains just as distasteful when I experienced it again years later.</p><h2 id="historical-loops">Historical loops</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="LxeynjbjYMidX7sZrQUufk" name="ss_e76976fc3cac87feee5cbe4d950d7ebf53c814f0.1920x1080" alt="The Forgotten City" src="https://cdn.mos.cms.futurecdn.net/LxeynjbjYMidX7sZrQUufk.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Dear Villagers)</span></figcaption></figure><p><em>The Forgotten City</em>, on the other hand, uses the time loop mechanic to tell a vastly different tale of historical fiction. </p><p>You stumble upon a portal that takes you back centuries and into an underground city in ancient Rome, where its denizens have to obey the Golden Rule at all costs: when one sins, everyone will be turned to gold. </p><p>The point is to break the cycle, and your first lead is to discover the identity of a would-be sinner who may doom the whole city. Unspooling the narrative thread that holds <em>The Forgotten City</em> means exploiting the time loop, as each cycle introduces new information that can reshape the outcome of its mystery. </p><p>What’s notable is that <em>The Forgotten City</em> takes its time to portray its denizens as folks with very personal stakes in this hellish reality, with some even bringing up intriguing theories about the Golden Rule. It’s a deftly written tale rooted in a historically accurate setting, filled with fascinating twists and turns that hardly become overwrought.</p><p>Yet some quibbles persist. The incredibly helpful Galarius will be your best guide and buddy in this city, but his tendency to dash off and fulfill tasks you’ve completed in previous cycles (so you don’t have to do them again), unquestioningly, is an oddity you’ll need to overlook, alongside some inexplicable coincidences the story throws at you. </p><p>Then there’s the game’s finale, which concludes on a cheesy and self-aggrandizing note that slightly sours the experience. </p><p>For a game predicated on tightly conjured twists and in-depth discussions on morality, it’s a pity that <em>The Forgotten City</em> struggles to find its footing towards the end.</p><h2 id="breaking-the-cycle">Breaking the cycle</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="B2zSCHSroYPumaPcCe7kRK" name="DEATHLOOP_Screenshot_HALPSPrototype_png_jpgcopy" alt="A promotional Deathloop Screenshot." src="https://cdn.mos.cms.futurecdn.net/B2zSCHSroYPumaPcCe7kRK.jpg" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bethesda)</span></figcaption></figure><p>But perhaps my favourite time loop game from 2021 is <em>Deathloop</em>, which wields the time loop conceit without falling prey to tedious repetitions. </p><p>Like <em>Twelve Minutes</em> and <em>The Forgotten City</em>, <em>Deathloop </em>doesn’t steer far from the basic structure of investigating and breaking the loop, but it does inject new ideas into this formula so the cycles never feel trite. Waking up every morning at a deserted beach, you eventually realize that you’ll need to kill eight individuals in Blackreef within a single day. </p><p>It’s a seemingly impossible objective initially, but becomes within reach as you tamper with the events through your knowledge of the time loop. But rather than chuck you in a constrained space, there are four different districts, across four time periods (morning, noon, afternoon and night) to visit. </p><p>Every cycle still remains compelling to revisit even after your day ends and the loop restarts, as Deathloop drips tantalizing leads and revelations to you gradually.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="sQCMnVeGXYfx3UZiko4pRK" name="DEATHLOOP_Screenshot_PaintBomber_png_jpgcopy" alt="A promotional Deathloop Screenshot." src="https://cdn.mos.cms.futurecdn.net/sQCMnVeGXYfx3UZiko4pRK.jpg" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bethesda)</span></figcaption></figure><p>Each district, too, will differ depending on the time of your visit. Certain events may render a part of the map inaccessible until a specific hour; for instance, one of your targets may be hosting a party only at night in the Updaam district, and another would be busy tinkering away at their research in the afternoon at the Complex. </p><p>Making your jaunt across these places even more hair-raising is the abrupt appearance of your arch-nemesis Julianna, the only other person on this island who retains her memories across these temporal cycles. She’s hellbent on stopping your progress, and her appearance tends to ratchet the tension to a thrilling degree. </p><p>Yet the inability to quick save and exit the game at any point is extremely aggravating. This is by design — a means, perhaps, to avoid save-scumming — but quitting the game before you exit a district means losing whatever progress you’ve made in the same visit.</p><p>One thread that ties these three games together is the need to achieve the perfect, flawless run. It’s a trait that harkens to the original, endemic loop of videogames, and therein lies the lasting appeal of time loop games as well; you keep trying, and trying again, to make sure you eviscerate every foe, uncover every conspiracy, and discover the reason behind the time loop’s existence. </p><p>You’re neatly checking off every task in the list. It’s the ultimate display of efficiency and accomplishment — a satisfying way to complete and bring these games to the finish line.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/im-catching-up-on-two-of-the-best-time-loop-games-from-2021</link>
                                                                            <description>
                            <![CDATA[ I’m catching up on Deathloop and The Forgotten City, two of the best time-loop games from 2021. ]]>
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                                                                        <pubDate>Sat, 29 Aug 2026 19:00:00 +0000</pubDate>                                                                                                                                <updated>Tue, 01 Sep 2026 08:38:40 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Khee Hoon Chan ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/ArfNw28NwfuGgMK8vcEdoP.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Khee Hoon is a freelance journalist and editor from Singapore who writes about games, music and culture. Their bylines includes Polygon, Rock Paper Shotgun, PC Gamer and Eurogamer. Ask them about the weather on Twitter: @crapstacular.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Annapurna Interactive]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A screenshot of the video game Twelve Minutes.]]></media:description>                                                            <media:text><![CDATA[A screenshot of the video game Twelve Minutes.]]></media:text>
                                <media:title type="plain"><![CDATA[A screenshot of the video game Twelve Minutes.]]></media:title>
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                            <![CDATA[
                            <article>
                                <p>Recently I’ve been playing <em>Deathloop</em>, <em>Twelve Minutes</em> and <em>The Forgotten City</em>: three time loop games all released in 2021.</p><div  class="fancy-box"><div class="fancy_box-title">From the Backlog</div><div class="fancy_box_body"><p class="fancy-box__body-text">Every gamer has a backlog — and that’s no different for us at TechRadar Gaming. <em>From the Backlog</em> is a series about overdue first-plays, revisiting classics, returning to online experiences, or rediscovering and appreciating established favorites in new ways. Read the <a data-analytics-id="inline-link" href="https://www.techradar.com/tag/from-the-backlog">full series here</a>.</p></div></div><p>That year produced a bumper crop of time loop games, with games released one after another in the span of three months. But while I’d first experienced — and since replayed — <em>Twelve Minutes</em> when it was first released in August 2021, <em>The Forgotten City</em> and <a href="https://www.techradar.com/news/deathloop-didnt-initially-click-with-me-but-when-it-did"><em>Deathloop </em></a>had been stuck in my backlog for a while, their critical acclaim placing them high on my priority list until I finally made time for them.</p><p>Time loops fascinate me because, in a way, the device is endemic to videogames. If you can’t get past a certain segment in a game, you would play through it over and over again, the repetitions of these game loops a facsimile of these temporal cycles. The key difference, at least in a time loop game, is the character’s growing knowledge of their circumstances, as they are driven to figure out why this seemingly inescapable reality is happening to them.</p><p>As such, time loop games become a nifty narrative puzzle, with new details fed to them in every cycle, while introducing wrinkles in gameplay that transform a typical game loop, be it exploration or point-and-click, into invigorating, investigative work.</p><p>What I’ve learned playing these games is that time loops are also a way to invite introspection. While <em>Twelve Minutes</em> is a stylishly intimate nightmare of Freudian proportions, <em>The Forgotten City</em> reckons with the concept of immortality and morality, set in the days of the Roman Empire. </p><p>Then there’s <em>Deathloop</em>, in which the very people who stay on Blackreef Island wield the time loop anomaly as a device to be abused. The games are all remarkably evocative from the very first loop, although some are eventually ensnared by the repetitive, sometimes verbose trappings of this narrative device.</p><p>And for these three games, the loops have unravelled the mysteries at their core in vastly divergent ways.</p><h2 id="cycles-of-brutality">Cycles of brutality</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="hhdQwa8Ez7n9JPXGLPVQnd" name="ss_6e3873b36cb5a80adcefbc750d4a93f55074a2d9.1920x1080" alt="A screenshot of the video game Twelve Minutes." src="https://cdn.mos.cms.futurecdn.net/hhdQwa8Ez7n9JPXGLPVQnd.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Annapurna Interactive)</span></figcaption></figure><p>Let’s start with <em>Twelve Minutes</em>, a star-studded affair that features the voice talents of Hollywood heavyweights Daisy Ridley, James McAvoy and Willem Dafoe. </p><p>A top-down point-and-click game, it begins with you arriving home after work and settling down for dinner with your wife. Some minutes later, a cop barges in to interrogate both of you, resulting in a violent scuffle that you would eventually pass out from. The cycle restarts, and you’re returning home from work once again.</p><p>It’s an extremely gripping start, and changing your circumstances means tinkering with objects in the vicinity, from a hidden, unopened present to even fiddling around with a light switch. And as the cycles inevitably continue, you’ll see patterns emerge, like your wife reading a book, or her anticipation as she waits to break an exciting piece of news. In a world where the perimeters of time have disintegrated, these become routines that you simply must disrupt in order to glean more insights.</p><p>The unfortunate reality, however, is the sheer violence it inspires. <em>Twelve Minutes</em> is ultimately bogged down by these cycles of brutality, with the consequences-free nature of these cycles meaning you can even stab your own wife just to see what happens. At the same time, these routines soon become dreary and tedious to relive over and over again. </p><p>Then there’s its twist ending about your wife’s actual identity, a revelation that remains just as distasteful when I experienced it again years later.</p><h2 id="historical-loops">Historical loops</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="LxeynjbjYMidX7sZrQUufk" name="ss_e76976fc3cac87feee5cbe4d950d7ebf53c814f0.1920x1080" alt="The Forgotten City" src="https://cdn.mos.cms.futurecdn.net/LxeynjbjYMidX7sZrQUufk.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Dear Villagers)</span></figcaption></figure><p><em>The Forgotten City</em>, on the other hand, uses the time loop mechanic to tell a vastly different tale of historical fiction. </p><p>You stumble upon a portal that takes you back centuries and into an underground city in ancient Rome, where its denizens have to obey the Golden Rule at all costs: when one sins, everyone will be turned to gold. </p><p>The point is to break the cycle, and your first lead is to discover the identity of a would-be sinner who may doom the whole city. Unspooling the narrative thread that holds <em>The Forgotten City</em> means exploiting the time loop, as each cycle introduces new information that can reshape the outcome of its mystery. </p><p>What’s notable is that <em>The Forgotten City</em> takes its time to portray its denizens as folks with very personal stakes in this hellish reality, with some even bringing up intriguing theories about the Golden Rule. It’s a deftly written tale rooted in a historically accurate setting, filled with fascinating twists and turns that hardly become overwrought.</p><p>Yet some quibbles persist. The incredibly helpful Galarius will be your best guide and buddy in this city, but his tendency to dash off and fulfill tasks you’ve completed in previous cycles (so you don’t have to do them again), unquestioningly, is an oddity you’ll need to overlook, alongside some inexplicable coincidences the story throws at you. </p><p>Then there’s the game’s finale, which concludes on a cheesy and self-aggrandizing note that slightly sours the experience. </p><p>For a game predicated on tightly conjured twists and in-depth discussions on morality, it’s a pity that <em>The Forgotten City</em> struggles to find its footing towards the end.</p><h2 id="breaking-the-cycle">Breaking the cycle</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="B2zSCHSroYPumaPcCe7kRK" name="DEATHLOOP_Screenshot_HALPSPrototype_png_jpgcopy" alt="A promotional Deathloop Screenshot." src="https://cdn.mos.cms.futurecdn.net/B2zSCHSroYPumaPcCe7kRK.jpg" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bethesda)</span></figcaption></figure><p>But perhaps my favourite time loop game from 2021 is <em>Deathloop</em>, which wields the time loop conceit without falling prey to tedious repetitions. </p><p>Like <em>Twelve Minutes</em> and <em>The Forgotten City</em>, <em>Deathloop </em>doesn’t steer far from the basic structure of investigating and breaking the loop, but it does inject new ideas into this formula so the cycles never feel trite. Waking up every morning at a deserted beach, you eventually realize that you’ll need to kill eight individuals in Blackreef within a single day. </p><p>It’s a seemingly impossible objective initially, but becomes within reach as you tamper with the events through your knowledge of the time loop. But rather than chuck you in a constrained space, there are four different districts, across four time periods (morning, noon, afternoon and night) to visit. </p><p>Every cycle still remains compelling to revisit even after your day ends and the loop restarts, as Deathloop drips tantalizing leads and revelations to you gradually.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="sQCMnVeGXYfx3UZiko4pRK" name="DEATHLOOP_Screenshot_PaintBomber_png_jpgcopy" alt="A promotional Deathloop Screenshot." src="https://cdn.mos.cms.futurecdn.net/sQCMnVeGXYfx3UZiko4pRK.jpg" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bethesda)</span></figcaption></figure><p>Each district, too, will differ depending on the time of your visit. Certain events may render a part of the map inaccessible until a specific hour; for instance, one of your targets may be hosting a party only at night in the Updaam district, and another would be busy tinkering away at their research in the afternoon at the Complex. </p><p>Making your jaunt across these places even more hair-raising is the abrupt appearance of your arch-nemesis Julianna, the only other person on this island who retains her memories across these temporal cycles. She’s hellbent on stopping your progress, and her appearance tends to ratchet the tension to a thrilling degree. </p><p>Yet the inability to quick save and exit the game at any point is extremely aggravating. This is by design — a means, perhaps, to avoid save-scumming — but quitting the game before you exit a district means losing whatever progress you’ve made in the same visit.</p><p>One thread that ties these three games together is the need to achieve the perfect, flawless run. It’s a trait that harkens to the original, endemic loop of videogames, and therein lies the lasting appeal of time loop games as well; you keep trying, and trying again, to make sure you eviscerate every foe, uncover every conspiracy, and discover the reason behind the time loop’s existence. </p><p>You’re neatly checking off every task in the list. It’s the ultimate display of efficiency and accomplishment — a satisfying way to complete and bring these games to the finish line.</p>
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                                                            <title><![CDATA[ Analysts say getting GTA 6 to run at 60fps is 'extremely unlikely on console hardware,' as Rockstar confirms 30fps limit ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Digital Foundry says getting </strong><em><strong>Grand Theft Auto 6</strong></em><strong> to run at 60fps on current-gen consoles is "extremely unlikely"</strong></li><li><strong>The tech experts say the 30fps footage from the Extended Look was "the most impressive example of real-time game rendering" they've seen</strong></li><li><strong>It says the eventual PC version running at 60fps would be "genuinely challenging"</strong></li></ul><p>Tech analysts have suggested that getting <a href="https://www.techradar.com/gaming/ps5/16-new-gta-6-details-we-learned-from-the-big-extended-look-gameplay-video-captured-in-game-on-a-ps5"><em>Grand Theft Auto 6</em></a> to run smoothly at 60 frames per second would be a massive challenge on console.</p><p>After <a href="https://www.techradar.com/news/live/grand-theft-auto-6-extended-look-on-netflix-live"><em>Grand Theft Auto 6</em>'s Extended Look</a>, which finally offered a deep dive into Rockstar's biggest game yet running on the base <a href="https://www.techradar.com/reviews/ps5">PS5</a>, reports confirmed that <a href="https://www.techradar.com/gaming/gta-6-will-launch-at-30fps-on-ps5-and-xbox-for-now-confirms-rockstar-but-while-60fps-is-reportedly-possible-its-a-40fps-mode-we-really-want-to-see">the game will run at 30fps on PlayStation and Xbox</a>, with the possibility of 60fps being added post-launch.</p><p>That's no surprise considering the scale and how hyper-realistic <em>GTA 6</em> looks, but according to the tech experts at <a href="https://www.digitalfoundry.net/features/gta-6-an-extended-look-analysis-perhaps-the-most-impressive-showcase-weve-ever-seen-in-real-time-rendering" target="_blank">Digital Foundry</a>, it may be impossible for current-gen consoles to even hit 60fps.</p><p>Speaking about last night's extended look footage, the folks at Digital Foundry said it looks like "the most impressive example of real-time game rendering" they've ever seen; the gameplay shown is "relatively stable and well-paced 30fps output, with only very occasional single frame drops (though the nature of the 30fps asset means there could be more, unseen)."</p><p>It's believed that, while 30fps might seem low for a current-gen title such as <em>GTA 6</em>, Rockstar appears to be targeting this level to maximize the game's level of visual detail.</p><p>"It's clear that the focus was absolutely maximizing the level of visual detail at a fixed 30fps frame rate on all platforms," Digital Foundry wrote. "The rendering, simulation and presentation have all been tuned around that constraint — and the result is an unprecedented level of density, material quality and world coherence, with trade-offs landing primarily in image quality and animation smoothness rather than systemic scale or fidelity."</p><p>It continued, "The evidence suggests that the game maintains its 33.3ms cadence with care, and Rockstar has clearly spent immense effort balancing CPU and GPU workloads to fully saturate the hardware."</p><p>For this reason, Digital Foundry believes "a 60fps version extremely unlikely on console hardware — there's no way to regain enough GPU and particularly CPU time to make a 16.7ms update rate work without compromising the world."</p><p>It also suggests that the game could look better on <a href="https://www.techradar.com/gaming/ps5-pro-review">PS5 Pro</a>, thanks to the console's powerful GPU with PSSR upscaling, but Rockstar has yet to reveal official gameplay running on the hardware.</p><p>As for the eventual PC release, which hasn't been announced yet, "some level of caution is required" as while the platform could allow higher resolutions and benefit from upscalers like Nvidia DLSS, the CPU demand of <em>GTA 6</em>'s complex world could "make hitting 60fps genuinely challenging in a way we don't often see, and will likely require a high-end CPU like a recent Ryzen X3D to avoid bottlenecks."</p><p><em>GTA 6</em> launches on November 19 for PS5, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, and <a href="https://www.techradar.com/gaming/xbox-series-s-1tb-review">Series S</a>, and Rockstar has confirmed that <a href="https://www.techradar.com/gaming/gta-6-will-be-a-massive-game-and-rockstars-longest-yet-as-the-studio-confirms-it-can-take-up-to-80-hours-to-beat">the game can take up to 80 hours to beat</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/analysts-say-getting-gta-6-to-run-at-60fps-is-extremely-unlikely-on-console-hardware-as-rockstar-confirms-30fps-limit</link>
                                                                            <description>
                            <![CDATA[ Tech analysts have suggested that getting Grand Theft Auto 6 to run smoothly at 60 frames per second would be a massive challenge on console. ]]>
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                                                                        <pubDate>Fri, 28 Aug 2026 18:00:00 +0000</pubDate>                                                                                                                                <updated>Sat, 29 Aug 2026 07:45:17 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
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                                <ul><li><strong>Digital Foundry says getting </strong><em><strong>Grand Theft Auto 6</strong></em><strong> to run at 60fps on current-gen consoles is "extremely unlikely"</strong></li><li><strong>The tech experts say the 30fps footage from the Extended Look was "the most impressive example of real-time game rendering" they've seen</strong></li><li><strong>It says the eventual PC version running at 60fps would be "genuinely challenging"</strong></li></ul><p>Tech analysts have suggested that getting <a href="https://www.techradar.com/gaming/ps5/16-new-gta-6-details-we-learned-from-the-big-extended-look-gameplay-video-captured-in-game-on-a-ps5"><em>Grand Theft Auto 6</em></a> to run smoothly at 60 frames per second would be a massive challenge on console.</p><p>After <a href="https://www.techradar.com/news/live/grand-theft-auto-6-extended-look-on-netflix-live"><em>Grand Theft Auto 6</em>'s Extended Look</a>, which finally offered a deep dive into Rockstar's biggest game yet running on the base <a href="https://www.techradar.com/reviews/ps5">PS5</a>, reports confirmed that <a href="https://www.techradar.com/gaming/gta-6-will-launch-at-30fps-on-ps5-and-xbox-for-now-confirms-rockstar-but-while-60fps-is-reportedly-possible-its-a-40fps-mode-we-really-want-to-see">the game will run at 30fps on PlayStation and Xbox</a>, with the possibility of 60fps being added post-launch.</p><p>That's no surprise considering the scale and how hyper-realistic <em>GTA 6</em> looks, but according to the tech experts at <a href="https://www.digitalfoundry.net/features/gta-6-an-extended-look-analysis-perhaps-the-most-impressive-showcase-weve-ever-seen-in-real-time-rendering" target="_blank">Digital Foundry</a>, it may be impossible for current-gen consoles to even hit 60fps.</p><p>Speaking about last night's extended look footage, the folks at Digital Foundry said it looks like "the most impressive example of real-time game rendering" they've ever seen; the gameplay shown is "relatively stable and well-paced 30fps output, with only very occasional single frame drops (though the nature of the 30fps asset means there could be more, unseen)."</p><p>It's believed that, while 30fps might seem low for a current-gen title such as <em>GTA 6</em>, Rockstar appears to be targeting this level to maximize the game's level of visual detail.</p><p>"It's clear that the focus was absolutely maximizing the level of visual detail at a fixed 30fps frame rate on all platforms," Digital Foundry wrote. "The rendering, simulation and presentation have all been tuned around that constraint — and the result is an unprecedented level of density, material quality and world coherence, with trade-offs landing primarily in image quality and animation smoothness rather than systemic scale or fidelity."</p><p>It continued, "The evidence suggests that the game maintains its 33.3ms cadence with care, and Rockstar has clearly spent immense effort balancing CPU and GPU workloads to fully saturate the hardware."</p><p>For this reason, Digital Foundry believes "a 60fps version extremely unlikely on console hardware — there's no way to regain enough GPU and particularly CPU time to make a 16.7ms update rate work without compromising the world."</p><p>It also suggests that the game could look better on <a href="https://www.techradar.com/gaming/ps5-pro-review">PS5 Pro</a>, thanks to the console's powerful GPU with PSSR upscaling, but Rockstar has yet to reveal official gameplay running on the hardware.</p><p>As for the eventual PC release, which hasn't been announced yet, "some level of caution is required" as while the platform could allow higher resolutions and benefit from upscalers like Nvidia DLSS, the CPU demand of <em>GTA 6</em>'s complex world could "make hitting 60fps genuinely challenging in a way we don't often see, and will likely require a high-end CPU like a recent Ryzen X3D to avoid bottlenecks."</p><p><em>GTA 6</em> launches on November 19 for PS5, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, and <a href="https://www.techradar.com/gaming/xbox-series-s-1tb-review">Series S</a>, and Rockstar has confirmed that <a href="https://www.techradar.com/gaming/gta-6-will-be-a-massive-game-and-rockstars-longest-yet-as-the-studio-confirms-it-can-take-up-to-80-hours-to-beat">the game can take up to 80 hours to beat</a>.</p>
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                                                            <title><![CDATA[ Rockstar reveals it built a GTA 6 team that focused solely on creating more realistic NPCs with over 600,000 animations — twice as many as Red Dead Redemption 2 had ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Grand Theft Auto 6</strong></em><strong>'s hand-crafted NPCs have over 600,000 animations</strong></li><li><strong>Rockstar North co-head Aaron Garbut says Rockstar established a new team that art-directed every single NPC</strong></li><li><strong>Garbut says every single room and the NPCs inside them were hand-crafted</strong></li></ul><p>To achieve the grand scale and realism we witnessed this week in <a href="https://www.techradar.com/news/live/grand-theft-auto-6-extended-look-on-netflix-live"><em>Grand Theft Auto 6</em>'s extended look</a>,  the development team went above and beyond, according to Rockstar.</p><p>In an interview with <a href="https://www.nytimes.com/2026/08/27/arts/grand-theft-auto-vi-trailer-extended-look-rockstar.html" target="_blank">The New York Times</a> about the game's development, Rockstar North co-head Aaron Garbut revealed that the studio established a new Los Angeles-based team of writers, directors, and producers to focus solely on realizing non-player characters (NPCs).</p><p>"We art-directed each individual one of them," said Garbut, revealing that <em>GTA 6</em> has over 600,000 animations, compared to <em>GTA 5</em>'s 55,000 and double <em>Red Dead Redemption 2</em>'s 300,000 animations.</p><p>"Every room in the game, somebody thought about this," Garbut said. "Who's sitting where, what they're drinking, the marks that are left on the table. The pictures on the wall will have the people that are in that room, with their tattoos on their arms and their family behind them. That whole thing has been made, and built, and photographed, and placed in this random room in a random building in a huge city, in a world."</p><p>Rob Nelson, the head of development and co-studio head at Rockstar North, also emphasised that the game is "an evolution" of what the studio achieved with <em>Red Dead Redemption 2</em> and its impressive gameplay systems.</p><p>"Once we managed to accomplish that level of interactive fidelity in a more sparsely populated version of America 100 years ago," Nelson said, "we were already imagining what it would be like if we could do that at the scale and density of a modern environment."</p><p><em>GTA 6</em> launches on November 19 for PS5, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, and <a href="https://www.techradar.com/gaming/xbox-series-s-1tb-review">Series S</a>, and a new report has confirmed that the game <a href="https://www.techradar.com/gaming/gta-6-will-launch-at-30fps-on-ps5-and-xbox-for-now-confirms-rockstar-but-while-60fps-is-reportedly-possible-its-a-40fps-mode-we-really-want-to-see">will run at 30fps on consoles at launch</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/rockstar-reveals-it-built-a-gta-6-team-that-focused-solely-on-creating-more-realistic-npcs-with-over-600-000-animations-twice-as-many-as-red-dead-redemption-2-had</link>
                                                                            <description>
                            <![CDATA[ According to Rockstar Games, the team went above and beyond to create Grand Theft Auto 6's grand scale and sense of realism. ]]>
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                                                                        <pubDate>Fri, 28 Aug 2026 17:00:00 +0000</pubDate>                                                                                                                                <updated>Sat, 29 Aug 2026 07:58:04 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
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                                <ul><li><em><strong>Grand Theft Auto 6</strong></em><strong>'s hand-crafted NPCs have over 600,000 animations</strong></li><li><strong>Rockstar North co-head Aaron Garbut says Rockstar established a new team that art-directed every single NPC</strong></li><li><strong>Garbut says every single room and the NPCs inside them were hand-crafted</strong></li></ul><p>To achieve the grand scale and realism we witnessed this week in <a href="https://www.techradar.com/news/live/grand-theft-auto-6-extended-look-on-netflix-live"><em>Grand Theft Auto 6</em>'s extended look</a>,  the development team went above and beyond, according to Rockstar.</p><p>In an interview with <a href="https://www.nytimes.com/2026/08/27/arts/grand-theft-auto-vi-trailer-extended-look-rockstar.html" target="_blank">The New York Times</a> about the game's development, Rockstar North co-head Aaron Garbut revealed that the studio established a new Los Angeles-based team of writers, directors, and producers to focus solely on realizing non-player characters (NPCs).</p><p>"We art-directed each individual one of them," said Garbut, revealing that <em>GTA 6</em> has over 600,000 animations, compared to <em>GTA 5</em>'s 55,000 and double <em>Red Dead Redemption 2</em>'s 300,000 animations.</p><p>"Every room in the game, somebody thought about this," Garbut said. "Who's sitting where, what they're drinking, the marks that are left on the table. The pictures on the wall will have the people that are in that room, with their tattoos on their arms and their family behind them. That whole thing has been made, and built, and photographed, and placed in this random room in a random building in a huge city, in a world."</p><p>Rob Nelson, the head of development and co-studio head at Rockstar North, also emphasised that the game is "an evolution" of what the studio achieved with <em>Red Dead Redemption 2</em> and its impressive gameplay systems.</p><p>"Once we managed to accomplish that level of interactive fidelity in a more sparsely populated version of America 100 years ago," Nelson said, "we were already imagining what it would be like if we could do that at the scale and density of a modern environment."</p><p><em>GTA 6</em> launches on November 19 for PS5, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, and <a href="https://www.techradar.com/gaming/xbox-series-s-1tb-review">Series S</a>, and a new report has confirmed that the game <a href="https://www.techradar.com/gaming/gta-6-will-launch-at-30fps-on-ps5-and-xbox-for-now-confirms-rockstar-but-while-60fps-is-reportedly-possible-its-a-40fps-mode-we-really-want-to-see">will run at 30fps on consoles at launch</a>.</p>
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                                                            <title><![CDATA[ GTA 6 will be a massive game and Rockstar's longest yet, as the studio confirms it can take up to 80 hours to beat ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Grand Theft Auto 6</strong></em><strong> can take up to 80 hours to beat</strong></li><li><strong>Rob Nelson, the head of development, says it took him 80 hours, including the main story and some "optional goals with narrative ramifications," to complete the game</strong></li><li><strong>This makes </strong><em><strong>GTA 6</strong></em><strong> Rockstar's longest game yet</strong></li></ul><p>I hope <a href="https://www.techradar.com/gaming/gta-6"><em>Grand Theft Auto 6</em></a> fans have booked enough time off work, because the game will take up to 80 hours to beat, and that's just the main story.</p><p>In a new interview with <a href="https://www.nytimes.com/2026/08/27/arts/grand-theft-auto-vi-trailer-extended-look-rockstar.html" target="_blank">The New York Times</a>, Rob Nelson, the head of development and co-studio head at Rockstar North, revealed that his playthrough took 80 hours to finish, including the main story and some "optional goals with narrative ramifications."</p><p>Though we don't know what these "optional goals" are, they sound like side quests that affect the story's outcome, such as personal missions that could pertain to either Lucia or Jason. </p><p>This means the game can take up to 100 hours, possibly more, if players want to spend time exploring Leonida and Vice City, engaging in interactive activities, completing side missions, and messing around in the vast open world. </p><p>"I hope that there will be people that want to get up, have a cup of coffee, shower, get dressed, go out for a little exercise," Nelson said. "Interact with some people, explore, maybe get into some trouble. Rob some places, make some money."</p><p>For context, <em>GTA 5</em>'s story takes around 30 hours to beat, while <em>Red Dead Redemption 2</em> can take up to 60 hours. This makes <em>GTA 6</em> Rockstar's biggest and longest game yet.</p><p><em>GTA 6</em> launches on November 19 for PS5, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, and <a href="https://www.techradar.com/gaming/xbox-series-s-1tb-review">Series S</a>, and Rockstar has confirmed that it <a href="https://www.techradar.com/gaming/gta-6-will-launch-at-30fps-on-ps5-and-xbox-for-now-confirms-rockstar-but-while-60fps-is-reportedly-possible-its-a-40fps-mode-we-really-want-to-see">will run at 30fps on consoles at launch</a>. </p><p>If you missed out on the <a href="https://www.techradar.com/news/live/grand-theft-auto-6-extended-look-on-netflix-live">Grand Theft Auto 6: An Extended Look</a> premiere, here are <a href="https://www.techradar.com/gaming/ps5/16-new-gta-6-details-we-learned-from-the-big-extended-look-gameplay-video-captured-in-game-on-a-ps5">16 new <em>GTA 6</em> details we learned</a>, including <a href="https://www.techradar.com/gaming/rockstar-says-if-you-want-gta-6s-romance-between-jason-and-lucia-to-flourish-you-have-to-nurture-it-but-its-completely-optional-its-not-something-that-we-want-to-foist-upon-players">new details about Jason and Lucia's romance system</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/gta-6-will-be-a-massive-game-and-rockstars-longest-yet-as-the-studio-confirms-it-can-take-up-to-80-hours-to-beat</link>
                                                                            <description>
                            <![CDATA[ I hope Grand Theft Auto 6 fans have booked enough time off work, because the game will take up to 80 hours to beat, and that's just the main story. ]]>
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                                                                        <pubDate>Fri, 28 Aug 2026 12:55:14 +0000</pubDate>                                                                                                                                <updated>Mon, 31 Aug 2026 05:01:32 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[GTA 6]]></media:description>                                                            <media:text><![CDATA[GTA 6]]></media:text>
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                                <ul><li><em><strong>Grand Theft Auto 6</strong></em><strong> can take up to 80 hours to beat</strong></li><li><strong>Rob Nelson, the head of development, says it took him 80 hours, including the main story and some "optional goals with narrative ramifications," to complete the game</strong></li><li><strong>This makes </strong><em><strong>GTA 6</strong></em><strong> Rockstar's longest game yet</strong></li></ul><p>I hope <a href="https://www.techradar.com/gaming/gta-6"><em>Grand Theft Auto 6</em></a> fans have booked enough time off work, because the game will take up to 80 hours to beat, and that's just the main story.</p><p>In a new interview with <a href="https://www.nytimes.com/2026/08/27/arts/grand-theft-auto-vi-trailer-extended-look-rockstar.html" target="_blank">The New York Times</a>, Rob Nelson, the head of development and co-studio head at Rockstar North, revealed that his playthrough took 80 hours to finish, including the main story and some "optional goals with narrative ramifications."</p><p>Though we don't know what these "optional goals" are, they sound like side quests that affect the story's outcome, such as personal missions that could pertain to either Lucia or Jason. </p><p>This means the game can take up to 100 hours, possibly more, if players want to spend time exploring Leonida and Vice City, engaging in interactive activities, completing side missions, and messing around in the vast open world. </p><p>"I hope that there will be people that want to get up, have a cup of coffee, shower, get dressed, go out for a little exercise," Nelson said. "Interact with some people, explore, maybe get into some trouble. Rob some places, make some money."</p><p>For context, <em>GTA 5</em>'s story takes around 30 hours to beat, while <em>Red Dead Redemption 2</em> can take up to 60 hours. This makes <em>GTA 6</em> Rockstar's biggest and longest game yet.</p><p><em>GTA 6</em> launches on November 19 for PS5, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, and <a href="https://www.techradar.com/gaming/xbox-series-s-1tb-review">Series S</a>, and Rockstar has confirmed that it <a href="https://www.techradar.com/gaming/gta-6-will-launch-at-30fps-on-ps5-and-xbox-for-now-confirms-rockstar-but-while-60fps-is-reportedly-possible-its-a-40fps-mode-we-really-want-to-see">will run at 30fps on consoles at launch</a>. </p><p>If you missed out on the <a href="https://www.techradar.com/news/live/grand-theft-auto-6-extended-look-on-netflix-live">Grand Theft Auto 6: An Extended Look</a> premiere, here are <a href="https://www.techradar.com/gaming/ps5/16-new-gta-6-details-we-learned-from-the-big-extended-look-gameplay-video-captured-in-game-on-a-ps5">16 new <em>GTA 6</em> details we learned</a>, including <a href="https://www.techradar.com/gaming/rockstar-says-if-you-want-gta-6s-romance-between-jason-and-lucia-to-flourish-you-have-to-nurture-it-but-its-completely-optional-its-not-something-that-we-want-to-foist-upon-players">new details about Jason and Lucia's romance system</a>.</p>
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                                                            <title><![CDATA[ Rockstar says if you want GTA 6's romance between Jason and Lucia to flourish, you have to nurture it, but it's completely optional — 'It's not something that we want to foist upon players' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Grand Theft Auto 6</strong></em><strong>'s romance between Jason and Lucia is completely optional, Rockstar confirms</strong></li><li><strong>Rob Nelson, the head of development and co-studio head at Rockstar North, says if players aren't into it, "don’t bother with it"</strong></li><li><strong>He says players will need to nurture their relationship if they want it to be romantic</strong></li></ul><p>Rockstar Games has confirmed that the romance between <a href="https://www.techradar.com/gaming/gta-6"><em>Grand Theft Auto 6</em></a>'s co-protagonists, Jason and Lucia, is completely optional.</p><p>Speaking in an interview with <a href="https://www.ign.com/articles/gta-6-jason-lucia-relationship-system-explained" target="_blank">IGN</a> ahead of the <a href="https://www.techradar.com/news/live/grand-theft-auto-6-extended-look-on-netflix-live">Grand Theft Auto 6: An Extended Look</a>, Rob Nelson, the head of development and co-studio head at Rockstar North, revealed that Jason and Lucia's relationship will be central to the story, but whether the player chooses to nurture their romance is completely up to them, and they won't be penalized for avoiding it.</p><p>"I have to say it feels great — if you are into it as a concept. Don’t bother with it if you aren’t. Up to you," said Nelson. </p><p>"The narrative is structured in such a way that the circumstances they find themselves in require them to stay together for most of the story and work together. At the very least, they will get through most things as partners in crime."</p><p>Nelson avoided talking spoilers, but he said the duo's relationship "adds a compelling element to things."</p><p>"It’s one of the reasons we wanted to approach this sort of story, because it's completely different for us," he said. "Could we bring some sort of emotional resonance to <em>GTA</em> for people if they wanted to engage with it? Could we also provide mechanisms for people to just opt out of it if they're not into it? If they feel like, 'I don't want a relationship in this?' That's what we're going to find out. It's not something that we want to foist upon players."</p><p>If players do want to make Jason and Lucia's romantic relationship flourish, however, they'll have to spend time nurturing it by spending time together in Leonida. Whether that's taking trips, holding hands, walking on the beach, or doing crime together, these activities will build up their bond.</p><p>"When you bring them together, it feels like you’re a steward of their relationship, and you feel protective of them as a unit," Nelson continued. "But this is something we did not know when we started, and it really had to be something we felt our way through. </p><p>"But I will say that whether you’re getting in trouble, or you’re running from the cops, or getting in a car, or waiting for the other one — playing as them together feels very cool. It feels like you’re taking care of them, if that’s something you’re into."</p><p>Last night's gameplay showcase was filled with a mountain of new details, with a new report later confirming <a href="https://www.techradar.com/gaming/gta-6-will-launch-at-30fps-on-ps5-and-xbox-for-now-confirms-rockstar-but-while-60fps-is-reportedly-possible-its-a-40fps-mode-we-really-want-to-see">the game will launch at 30fps</a>. To catch you up, here are <a href="https://www.techradar.com/gaming/ps5/16-new-gta-6-details-we-learned-from-the-big-extended-look-gameplay-video-captured-in-game-on-a-ps5">the 16 things we learned from <em>GTA 6</em>'s extended look</a> ahead of the game's November 19 launch.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/rockstar-says-if-you-want-gta-6s-romance-between-jason-and-lucia-to-flourish-you-have-to-nurture-it-but-its-completely-optional-its-not-something-that-we-want-to-foist-upon-players</link>
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                            <![CDATA[ Rockstar Games has confirmed that the romance between Grand Theft Auto 6's co-protagonists, Jason and Lucia, is completely optional. ]]>
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                                                                        <pubDate>Fri, 28 Aug 2026 11:59:32 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[GTA 6]]></media:description>                                                            <media:text><![CDATA[GTA 6]]></media:text>
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                                <ul><li><em><strong>Grand Theft Auto 6</strong></em><strong>'s romance between Jason and Lucia is completely optional, Rockstar confirms</strong></li><li><strong>Rob Nelson, the head of development and co-studio head at Rockstar North, says if players aren't into it, "don’t bother with it"</strong></li><li><strong>He says players will need to nurture their relationship if they want it to be romantic</strong></li></ul><p>Rockstar Games has confirmed that the romance between <a href="https://www.techradar.com/gaming/gta-6"><em>Grand Theft Auto 6</em></a>'s co-protagonists, Jason and Lucia, is completely optional.</p><p>Speaking in an interview with <a href="https://www.ign.com/articles/gta-6-jason-lucia-relationship-system-explained" target="_blank">IGN</a> ahead of the <a href="https://www.techradar.com/news/live/grand-theft-auto-6-extended-look-on-netflix-live">Grand Theft Auto 6: An Extended Look</a>, Rob Nelson, the head of development and co-studio head at Rockstar North, revealed that Jason and Lucia's relationship will be central to the story, but whether the player chooses to nurture their romance is completely up to them, and they won't be penalized for avoiding it.</p><p>"I have to say it feels great — if you are into it as a concept. Don’t bother with it if you aren’t. Up to you," said Nelson. </p><p>"The narrative is structured in such a way that the circumstances they find themselves in require them to stay together for most of the story and work together. At the very least, they will get through most things as partners in crime."</p><p>Nelson avoided talking spoilers, but he said the duo's relationship "adds a compelling element to things."</p><p>"It’s one of the reasons we wanted to approach this sort of story, because it's completely different for us," he said. "Could we bring some sort of emotional resonance to <em>GTA</em> for people if they wanted to engage with it? Could we also provide mechanisms for people to just opt out of it if they're not into it? If they feel like, 'I don't want a relationship in this?' That's what we're going to find out. It's not something that we want to foist upon players."</p><p>If players do want to make Jason and Lucia's romantic relationship flourish, however, they'll have to spend time nurturing it by spending time together in Leonida. Whether that's taking trips, holding hands, walking on the beach, or doing crime together, these activities will build up their bond.</p><p>"When you bring them together, it feels like you’re a steward of their relationship, and you feel protective of them as a unit," Nelson continued. "But this is something we did not know when we started, and it really had to be something we felt our way through. </p><p>"But I will say that whether you’re getting in trouble, or you’re running from the cops, or getting in a car, or waiting for the other one — playing as them together feels very cool. It feels like you’re taking care of them, if that’s something you’re into."</p><p>Last night's gameplay showcase was filled with a mountain of new details, with a new report later confirming <a href="https://www.techradar.com/gaming/gta-6-will-launch-at-30fps-on-ps5-and-xbox-for-now-confirms-rockstar-but-while-60fps-is-reportedly-possible-its-a-40fps-mode-we-really-want-to-see">the game will launch at 30fps</a>. To catch you up, here are <a href="https://www.techradar.com/gaming/ps5/16-new-gta-6-details-we-learned-from-the-big-extended-look-gameplay-video-captured-in-game-on-a-ps5">the 16 things we learned from <em>GTA 6</em>'s extended look</a> ahead of the game's November 19 launch.</p>
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                                                            <title><![CDATA[ GTA 6 will launch at 30fps on PS5 and Xbox 'for now', confirms Rockstar — but while 60fps is reportedly possible, it's a 40fps mode we really want to see ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Grand Theft Auto 6</strong></em><strong>  will launch at 30fps on PS5, Xbox Series X, and Xbox Series S</strong></li><li><strong>Rockstar could reportedly add higher performance modes post-launch</strong></li><li><strong>The footage from the </strong><em><strong>GTA 6</strong></em><strong> Extended Look was running on the base PS5, which means everything fans saw was 30fps</strong></li></ul><p><a href="https://www.techradar.com/gaming/gta-6"><em>Grand Theft Auto 6</em></a> won't run at 60fps and will reportedly launch at 30fps on consoles, but Rockstar Games may add more performance modes later.</p><p>That's according to <a href="https://www.youtube.com/watch?v=Q3UCebTDBy8" target="_blank">YouTuber Davy Jones</a>, a content creator who recently visited Rockstar North to preview <em>GTA 6. </em>Jones reported that Rob Nelson, the head of development and co-studio head at Rockstar North, told him the game is currently running at 30fps on console during development.</p><p><a href="https://flowgames.gg/exclusivo-vimos-gta-6-de-perto-salto-maior-ja-visto/" target="_blank">Flow Games</a> also interviewed Jones about his time at the studio (translated via <a href="https://kotaku.com/gta-6-will-be-30fps-at-launch-rockstar-reportedly-not-sure-about-60fps-performance-mode-2000729032" target="_blank">Kotaku</a>) and reported that performance could change post-launch. </p><p>"According to Rob Nelson, Lead Developer and Co-director at Rockstar North, during this development period, the consoles are running the game at 30 frames per second," the Flow Gams report reads. </p><p>"According to the director, it is still necessary to consult the technical team to determine if there will be a 60 FPS option at launch (or in the future). He also emphasizes that he does not currently have details on resolution and other technical qualities, such as the use of Ray Tracing, but the performance, for now, is 30 FPS."</p><p>For now, Rockstar also hasn't confirmed whether the game will run at 60fps on <a href="https://www.techradar.com/gaming/ps5-pro-review">PS5 Pro</a>.</p><p>Last night, the long-awaited <a href="https://www.techradar.com/news/live/grand-theft-auto-6-extended-look-on-netflix-live">Grand Theft Auto 6: An Extended Look</a> finally premiered and offered a deep dive into gameplay, cinematics, and co-protagonists Jason and Lucia. </p><p>The footage looks incredible and was confirmed to be running on the base <a href="https://www.techradar.com/reviews/ps5">PS5</a>, and knowing what we do now, this means the extended look was also capped at 30fps. </p><p>As TechRadar Managing Editor Rob Dwiar puts it, "The amount of technical brilliance and sheer detail that will likely go into <em>GTA 6</em> will surely translate into the amount of demand on a console’s GPU and CPU," which is why <a href="https://www.techradar.com/gaming/playing-black-flag-resynced-on-the-ps5-pro-and-a-120hz-display-has-confirmed-my-love-of-40fps-modes-on-console-and-given-me-more-confidence-if-gta-6-cant-hit-60fps">a 40fps mode on PS5 Pro would be perfect balance</a>.</p><p>In case you missed it, here are <a href="https://www.techradar.com/gaming/ps5/16-new-gta-6-details-we-learned-from-the-big-extended-look-gameplay-video-captured-in-game-on-a-ps5">the 16 new <em>GTA 6</em> details learned from the big Extended Look</a>, including an improved combat system, interactive gameplay mechanics, story hints, and more.</p><p><em>GTA 6</em> launches on November 19 for PS5, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, and <a href="https://www.techradar.com/gaming/xbox-series-s-1tb-review">Series S</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/gta-6-will-launch-at-30fps-on-ps5-and-xbox-for-now-confirms-rockstar-but-while-60fps-is-reportedly-possible-its-a-40fps-mode-we-really-want-to-see</link>
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                            <![CDATA[ Grand Theft Auto 6 won't run at 60fps and will reportedly launch at 30fps on consoles, but Rockstar Games may add more performance modes later. ]]>
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                                                                        <pubDate>Fri, 28 Aug 2026 10:29:14 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
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                                <ul><li><em><strong>Grand Theft Auto 6</strong></em><strong>  will launch at 30fps on PS5, Xbox Series X, and Xbox Series S</strong></li><li><strong>Rockstar could reportedly add higher performance modes post-launch</strong></li><li><strong>The footage from the </strong><em><strong>GTA 6</strong></em><strong> Extended Look was running on the base PS5, which means everything fans saw was 30fps</strong></li></ul><p><a href="https://www.techradar.com/gaming/gta-6"><em>Grand Theft Auto 6</em></a> won't run at 60fps and will reportedly launch at 30fps on consoles, but Rockstar Games may add more performance modes later.</p><p>That's according to <a href="https://www.youtube.com/watch?v=Q3UCebTDBy8" target="_blank">YouTuber Davy Jones</a>, a content creator who recently visited Rockstar North to preview <em>GTA 6. </em>Jones reported that Rob Nelson, the head of development and co-studio head at Rockstar North, told him the game is currently running at 30fps on console during development.</p><p><a href="https://flowgames.gg/exclusivo-vimos-gta-6-de-perto-salto-maior-ja-visto/" target="_blank">Flow Games</a> also interviewed Jones about his time at the studio (translated via <a href="https://kotaku.com/gta-6-will-be-30fps-at-launch-rockstar-reportedly-not-sure-about-60fps-performance-mode-2000729032" target="_blank">Kotaku</a>) and reported that performance could change post-launch. </p><p>"According to Rob Nelson, Lead Developer and Co-director at Rockstar North, during this development period, the consoles are running the game at 30 frames per second," the Flow Gams report reads. </p><p>"According to the director, it is still necessary to consult the technical team to determine if there will be a 60 FPS option at launch (or in the future). He also emphasizes that he does not currently have details on resolution and other technical qualities, such as the use of Ray Tracing, but the performance, for now, is 30 FPS."</p><p>For now, Rockstar also hasn't confirmed whether the game will run at 60fps on <a href="https://www.techradar.com/gaming/ps5-pro-review">PS5 Pro</a>.</p><p>Last night, the long-awaited <a href="https://www.techradar.com/news/live/grand-theft-auto-6-extended-look-on-netflix-live">Grand Theft Auto 6: An Extended Look</a> finally premiered and offered a deep dive into gameplay, cinematics, and co-protagonists Jason and Lucia. </p><p>The footage looks incredible and was confirmed to be running on the base <a href="https://www.techradar.com/reviews/ps5">PS5</a>, and knowing what we do now, this means the extended look was also capped at 30fps. </p><p>As TechRadar Managing Editor Rob Dwiar puts it, "The amount of technical brilliance and sheer detail that will likely go into <em>GTA 6</em> will surely translate into the amount of demand on a console’s GPU and CPU," which is why <a href="https://www.techradar.com/gaming/playing-black-flag-resynced-on-the-ps5-pro-and-a-120hz-display-has-confirmed-my-love-of-40fps-modes-on-console-and-given-me-more-confidence-if-gta-6-cant-hit-60fps">a 40fps mode on PS5 Pro would be perfect balance</a>.</p><p>In case you missed it, here are <a href="https://www.techradar.com/gaming/ps5/16-new-gta-6-details-we-learned-from-the-big-extended-look-gameplay-video-captured-in-game-on-a-ps5">the 16 new <em>GTA 6</em> details learned from the big Extended Look</a>, including an improved combat system, interactive gameplay mechanics, story hints, and more.</p><p><em>GTA 6</em> launches on November 19 for PS5, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, and <a href="https://www.techradar.com/gaming/xbox-series-s-1tb-review">Series S</a>.</p>
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                                                            <title><![CDATA[ Asobo Studio used the soundtrack from A Plague Tale: Requiem during Resonance: A Plague Tale Legacy mocap to help the cast 'get into the sadder moments, the darker moments' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Asobo Studio played </strong><em><strong>A Plague Tale: Requiem</strong></em><strong>'s soundtrack while motion-capturing </strong><em><strong>Resonance: A Plague Tale Legacy</strong></em></li><li><strong>The cast would listen to the game's music to get into the right headspace for emotional scenes</strong></li><li><u><strong>SPEAKER 3</strong></u><strong> says it helped "get into the sadder moments, the darker moments"</strong></li></ul><p>Asobo Studio has revealed that it used <a href="https://www.techradar.com/reviews/a-plague-tale-requiem"><em>A Plague Tale: Requiem</em></a>'s music while motion-capturing <a href="https://www.techradar.com/gaming/resonance-a-plague-tale-review"><em>Resonance: A Plague Tale Legacy</em></a>, so the cast could get in the mood for the darker scenes.</p><p>Speaking in an interview with TechRadar Gaming during Gamescom, developers Valérian Robert (lead level designer) and Carol Ann Bañuls (lead writer), and the actor for the game's protagonist, Sophia, Anna Demetriou,<strong> </strong>discussed the design process for the game's atmosphere and the music that goes with it.</p><p>When asked how the team implemented audio and the game's score for the upcoming sequel, Anna Demetriou explained that Asobo played music tracks from <em>A Plague Tale: Requiem</em> to allow the actors to get into the right headspace for emotional scenes.</p><p>"A lot of the time, for emotional scenes, we would be playing the Requiem soundtrack to help us get into the sadder moments, the darker moments," Anna Demetriou said. "So it felt really like the beating [heart] of the [Plague Tale DNA] was still in the mocap room because we were using them and using this reference for some of the hard bits and stuff."</p><p><a href="https://www.techradar.com/gaming/exclusive-listen-to-one-of-resonance-a-plague-tale-legacys-most-epic-tracks-first-here"><em>Resonance</em>'s score was composed by Olivier Derivière</a> and sounds quite different from any of the prior games, with an emphasis on Greek culture, as the game's setting has moved from Middle Ages France to the Greek island of Crete.</p><p>"The incredible Greek soundtrack that has been done by Olivier, I had none of that at all," Demetriou continued, "So hearing it coming out, and the whole thing's on YouTube right now, I was sat on my laptop for the day, just listening to it all, just being like, 'I can't wait to play it because I I haven't connected what we've done with this with the music yet.'"</p><p>Bañuls added that Olivier also used choir vocals to give the soundtrack a more "authentic" feel for the time period, withRobert explaining that the music is also woven into the new gameplay systems and combat.</p><p><em>Resonance: A Plague Tale Legacy</em> is available today on <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, <a href="https://www.techradar.com/reviews/xbox-series-s">Xbox Series S</a>, and PC.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/asobo-studio-used-the-soundtrack-from-a-plague-tale-requiem-during-resonance-a-plague-tale-legacy-mocap-to-help-the-cast-get-into-the-sadder-moments-the-darker-moments</link>
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                            <![CDATA[ Asobo Studio used A Plague Tale: Requiem's music while motion-capturing Resonance: A Plague Tale Legacy, so the cast could get in the mood for darker scenes. ]]>
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                                                                        <pubDate>Thu, 27 Aug 2026 21:11:43 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Rob Dwiar ]]></dc:contributor>
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                                                            <media:credit><![CDATA[Focus Interactive/Team Asobo]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A screenshot from Resonance: A Plague Tale]]></media:description>                                                            <media:text><![CDATA[A screenshot from Resonance: A Plague Tale]]></media:text>
                                <media:title type="plain"><![CDATA[A screenshot from Resonance: A Plague Tale]]></media:title>
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                                <ul><li><strong>Asobo Studio played </strong><em><strong>A Plague Tale: Requiem</strong></em><strong>'s soundtrack while motion-capturing </strong><em><strong>Resonance: A Plague Tale Legacy</strong></em></li><li><strong>The cast would listen to the game's music to get into the right headspace for emotional scenes</strong></li><li><u><strong>SPEAKER 3</strong></u><strong> says it helped "get into the sadder moments, the darker moments"</strong></li></ul><p>Asobo Studio has revealed that it used <a href="https://www.techradar.com/reviews/a-plague-tale-requiem"><em>A Plague Tale: Requiem</em></a>'s music while motion-capturing <a href="https://www.techradar.com/gaming/resonance-a-plague-tale-review"><em>Resonance: A Plague Tale Legacy</em></a>, so the cast could get in the mood for the darker scenes.</p><p>Speaking in an interview with TechRadar Gaming during Gamescom, developers Valérian Robert (lead level designer) and Carol Ann Bañuls (lead writer), and the actor for the game's protagonist, Sophia, Anna Demetriou,<strong> </strong>discussed the design process for the game's atmosphere and the music that goes with it.</p><p>When asked how the team implemented audio and the game's score for the upcoming sequel, Anna Demetriou explained that Asobo played music tracks from <em>A Plague Tale: Requiem</em> to allow the actors to get into the right headspace for emotional scenes.</p><p>"A lot of the time, for emotional scenes, we would be playing the Requiem soundtrack to help us get into the sadder moments, the darker moments," Anna Demetriou said. "So it felt really like the beating [heart] of the [Plague Tale DNA] was still in the mocap room because we were using them and using this reference for some of the hard bits and stuff."</p><p><a href="https://www.techradar.com/gaming/exclusive-listen-to-one-of-resonance-a-plague-tale-legacys-most-epic-tracks-first-here"><em>Resonance</em>'s score was composed by Olivier Derivière</a> and sounds quite different from any of the prior games, with an emphasis on Greek culture, as the game's setting has moved from Middle Ages France to the Greek island of Crete.</p><p>"The incredible Greek soundtrack that has been done by Olivier, I had none of that at all," Demetriou continued, "So hearing it coming out, and the whole thing's on YouTube right now, I was sat on my laptop for the day, just listening to it all, just being like, 'I can't wait to play it because I I haven't connected what we've done with this with the music yet.'"</p><p>Bañuls added that Olivier also used choir vocals to give the soundtrack a more "authentic" feel for the time period, withRobert explaining that the music is also woven into the new gameplay systems and combat.</p><p><em>Resonance: A Plague Tale Legacy</em> is available today on <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, <a href="https://www.techradar.com/reviews/xbox-series-s">Xbox Series S</a>, and PC.</p>
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                                                            <title><![CDATA[ 16 new GTA 6 details we learned from the big Extended Look gameplay video, captured in-game on a PS5 ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The <a href="https://www.techradar.com/news/live/gta-6-extended-look">Grand Theft Auto 6: An Extended Look</a> is finally live! Those tuning in for the Netflix premiere were treated to 26 minutes' worth of new content about the game ahead of its November 19 launch, including huge amounts of gameplay footage, cinematics, and a deeper look into the lives of Jason and Lucia.</p><p>If you don't have Netflix, you'll be able to watch on Rockstar's YouTube channel at 9PM ET / 6PM PDT / 2AM BST / 3AM CEST.</p><p>There is so much to unpack, from a revamped combat system, interactive gameplay mechanics, story hints, and more — but to make things easier, we've gone ahead and created a breakdown of the top things we learned in case you missed it.</p><h2 id="cinematics-and-gameplay-blend-right-into-each-other">Cinematics and gameplay blend right into each other</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="QpcrtMyGA2VSnFFxk5e7XS" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/QpcrtMyGA2VSnFFxk5e7XS.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>The extended look began with Lucia and Jason walking into an apartment block looking to pick up a package for someone named "Boobie." For this mission, it looks like Jason is the playable character as he guides Lucia through the building and encounters some incredibly detailed NPCs. </p><p>Here, and in several other instances, the gameplay appears to instantly shift into a cutscene before the action kicks back in again. Another instance happens later on; Jason and Lucia are fleeing from the police with a client, and Jason must shoot at them out the window while Lucia evades — the scene quickly transitions into something cinematic before going back into gameplay.</p><p>At the end of the extended look, Lucia and Jason get separated on a mission; as soon as he finishes shooting some guys under player control, it suddenly cuts to a cinematic scene showing him texting with Lucia, which then transitions to her point of view, and the end of the cutscene leads to you controlling her.</p><h2 id="there-will-be-quick-time-events">There will be quick time events</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="etaynrd5WdB3nRzZ86b334" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/etaynrd5WdB3nRzZ86b334.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>During a fight scene between Lucia and an enemy at the end of the extended look, the player is prompted with a quick time event, which is surprisingly old-school for this game. But there seems to be a choice in the matter — there are two options on-screen, and in the video she picks up her heel and nails the guy in the face, making a quip based on your choice of button to mash. We get the sense this will appear throughout the game.</p><h2 id="there-will-be-slow-mo-with-enemy-weak-zones">There will be slow-mo with enemy weak zones</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="gRuvLbBV9FqmeELvJZ3zJn" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/gRuvLbBV9FqmeELvJZ3zJn.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>Jason can be seen firing his weapon at some enemies and the gameplay suddenly slows down after he uses his his focus meter seen in the top left corner. During this same encounter, an enemy's body becomes highlighted showing red and yellow weak zones for the player — we're assuming red is a killshot and yellow will disarm or disable.</p><h2 id="there-will-be-disguises-lots-of-disguises">There will be disguises… lots of disguises</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="6ngdFZP33hKsnsJh5EGcZX" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/6ngdFZP33hKsnsJh5EGcZX.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>There were quite a few moments were we see Jason and Lucia on story missions wearing disguises with new identities when taking on certain clients, such as personal security for a party. The footage showed changing outfits being a mechanic, and we see lots of different hairstyles on Lucia — it seems like it'll be necessary, not just fun.</p><h2 id="there-39-s-a-six-star-wanted-system">There's a six-star Wanted system</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="vmxmrbAWDHczur2TAmjSbX" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/vmxmrbAWDHczur2TAmjSbX.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>Unlike <em>GTA 5</em>, which has a five-star Wanted system, <em>GTA 6</em> will have six stars. What does this mean? Well, it's one higher, isn't it?</p><h2 id="the-gun-handling-is-better-than-gta-5">The gun handling is better than GTA 5</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Dd8kEuEQeboNub2Bn7obBi" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/Dd8kEuEQeboNub2Bn7obBi.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>Picking up and swapping out weapons looks incredibly slick; Jason and Lucia have their own weapons they can pull out on their respective weapon wheels, but they can quickly swipe up downed-enemies' weapons mid combat, too.</p><h2 id="you-can-race-cars-in-an-actual-track">You can race cars in an actual track</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="h9qY4bMbsxtXNXbV7zkCAi" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/h9qY4bMbsxtXNXbV7zkCAi.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>Driving around Leonida looks amazing, but players will also be able to take part in races on an actual race track, with cars and bikes, if you want a high-speed challenge.</p><h2 id="lots-of-water-activities">Lots of water activities</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Wsb2uAywX7yDKYPfwGHAPi" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/Wsb2uAywX7yDKYPfwGHAPi.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>Players will be able to drive fanboats, jetskis and canoes, and explore bodies of water across Leonida. Admittedly, the fanboat looks a little less high-octane than some sections of the video…</p><h2 id="you-can-base-jump">You can base jump</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2ezfyeG94EWMKcrJuTGwMi" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/2ezfyeG94EWMKcrJuTGwMi.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>As shot near the end of the extended look shows the player guiding Lucia to run and jump off a skyscaper before pulling out her parachute and getting an incredible view of Vice City.</p><h2 id="environmental-destruction">Environmental destruction</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="XkM5yk3w8kZrzUyezXE6Mi" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/XkM5yk3w8kZrzUyezXE6Mi.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>During police chases, Jason and Lucia can shoot out the tires of their pursuers, which will lead to police cars flipping and crashing, causing dynamic environmental destruction that looks incredibly cinematic.</p><h2 id="a-wide-range-of-people-will-hire-you-for-jobs">A wide range of people will hire you for jobs</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="gpEmEiEz9aHzwWvGUHwG7E" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/gpEmEiEz9aHzwWvGUHwG7E.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>While we don't know specific story details yet, it seems that Jason and Lucia have their own business going on where they'll work for an assortment of clients. They'll rob banks and stores, protect clients, deliver goods, and more. Standard GTA stuff, but it's the first time we've seen what this will look like.</p><h2 id="you-can-pet-the-dog">You can pet the dog</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="MDga3JmiDWYDXLh8FXE3bX" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/MDga3JmiDWYDXLh8FXE3bX.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>It's the main thing some of us care about.</p><h2 id="an-improved-hud">An improved HUD</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="7qMYcBV3jPTHfSn5oZyjph" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/7qMYcBV3jPTHfSn5oZyjph.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>The game's HUD looks way cleaner than <em>GTA 5</em>'s, and quicker to access; switching between Lucia and Jason is as quick as pressing one button, and the weapon wheel is minimal and fast to use.</p><h2 id="switching-between-lucia-and-jason-is-really-fast">Switching between Lucia and Jason is really fast</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="d8oVPNvorjyRasJVAog8Mi" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/d8oVPNvorjyRasJVAog8Mi.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>As I just mentioned, switching between both co-protagonsits is unbelieavably fast. In one moment, you see Lucia base jumping and when the player switches to Jason, it takes just a couple of seconds — there's flash, the camera zooms into the sky, pans across the city, then zooms down into a building and we're with Jason again. And that's running on the base PS5!</p><h2 id="you-can-scuba-dive-and-regular-dive">You can scuba dive (and regular dive)</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="NpwJndSCcGbgb4Bqn4meod" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/NpwJndSCcGbgb4Bqn4meod.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>Players will be able to dive into bodies of water to swim, but also scuba dive to see all the pretty fish below the surface!</p><h2 id="the-weapon-icon-from-gta-4-returns">The weapon icon from GTA 4 returns</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="i6jrHXKEFoWkBZwXoTAny9" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/i6jrHXKEFoWkBZwXoTAny9.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>During combat, the equipped weapon icon from <em>GTA 4</em>, can be seen in the top right corner, under the Wanted stars and ammo. It was missing in 5, but 4 stans will feel a warm, familiar feeling.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-Oqg1Ze"></div>                            </div>                            <script src="https://kwizly.com/embed/Oqg1Ze.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/ps5/16-new-gta-6-details-we-learned-from-the-big-extended-look-gameplay-video-captured-in-game-on-a-ps5</link>
                                                                            <description>
                            <![CDATA[ The Grand Theft Auto 6: An Extended Look is finally here! Here's a breakdown of the top things we learned from the Netflix premiere in case you missed it. ]]>
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                                                                        <pubDate>Thu, 27 Aug 2026 21:02:54 +0000</pubDate>                                                                                                                                <updated>Fri, 28 Aug 2026 05:35:22 +0000</updated>
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                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Rockstar Games]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[GTA 6]]></media:description>                                                            <media:text><![CDATA[GTA 6]]></media:text>
                                <media:title type="plain"><![CDATA[GTA 6]]></media:title>
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                                <p>The <a href="https://www.techradar.com/news/live/gta-6-extended-look">Grand Theft Auto 6: An Extended Look</a> is finally live! Those tuning in for the Netflix premiere were treated to 26 minutes' worth of new content about the game ahead of its November 19 launch, including huge amounts of gameplay footage, cinematics, and a deeper look into the lives of Jason and Lucia.</p><p>If you don't have Netflix, you'll be able to watch on Rockstar's YouTube channel at 9PM ET / 6PM PDT / 2AM BST / 3AM CEST.</p><p>There is so much to unpack, from a revamped combat system, interactive gameplay mechanics, story hints, and more — but to make things easier, we've gone ahead and created a breakdown of the top things we learned in case you missed it.</p><h2 id="cinematics-and-gameplay-blend-right-into-each-other">Cinematics and gameplay blend right into each other</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="QpcrtMyGA2VSnFFxk5e7XS" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/QpcrtMyGA2VSnFFxk5e7XS.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>The extended look began with Lucia and Jason walking into an apartment block looking to pick up a package for someone named "Boobie." For this mission, it looks like Jason is the playable character as he guides Lucia through the building and encounters some incredibly detailed NPCs. </p><p>Here, and in several other instances, the gameplay appears to instantly shift into a cutscene before the action kicks back in again. Another instance happens later on; Jason and Lucia are fleeing from the police with a client, and Jason must shoot at them out the window while Lucia evades — the scene quickly transitions into something cinematic before going back into gameplay.</p><p>At the end of the extended look, Lucia and Jason get separated on a mission; as soon as he finishes shooting some guys under player control, it suddenly cuts to a cinematic scene showing him texting with Lucia, which then transitions to her point of view, and the end of the cutscene leads to you controlling her.</p><h2 id="there-will-be-quick-time-events">There will be quick time events</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="etaynrd5WdB3nRzZ86b334" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/etaynrd5WdB3nRzZ86b334.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>During a fight scene between Lucia and an enemy at the end of the extended look, the player is prompted with a quick time event, which is surprisingly old-school for this game. But there seems to be a choice in the matter — there are two options on-screen, and in the video she picks up her heel and nails the guy in the face, making a quip based on your choice of button to mash. We get the sense this will appear throughout the game.</p><h2 id="there-will-be-slow-mo-with-enemy-weak-zones">There will be slow-mo with enemy weak zones</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="gRuvLbBV9FqmeELvJZ3zJn" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/gRuvLbBV9FqmeELvJZ3zJn.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>Jason can be seen firing his weapon at some enemies and the gameplay suddenly slows down after he uses his his focus meter seen in the top left corner. During this same encounter, an enemy's body becomes highlighted showing red and yellow weak zones for the player — we're assuming red is a killshot and yellow will disarm or disable.</p><h2 id="there-will-be-disguises-lots-of-disguises">There will be disguises… lots of disguises</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="6ngdFZP33hKsnsJh5EGcZX" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/6ngdFZP33hKsnsJh5EGcZX.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>There were quite a few moments were we see Jason and Lucia on story missions wearing disguises with new identities when taking on certain clients, such as personal security for a party. The footage showed changing outfits being a mechanic, and we see lots of different hairstyles on Lucia — it seems like it'll be necessary, not just fun.</p><h2 id="there-39-s-a-six-star-wanted-system">There's a six-star Wanted system</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="vmxmrbAWDHczur2TAmjSbX" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/vmxmrbAWDHczur2TAmjSbX.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>Unlike <em>GTA 5</em>, which has a five-star Wanted system, <em>GTA 6</em> will have six stars. What does this mean? Well, it's one higher, isn't it?</p><h2 id="the-gun-handling-is-better-than-gta-5">The gun handling is better than GTA 5</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Dd8kEuEQeboNub2Bn7obBi" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/Dd8kEuEQeboNub2Bn7obBi.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>Picking up and swapping out weapons looks incredibly slick; Jason and Lucia have their own weapons they can pull out on their respective weapon wheels, but they can quickly swipe up downed-enemies' weapons mid combat, too.</p><h2 id="you-can-race-cars-in-an-actual-track">You can race cars in an actual track</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="h9qY4bMbsxtXNXbV7zkCAi" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/h9qY4bMbsxtXNXbV7zkCAi.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>Driving around Leonida looks amazing, but players will also be able to take part in races on an actual race track, with cars and bikes, if you want a high-speed challenge.</p><h2 id="lots-of-water-activities">Lots of water activities</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Wsb2uAywX7yDKYPfwGHAPi" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/Wsb2uAywX7yDKYPfwGHAPi.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>Players will be able to drive fanboats, jetskis and canoes, and explore bodies of water across Leonida. Admittedly, the fanboat looks a little less high-octane than some sections of the video…</p><h2 id="you-can-base-jump">You can base jump</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2ezfyeG94EWMKcrJuTGwMi" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/2ezfyeG94EWMKcrJuTGwMi.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>As shot near the end of the extended look shows the player guiding Lucia to run and jump off a skyscaper before pulling out her parachute and getting an incredible view of Vice City.</p><h2 id="environmental-destruction">Environmental destruction</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="XkM5yk3w8kZrzUyezXE6Mi" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/XkM5yk3w8kZrzUyezXE6Mi.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>During police chases, Jason and Lucia can shoot out the tires of their pursuers, which will lead to police cars flipping and crashing, causing dynamic environmental destruction that looks incredibly cinematic.</p><h2 id="a-wide-range-of-people-will-hire-you-for-jobs">A wide range of people will hire you for jobs</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="gpEmEiEz9aHzwWvGUHwG7E" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/gpEmEiEz9aHzwWvGUHwG7E.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>While we don't know specific story details yet, it seems that Jason and Lucia have their own business going on where they'll work for an assortment of clients. They'll rob banks and stores, protect clients, deliver goods, and more. Standard GTA stuff, but it's the first time we've seen what this will look like.</p><h2 id="you-can-pet-the-dog">You can pet the dog</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="MDga3JmiDWYDXLh8FXE3bX" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/MDga3JmiDWYDXLh8FXE3bX.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>It's the main thing some of us care about.</p><h2 id="an-improved-hud">An improved HUD</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="7qMYcBV3jPTHfSn5oZyjph" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/7qMYcBV3jPTHfSn5oZyjph.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>The game's HUD looks way cleaner than <em>GTA 5</em>'s, and quicker to access; switching between Lucia and Jason is as quick as pressing one button, and the weapon wheel is minimal and fast to use.</p><h2 id="switching-between-lucia-and-jason-is-really-fast">Switching between Lucia and Jason is really fast</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="d8oVPNvorjyRasJVAog8Mi" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/d8oVPNvorjyRasJVAog8Mi.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>As I just mentioned, switching between both co-protagonsits is unbelieavably fast. In one moment, you see Lucia base jumping and when the player switches to Jason, it takes just a couple of seconds — there's flash, the camera zooms into the sky, pans across the city, then zooms down into a building and we're with Jason again. And that's running on the base PS5!</p><h2 id="you-can-scuba-dive-and-regular-dive">You can scuba dive (and regular dive)</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="NpwJndSCcGbgb4Bqn4meod" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/NpwJndSCcGbgb4Bqn4meod.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>Players will be able to dive into bodies of water to swim, but also scuba dive to see all the pretty fish below the surface!</p><h2 id="the-weapon-icon-from-gta-4-returns">The weapon icon from GTA 4 returns</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="i6jrHXKEFoWkBZwXoTAny9" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/i6jrHXKEFoWkBZwXoTAny9.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>During combat, the equipped weapon icon from <em>GTA 4</em>, can be seen in the top right corner, under the Wanted stars and ammo. It was missing in 5, but 4 stans will feel a warm, familiar feeling.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-Oqg1Ze"></div>                            </div>                            <script src="https://kwizly.com/embed/Oqg1Ze.js" async></script>
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                                                            <title><![CDATA[ 'No, you cannot do the game 100% without killing' — Rainbow Six Tactics game director confirms players can't do a complete no-kill playthrough since some missions require players to kill enemies that are out of range for non-lethal takedowns ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Ubisoft confirms players can't complete </strong><em><strong>Rainbow Six Tactics</strong></em><strong> without killing any enemies</strong></li><li><strong>Game director Martial Potron says, "No, you cannot do the game 100% without killing"</strong></li><li><strong>Some missions require players to kill enemies; however, they're incentivized to do non-lethal takedowns in others for valuable intel</strong></li></ul><p><em>Rainbow Six Tactics</em> game director Martial Potron<strong> </strong>has confirmed players won't be able to achieve a 100% non-lethal playthrough.</p><p>Ubisoft has recently revealed its new <em>Rainbow Six Siege</em> spin-off, <em>Rainbow Six Tactics,</em> a single-player turn-based tactics experience that puts players in the shoes of Six, the leader of the elite Rainbow squad.</p><p>Players can choose high-stakes assignments to strategize on the tactical battlefield with 15 Operators, all with unique abilities, specialized gadgets, and distinct skill trees.</p><p>The game will also offer distinct mission types, including Hostage Rescue, Bomb Disposal, and Target Elimination, offering a variety of ways to complete each one. </p><p>Some missions require players to take down targets non-lethally to collect important intel bonuses that will help the squad in future missions. But can players do a complete non-lethal playthrough?</p><p>According to Potron, who discussed the game at length in an interview with TechRadar Gaming at Gamescom, you can't, explaining that some missions will require players to kill enemies who are out of range for non-lethal takedowns.</p><p>"Can you?" the game director said. "I'm thinking about it. There is no incentive to kill, but can you? I think you can't."</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/HoDIxvqQfxQ" allowfullscreen></iframe></div></div><p>He continued, "We don't have missions where we force you to kill anyone. Most of the time, in fact, it's valued to arrest people to subdue enemies. But we have a few missions when sometimes you cannot reach enemies."</p><p>Porton said the game features a Venice map bisected by a river, with enemies on one side, and so there is no way to take them out non-lethally, as you simply won't be able to reach them.</p><p>"No, you cannot do the game 100% without killing," he added, "but you are strongly incentivized, as much as possible, to arrest people without killing because you will be able to really get intel from them, and it's very valuable."</p><p><em>Rainbow Six Tactics</em> launches in 2027 for PC, <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, and <a href="https://www.techradar.com/reviews/xbox-series-s">Xbox Series S</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/no-you-cannot-do-the-game-100-percent-without-killing-rainbow-six-tactics-game-director-confirms-players-cant-do-a-complete-no-kill-playthrough-since-some-missions-require-players-to-kill-enemies-that-are-out-of-range-for-non-lethal-takedowns</link>
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                            <![CDATA[ Rainbow Six Tactics game director Martial Potron has confirmed players won't be able to achieve a 100% non-lethal playthrough. ]]>
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                                                                        <pubDate>Thu, 27 Aug 2026 21:02:52 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Rob Dwiar ]]></dc:contributor>
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                                <ul><li><strong>Ubisoft confirms players can't complete </strong><em><strong>Rainbow Six Tactics</strong></em><strong> without killing any enemies</strong></li><li><strong>Game director Martial Potron says, "No, you cannot do the game 100% without killing"</strong></li><li><strong>Some missions require players to kill enemies; however, they're incentivized to do non-lethal takedowns in others for valuable intel</strong></li></ul><p><em>Rainbow Six Tactics</em> game director Martial Potron<strong> </strong>has confirmed players won't be able to achieve a 100% non-lethal playthrough.</p><p>Ubisoft has recently revealed its new <em>Rainbow Six Siege</em> spin-off, <em>Rainbow Six Tactics,</em> a single-player turn-based tactics experience that puts players in the shoes of Six, the leader of the elite Rainbow squad.</p><p>Players can choose high-stakes assignments to strategize on the tactical battlefield with 15 Operators, all with unique abilities, specialized gadgets, and distinct skill trees.</p><p>The game will also offer distinct mission types, including Hostage Rescue, Bomb Disposal, and Target Elimination, offering a variety of ways to complete each one. </p><p>Some missions require players to take down targets non-lethally to collect important intel bonuses that will help the squad in future missions. But can players do a complete non-lethal playthrough?</p><p>According to Potron, who discussed the game at length in an interview with TechRadar Gaming at Gamescom, you can't, explaining that some missions will require players to kill enemies who are out of range for non-lethal takedowns.</p><p>"Can you?" the game director said. "I'm thinking about it. There is no incentive to kill, but can you? I think you can't."</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/HoDIxvqQfxQ" allowfullscreen></iframe></div></div><p>He continued, "We don't have missions where we force you to kill anyone. Most of the time, in fact, it's valued to arrest people to subdue enemies. But we have a few missions when sometimes you cannot reach enemies."</p><p>Porton said the game features a Venice map bisected by a river, with enemies on one side, and so there is no way to take them out non-lethally, as you simply won't be able to reach them.</p><p>"No, you cannot do the game 100% without killing," he added, "but you are strongly incentivized, as much as possible, to arrest people without killing because you will be able to really get intel from them, and it's very valuable."</p><p><em>Rainbow Six Tactics</em> launches in 2027 for PC, <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, and <a href="https://www.techradar.com/reviews/xbox-series-s">Xbox Series S</a>.</p>
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                                                            <title><![CDATA[ Grand Theft Auto 6's 'Extended Look' on Netflix is now live — follow all the big GTA gameplay reveals live as they happen ]]></title>
                                                                                                <dc:content><![CDATA[ <div class="live-content"><p>We are finally seeing what <em>Grand Theft Auto 6</em> is like to actually play! All eyes are on Netflix for the <em>Grand Theft Auto 6: An Extended Look</em> presentation, which started at 3PM ET / 12PM PDT / 8PM BST / 9PM CEST, and contains footage captured directly from the game running on a PS5 console.</p><p>The video is exclusive to Netflix at first, but the good news is that it will appear on the Rockstar YouTube account afterwards — you'll just have to wait a little if you don't want to pay Netflix. If you have watched, we'd love to know what you think!</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-Oqg1Ze"></div>                            </div>                            <script src="https://kwizly.com/embed/Oqg1Ze.js" async></script><p>The video gave us our first official look at how <em>GTA 6 </em>plays, following multiple teaser trailers, <a href="https://www.techradar.com/gaming/new-gta-6-details-reveal-a-bonnie-and-clyde-type-narrative-life-sim-systems-and-the-ability-to-seamlessly-swap-between-jason-and-lucia-during-gameplay">including showing us the 'Bonnie & Clyde' relationship and swapping between Jason and Lucia</a>.</p><p>The decision to post the video to Netflix for paying subscribers to watch first <a href="https://www.techradar.com/gaming/gaming-industry/gta-6s-netflix-timed-exclusive-and-gamers-defense-of-it-sums-up-why-the-gaming-industry-is-as-bad-as-it-is-today">has proven controversial so far</a>, though those who aren't Netflix users will still be able to watch it when it arrives on the official Rockstar Games YouTube channel later on.</p><p>Of course, lots of people already watched gameplay video of <em>GTA 6</em> already, following the <a href="https://www.techradar.com/gaming/even-more-grand-theft-auto-6-footage-has-leaked-this-time-of-vice-city-beach-showcasing-impressive-crowd-tech-heres-the-full-timeline-of-everything-that-has-leaked-so-far">unprecedented leaks over the last week, seemingly of some kind of dev build</a>. (The claimed leak of the actual game code online <a href="https://www.techradar.com/pro/of-course-this-fake-gta-vi-iso-download-is-malware-testers-reveal-113gb-download-is-99-99-empty-zeroes-with-a-tiny-virus-attached">turned out to be 113GB of zeroes, and a small virus — unsurprisingly</a>.)</p><h2 id="when-is-the-grand-theft-auto-6-extended-look-coming-to-youtube">When is the Grand Theft Auto 6 Extended Look coming to YouTube?</h2><p>It will release on the Rockstar Games YouTube channel and Grand Theft Auto 6 website exactly six hours after its Netflix debut, which will be at 9PM ET / 6PM PDT / 2AM BST / 3AM CEST.</p></div><div class="live-content"><p>Welcome folks, we're just one hour from the big event!</p></div><div class="live-content"><time datetime="2026-08-27T18:05:46+00:00">August 27, 2026 – 2:05 PM</time><h2 id="our-first-look-except-it-isn-39-t">Our first look — except it isn't</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ScNA7GtpLy8tqFJYau6JCL" name="GTA 6" alt="GTA 6 still from the 'It Happens On PS5' ad" src="https://cdn.mos.cms.futurecdn.net/ScNA7GtpLy8tqFJYau6JCL.jpg" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Sony / Rockstar )</span></figcaption></figure><p>This is going to be our first <em>official</em> look at the game playing for real. I say 'official', because the last week has seen <a href="https://www.techradar.com/gaming/even-more-grand-theft-auto-6-footage-has-leaked-this-time-of-vice-city-beach-showcasing-impressive-crowd-tech-heres-the-full-timeline-of-everything-that-has-leaked-so-far">an unprecedented series of GTA 6 gameplay leaks from the mysterious 'Cyberleek'</a>. There's been a lot of speculation over what platform those leaks are from (the consensus is that it's likely running on a PC) and exactly what the leaker had access to.</p></div><div class="live-content"><time datetime="2026-08-27T18:08:41+00:00">August 27, 2026 – 2:08 PM</time><h2 id="share-your-thoughts">Share your thoughts!</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="HmxTdb7xeTZvNpRpUiK6B7" name="ULTIMATE_EDITION_SQUALO_03" alt="Boats in GTA 6." src="https://cdn.mos.cms.futurecdn.net/HmxTdb7xeTZvNpRpUiK6B7.jpg" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>I'd love to hear in the comments what you're hoping to see from the Extended Look! Do you want there to be some behind-the-scenes stuff or would you rather 30 mins of pure gameplay? Do you want to see lots of snippets, or just one long mission?</p></div><div class="live-content"><time datetime="2026-08-27T18:10:33+00:00">August 27, 2026 – 2:10 PM</time><h2 id="no-pro">No Pro?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="UNALYzoVhjuBmzaNXGAdmS" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/UNALYzoVhjuBmzaNXGAdmS.jpg" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>It's interesting that today's showcase will demo how it looks on PS5 rather than PS5 Pro. We know the Pro version will be enhanced, but not exactly how — this makes me wonder if it'll just be a higher rendering resolution rather than major lighting improvements or other elements that Rockstar might want to show off (though people are expecting <em>some </em>kind of superior Ray Tracing tech in the Pro version).</p><p>Or it might just be a mistake in Netflix's description, and it will be PS5 Pro. Maybe all will be made clear in the event…</p></div><div class="live-content"><time datetime="2026-08-27T18:13:08+00:00">August 27, 2026 – 2:13 PM</time><h2 id="30-minutes-seems-right">30 minutes seems right</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="E9EjhYf7NftBWSM6fRqxtc" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/E9EjhYf7NftBWSM6fRqxtc.jpg" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>There was a lot of speculation over how long the event would be — a BBC report claimed 30 minutes a while ago, but was met with some skepticism online, <a href="https://www.notebookcheck.net/BBC-leaks-GTA-6-Netflix-Extended-Look-length-after-Rockstar-confirmed-no-delay.1375714.0.html">and then was removed from the report</a>. But it turned out to be essentially right on the money, with Netflix now listing a 27-minute runtime.</p><p>I think that's probably a good length. There's an upper limit on how much is really worth showing us before launch — we want to get a good feel for the scale, the movement, the pace… but I want to mostly experience all this for myself when it comes out.</p><p>And equally, I don't want too much talking-head filler just to extend the length.</p></div><div class="live-content"><time datetime="2026-08-27T18:14:52+00:00">August 27, 2026 – 2:14 PM</time><h2 id="a-big-interview">A big interview</h2><p>If you're looking for tidbits ahead of the Extended Look, there's an interview with several senior figures from Rockstar over at <a href="https://www.dazeddigital.com/life-culture/article/70859/1/gta-6-grand-theft-auto-vi-rockstar-exclusive-deep-dive-game-unparalleled-world" target="_blank">Dazed</a> talking about what they're hoping to achieve with the game — some with more specific details to back it up, and some not. Let's get into some of the notable bits.</p></div><div class="live-content"><time datetime="2026-08-27T18:18:17+00:00">August 27, 2026 – 2:18 PM</time><h2 id="deeper-characterization">Deeper characterization?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="V52WCAETqE86WsvJ5tNqoW" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/V52WCAETqE86WsvJ5tNqoW.jpg" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>Here's a quote from Rob Nelson, head of development and co-studio head at Rockstar North: “The thing we love about this medium is the way these characters aren’t empty avatars that you can do whatever you want with... Their story becomes a journey you share with them.”</p><p>I've gotta say that my experience with GTA games is that I kind of have always found them to be pretty simple avatars — and it probably doesn't help that the only new GTA content we've had in years is GTA online, which isn't deep on story. So I wonder if we're going to see a big difference in how Jason and Lucia feel as protagonists, or if this will end up feeling like unrealized ambition from Rockstar.</p></div><div class="live-content"><time datetime="2026-08-27T18:20:40+00:00">August 27, 2026 – 2:20 PM</time><h2 id="39-self-expression-39-but-is-it-any-deeper-than-rdr2">'Self-expression' — but is it any deeper than RDR2?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="j8k3uX7LDW9AMpD2LGzrUL" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/j8k3uX7LDW9AMpD2LGzrUL.jpg" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>This is a similarly interesting note, if it can hit a deeper note. “We want to enable as much self-expression as possible,” Dazed quotes Nelson as saying, “without losing the essence of the characters.”</p><p>The example given in the article is this: "Food affects Jason and Lucia’s weight, while exercising visibly builds and tones their muscles. And, if you end up spending a long time away from your bed, on the run from police or on a multi-day bender, their features are going to pay the price for that as well."</p><p>The article compares it to similar elements of <em>Red Dead Redemption 2</em>. It kind of feels like a better fit for that game — disappearing off into the woods and to return as a haggard, hungry mountain man feels like something that changes a character; it's maybe less impactful to do the same thing at a '24/7' store.</p><p>However, the article also hints at "deep relationship mechanics"… but doesn't say what they'll look like, or how they'll contribute to the game's story.</p></div><div class="live-content"><time datetime="2026-08-27T18:23:31+00:00">August 27, 2026 – 2:23 PM</time><h2 id="less-cynical-i-wouldn-39-t-bet-on-it">Less cynical? I wouldn't bet on it…</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="48bFtENUsqciPxJ7FXHYZm" name="ULTIMATE_EDITION_WYMAN_CAR_COLLECTION_01" alt="GTA 6 car customization." src="https://cdn.mos.cms.futurecdn.net/48bFtENUsqciPxJ7FXHYZm.jpg" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>When it comes to the fake-Miami world of the game, Rockstar said it couldn't just have a "cynical view and say, 'Well that’s weird, put it in the game'" — though it seems like it'll be full of esoteric cultural references, as hinted by the bit in the leaks where <a href="https://mashable.com/entertainment/grand-theft-auto-6-leaks-plane-nudist-colony" target="_blank">Cyberleek stole a truck with a flatbed full of gasoline that mirrors a bizarre real-life video</a>.</p><p>But Rockstar told Dazed: "We have to bring a sense of discovery to the players too, not just repeat cliches that already exist."</p><p>Apparently, that meant digging deep into Miami culture, and it seems like Rockstar is hoping you'll be interesting in nuances of different neighborhoods and styles too. </p><p>"We were also really interested in how the hip-hop scene in Miami exists in house parties in Overtown, clubs like Booby Trap on the River, and then high-end places on South Beach where bottles can cost thousands of dollars. We needed characters who could take us through those worlds," says Rupert Humphries, senior vice president of narrative.</p></div><div class="live-content"><time datetime="2026-08-27T18:28:12+00:00">August 27, 2026 – 2:28 PM</time><h2 id="racing-line">Racing line</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="SWAsSGDyZs2pcfi67ic3bS" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/SWAsSGDyZs2pcfi67ic3bS.jpg" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>There's a lot more talk of capturing Miami's culture in the Dazed article, but very little really about the meat of the game, or details of developing beyond capturing the spirit of a city. </p><p>The piece does say that the size of the company doubled since <em>RDR2</em>, and that the car handling team includes former race drivers, though…</p></div><div class="live-content"><time datetime="2026-08-27T18:33:10+00:00">August 27, 2026 – 2:33 PM</time><h2 id="getting-deep">Getting deep</h2><p>Incidentally, if there <em>are</em> deeper relationship mechanics to manage in this game, and if we have talking heads or some other kind of human presenter in the Extended Look, I expect that we'll hear about these systems. It's the kind of thing developers <em>love</em> to talk about, and you can only fill so much time with car and boat chases…</p></div><div class="live-content"><time datetime="2026-08-27T18:37:14+00:00">August 27, 2026 – 2:37 PM</time><h2 id="the-cast-of-characters">The cast of characters</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="KJKNZUWioCVXgEBtqmUUcG" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/KJKNZUWioCVXgEBtqmUUcG.jpg" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>My guess is also that we'll get some kind of big "Here are the Vice City power players" character run-down — key crime bosses, friends of Jason and Lucia, antagonists and wildcards.</p></div><div class="live-content"><time datetime="2026-08-27T18:40:53+00:00">August 27, 2026 – 2:40 PM</time><h2 id="share-your-thoughts-2">Share your thoughts!</h2><p>I'd love to hear in the comments what you're hoping to see from the Extended Look! Do you want there to be some behind-the-scenes stuff or would you rather have 30 mins of pure gameplay? Do you want to see lots of snippets, or just one long mission?</p></div><div class="live-content"><time datetime="2026-08-27T18:47:32+00:00">August 27, 2026 – 2:47 PM</time><h2 id="most-people-will-have-to-wait">Most people will have to wait</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="uKQPm4vtNX9t4Qs3tFSCi3" name="netflix logo.jpg" alt="Netflix Ads" src="https://cdn.mos.cms.futurecdn.net/uKQPm4vtNX9t4Qs3tFSCi3.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Shutterstock)</span></figcaption></figure><p>We've asked in our poll at the top whether people will be watching on Netflix or will wait for YouTube — currently, 60% say they'll watch on YouTube. That's still a lot of people hitting up Netflix, though! Hopefully it handles the demand better than some of its live sports events…</p></div><div class="live-content"><time datetime="2026-08-27T18:49:32+00:00">August 27, 2026 – 2:49 PM</time><h2 id="10-minutes-to-go">10 minutes to go…</h2></div><div class="live-content"><time datetime="2026-08-27T18:56:50+00:00">August 27, 2026 – 2:56 PM</time><h2 id="5-mins-to-go">5 mins to go</h2><p>And, perhaps appropriately, it looks like the big leaks are finished as we approach the actual event: apparently, <a href="https://kotaku.com/gta6-grand-theft-auto-6-leaks-cyberleek-memecoin-rockstar-cash-out-2000728825" target="_blank">'Cyberleek' has made off with a few hundred grand from their memecoin</a>, and people expect that to be it… and that kind of money-grab-and-escape <em>always</em> works out in the world of GTA, right?</p></div><div class="live-content"><time datetime="2026-08-27T18:59:08+00:00">August 27, 2026 – 2:59 PM</time><p>We're just talking here about how it might not actually appear right on the hour… we'll see. After a lot of refreshing.</p></div><div class="live-content"><time datetime="2026-08-27T19:03:11+00:00">August 27, 2026 – 3:03 PM</time><h2 id="uh-oh">Uh oh!</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2462px;"><p class="vanilla-image-block" style="padding-top:57.43%;"><img id="9dLuAV2CRbC55V4FeUB6Yd" name="Screenshot 2026-08-27 at 20.00.43" alt="Netflix error" src="https://cdn.mos.cms.futurecdn.net/9dLuAV2CRbC55V4FeUB6Yd.png" mos="" align="middle" fullscreen="" width="2462" height="1414" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Netflix)</span></figcaption></figure><p>Some of us can see it, some can't…</p></div><div class="live-content"><time datetime="2026-08-27T19:04:27+00:00">August 27, 2026 – 3:04 PM</time><h2 id="we-are-starting-with-gameplay-as-expected">We are starting with gameplay, as expected</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1918px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="QmpEycDZSpDqL3kejShmY6" name="image (1)" alt="GTA 6 gameplay showing men in a dark room" src="https://cdn.mos.cms.futurecdn.net/QmpEycDZSpDqL3kejShmY6.png" mos="" align="middle" fullscreen="" width="1918" height="1079" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure></div><div class="live-content"><time datetime="2026-08-27T19:06:09+00:00">August 27, 2026 – 3:06 PM</time><h2 id="important-update-there-39-s-a-petting-system">Important update: there's a petting system</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1919px;"><p class="vanilla-image-block" style="padding-top:56.23%;"><img id="n3zQ2pWzkYpNn9QKfY8sBE" name="image (2)" alt="Jason petting a dog in GTA 6" src="https://cdn.mos.cms.futurecdn.net/n3zQ2pWzkYpNn9QKfY8sBE.png" mos="" align="middle" fullscreen="" width="1919" height="1079" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>Confirmed: You Can Pet The Dog. (And also Scold the dog?? No, don't do that.)</p></div><div class="live-content"><time datetime="2026-08-27T19:10:59+00:00">August 27, 2026 – 3:10 PM</time><h2 id="what-we-39-re-seeing">What we're seeing</h2><p>Jason and Lucia are there to pick up druge for Boobie, but are forced to escape.</p><p>We're seeing plenty of gun gameplay, escaping a drug raid, pick-up weapons — it's very cinematic. As we go, we're cutting into some more trailer-y alternative shots, and then back to pure gameplay.</p><p>Instantly we can see an improved gun system and HUD from <em>GTA 5</em>.</p></div><div class="live-content"><time datetime="2026-08-27T19:11:52+00:00">August 27, 2026 – 3:11 PM</time><h2 id="the-non-fighty-stuff">The non-fighty stuff</h2><p>Jason and Lucia getting are ready for a party, and the cinematics are gorgeous — Lucia asks Jason which dress to wear, and you can tell Lucia to "hurry" when she's getting ready. You can open a fridge to browse food and drink, watch TV and flick through channels…</p></div><div class="live-content"><time datetime="2026-08-27T19:15:08+00:00">August 27, 2026 – 3:15 PM</time><p>You can drive fanboats, play basketball, SCUVA dive, canoe, jetski, and race cars in an actual racing circuit (I just had a horrible flashback to <em>Mafia</em>, oh no).</p></div><div class="live-content"><time datetime="2026-08-27T19:17:36+00:00">August 27, 2026 – 3:17 PM</time><h2 id="it-39-s-all-about-the-connection">It's all about the connection</h2><p>Other little details include the ability to open the car roof in a convertible, and for Jason and Lucia to hold hands at a party — it's clear they're really going for wanting you to feel the connection between these two. </p><p>They can also wear disguises, including different haircuts, which the promo images seemed to hint at.</p></div><div class="live-content"><time datetime="2026-08-27T19:20:05+00:00">August 27, 2026 – 3:20 PM</time><h2 id="the-switcheroo">The switcheroo</h2><p>There's a cool moment with the switching mechanic — the player leads Lucia to base jump off a skyscraper (very <em>Just Cause</em>) and while her parachute is deploying, the camera flashes and pulls into a bird's-eye view, then pans across the city, zooms and flashes into a building, and we're with Jason on a couch talking to a friend.</p></div><div class="live-content"><time datetime="2026-08-27T19:23:05+00:00">August 27, 2026 – 3:23 PM</time><h2 id="a-big-police-chase-shootout">A big police-chase shootout</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1911px;"><p class="vanilla-image-block" style="padding-top:56.46%;"><img id="eGFAQUz6PBEHMgC9pXLTLa" name="image (4)" alt="GTA 6 car chase" src="https://cdn.mos.cms.futurecdn.net/eGFAQUz6PBEHMgC9pXLTLa.png" mos="" align="middle" fullscreen="" width="1911" height="1079" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>There's a big police chase that really shows the in-car combat, including firing at helicopters. You can shoot out police cars' tires to stop them, and the crashes cause impressive environmental damage — again, super-cinematic.</p><p>There's a six-star wanted system, as predicted.</p></div><div class="live-content"><time datetime="2026-08-27T19:24:09+00:00">August 27, 2026 – 3:24 PM</time><h2 id="the-wheel">The wheel</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="G2oqfmoQrtA23xqNiNnrXX" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/G2oqfmoQrtA23xqNiNnrXX.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>After that chase, they pull into a garage and burn the car — we get a look at the weapon wheel (and then some nice car-meets-fire effects).</p></div><div class="live-content"><time datetime="2026-08-27T19:27:18+00:00">August 27, 2026 – 3:27 PM</time><h2 id="camera-trickery">Camera trickery</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1919px;"><p class="vanilla-image-block" style="padding-top:56.23%;"><img id="vAzYZjxQdeydntHHkpNAM5" name="image (5)" alt="GTA 6 screenshot showing Jason shooting a police car from a distance" src="https://cdn.mos.cms.futurecdn.net/vAzYZjxQdeydntHHkpNAM5.png" mos="" align="middle" fullscreen="" width="1919" height="1079" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>It's not always obvious in motion, but there's a lot of 'camera' effects going on — blurred edges and depth-of-field, for example, all drawing your attention to the center of the action, and adding to the feeling of an actual movie camera being used. You can see the police car and buildings in the distance are sharper than other areas here.</p></div><div class="live-content"><time datetime="2026-08-27T19:31:18+00:00">August 27, 2026 – 3:31 PM</time><h2 id="solid-hair">Solid hair</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="mrECG3C3Uj5NQJVDMN3K4S" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/mrECG3C3Uj5NQJVDMN3K4S.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>One thing I've noticed is that the hair is probably the weakest graphical element. It wobbles, but it looks pretty plasticky. It's understandable, there's got to be limits on what Rockstar can do give then amount of stuff going on in these shots — it's definitely the element that makes them feel less like people and more like dolls.</p></div><div class="live-content"><time datetime="2026-08-27T19:35:34+00:00">August 27, 2026 – 3:35 PM</time><h2 id="slick-design">Slick design</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="i6jrHXKEFoWkBZwXoTAny9" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/i6jrHXKEFoWkBZwXoTAny9.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>The whole thing finishes with Jason and Lucia visiting the opening of a fancy club, which is raided by armed goons. It leads to sequence of Jason using cover in the unfinished back areas or upper floors that feels like something between <em>Max Payne</em> and <em>Die Hard</em>. </p><p>It shows Jason clearing rooms, and then switching to a cinematic shot when he receives a text from Lucia downstairs saying there are more enemies, and the text exchange is used as the trigger to switch between them, and to provide you information as the player. It's very slick. </p></div><div class="live-content"><time datetime="2026-08-27T19:37:23+00:00">August 27, 2026 – 3:37 PM</time><p>Oh, no sooner did I mention Max Payne than a slow-mo section enables Jason to shoot people who are just emerging from cover — it seems like it's more that the game drops it in as a cool option when it chooses, rather than you having control. But I love to see slow-motion!</p></div><div class="live-content"><time datetime="2026-08-27T19:39:22+00:00">August 27, 2026 – 3:39 PM</time><p>Lucia gets in a brawl with a guy and in order to escape, we need to… use… quicktime events. Wow, I didn't expect to see those! But it seemed like the player had a choice of options, which is kind of fun — using one of the options grabbed her discarded stiletto heel to jam in the guy's head, and she made a quip about it.</p></div><div class="live-content"><time datetime="2026-08-27T19:41:00+00:00">August 27, 2026 – 3:41 PM</time><h2 id="the-light-fantastic">The light fantastic</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="MbhPDbAaUMVSfbQmTGhgCi" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/MbhPDbAaUMVSfbQmTGhgCi.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>The whole thing ends with a load of city and landscape showpieces, and the whole last section really shows off how impressive the lighting is. That's one of my big takeaways — it adds so much to the mood and immersion.</p></div><div class="live-content"><time datetime="2026-08-27T19:48:20+00:00">August 27, 2026 – 3:48 PM</time><h2 id="what-do-you-think">What do you think?</h2><p>Okay, it's been over half an hour since it went up, so I'm assuming you've all watched it yourselves. What do you think — are you more hyped for GTA 6 now? I've added a poll at the top of the page to vote in!</p></div><div class="live-content"><time datetime="2026-08-27T19:52:07+00:00">August 27, 2026 – 3:52 PM</time><h2 id="still-thinking-about-this-shot">Still thinking about this shot!</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2ezfyeG94EWMKcrJuTGwMi" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/2ezfyeG94EWMKcrJuTGwMi.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>The city in the base jumping clip looks incredible…</p></div><div class="live-content"><time datetime="2026-08-27T20:00:41+00:00">August 27, 2026 – 4:00 PM</time><h2 id="let-39-s-get-some-reaction-from-around-the-web">Let's get some reaction from around the web</h2><p>First up, someone spotted something in Jason's slo-mo section that I didn't spot, which is that it highlights kill or incapacitation spots.</p><figure><blockquote class="reddit-card"  ><a href="https://www.reddit.com/r/GTA6/comments/1w04clb/looks_like_jason_has_an_ability_that_lets_him_see">Looks like Jason has an ability that lets him see kill shot zones (red) or incapacitate zones (yellow).</a><figcaption><cite> from <a href="https://www.reddit.com/r/GTA6">r/GTA6</a></cite></figcaption></blockquote></figure><script async src="//embed.redditmedia.com/widgets/platform.js" charset="UTF-8"></script></div><div class="live-content"><time datetime="2026-08-27T20:03:03+00:00">August 27, 2026 – 4:03 PM</time><h2 id="blast-from-the-past">Blast from the past</h2><p>This person is excited to see a little bit of <em>GTA 4</em> return, and I don't blame them.</p><figure><blockquote class="reddit-card"  ><a href="https://www.reddit.com/r/GTA6unmoderated/comments/1w048z6/they_brought_back_the_top_right_weapon_icons_from">They brought back the top right weapon icons from gta 4 and im not mad at it!</a><figcaption><cite> from <a href="https://www.reddit.com/r/GTA6unmoderated">r/GTA6unmoderated</a></cite></figcaption></blockquote></figure><script async src="//embed.redditmedia.com/widgets/platform.js" charset="UTF-8"></script></div><div class="live-content"><time datetime="2026-08-27T20:22:38+00:00">August 27, 2026 – 4:22 PM</time><h2 id="not-everyone-39-s-impressed">Not everyone's impressed</h2><figure><blockquote class="reddit-card"  ><a href="https://www.reddit.com/r/GTA6unmoderated/comments/1w047fo/it_looks_like_an_unfinished_snooze_fest">It looks like an unfinished snooze fest</a><figcaption><cite> from <a href="https://www.reddit.com/r/GTA6unmoderated">r/GTA6unmoderated</a></cite></figcaption></blockquote></figure><script async src="//embed.redditmedia.com/widgets/platform.js" charset="UTF-8"></script></div><div class="live-content"><time datetime="2026-08-27T21:23:36+00:00">August 27, 2026 – 5:23 PM</time><h2 id="rockstar-39-s-best-bits-all-in-one-place">Rockstar's best bits all in one place?</h2><figure><blockquote class="reddit-card"  ><a href="https://www.reddit.com/r/GTA6unmoderated/comments/1w047gt/gta6_looks_like_a_best_of_rockstar">Gta6 Looks like a best of Rockstar</a><figcaption><cite> from <a href="https://www.reddit.com/r/GTA6unmoderated">r/GTA6unmoderated</a></cite></figcaption></blockquote></figure><script async src="//embed.redditmedia.com/widgets/platform.js" charset="UTF-8"></script></div> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/news/live/grand-theft-auto-6-extended-look-on-netflix-live</link>
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                            <![CDATA[ Our first official look at what's going down in Vice City — featuring confirmed PS5 gameplay capture. ]]>
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                                                                        <pubDate>Thu, 27 Aug 2026 18:04:13 +0000</pubDate>                                                                                                                                <updated>Thu, 27 Aug 2026 21:23:37 +0000</updated>
                                                                                                                                            <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[Xbox Series X | S]]></category>
                                                    <category><![CDATA[Netflix]]></category>
                                                    <category><![CDATA[Gaming]]></category>
                                                    <category><![CDATA[Consoles & PC]]></category>
                                                    <category><![CDATA[Playstation]]></category>
                                                    <category><![CDATA[Xbox]]></category>
                                                    <category><![CDATA[Streaming]]></category>
                                                                                                <author><![CDATA[ dash.wood@futurenet.com (Dashiell Wood) ]]></author>                    <dc:creator><![CDATA[ Dashiell Wood ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/fcZC2LhPK8ufw6QWmhv6kY.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Dash is an experienced tech journalist who specializes in video games, electronic entertainment products, and the wider industry that surrounds them. He currently serves as the Gaming Editor at TechRadar, leading our review, preview, feature, and news coverage of the latest and greatest releases.&lt;/p&gt;&lt;p&gt;Before joining the team, he was Contributing Writer at PLAY (formerly Official PlayStation Magazine UK) and has written articles for many of the UK&#039;s other biggest gaming magazines including the likes of Edge, PC Gamer, and SFX.&lt;/p&gt;&lt;p&gt;Now, when he&#039;s not getting his greasy little mitts on the newest hardware or gaming gadget, he can be found listening to J-pop or feverishly devouring the latest Nintendo Switch otome.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Matt Bolton ]]></dc:contributor>
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                                                            <media:credit><![CDATA[Shutterstock / Rockstar Games]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A split image showing the GTA 6 logo, the Netflix logo on an iPad, and Jason and Lucia dancing in the game]]></media:description>                                                            <media:text><![CDATA[A split image showing the GTA 6 logo, the Netflix logo on an iPad, and Jason and Lucia dancing in the game]]></media:text>
                                <media:title type="plain"><![CDATA[A split image showing the GTA 6 logo, the Netflix logo on an iPad, and Jason and Lucia dancing in the game]]></media:title>
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                            <![CDATA[
                            <article>
                                <div class="live-content"><p>We are finally seeing what <em>Grand Theft Auto 6</em> is like to actually play! All eyes are on Netflix for the <em>Grand Theft Auto 6: An Extended Look</em> presentation, which started at 3PM ET / 12PM PDT / 8PM BST / 9PM CEST, and contains footage captured directly from the game running on a PS5 console.</p><p>The video is exclusive to Netflix at first, but the good news is that it will appear on the Rockstar YouTube account afterwards — you'll just have to wait a little if you don't want to pay Netflix. If you have watched, we'd love to know what you think!</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-Oqg1Ze"></div>                            </div>                            <script src="https://kwizly.com/embed/Oqg1Ze.js" async></script><p>The video gave us our first official look at how <em>GTA 6 </em>plays, following multiple teaser trailers, <a href="https://www.techradar.com/gaming/new-gta-6-details-reveal-a-bonnie-and-clyde-type-narrative-life-sim-systems-and-the-ability-to-seamlessly-swap-between-jason-and-lucia-during-gameplay">including showing us the 'Bonnie & Clyde' relationship and swapping between Jason and Lucia</a>.</p><p>The decision to post the video to Netflix for paying subscribers to watch first <a href="https://www.techradar.com/gaming/gaming-industry/gta-6s-netflix-timed-exclusive-and-gamers-defense-of-it-sums-up-why-the-gaming-industry-is-as-bad-as-it-is-today">has proven controversial so far</a>, though those who aren't Netflix users will still be able to watch it when it arrives on the official Rockstar Games YouTube channel later on.</p><p>Of course, lots of people already watched gameplay video of <em>GTA 6</em> already, following the <a href="https://www.techradar.com/gaming/even-more-grand-theft-auto-6-footage-has-leaked-this-time-of-vice-city-beach-showcasing-impressive-crowd-tech-heres-the-full-timeline-of-everything-that-has-leaked-so-far">unprecedented leaks over the last week, seemingly of some kind of dev build</a>. (The claimed leak of the actual game code online <a href="https://www.techradar.com/pro/of-course-this-fake-gta-vi-iso-download-is-malware-testers-reveal-113gb-download-is-99-99-empty-zeroes-with-a-tiny-virus-attached">turned out to be 113GB of zeroes, and a small virus — unsurprisingly</a>.)</p><h2 id="when-is-the-grand-theft-auto-6-extended-look-coming-to-youtube">When is the Grand Theft Auto 6 Extended Look coming to YouTube?</h2><p>It will release on the Rockstar Games YouTube channel and Grand Theft Auto 6 website exactly six hours after its Netflix debut, which will be at 9PM ET / 6PM PDT / 2AM BST / 3AM CEST.</p></div><div class="live-content"><p>Welcome folks, we're just one hour from the big event!</p></div><div class="live-content"><time datetime="2026-08-27T18:05:46+00:00">August 27, 2026 – 2:05 PM</time><h2 id="our-first-look-except-it-isn-39-t">Our first look — except it isn't</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ScNA7GtpLy8tqFJYau6JCL" name="GTA 6" alt="GTA 6 still from the 'It Happens On PS5' ad" src="https://cdn.mos.cms.futurecdn.net/ScNA7GtpLy8tqFJYau6JCL.jpg" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Sony / Rockstar )</span></figcaption></figure><p>This is going to be our first <em>official</em> look at the game playing for real. I say 'official', because the last week has seen <a href="https://www.techradar.com/gaming/even-more-grand-theft-auto-6-footage-has-leaked-this-time-of-vice-city-beach-showcasing-impressive-crowd-tech-heres-the-full-timeline-of-everything-that-has-leaked-so-far">an unprecedented series of GTA 6 gameplay leaks from the mysterious 'Cyberleek'</a>. There's been a lot of speculation over what platform those leaks are from (the consensus is that it's likely running on a PC) and exactly what the leaker had access to.</p></div><div class="live-content"><time datetime="2026-08-27T18:08:41+00:00">August 27, 2026 – 2:08 PM</time><h2 id="share-your-thoughts">Share your thoughts!</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="HmxTdb7xeTZvNpRpUiK6B7" name="ULTIMATE_EDITION_SQUALO_03" alt="Boats in GTA 6." src="https://cdn.mos.cms.futurecdn.net/HmxTdb7xeTZvNpRpUiK6B7.jpg" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>I'd love to hear in the comments what you're hoping to see from the Extended Look! Do you want there to be some behind-the-scenes stuff or would you rather 30 mins of pure gameplay? Do you want to see lots of snippets, or just one long mission?</p></div><div class="live-content"><time datetime="2026-08-27T18:10:33+00:00">August 27, 2026 – 2:10 PM</time><h2 id="no-pro">No Pro?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="UNALYzoVhjuBmzaNXGAdmS" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/UNALYzoVhjuBmzaNXGAdmS.jpg" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>It's interesting that today's showcase will demo how it looks on PS5 rather than PS5 Pro. We know the Pro version will be enhanced, but not exactly how — this makes me wonder if it'll just be a higher rendering resolution rather than major lighting improvements or other elements that Rockstar might want to show off (though people are expecting <em>some </em>kind of superior Ray Tracing tech in the Pro version).</p><p>Or it might just be a mistake in Netflix's description, and it will be PS5 Pro. Maybe all will be made clear in the event…</p></div><div class="live-content"><time datetime="2026-08-27T18:13:08+00:00">August 27, 2026 – 2:13 PM</time><h2 id="30-minutes-seems-right">30 minutes seems right</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="E9EjhYf7NftBWSM6fRqxtc" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/E9EjhYf7NftBWSM6fRqxtc.jpg" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>There was a lot of speculation over how long the event would be — a BBC report claimed 30 minutes a while ago, but was met with some skepticism online, <a href="https://www.notebookcheck.net/BBC-leaks-GTA-6-Netflix-Extended-Look-length-after-Rockstar-confirmed-no-delay.1375714.0.html">and then was removed from the report</a>. But it turned out to be essentially right on the money, with Netflix now listing a 27-minute runtime.</p><p>I think that's probably a good length. There's an upper limit on how much is really worth showing us before launch — we want to get a good feel for the scale, the movement, the pace… but I want to mostly experience all this for myself when it comes out.</p><p>And equally, I don't want too much talking-head filler just to extend the length.</p></div><div class="live-content"><time datetime="2026-08-27T18:14:52+00:00">August 27, 2026 – 2:14 PM</time><h2 id="a-big-interview">A big interview</h2><p>If you're looking for tidbits ahead of the Extended Look, there's an interview with several senior figures from Rockstar over at <a href="https://www.dazeddigital.com/life-culture/article/70859/1/gta-6-grand-theft-auto-vi-rockstar-exclusive-deep-dive-game-unparalleled-world" target="_blank">Dazed</a> talking about what they're hoping to achieve with the game — some with more specific details to back it up, and some not. Let's get into some of the notable bits.</p></div><div class="live-content"><time datetime="2026-08-27T18:18:17+00:00">August 27, 2026 – 2:18 PM</time><h2 id="deeper-characterization">Deeper characterization?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="V52WCAETqE86WsvJ5tNqoW" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/V52WCAETqE86WsvJ5tNqoW.jpg" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>Here's a quote from Rob Nelson, head of development and co-studio head at Rockstar North: “The thing we love about this medium is the way these characters aren’t empty avatars that you can do whatever you want with... Their story becomes a journey you share with them.”</p><p>I've gotta say that my experience with GTA games is that I kind of have always found them to be pretty simple avatars — and it probably doesn't help that the only new GTA content we've had in years is GTA online, which isn't deep on story. So I wonder if we're going to see a big difference in how Jason and Lucia feel as protagonists, or if this will end up feeling like unrealized ambition from Rockstar.</p></div><div class="live-content"><time datetime="2026-08-27T18:20:40+00:00">August 27, 2026 – 2:20 PM</time><h2 id="39-self-expression-39-but-is-it-any-deeper-than-rdr2">'Self-expression' — but is it any deeper than RDR2?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="j8k3uX7LDW9AMpD2LGzrUL" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/j8k3uX7LDW9AMpD2LGzrUL.jpg" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>This is a similarly interesting note, if it can hit a deeper note. “We want to enable as much self-expression as possible,” Dazed quotes Nelson as saying, “without losing the essence of the characters.”</p><p>The example given in the article is this: "Food affects Jason and Lucia’s weight, while exercising visibly builds and tones their muscles. And, if you end up spending a long time away from your bed, on the run from police or on a multi-day bender, their features are going to pay the price for that as well."</p><p>The article compares it to similar elements of <em>Red Dead Redemption 2</em>. It kind of feels like a better fit for that game — disappearing off into the woods and to return as a haggard, hungry mountain man feels like something that changes a character; it's maybe less impactful to do the same thing at a '24/7' store.</p><p>However, the article also hints at "deep relationship mechanics"… but doesn't say what they'll look like, or how they'll contribute to the game's story.</p></div><div class="live-content"><time datetime="2026-08-27T18:23:31+00:00">August 27, 2026 – 2:23 PM</time><h2 id="less-cynical-i-wouldn-39-t-bet-on-it">Less cynical? I wouldn't bet on it…</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="48bFtENUsqciPxJ7FXHYZm" name="ULTIMATE_EDITION_WYMAN_CAR_COLLECTION_01" alt="GTA 6 car customization." src="https://cdn.mos.cms.futurecdn.net/48bFtENUsqciPxJ7FXHYZm.jpg" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>When it comes to the fake-Miami world of the game, Rockstar said it couldn't just have a "cynical view and say, 'Well that’s weird, put it in the game'" — though it seems like it'll be full of esoteric cultural references, as hinted by the bit in the leaks where <a href="https://mashable.com/entertainment/grand-theft-auto-6-leaks-plane-nudist-colony" target="_blank">Cyberleek stole a truck with a flatbed full of gasoline that mirrors a bizarre real-life video</a>.</p><p>But Rockstar told Dazed: "We have to bring a sense of discovery to the players too, not just repeat cliches that already exist."</p><p>Apparently, that meant digging deep into Miami culture, and it seems like Rockstar is hoping you'll be interesting in nuances of different neighborhoods and styles too. </p><p>"We were also really interested in how the hip-hop scene in Miami exists in house parties in Overtown, clubs like Booby Trap on the River, and then high-end places on South Beach where bottles can cost thousands of dollars. We needed characters who could take us through those worlds," says Rupert Humphries, senior vice president of narrative.</p></div><div class="live-content"><time datetime="2026-08-27T18:28:12+00:00">August 27, 2026 – 2:28 PM</time><h2 id="racing-line">Racing line</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="SWAsSGDyZs2pcfi67ic3bS" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/SWAsSGDyZs2pcfi67ic3bS.jpg" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>There's a lot more talk of capturing Miami's culture in the Dazed article, but very little really about the meat of the game, or details of developing beyond capturing the spirit of a city. </p><p>The piece does say that the size of the company doubled since <em>RDR2</em>, and that the car handling team includes former race drivers, though…</p></div><div class="live-content"><time datetime="2026-08-27T18:33:10+00:00">August 27, 2026 – 2:33 PM</time><h2 id="getting-deep">Getting deep</h2><p>Incidentally, if there <em>are</em> deeper relationship mechanics to manage in this game, and if we have talking heads or some other kind of human presenter in the Extended Look, I expect that we'll hear about these systems. It's the kind of thing developers <em>love</em> to talk about, and you can only fill so much time with car and boat chases…</p></div><div class="live-content"><time datetime="2026-08-27T18:37:14+00:00">August 27, 2026 – 2:37 PM</time><h2 id="the-cast-of-characters">The cast of characters</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="KJKNZUWioCVXgEBtqmUUcG" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/KJKNZUWioCVXgEBtqmUUcG.jpg" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>My guess is also that we'll get some kind of big "Here are the Vice City power players" character run-down — key crime bosses, friends of Jason and Lucia, antagonists and wildcards.</p></div><div class="live-content"><time datetime="2026-08-27T18:40:53+00:00">August 27, 2026 – 2:40 PM</time><h2 id="share-your-thoughts-2">Share your thoughts!</h2><p>I'd love to hear in the comments what you're hoping to see from the Extended Look! Do you want there to be some behind-the-scenes stuff or would you rather have 30 mins of pure gameplay? Do you want to see lots of snippets, or just one long mission?</p></div><div class="live-content"><time datetime="2026-08-27T18:47:32+00:00">August 27, 2026 – 2:47 PM</time><h2 id="most-people-will-have-to-wait">Most people will have to wait</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="uKQPm4vtNX9t4Qs3tFSCi3" name="netflix logo.jpg" alt="Netflix Ads" src="https://cdn.mos.cms.futurecdn.net/uKQPm4vtNX9t4Qs3tFSCi3.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Shutterstock)</span></figcaption></figure><p>We've asked in our poll at the top whether people will be watching on Netflix or will wait for YouTube — currently, 60% say they'll watch on YouTube. That's still a lot of people hitting up Netflix, though! Hopefully it handles the demand better than some of its live sports events…</p></div><div class="live-content"><time datetime="2026-08-27T18:49:32+00:00">August 27, 2026 – 2:49 PM</time><h2 id="10-minutes-to-go">10 minutes to go…</h2></div><div class="live-content"><time datetime="2026-08-27T18:56:50+00:00">August 27, 2026 – 2:56 PM</time><h2 id="5-mins-to-go">5 mins to go</h2><p>And, perhaps appropriately, it looks like the big leaks are finished as we approach the actual event: apparently, <a href="https://kotaku.com/gta6-grand-theft-auto-6-leaks-cyberleek-memecoin-rockstar-cash-out-2000728825" target="_blank">'Cyberleek' has made off with a few hundred grand from their memecoin</a>, and people expect that to be it… and that kind of money-grab-and-escape <em>always</em> works out in the world of GTA, right?</p></div><div class="live-content"><time datetime="2026-08-27T18:59:08+00:00">August 27, 2026 – 2:59 PM</time><p>We're just talking here about how it might not actually appear right on the hour… we'll see. After a lot of refreshing.</p></div><div class="live-content"><time datetime="2026-08-27T19:03:11+00:00">August 27, 2026 – 3:03 PM</time><h2 id="uh-oh">Uh oh!</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2462px;"><p class="vanilla-image-block" style="padding-top:57.43%;"><img id="9dLuAV2CRbC55V4FeUB6Yd" name="Screenshot 2026-08-27 at 20.00.43" alt="Netflix error" src="https://cdn.mos.cms.futurecdn.net/9dLuAV2CRbC55V4FeUB6Yd.png" mos="" align="middle" fullscreen="" width="2462" height="1414" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Netflix)</span></figcaption></figure><p>Some of us can see it, some can't…</p></div><div class="live-content"><time datetime="2026-08-27T19:04:27+00:00">August 27, 2026 – 3:04 PM</time><h2 id="we-are-starting-with-gameplay-as-expected">We are starting with gameplay, as expected</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1918px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="QmpEycDZSpDqL3kejShmY6" name="image (1)" alt="GTA 6 gameplay showing men in a dark room" src="https://cdn.mos.cms.futurecdn.net/QmpEycDZSpDqL3kejShmY6.png" mos="" align="middle" fullscreen="" width="1918" height="1079" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure></div><div class="live-content"><time datetime="2026-08-27T19:06:09+00:00">August 27, 2026 – 3:06 PM</time><h2 id="important-update-there-39-s-a-petting-system">Important update: there's a petting system</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1919px;"><p class="vanilla-image-block" style="padding-top:56.23%;"><img id="n3zQ2pWzkYpNn9QKfY8sBE" name="image (2)" alt="Jason petting a dog in GTA 6" src="https://cdn.mos.cms.futurecdn.net/n3zQ2pWzkYpNn9QKfY8sBE.png" mos="" align="middle" fullscreen="" width="1919" height="1079" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>Confirmed: You Can Pet The Dog. (And also Scold the dog?? No, don't do that.)</p></div><div class="live-content"><time datetime="2026-08-27T19:10:59+00:00">August 27, 2026 – 3:10 PM</time><h2 id="what-we-39-re-seeing">What we're seeing</h2><p>Jason and Lucia are there to pick up druge for Boobie, but are forced to escape.</p><p>We're seeing plenty of gun gameplay, escaping a drug raid, pick-up weapons — it's very cinematic. As we go, we're cutting into some more trailer-y alternative shots, and then back to pure gameplay.</p><p>Instantly we can see an improved gun system and HUD from <em>GTA 5</em>.</p></div><div class="live-content"><time datetime="2026-08-27T19:11:52+00:00">August 27, 2026 – 3:11 PM</time><h2 id="the-non-fighty-stuff">The non-fighty stuff</h2><p>Jason and Lucia getting are ready for a party, and the cinematics are gorgeous — Lucia asks Jason which dress to wear, and you can tell Lucia to "hurry" when she's getting ready. You can open a fridge to browse food and drink, watch TV and flick through channels…</p></div><div class="live-content"><time datetime="2026-08-27T19:15:08+00:00">August 27, 2026 – 3:15 PM</time><p>You can drive fanboats, play basketball, SCUVA dive, canoe, jetski, and race cars in an actual racing circuit (I just had a horrible flashback to <em>Mafia</em>, oh no).</p></div><div class="live-content"><time datetime="2026-08-27T19:17:36+00:00">August 27, 2026 – 3:17 PM</time><h2 id="it-39-s-all-about-the-connection">It's all about the connection</h2><p>Other little details include the ability to open the car roof in a convertible, and for Jason and Lucia to hold hands at a party — it's clear they're really going for wanting you to feel the connection between these two. </p><p>They can also wear disguises, including different haircuts, which the promo images seemed to hint at.</p></div><div class="live-content"><time datetime="2026-08-27T19:20:05+00:00">August 27, 2026 – 3:20 PM</time><h2 id="the-switcheroo">The switcheroo</h2><p>There's a cool moment with the switching mechanic — the player leads Lucia to base jump off a skyscraper (very <em>Just Cause</em>) and while her parachute is deploying, the camera flashes and pulls into a bird's-eye view, then pans across the city, zooms and flashes into a building, and we're with Jason on a couch talking to a friend.</p></div><div class="live-content"><time datetime="2026-08-27T19:23:05+00:00">August 27, 2026 – 3:23 PM</time><h2 id="a-big-police-chase-shootout">A big police-chase shootout</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1911px;"><p class="vanilla-image-block" style="padding-top:56.46%;"><img id="eGFAQUz6PBEHMgC9pXLTLa" name="image (4)" alt="GTA 6 car chase" src="https://cdn.mos.cms.futurecdn.net/eGFAQUz6PBEHMgC9pXLTLa.png" mos="" align="middle" fullscreen="" width="1911" height="1079" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>There's a big police chase that really shows the in-car combat, including firing at helicopters. You can shoot out police cars' tires to stop them, and the crashes cause impressive environmental damage — again, super-cinematic.</p><p>There's a six-star wanted system, as predicted.</p></div><div class="live-content"><time datetime="2026-08-27T19:24:09+00:00">August 27, 2026 – 3:24 PM</time><h2 id="the-wheel">The wheel</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="G2oqfmoQrtA23xqNiNnrXX" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/G2oqfmoQrtA23xqNiNnrXX.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>After that chase, they pull into a garage and burn the car — we get a look at the weapon wheel (and then some nice car-meets-fire effects).</p></div><div class="live-content"><time datetime="2026-08-27T19:27:18+00:00">August 27, 2026 – 3:27 PM</time><h2 id="camera-trickery">Camera trickery</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1919px;"><p class="vanilla-image-block" style="padding-top:56.23%;"><img id="vAzYZjxQdeydntHHkpNAM5" name="image (5)" alt="GTA 6 screenshot showing Jason shooting a police car from a distance" src="https://cdn.mos.cms.futurecdn.net/vAzYZjxQdeydntHHkpNAM5.png" mos="" align="middle" fullscreen="" width="1919" height="1079" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>It's not always obvious in motion, but there's a lot of 'camera' effects going on — blurred edges and depth-of-field, for example, all drawing your attention to the center of the action, and adding to the feeling of an actual movie camera being used. You can see the police car and buildings in the distance are sharper than other areas here.</p></div><div class="live-content"><time datetime="2026-08-27T19:31:18+00:00">August 27, 2026 – 3:31 PM</time><h2 id="solid-hair">Solid hair</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="mrECG3C3Uj5NQJVDMN3K4S" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/mrECG3C3Uj5NQJVDMN3K4S.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>One thing I've noticed is that the hair is probably the weakest graphical element. It wobbles, but it looks pretty plasticky. It's understandable, there's got to be limits on what Rockstar can do give then amount of stuff going on in these shots — it's definitely the element that makes them feel less like people and more like dolls.</p></div><div class="live-content"><time datetime="2026-08-27T19:35:34+00:00">August 27, 2026 – 3:35 PM</time><h2 id="slick-design">Slick design</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="i6jrHXKEFoWkBZwXoTAny9" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/i6jrHXKEFoWkBZwXoTAny9.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>The whole thing finishes with Jason and Lucia visiting the opening of a fancy club, which is raided by armed goons. It leads to sequence of Jason using cover in the unfinished back areas or upper floors that feels like something between <em>Max Payne</em> and <em>Die Hard</em>. </p><p>It shows Jason clearing rooms, and then switching to a cinematic shot when he receives a text from Lucia downstairs saying there are more enemies, and the text exchange is used as the trigger to switch between them, and to provide you information as the player. It's very slick. </p></div><div class="live-content"><time datetime="2026-08-27T19:37:23+00:00">August 27, 2026 – 3:37 PM</time><p>Oh, no sooner did I mention Max Payne than a slow-mo section enables Jason to shoot people who are just emerging from cover — it seems like it's more that the game drops it in as a cool option when it chooses, rather than you having control. But I love to see slow-motion!</p></div><div class="live-content"><time datetime="2026-08-27T19:39:22+00:00">August 27, 2026 – 3:39 PM</time><p>Lucia gets in a brawl with a guy and in order to escape, we need to… use… quicktime events. Wow, I didn't expect to see those! But it seemed like the player had a choice of options, which is kind of fun — using one of the options grabbed her discarded stiletto heel to jam in the guy's head, and she made a quip about it.</p></div><div class="live-content"><time datetime="2026-08-27T19:41:00+00:00">August 27, 2026 – 3:41 PM</time><h2 id="the-light-fantastic">The light fantastic</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="MbhPDbAaUMVSfbQmTGhgCi" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/MbhPDbAaUMVSfbQmTGhgCi.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>The whole thing ends with a load of city and landscape showpieces, and the whole last section really shows off how impressive the lighting is. That's one of my big takeaways — it adds so much to the mood and immersion.</p></div><div class="live-content"><time datetime="2026-08-27T19:48:20+00:00">August 27, 2026 – 3:48 PM</time><h2 id="what-do-you-think">What do you think?</h2><p>Okay, it's been over half an hour since it went up, so I'm assuming you've all watched it yourselves. What do you think — are you more hyped for GTA 6 now? I've added a poll at the top of the page to vote in!</p></div><div class="live-content"><time datetime="2026-08-27T19:52:07+00:00">August 27, 2026 – 3:52 PM</time><h2 id="still-thinking-about-this-shot">Still thinking about this shot!</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2ezfyeG94EWMKcrJuTGwMi" name="GTA 6" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/2ezfyeG94EWMKcrJuTGwMi.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>The city in the base jumping clip looks incredible…</p></div><div class="live-content"><time datetime="2026-08-27T20:00:41+00:00">August 27, 2026 – 4:00 PM</time><h2 id="let-39-s-get-some-reaction-from-around-the-web">Let's get some reaction from around the web</h2><p>First up, someone spotted something in Jason's slo-mo section that I didn't spot, which is that it highlights kill or incapacitation spots.</p><figure><blockquote class="reddit-card"  ><a href="https://www.reddit.com/r/GTA6/comments/1w04clb/looks_like_jason_has_an_ability_that_lets_him_see">Looks like Jason has an ability that lets him see kill shot zones (red) or incapacitate zones (yellow).</a><figcaption><cite> from <a href="https://www.reddit.com/r/GTA6">r/GTA6</a></cite></figcaption></blockquote></figure><script async src="//embed.redditmedia.com/widgets/platform.js" charset="UTF-8"></script></div><div class="live-content"><time datetime="2026-08-27T20:03:03+00:00">August 27, 2026 – 4:03 PM</time><h2 id="blast-from-the-past">Blast from the past</h2><p>This person is excited to see a little bit of <em>GTA 4</em> return, and I don't blame them.</p><figure><blockquote class="reddit-card"  ><a href="https://www.reddit.com/r/GTA6unmoderated/comments/1w048z6/they_brought_back_the_top_right_weapon_icons_from">They brought back the top right weapon icons from gta 4 and im not mad at it!</a><figcaption><cite> from <a href="https://www.reddit.com/r/GTA6unmoderated">r/GTA6unmoderated</a></cite></figcaption></blockquote></figure><script async src="//embed.redditmedia.com/widgets/platform.js" charset="UTF-8"></script></div><div class="live-content"><time datetime="2026-08-27T20:22:38+00:00">August 27, 2026 – 4:22 PM</time><h2 id="not-everyone-39-s-impressed">Not everyone's impressed</h2><figure><blockquote class="reddit-card"  ><a href="https://www.reddit.com/r/GTA6unmoderated/comments/1w047fo/it_looks_like_an_unfinished_snooze_fest">It looks like an unfinished snooze fest</a><figcaption><cite> from <a href="https://www.reddit.com/r/GTA6unmoderated">r/GTA6unmoderated</a></cite></figcaption></blockquote></figure><script async src="//embed.redditmedia.com/widgets/platform.js" charset="UTF-8"></script></div><div class="live-content"><time datetime="2026-08-27T21:23:36+00:00">August 27, 2026 – 5:23 PM</time><h2 id="rockstar-39-s-best-bits-all-in-one-place">Rockstar's best bits all in one place?</h2><figure><blockquote class="reddit-card"  ><a href="https://www.reddit.com/r/GTA6unmoderated/comments/1w047gt/gta6_looks_like_a_best_of_rockstar">Gta6 Looks like a best of Rockstar</a><figcaption><cite> from <a href="https://www.reddit.com/r/GTA6unmoderated">r/GTA6unmoderated</a></cite></figcaption></blockquote></figure><script async src="//embed.redditmedia.com/widgets/platform.js" charset="UTF-8"></script></div>
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                                                            <title><![CDATA[ New GTA 6 details reveal a 'Bonnie and Clyde-type' narrative, life sim systems, and the ability to seamlessly swap between Jason and Lucia during gameplay ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Grand Theft Auto 6</strong></em><strong> will let you play as both Jason and Lucia, or individually</strong></li><li><strong>The game will also feature interactive systems that affect their weight and appearances</strong></li><li><strong>Rockstar says that while these features will give players a lot of freedom, "these characters aren’t empty avatars that you can do whatever you want with"</strong></li></ul><p>New <a href="https://www.techradar.com/gaming/gta-6"><em>Grand Theft Auto 6</em></a> details have been revealed, giving fans a fresh idea of what to expect from the game's narrative and interactive gameplay systems.</p><p>In a massive interview with <a href="https://www.dazeddigital.com/life-culture/article/70859/1/gta-6-grand-theft-auto-vi-rockstar-exclusive-deep-dive-game-unparalleled-world" target="_blank">Dazed</a> ahead of the release of <a href="https://www.techradar.com/news/live/gta-6-extended-look">Grand Theft Auto 6: An Extended Look</a>, Rockstar Games confirmed a ton of new details, mainly about the game's co-protagonists Jason, revealed to be ex-military, and Lucia, an amateur fighter.</p><p>One of the main features discussed was the character-swapping system, an iconic <em>GTA</em> feature that allows players to "choose to either play as a couple, or go off and cause chaos independently," according to Dazed.</p><p>One scenario described finds Jason driving around, with Lucia in the passenger seat scrolling on the in-game phone that houses usable social media apps; players can switch between them seamlessly while they're together, or explore and complete missions individually.</p><p>"When the job inevitably goes wrong and spirals into a car chase, the fluid system enables players to take the wheel in one moment, then fire on pursuers out of the passenger window the next," Dazed said. </p><p><em>GTA 6</em> is the first game with a romantic pair as the co-leads, and according to Rupert Humphries, senior vice president of narrative at Rockstar, players can expect "a Bonnie and Clyde-type narrative" at the game's center.</p><p>The game will also offer plenty of customization, from clothing, hairstyles, tattoos, makeup, vehicles, and more, and it seems like Rockstar is also implementing features from <em>Red Dead Redemption 2</em> with life-sim interactive systems that will affect how Lucia and Jason look.</p><p>For example, Jason and Lucia's weight can be affected by food, and "exercising visibly builds and tones their muscles." Additionally, if players let them spend a long time away from bed, on the run from police, or "on a multi-day bender," their appearances will take a toll.</p><p>While these features will give players a lot of freedom, both characters will still have complex identities within the story, with Rob Nelson, head of development and co-studio head at Rockstar North, explaining, "We want to enable as much self-expression as possible, without losing the essence of the characters."</p><p>He added, "The thing we love about this medium is the way these characters aren’t empty avatars that you can do whatever you want with. Their story becomes a journey you share with them."</p><p><em>GTA 6</em> launches on November 19 for <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, and <a href="https://www.techradar.com/gaming/xbox-series-s-1tb-review">Series S</a>. If you missed it, <a href="https://www.techradar.com/gaming/netflix-confirms-that-the-gta-6-extended-look-has-an-official-runtime-of-just-under-half-an-hour-and-is-captured-on-the-base-ps5">Netflix has confirmed the runtime for the upcoming extended look, and all footage shown will be captured on the base PlayStation 5</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/new-gta-6-details-reveal-a-bonnie-and-clyde-type-narrative-life-sim-systems-and-the-ability-to-seamlessly-swap-between-jason-and-lucia-during-gameplay</link>
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                            <![CDATA[ New Grand Theft Auto 6 details have been revealed, giving fans a fresh idea of what to expect from the game's narrative and interactive gameplay systems. ]]>
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                                                                        <pubDate>Thu, 27 Aug 2026 16:13:16 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[GTA 6]]></media:description>                                                            <media:text><![CDATA[GTA 6]]></media:text>
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                                <ul><li><em><strong>Grand Theft Auto 6</strong></em><strong> will let you play as both Jason and Lucia, or individually</strong></li><li><strong>The game will also feature interactive systems that affect their weight and appearances</strong></li><li><strong>Rockstar says that while these features will give players a lot of freedom, "these characters aren’t empty avatars that you can do whatever you want with"</strong></li></ul><p>New <a href="https://www.techradar.com/gaming/gta-6"><em>Grand Theft Auto 6</em></a> details have been revealed, giving fans a fresh idea of what to expect from the game's narrative and interactive gameplay systems.</p><p>In a massive interview with <a href="https://www.dazeddigital.com/life-culture/article/70859/1/gta-6-grand-theft-auto-vi-rockstar-exclusive-deep-dive-game-unparalleled-world" target="_blank">Dazed</a> ahead of the release of <a href="https://www.techradar.com/news/live/gta-6-extended-look">Grand Theft Auto 6: An Extended Look</a>, Rockstar Games confirmed a ton of new details, mainly about the game's co-protagonists Jason, revealed to be ex-military, and Lucia, an amateur fighter.</p><p>One of the main features discussed was the character-swapping system, an iconic <em>GTA</em> feature that allows players to "choose to either play as a couple, or go off and cause chaos independently," according to Dazed.</p><p>One scenario described finds Jason driving around, with Lucia in the passenger seat scrolling on the in-game phone that houses usable social media apps; players can switch between them seamlessly while they're together, or explore and complete missions individually.</p><p>"When the job inevitably goes wrong and spirals into a car chase, the fluid system enables players to take the wheel in one moment, then fire on pursuers out of the passenger window the next," Dazed said. </p><p><em>GTA 6</em> is the first game with a romantic pair as the co-leads, and according to Rupert Humphries, senior vice president of narrative at Rockstar, players can expect "a Bonnie and Clyde-type narrative" at the game's center.</p><p>The game will also offer plenty of customization, from clothing, hairstyles, tattoos, makeup, vehicles, and more, and it seems like Rockstar is also implementing features from <em>Red Dead Redemption 2</em> with life-sim interactive systems that will affect how Lucia and Jason look.</p><p>For example, Jason and Lucia's weight can be affected by food, and "exercising visibly builds and tones their muscles." Additionally, if players let them spend a long time away from bed, on the run from police, or "on a multi-day bender," their appearances will take a toll.</p><p>While these features will give players a lot of freedom, both characters will still have complex identities within the story, with Rob Nelson, head of development and co-studio head at Rockstar North, explaining, "We want to enable as much self-expression as possible, without losing the essence of the characters."</p><p>He added, "The thing we love about this medium is the way these characters aren’t empty avatars that you can do whatever you want with. Their story becomes a journey you share with them."</p><p><em>GTA 6</em> launches on November 19 for <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, and <a href="https://www.techradar.com/gaming/xbox-series-s-1tb-review">Series S</a>. If you missed it, <a href="https://www.techradar.com/gaming/netflix-confirms-that-the-gta-6-extended-look-has-an-official-runtime-of-just-under-half-an-hour-and-is-captured-on-the-base-ps5">Netflix has confirmed the runtime for the upcoming extended look, and all footage shown will be captured on the base PlayStation 5</a>.</p>
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                                                            <title><![CDATA[ Netflix confirms that the GTA 6 Extended Look has an official runtime of just under half an hour — and is captured on the base PS5 ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>The Grand Theft Auto 6: An Extended Look will be 26-minutes long</strong></li><li><strong>Netflix has released the first details ahead of its premiere later today</strong></li><li><strong>It confirms that all footage shown is captured in-game on the base PS5</strong></li></ul><p>Netflix has revealed the first details of the upcoming <a href="https://www.techradar.com/gaming/gta-6"><em>Grand Theft Auto 6</em></a> extended look, including runtime, and confirmed all footage shown will be captured on the base <a href="https://www.techradar.com/reviews/ps5">PlayStation 5</a>.</p><p>The much-anticipated <a href="https://www.techradar.com/news/live/gta-6-extended-look">Grand Theft Auto 6: An Extended Look</a> is scheduled to premiere later today on Netflix at at 3pm ET / 8pm BST / August 28 at 5am AEST, giving fans a deeper look at the most anticipated game of all time.</p><p>There's been much speculation leading up to the event about what the extended look will offer, with many fans hoping for the long-awaited look at gameplay and possibly Trailer 3. </p><p>Now, Netflix has revealed additional details just hours ahead of the event, confirming that everything showcased will be captured on the base PS5.</p><p>"The new iteration in the blockbuster series comes 13 years following the debut of <em>Grand Theft Auto V</em>,<em> </em>the same year that Netflix was beginning its push into original programming," the Netflix <a href="https://www.netflix.com/tudum/articles/grand-theft-auto-6-extended-first-look" target="_blank">Tudum</a> post reads. </p><p>"Captured entirely from in-game footage on PlayStation 5, this extended look at the next Grand Theft Auto showcases the biggest, most immersive evolution of the series yet."</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2092963143316099187"><p lang="en" dir="ltr">the GTA 6 extended look will be 26 minutes long and captured on PS5 pic.twitter.com/5KWmSTeCwV<a href="https://twitter.com/cantworkitout/status/2092963143316099187">August 27, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>What's more, it seems the runtime for the <em>GTA 6</em> extended look will be 26 minutes, according to <a href="https://x.com/tomwarren/status/2092963143316099187?s=20" target="_blank">The Verge journalist Tom Warren</a>, who shared a screenshot of the updated mobile page on X.</p><p>That's much shorter than I expected, but it's still long enough to offer a good amount of gameplay footage for fans to obsess over ahead of the game's launch on November 19.</p><p>If you're unable to watch the <em>GTA 6</em> extended look as it premieres on Netflix, don't worry, because it will be available for free six hours later on YouTube at 9pm ET on August 27 / 2am BST / 11am AEST on August 28.</p><p>"<em>Grand Theft Auto</em> reveals have become cultural moments in their own right. The anticipation and fandom around <em>Grand Theft Auto 6 </em>is unprecedented, and we’re honored that Rockstar Games has partnered with us to debut the next part of the <em>Grand Theft Auto</em> story with Netflix members first," Brandon Riegg, VP of Nonfiction Series, said in the Tudum post. </p><p>"It’s a reflection of what we hope Netflix is becoming: a place where the most ambitious storytelling, from any medium, can find the biggest possible audience."</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/netflix-confirms-that-the-gta-6-extended-look-has-an-official-runtime-of-just-under-half-an-hour-and-is-captured-on-the-base-ps5</link>
                                                                            <description>
                            <![CDATA[ Netflix has confirmed the first details of the upcoming Grand Theft Auto 6 extended look, including runtime and a clue about what fans can expect. ]]>
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                                                                        <pubDate>Thu, 27 Aug 2026 14:42:03 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                    <category><![CDATA[Netflix]]></category>
                                                    <category><![CDATA[Streaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
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                                <ul><li><strong>The Grand Theft Auto 6: An Extended Look will be 26-minutes long</strong></li><li><strong>Netflix has released the first details ahead of its premiere later today</strong></li><li><strong>It confirms that all footage shown is captured in-game on the base PS5</strong></li></ul><p>Netflix has revealed the first details of the upcoming <a href="https://www.techradar.com/gaming/gta-6"><em>Grand Theft Auto 6</em></a> extended look, including runtime, and confirmed all footage shown will be captured on the base <a href="https://www.techradar.com/reviews/ps5">PlayStation 5</a>.</p><p>The much-anticipated <a href="https://www.techradar.com/news/live/gta-6-extended-look">Grand Theft Auto 6: An Extended Look</a> is scheduled to premiere later today on Netflix at at 3pm ET / 8pm BST / August 28 at 5am AEST, giving fans a deeper look at the most anticipated game of all time.</p><p>There's been much speculation leading up to the event about what the extended look will offer, with many fans hoping for the long-awaited look at gameplay and possibly Trailer 3. </p><p>Now, Netflix has revealed additional details just hours ahead of the event, confirming that everything showcased will be captured on the base PS5.</p><p>"The new iteration in the blockbuster series comes 13 years following the debut of <em>Grand Theft Auto V</em>,<em> </em>the same year that Netflix was beginning its push into original programming," the Netflix <a href="https://www.netflix.com/tudum/articles/grand-theft-auto-6-extended-first-look" target="_blank">Tudum</a> post reads. </p><p>"Captured entirely from in-game footage on PlayStation 5, this extended look at the next Grand Theft Auto showcases the biggest, most immersive evolution of the series yet."</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2092963143316099187"><p lang="en" dir="ltr">the GTA 6 extended look will be 26 minutes long and captured on PS5 pic.twitter.com/5KWmSTeCwV<a href="https://twitter.com/cantworkitout/status/2092963143316099187">August 27, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>What's more, it seems the runtime for the <em>GTA 6</em> extended look will be 26 minutes, according to <a href="https://x.com/tomwarren/status/2092963143316099187?s=20" target="_blank">The Verge journalist Tom Warren</a>, who shared a screenshot of the updated mobile page on X.</p><p>That's much shorter than I expected, but it's still long enough to offer a good amount of gameplay footage for fans to obsess over ahead of the game's launch on November 19.</p><p>If you're unable to watch the <em>GTA 6</em> extended look as it premieres on Netflix, don't worry, because it will be available for free six hours later on YouTube at 9pm ET on August 27 / 2am BST / 11am AEST on August 28.</p><p>"<em>Grand Theft Auto</em> reveals have become cultural moments in their own right. The anticipation and fandom around <em>Grand Theft Auto 6 </em>is unprecedented, and we’re honored that Rockstar Games has partnered with us to debut the next part of the <em>Grand Theft Auto</em> story with Netflix members first," Brandon Riegg, VP of Nonfiction Series, said in the Tudum post. </p><p>"It’s a reflection of what we hope Netflix is becoming: a place where the most ambitious storytelling, from any medium, can find the biggest possible audience."</p>
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                                                            <title><![CDATA[ Resonance: A Plague Tale's action-adventure focus feels a bit safe compared to the franchise's previous entries, but it still offers an infectious combination of combat, puzzle-solving, and exploration that's hard to put down ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Several hours into <em>Resonance: A Plague Tale Legacy</em>, my protagonist confidently strides into a battle arena and soaks in the cheers of an adoring audience. Wielding a sizable blade and sporting gleaming gold armor, the hero then unleashes a devastating, tornado-like attack, making short work of dozens of aggressive gladiators. </p><p>Needless to say, this third installment in Asobo Studio's <em>A Plague Tale</em> series is a far cry from the franchise's previous stealth-focused, rodent-infested entries. But I'm getting ahead of myself.</p><div  class="fancy-box"><div class="fancy_box-title">Review info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Platform reviewed: </strong>PS5<br><strong>Available on: </strong>PS5, Xbox Series X|S, PC<br><strong>Release date:</strong> August 27, 2026</p></div></div><p><em>Resonance</em> is the latest chapter in the decidedly dark, Black Death-inspired series that previously put players behind the stealthy skills of siblings Amicia and Hugo as they faced relentless Inquisition soldiers and swarms of plague-spreading rats. But <em>Resonance</em> is also a prequel, set 15 years before the events of <em>A Plague Tale: Requiem </em>and starring Sophia, a returning, fan-favorite supporting character from that same entry.</p><p>Sophia's a smuggler and skilled swordsman, far more capable in battle than the franchise's previous brother and sister duo. As such, <em>Resonance</em> is a completely different type of game, a third-person action-adventure – with some light role-playing game (RPG) elements – that favors slitting throats and spilling entrails over sneaking in the shadows. It's a pretty drastic pivot, one that might be initially off-putting to longtime <em>A Plague Tale</em> players, but it generally works, allowing Asobo's beloved universe to successfully branch off into a different genre.</p><h2 id="like-assassin-39-s-creed-condensed">Like Assassin's Creed…condensed</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="qkigYBFRxRzrkevqYHS2FD" name="Resonance: A Plague Tale Legacy" alt="Puzzle in Resonance: A Plague Tale Legacy" src="https://cdn.mos.cms.futurecdn.net/qkigYBFRxRzrkevqYHS2FD.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Asobo Studio)</span></figcaption></figure><p>What<em> Resonance</em> recalls most, especially in its first few chapters, is a more streamlined, story-driven<em> Assassin's Creed</em> game. Like Ubisoft's sprawling action-RPG series, it sports stunning environmental visuals and plenty of crunchy, dynamic combat – complemented by lots of brutal finishers – as well as a good deal of exploration, parkour, and stealth. Heck, the latter even allows you to deliver death from above à la<em> Assassin's Creed</em>'s hidden-blade executions. </p><p>There's also a combat-enhancing skill tree to progress through, passive perk-granting relics to equip, and enough lore-expanding collectibles to make any member of the Assassin's Brotherhood envious. But on the plus side – especially for those burnt out on Ubisoft's bloated open-worlds – <em>Resonance </em>layers all these familiar elements into a far more straightforward, cinematic adventure that respects your time. </p><h2 id="borrowing-from-the-best">Borrowing from the best</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ufmRVaRQYUnG2KfK9dVfJN" name="Resonance: A Plague Tale Legacy" alt="Wide shot in Resonance: Plague Tale Legacy" src="https://cdn.mos.cms.futurecdn.net/ufmRVaRQYUnG2KfK9dVfJN.png" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Asobo Studio)</span></figcaption></figure><p>But while it delivers, arguably, some of the <em>AC </em>series' best bits in a more digestible package, it also borrows inspiration from some other favorite franchises. Its prevalence of engaging spelunking and clever puzzle-solving gameplay, for example, recalls Lara Croft's greatest adventures, while its adrenaline-pumping set pieces could give Nathan Drake and Indiana Jones a run for their fortune and glory.</p><p>None of this is to say<em> </em>that<em> </em>Asobo is merely mimicking successful series' formulas that have come before. While its inspirations are obvious, they're also incredibly well realized and organically remixed into a much wider experience that feels fresh, allowing the <em>A</em> <em>Plague Tale </em>franchise to reinvent itself for this prequel installment.</p><p>And while you won't find hordes of plague-ridden rats waiting around every corner of <em>Resonance</em>'s breathtaking Venice and Crete locations, its story is still very much embedded in the series' overarching narrative. Without spoiling too much, Sophia – it turns out – lived quite a life before taking to the high seas and helping out Amicia and Hugo in<em> Requiem</em>. </p><p>And like Hugo, she too is affected by something quite curious, supernatural even, that informs and shapes not just the storytelling, but the gameplay. Her mysterious ties to something quite ancient touch nearly everything in the game, from her puzzle-cracking prowess to that aforementioned gladiatorial arena battle. </p><p>But also like Hugo's blood curse, her affliction comes with more than its fair share of terrors. Sophia spends most of her time cracking skulls and conundrums in equal measure, but her swashbuckling sometimes gives way to the sort of nightmare-conjuring stretches that'd set the previous games' sibling duo desperately running for their lives.</p><p>Thankfully, Sophia also has some friends to lean on. In fact, <em>Resonance</em> does a fantastic job leveraging side characters to organically flesh out the world and Sophia. Rather than relying on forced exposition, the exchanges between the protagonist and her friends – and sometimes foes – flow naturally to deliver both fun banter and integral information. </p><h2 id="less-plague-rats-more-plundering">Less plague rats, more plundering</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="BZFoiA6ShMHimfTQLaFtLd" name="Resonance: A Plague Tale Legacy" alt="Resonance: A Plague Tale Legacy's main character, Sophia, standing inside an ancient cave." src="https://cdn.mos.cms.futurecdn.net/BZFoiA6ShMHimfTQLaFtLd.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Asobo Studio)</span></figcaption></figure><p>Whether with a buddy or on her own, Sophia does indeed occasionally find herself in frightening situations evocative of the first two games' more nail-biting moments. These scarier, often survival-focused moments are some of the game's best, but they also take a backseat to what more often feels like a lighter, blade-clashing, plundering romp.</p><p>Again, this isn't so much a knock against the game, as <em>Resonance</em> does a brilliant job blending inspirations from the aforementioned properties while also layering in plenty of its own personality. But passionate fans of the previous<em> A Plague Tale</em> titles, craving more of their suffocating atmosphere and killer rodents, may find <em>Resonance</em> a tad too lighthearted, familiar, and formulaic. While it's not without its scares, surprise betrayals, and emotional gut punches,  it's still very much a spirited action-adventure that draws more from <em>Black Flag </em>than the Black Plague. </p><div  class="fancy-box"><div class="fancy_box-title">Best bit</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>While </strong><em><strong>Resonance</strong></em><strong>'s combat starts out simple enough, with a couple of death-dealing combos delivered via Sophia's sword and dagger, it quickly ramps up. The game's at its thumb-blistering best when you're leveraging everything in her growing arsenal – from unlocked offensive and defensive maneuvers to devastating special attacks, throwable environmental items, and even her trusty grappling hook – to clear a room full of goons with style to spare.   </strong></p></div></div><p>Beyond that gripe specific to those hoping for a return to rat-infested Middle Ages France, <em>Resonance</em>'s battle camera could have benefited from a bit more fine-tuning. Sophia's sword- and dagger-based melees are generally quite rewarding, especially once new weapons, moves, specials, and perks are unlocked and layered into her blood-spilling repertoire; there’s also some welcome nuance and depth, like stun-inflicting parries and a risk-reward system that sees you replenish a health segment with each henchman slain. But the camera can have some difficulty keeping up with all this lightning-quick action. Toss in the lack of a target lock-on, and you're occasionally left wondering what cool thing just happened off-screen.</p><p>Nitpicks aside, <em>Resonance </em>makes a compelling case<em> </em>for expanding the <em>A Plague Tale</em> universe, while also serving up 15 or so hours of solid third-person action-adventuring. You'll likely complete Sophia's campaign wondering what exactly the future holds for the series' other characters and narrative threads, but you also won't hold any regrets having conquered a swashbuckling romp as rewarding as a treasure chest brimming with shiny trinkets. </p><h2 id="should-you-play-resonance-a-plague-tale">Should you play Resonance: A Plague Tale?</h2><h2 id="play-it-if-4">Play it if...</h2><div class="product"><p><strong>You're a fan of the previous </strong><em><strong>A Plague Tale</strong></em><strong> stories</strong><br><em>Resonance </em>significantly<em> </em>changes up the gameplay of the previous two series' installments, but its narrative unfolds within the same universe. Protagonist Sophia is a supporting character from<em> A Plague Tale: Requiem</em>, and her prequel yarn is still connected to the larger series' story, albeit loosely, as well as to its existing characters, Amicia and Hugo.</p></div><div class="product"><p><strong>You're craving a swashbucking action-adventure in the vein of </strong><em><strong>Assassin's Creed</strong></em><strong> and </strong><em><strong>Tomb Raider</strong></em><br><em>Resonance</em> trades much of the moody atmosphere and stealth- and survival-fueled gameplay of the franchise's first two games for a more traditional third-person action-adventure. Expect quick, dynamic combat, plenty of puzzle-solving gameplay, a bit of exploration, and some epic set-piece moments that favor cinematic style over slow-burn storytelling. </p></div><h2 id="don-39-t-play-it-if-3">Don't play it if...</h2><div class="product"><p><strong>You're expecting an experience similar to the series' previous installments</strong><br>As an original prequel story, <em>Resonance</em> doesn't just introduce a new protagonist in Sophia, but also significantly switches up the series' gameplay and atmosphere. The former feels far more like familiar action-adventure fare, while its world, characters, and storytelling all support a lighter, less foreboding tone. </p></div><h2 id="accessibility-features-2">Accessibility features</h2><p><em>Resonance</em> significantly expands on the accessibility options of the series' previous two installments, offering a number of visual assistance options, including UI, HUD, and subtitle customizations, as well as high contrast and colorblind modes. </p><p>Blood effects can be toggled on and off, and five different difficulty settings allow you to tailor the experience to your playstyle and skill level. These options range from a story-focused mode – that puts parrying and dodging on auto – to a deep difficulty mode for those craving the steepest challenge. Difficulty options can also be changed at any time. </p><h2 id="how-i-reviewed-resonance-a-plague-tale">How I reviewed Resonance: A Plague Tale</h2><p>I completed <em>Resonance: A Plague Tale Legacy's </em>campaign in about 15 hours, but clocked in another 5 or so revisiting chapters to gather missed collectibles.</p><p>I ran the game on a PS5 Pro using my budget <a href="https://www.techradar.com/tag/tcl">TCL</a> 4K 65" TV, with HDR enabled. For audio, I tested with both the display's onboard stereo speakers and Sony's <a href="https://www.techradar.com/gaming/playstation-pulse-elite-review">PlayStation Pulse Elite</a> headset.</p><p><em>First reviewed August 2026</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/resonance-a-plague-tale-review</link>
                                                                            <description>
                            <![CDATA[ This A Plague Tale prequel pivots to action-adventure formula, forgoing plague rats and oppressive atmosphere for a lighter, swashbuckling romp. ]]>
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                                                                        <pubDate>Wed, 26 Aug 2026 16:00:00 +0000</pubDate>                                                                                                                                <updated>Tue, 01 Sep 2026 08:38:40 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Matt Cabral ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/szuHWUeAZqi3eLLgBWZhWW.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;A full-time writer and game consultant hailing from Lizzie Borden&#039;s hometown of Fall River, Massachusetts, Matt has been covering video games, tech, film, television, and theme parks for nearly 20 years. When not contributing&amp;nbsp;to the likes of IGN, CNN, Forbes, Fandango, Netflix,&amp;nbsp; Entertainment Weekly, StarWars.com, and many more, Matt can be found in the basement of a haunted asylum hoarding all the med-kits, ammo crates, and canned goods.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Asobo Studio]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Combat in Resonance: A Plague Tale Legacy]]></media:description>                                                            <media:text><![CDATA[Combat in Resonance: A Plague Tale Legacy]]></media:text>
                                <media:title type="plain"><![CDATA[Combat in Resonance: A Plague Tale Legacy]]></media:title>
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                                <p>Several hours into <em>Resonance: A Plague Tale Legacy</em>, my protagonist confidently strides into a battle arena and soaks in the cheers of an adoring audience. Wielding a sizable blade and sporting gleaming gold armor, the hero then unleashes a devastating, tornado-like attack, making short work of dozens of aggressive gladiators. </p><p>Needless to say, this third installment in Asobo Studio's <em>A Plague Tale</em> series is a far cry from the franchise's previous stealth-focused, rodent-infested entries. But I'm getting ahead of myself.</p><div  class="fancy-box"><div class="fancy_box-title">Review info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Platform reviewed: </strong>PS5<br><strong>Available on: </strong>PS5, Xbox Series X|S, PC<br><strong>Release date:</strong> August 27, 2026</p></div></div><p><em>Resonance</em> is the latest chapter in the decidedly dark, Black Death-inspired series that previously put players behind the stealthy skills of siblings Amicia and Hugo as they faced relentless Inquisition soldiers and swarms of plague-spreading rats. But <em>Resonance</em> is also a prequel, set 15 years before the events of <em>A Plague Tale: Requiem </em>and starring Sophia, a returning, fan-favorite supporting character from that same entry.</p><p>Sophia's a smuggler and skilled swordsman, far more capable in battle than the franchise's previous brother and sister duo. As such, <em>Resonance</em> is a completely different type of game, a third-person action-adventure – with some light role-playing game (RPG) elements – that favors slitting throats and spilling entrails over sneaking in the shadows. It's a pretty drastic pivot, one that might be initially off-putting to longtime <em>A Plague Tale</em> players, but it generally works, allowing Asobo's beloved universe to successfully branch off into a different genre.</p><h2 id="like-assassin-39-s-creed-condensed">Like Assassin's Creed…condensed</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="qkigYBFRxRzrkevqYHS2FD" name="Resonance: A Plague Tale Legacy" alt="Puzzle in Resonance: A Plague Tale Legacy" src="https://cdn.mos.cms.futurecdn.net/qkigYBFRxRzrkevqYHS2FD.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Asobo Studio)</span></figcaption></figure><p>What<em> Resonance</em> recalls most, especially in its first few chapters, is a more streamlined, story-driven<em> Assassin's Creed</em> game. Like Ubisoft's sprawling action-RPG series, it sports stunning environmental visuals and plenty of crunchy, dynamic combat – complemented by lots of brutal finishers – as well as a good deal of exploration, parkour, and stealth. Heck, the latter even allows you to deliver death from above à la<em> Assassin's Creed</em>'s hidden-blade executions. </p><p>There's also a combat-enhancing skill tree to progress through, passive perk-granting relics to equip, and enough lore-expanding collectibles to make any member of the Assassin's Brotherhood envious. But on the plus side – especially for those burnt out on Ubisoft's bloated open-worlds – <em>Resonance </em>layers all these familiar elements into a far more straightforward, cinematic adventure that respects your time. </p><h2 id="borrowing-from-the-best">Borrowing from the best</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ufmRVaRQYUnG2KfK9dVfJN" name="Resonance: A Plague Tale Legacy" alt="Wide shot in Resonance: Plague Tale Legacy" src="https://cdn.mos.cms.futurecdn.net/ufmRVaRQYUnG2KfK9dVfJN.png" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Asobo Studio)</span></figcaption></figure><p>But while it delivers, arguably, some of the <em>AC </em>series' best bits in a more digestible package, it also borrows inspiration from some other favorite franchises. Its prevalence of engaging spelunking and clever puzzle-solving gameplay, for example, recalls Lara Croft's greatest adventures, while its adrenaline-pumping set pieces could give Nathan Drake and Indiana Jones a run for their fortune and glory.</p><p>None of this is to say<em> </em>that<em> </em>Asobo is merely mimicking successful series' formulas that have come before. While its inspirations are obvious, they're also incredibly well realized and organically remixed into a much wider experience that feels fresh, allowing the <em>A</em> <em>Plague Tale </em>franchise to reinvent itself for this prequel installment.</p><p>And while you won't find hordes of plague-ridden rats waiting around every corner of <em>Resonance</em>'s breathtaking Venice and Crete locations, its story is still very much embedded in the series' overarching narrative. Without spoiling too much, Sophia – it turns out – lived quite a life before taking to the high seas and helping out Amicia and Hugo in<em> Requiem</em>. </p><p>And like Hugo, she too is affected by something quite curious, supernatural even, that informs and shapes not just the storytelling, but the gameplay. Her mysterious ties to something quite ancient touch nearly everything in the game, from her puzzle-cracking prowess to that aforementioned gladiatorial arena battle. </p><p>But also like Hugo's blood curse, her affliction comes with more than its fair share of terrors. Sophia spends most of her time cracking skulls and conundrums in equal measure, but her swashbuckling sometimes gives way to the sort of nightmare-conjuring stretches that'd set the previous games' sibling duo desperately running for their lives.</p><p>Thankfully, Sophia also has some friends to lean on. In fact, <em>Resonance</em> does a fantastic job leveraging side characters to organically flesh out the world and Sophia. Rather than relying on forced exposition, the exchanges between the protagonist and her friends – and sometimes foes – flow naturally to deliver both fun banter and integral information. </p><h2 id="less-plague-rats-more-plundering">Less plague rats, more plundering</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="BZFoiA6ShMHimfTQLaFtLd" name="Resonance: A Plague Tale Legacy" alt="Resonance: A Plague Tale Legacy's main character, Sophia, standing inside an ancient cave." src="https://cdn.mos.cms.futurecdn.net/BZFoiA6ShMHimfTQLaFtLd.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Asobo Studio)</span></figcaption></figure><p>Whether with a buddy or on her own, Sophia does indeed occasionally find herself in frightening situations evocative of the first two games' more nail-biting moments. These scarier, often survival-focused moments are some of the game's best, but they also take a backseat to what more often feels like a lighter, blade-clashing, plundering romp.</p><p>Again, this isn't so much a knock against the game, as <em>Resonance</em> does a brilliant job blending inspirations from the aforementioned properties while also layering in plenty of its own personality. But passionate fans of the previous<em> A Plague Tale</em> titles, craving more of their suffocating atmosphere and killer rodents, may find <em>Resonance</em> a tad too lighthearted, familiar, and formulaic. While it's not without its scares, surprise betrayals, and emotional gut punches,  it's still very much a spirited action-adventure that draws more from <em>Black Flag </em>than the Black Plague. </p><div  class="fancy-box"><div class="fancy_box-title">Best bit</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>While </strong><em><strong>Resonance</strong></em><strong>'s combat starts out simple enough, with a couple of death-dealing combos delivered via Sophia's sword and dagger, it quickly ramps up. The game's at its thumb-blistering best when you're leveraging everything in her growing arsenal – from unlocked offensive and defensive maneuvers to devastating special attacks, throwable environmental items, and even her trusty grappling hook – to clear a room full of goons with style to spare.   </strong></p></div></div><p>Beyond that gripe specific to those hoping for a return to rat-infested Middle Ages France, <em>Resonance</em>'s battle camera could have benefited from a bit more fine-tuning. Sophia's sword- and dagger-based melees are generally quite rewarding, especially once new weapons, moves, specials, and perks are unlocked and layered into her blood-spilling repertoire; there’s also some welcome nuance and depth, like stun-inflicting parries and a risk-reward system that sees you replenish a health segment with each henchman slain. But the camera can have some difficulty keeping up with all this lightning-quick action. Toss in the lack of a target lock-on, and you're occasionally left wondering what cool thing just happened off-screen.</p><p>Nitpicks aside, <em>Resonance </em>makes a compelling case<em> </em>for expanding the <em>A Plague Tale</em> universe, while also serving up 15 or so hours of solid third-person action-adventuring. You'll likely complete Sophia's campaign wondering what exactly the future holds for the series' other characters and narrative threads, but you also won't hold any regrets having conquered a swashbuckling romp as rewarding as a treasure chest brimming with shiny trinkets. </p><h2 id="should-you-play-resonance-a-plague-tale">Should you play Resonance: A Plague Tale?</h2><h2 id="play-it-if-4">Play it if...</h2><div class="product"><p><strong>You're a fan of the previous </strong><em><strong>A Plague Tale</strong></em><strong> stories</strong><br><em>Resonance </em>significantly<em> </em>changes up the gameplay of the previous two series' installments, but its narrative unfolds within the same universe. Protagonist Sophia is a supporting character from<em> A Plague Tale: Requiem</em>, and her prequel yarn is still connected to the larger series' story, albeit loosely, as well as to its existing characters, Amicia and Hugo.</p></div><div class="product"><p><strong>You're craving a swashbucking action-adventure in the vein of </strong><em><strong>Assassin's Creed</strong></em><strong> and </strong><em><strong>Tomb Raider</strong></em><br><em>Resonance</em> trades much of the moody atmosphere and stealth- and survival-fueled gameplay of the franchise's first two games for a more traditional third-person action-adventure. Expect quick, dynamic combat, plenty of puzzle-solving gameplay, a bit of exploration, and some epic set-piece moments that favor cinematic style over slow-burn storytelling. </p></div><h2 id="don-39-t-play-it-if-3">Don't play it if...</h2><div class="product"><p><strong>You're expecting an experience similar to the series' previous installments</strong><br>As an original prequel story, <em>Resonance</em> doesn't just introduce a new protagonist in Sophia, but also significantly switches up the series' gameplay and atmosphere. The former feels far more like familiar action-adventure fare, while its world, characters, and storytelling all support a lighter, less foreboding tone. </p></div><h2 id="accessibility-features-2">Accessibility features</h2><p><em>Resonance</em> significantly expands on the accessibility options of the series' previous two installments, offering a number of visual assistance options, including UI, HUD, and subtitle customizations, as well as high contrast and colorblind modes. </p><p>Blood effects can be toggled on and off, and five different difficulty settings allow you to tailor the experience to your playstyle and skill level. These options range from a story-focused mode – that puts parrying and dodging on auto – to a deep difficulty mode for those craving the steepest challenge. Difficulty options can also be changed at any time. </p><h2 id="how-i-reviewed-resonance-a-plague-tale">How I reviewed Resonance: A Plague Tale</h2><p>I completed <em>Resonance: A Plague Tale Legacy's </em>campaign in about 15 hours, but clocked in another 5 or so revisiting chapters to gather missed collectibles.</p><p>I ran the game on a PS5 Pro using my budget <a href="https://www.techradar.com/tag/tcl">TCL</a> 4K 65" TV, with HDR enabled. For audio, I tested with both the display's onboard stereo speakers and Sony's <a href="https://www.techradar.com/gaming/playstation-pulse-elite-review">PlayStation Pulse Elite</a> headset.</p><p><em>First reviewed August 2026</em></p>
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                                                            <title><![CDATA[ The new Secretlab Titan Evo Marvel gaming chair collab is the most gorgeous alternate design yet, and a must-have for any Spider-Man fan ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Secretlab is releasing a new Titan Evo Marvel Spider-Man Edition</strong></li><li><strong>The chair pays homage to Spider-Man and celebrates the release of Spider-Man: Brand New Day</strong></li><li><strong>Featuring a red and black color palette, the chair features "elements inspired by Spider-Man’s enduring legacy"</strong></li></ul><p>Secretlab has announced a collaboration with Marvel: a new Titan Evo gaming chair inspired by your friendly neighborhood Spider-Man.</p><p>The <a href="https://www.techradar.com/reviews/secretlab-titan-evo-2022">Secretlab Titan Evo</a> Marvel Spider-Man Edition pays homage to the beloved superhero, and will be available in the United States, Canada, and the EU, following the successful release of Marvel Studios’ <a href="https://www.techradar.com/streaming/entertainment/spider-man-brand-new-day-review">Spider-Man: Brand New Day</a>.</p><p>Combining the gaming chair company's customary craftsmanship and science-backed comfort, the Titan Evo also features "elements inspired by Spider-Man’s enduring legacy, which has influenced generations of fans since his comic book debut."</p><p>I think this is Secretlab's best-looking Titan Evo variant yet, highlighting the hero's iconic suit with a red color palette, with Spider-Man's black emblem embossed on the front and back of the chair, making it perfect for any Spider-Man fan.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/dSoiVg7PT6SUk9TwmXndq5.jpg" alt="Secretlab Titan Evo Marvel Spider-Man Edition" /><figcaption><small role="credit">Secretlab</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/6jGvPVN3jTKq3UydXmMgW8.jpg" alt="Secretlab Titan Evo Marvel Spider-Man Edition" /><figcaption><small role="credit">Secretlab</small></figcaption></figure></figure><p>Upholstered in Secretlab's SoftWeavePlus Fabric, the Spider-Man Edition also features a web of silken lines on its back, with an additional nod to Spider-Man villain Venom, with black tendrils creeping along the chair's side wings and seat base.</p><p>The Secretlab Titan Evo Marvel Spider-Man Edition will be available at <a href="https://secretlab.co.uk/collections" target="_blank">Secretlab</a>. </p><p>The Secretlab Titan Evo is one of the <a href="https://www.techradar.com/gaming/best-gaming-chairs">best gaming chairs</a> you can buy right now, designed with patent-pending cold-cure foam, a pebble seat base, and four-way L-adapt lumbar back support, ensuring comfort for long gaming sessions.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/the-new-secretlab-titan-evo-marvel-gaming-chair-collab-is-the-most-gorgeous-alternate-design-yet-and-a-must-have-for-any-spider-man-fan</link>
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                            <![CDATA[ Secretlab has announced a collaboration with Marvel: a new Titan Evo gaming chair inspired by your friendly neighborhood Spider-Man. ]]>
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                                                                        <pubDate>Wed, 26 Aug 2026 15:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Secretlab Titan Evo Marvel Spider-Man Edition]]></media:description>                                                            <media:text><![CDATA[Secretlab Titan Evo Marvel Spider-Man Edition]]></media:text>
                                <media:title type="plain"><![CDATA[Secretlab Titan Evo Marvel Spider-Man Edition]]></media:title>
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                                <ul><li><strong>Secretlab is releasing a new Titan Evo Marvel Spider-Man Edition</strong></li><li><strong>The chair pays homage to Spider-Man and celebrates the release of Spider-Man: Brand New Day</strong></li><li><strong>Featuring a red and black color palette, the chair features "elements inspired by Spider-Man’s enduring legacy"</strong></li></ul><p>Secretlab has announced a collaboration with Marvel: a new Titan Evo gaming chair inspired by your friendly neighborhood Spider-Man.</p><p>The <a href="https://www.techradar.com/reviews/secretlab-titan-evo-2022">Secretlab Titan Evo</a> Marvel Spider-Man Edition pays homage to the beloved superhero, and will be available in the United States, Canada, and the EU, following the successful release of Marvel Studios’ <a href="https://www.techradar.com/streaming/entertainment/spider-man-brand-new-day-review">Spider-Man: Brand New Day</a>.</p><p>Combining the gaming chair company's customary craftsmanship and science-backed comfort, the Titan Evo also features "elements inspired by Spider-Man’s enduring legacy, which has influenced generations of fans since his comic book debut."</p><p>I think this is Secretlab's best-looking Titan Evo variant yet, highlighting the hero's iconic suit with a red color palette, with Spider-Man's black emblem embossed on the front and back of the chair, making it perfect for any Spider-Man fan.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/dSoiVg7PT6SUk9TwmXndq5.jpg" alt="Secretlab Titan Evo Marvel Spider-Man Edition" /><figcaption><small role="credit">Secretlab</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/6jGvPVN3jTKq3UydXmMgW8.jpg" alt="Secretlab Titan Evo Marvel Spider-Man Edition" /><figcaption><small role="credit">Secretlab</small></figcaption></figure></figure><p>Upholstered in Secretlab's SoftWeavePlus Fabric, the Spider-Man Edition also features a web of silken lines on its back, with an additional nod to Spider-Man villain Venom, with black tendrils creeping along the chair's side wings and seat base.</p><p>The Secretlab Titan Evo Marvel Spider-Man Edition will be available at <a href="https://secretlab.co.uk/collections" target="_blank">Secretlab</a>. </p><p>The Secretlab Titan Evo is one of the <a href="https://www.techradar.com/gaming/best-gaming-chairs">best gaming chairs</a> you can buy right now, designed with patent-pending cold-cure foam, a pebble seat base, and four-way L-adapt lumbar back support, ensuring comfort for long gaming sessions.</p>
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                                                            <title><![CDATA[ Bit Reactor's Star Wars Zero Company is an immensely rewarding experience that combines satisfying turn-based tactics gameplay reminiscent of XCOM and rich storytelling against the backdrop of the Clone Wars ]]></title>
                                                                                                <dc:content><![CDATA[ <p>It's almost midnight, and I'm still playing Bit Reactor's turn-based tactics (TBT) strategy game, <em>Star Wars Zero Company</em>. I'm nearing the end of a tense battle that's lasted longer than I've realized, but I'm <em>so</em> close to success. Only a few enemies remain, and Hawks is out of med packs; Tricks, Tel, and Luco are all low on health, and I don't want to risk any more injuries that could lead to my favorite Operators' permanent death. One mistake will cause a domino effect that ends in defeat, but I have to make a move. </p><p>I have Luco and Trick fire their blasters at a single enemy, taking them down with a lucky critical hit, before positioning them behind cover alongside Hawks. I lay a trap; with Overwatch enabled and monitoring the area where the boss and the final enemy are located, I have Tel rush ahead into position. Using all the Advantage I've accrued through the last few tactical turns, the Jedi Padawan executes her special Force action, knocking back both enemies into the zone of my team's line of sight. Even though they have no Action Points (AP) left, thanks to my planning, Luco, Trick, and Hawks fire off three more shots each, and together, we achieve victory. </p><div  class="fancy-box"><div class="fancy_box-title">Review info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Platform reviewed: </strong>PC<br><strong>Available on: </strong>PS5, Xbox Series X, Xbox Series S, PC<br><strong>Release date: </strong>August 27, 2026</p></div></div><p>Before playing Zero Company, Bit Reactor's debut game made by a studio founded by former Firaxis Games and <em>XCOM</em> veterans, I was concerned my lack of experience with <em>XCOM</em> would hinder my enjoyment of this new Star Wars story. But after just a few hours of taking on mercs and clankers, jumping to various planets via hyperspace, and getting to know my fellow Operators, I quickly fell in love.  </p><h2 id="learn-from-the-past-but-live-for-the-future">Learn from the past, but live for the future</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="fjX5DrhyMWBJrXWio7AhVC" name="Star Wars Zero Company REVIEW" alt="Star Wars Zero Company REVIEW screens" src="https://cdn.mos.cms.futurecdn.net/fjX5DrhyMWBJrXWio7AhVC.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bit Reactor)</span></figcaption></figure><p>What I love about Star Wars, besides the lightsabers, the expansive lore, and dark side baddies, is the seemingly unlimited opportunity for new stories within the vast galaxy, far, far away. </p><p>While Zero Company is set 20BBY during the twilight of the Clone Wars, a frequently revisited era in the franchise, this story chooses to tell a story from the perspective of someone no longer tied directly to the conflict, but has been affected by it. The fact that the player character, Hawks, is a former captain in the Grand Army of the Republic is a unique premise that initially piqued my interest; they commanded the 100th Clone Company and led a campaign that led to a Trooper massacre, Trick being declared unfit for duty due to an injury, and Hawks' dismissal. </p><p>Hawks now leads the titular covert squad on a mission to take down the paramilitary cult known as The Infinite Coil and its leader, Kundri Fathom, who are all diseased by the mysterious Shadow Plague and are slowly building their forces across the galaxy.</p><p>As Hawks and Zero Company tackle this growing threat against the backdrop of the Clone Wars, the team is also dealing with their own personal issues and the consequences of warfare, whether at the hands of the Republic or the Separatists, with the story exploring themes of justice, revenge, belonging, grief, and guilt. </p><p>It's a compelling approach with surprising twists and turns that takes the story in an unexpected direction and had my Star Wars-loving heart pounding thanks to the brilliant way Bit Reactor seamlessly blends cinematic storytelling and a brilliantly formulated combat system. </p><div  class="fancy-box"><div class="fancy_box-title">Best Bit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="XRh94UtYeicUHBEmtTo2hC" name="Star Wars Zero Company REVIEW" caption="" alt="Star Wars Zero Company REVIEW screens" src="https://cdn.mos.cms.futurecdn.net/XRh94UtYeicUHBEmtTo2hC.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Bit Reactor)</span></figcaption></figure><p class="fancy-box__body-text"><em><strong>Star Wars Zero Company</strong></em><strong>'s turn-based tactics gameplay is its best feature, offering an incredible amount of character customization that allows players to experiment with different loadouts and specializations for some immensely fun missions.</strong></p></div></div><p>This is a spoiler-free review, and I won't get into the details, but Hawks' history has<strong> </strong>interesting implications for the narrative in ways I wasn't anticipating; they're a smart, funny, sarcastic, but decisive individual, navigating being a leader who is, once again, caught up in a galactic threat. And while they're a customizable character, they feel like they belong in this universe as much as any other protagonist we've had before.</p><p>Fathom <em>herself,</em> as the primary antagonist, however, separate from Coil members you run into plenty of times, feels a bit underutilized throughout the story, and I was left with a desire to know more about her. </p><p>The majority of the campaign finds Zero Company trying to track Fathom down while she continuously eludes them and works from the shadows, which means there aren't many opportunities for the antagonist to shine on screen; it feels like wasted potential as she's a very interesting villain with a unique motivation that compliments the broader narrative, but without that extra character exploration, especially in parallel to Hawks and their development, I was left with some unanswered questions and ultimately unsatisfied.</p><h2 id="wars-are-not-won-with-superior-weapons-but-with-superior-strategy">Wars are not won with superior weapons, but with superior strategy</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="tbDjvRUxFBXeffqpVTSAnC" name="Star Wars Zero Company REVIEW" alt="Star Wars Zero Company REVIEW screens" src="https://cdn.mos.cms.futurecdn.net/tbDjvRUxFBXeffqpVTSAnC.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bit Reactor)</span></figcaption></figure><p>I stand by what I wrote in my <a href="https://www.techradar.com/gaming/star-wars-zero-company-is-xcom-set-in-a-galaxy-far-far-away-and-even-those-unfamiliar-with-turn-based-tactics-games-like-me-can-get-hooked-by-it">preview</a>: Star Wars fans with no knowledge of TBT games like <em>XCOM</em> can absolutely enjoy this game. Bit Reactor has done an excellent job making a beginner-friendly, not to mention incredibly rewarding, experience when you get accustomed to strategizing on the fly and go on to achieve win after win. </p><p>Squad appearances, tailored loudouts, and the numerous specializations on offer, be it Medic, Scoundrel, Heavy, or Scout, present an unbelievable amount of player freedom, which allows for some impressive customization, as well as what seems like an opportunity for limitless playthroughs.</p><p>This is especially true when the secondary specializations are unlocked for Zero Company; I gave my Hawks the Medic spec, which allowed an extra sense of security for playing on permadeath mode, and I was amazed by how my second spec, Gunslinger, completely refreshed battles and provided new and imaginative strategies on the battlefield.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="X9AsMySsWBk8fZpmFErMpC" name="Star Wars Zero Company REVIEW" alt="Star Wars Zero Company REVIEW screens" src="https://cdn.mos.cms.futurecdn.net/X9AsMySsWBk8fZpmFErMpC.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bit Reactor)</span></figcaption></figure><p>My squad for Tactical Missions typically included Tel because of her ranged Force abilities, and Trick, who can withstand getting Downed and can automatically revive during the next turn in battle; their Hero Talents came in handy when the mission was on the verge of failure, and their fully upgraded skill trees made them a must-have, especially for higher difficulty battles that featured a variety of enemies that are tougher than others.</p><p>Kabb also has a sick uppercut ability that lets him wollop enemies, while Luco has a sniper skill that guarantees a 100% hit; learning how these talents work, strategizing how best to spend my squad's limited three AP should have been stressful, but the process was just awesome. </p><p>Continuously maneuvering across ever-shifting and lovingly crafted isometric maps wrapped in an authentic Star Wars atmosphere, outplaying a contingent of droids, deadly Coil soldiers, and syndicate members with just wit, and mixing and matching team builds to your preference with a ton of options to experiment with; all of this offers an immensely rewarding gameplay experience that continuously delivers. </p><p>No Tactical Mission feels the same, and even when they take longer to complete because of their difficulty level—and believe me, they can take a while—it doesn't matter, because the sense of accomplishment I felt after every mission was worth the time.</p><h2 id="courage-makes-heroes-but-trust-builds-friendship">Courage makes heroes, but trust builds friendship</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="DgFzSC4AMnyTbPfCfe3AWC" name="Star Wars Zero Company REVIEW" alt="Star Wars Zero Company REVIEW screens" src="https://cdn.mos.cms.futurecdn.net/DgFzSC4AMnyTbPfCfe3AWC.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bit Reactor)</span></figcaption></figure><p>The campaign is also strengthened by Zero Company's interpersonal relationships, consisting of multiple colorful characters, including a loyal ex-Clone Trooper, a Mandalorian turned bounty hunter, a sharp-tongued Umbaran sniper, a Jedi Padawan without a Master, and more. </p><p>The game leans into role-playing game (RPG) systems by melding TBT gameplay and Bonds, a relationship approval system vital for unlocking features like new talents, focus points, and stat bonuses. Similar to Bioware's dynamic relationship system found in <em>Dragon Age</em> and <em>Mass Effect</em>, minus the romance and branching dialogue trees, Bonds are deepened by completing each character's personal questline, how you approach Operations, or how you respond in conversations. </p><p><em>Zero Company</em>'s Bond system is great, and I know it's primarily a TBT strategy game; however, I can't help but think it would have benefited even more if it went harder with the RPG mechanics, like additional dialogue choices, to really reinforce and shape those Bonds. </p><p>Characters may also have negative opinions of each other, and it's pretty fun, and essentially the key to success, to purposefully pair them together during missions to make them grow closer with the benefit of improving their loadout and unlocking new combat synergies.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="nNrcug7zQJzcUwE7qfSZDC" name="Star Wars Zero Company REVIEW" alt="Star Wars Zero Company REVIEW screens" src="https://cdn.mos.cms.futurecdn.net/nNrcug7zQJzcUwE7qfSZDC.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bit Reactor)</span></figcaption></figure><p>Outside of missions, it's pretty neat how Operators, even the ones you can create and recruit yourself, can be found around The Den having conversations and revealing a bit more behind the curtain; the switch to a third-person perspective here also brings a personal touch to these relationships, making them feel alive in their environment.</p><p>Alongside other characters like Runa and Bennic, authored Operators have so much personality with their own motivations and perspectives, with stellar performances from the ensemble cast; they're not just soldiers along for the ride, and while some pairings have more fleshed-out Bonds that are more ingrained in the main campaign than others, like Trick and Luco, they're equally memorable.</p><p>Whether it's Tel, Jae, Kabb, or particularly Trick, they feel like the backbone of the narrative and are as authentic to the Star Wars world they occupy, which is why when/if a character is killed in permadeath mode, the loss is truly felt. </p><p>This feature is a <em>must</em> if you want to up the risk factor during missions and truly heightens the stakes as you build these meaningful relationships, even if it means you'll be locked out of some pretty amazing missions if Operators die.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="SouTmtk5STmEGRfEiaFPLC" name="Star Wars Zero Company REVIEW" alt="Star Wars Zero Company REVIEW screens" src="https://cdn.mos.cms.futurecdn.net/SouTmtk5STmEGRfEiaFPLC.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bit Reactor)</span></figcaption></figure><div><blockquote><p>Bit Reactor seamlessly blends cinematic storytelling and a brilliantly formulated combat system. </p></blockquote></div><p>I had some issues during my preview session, mostly frame rate problems that took me out of the experience, but I'm happy to say performance has been vastly improved with my review copy on PC. With my mid-to-high range build, which consists of an Nvidia RTX 3060Ti graphics card and Ryzen 7 5700X 8-Core processor, the gorgeous cinematics and gameplay frame rates were consistently high, hitting 60fps the majority of the time, with the odd dip to the upper 40fp to lower 50fps range occasionally depending on how visually busy the scene is. </p><p>I also didn't encounter any significant performance snags, either. Bugs are almost non-existent, aside from a few encounters during conversations and cinematics where audio didn't sync correctly and tactical turns sometimes took a little longer to load from the enemies' side; otherwise, I had a pretty smooth experience. </p><h2 id="should-you-play-star-wars-zero-company">Should you play Star Wars Zero Company?</h2><h2 id="play-it-if-5">Play it if...</h2><div class="product"><p><strong>You're a Star Wars fan</strong><br>You'll have a great experience if you've been itching for more Clone Wars-era stories, and <em>Star Wars Zero Company</em> presents a unique premise that takes you on an adventure.</p></div><div class="product"><p><strong>You enjoy turn-based combat </strong><br>If you like the process of strategizing and adapting on a continuously shifting battlefield, you'll love <em>Star Wars Zero Company</em> and its addictive turn-based tactics gameplay.</p></div><div class="product"><p><strong>You're looking for a cinematic story</strong><br>While <em>Star Wars Zero Company</em>'s core gameplay is turn-based tactics, the game also offers gorgeous cinematic visuals with heart-pounding missions</p></div><h2 id="don-39-t-play-it-if-4">Don't play it if...</h2><div class="product"><p><strong>You don't like turn-based gameplay</strong><br>If you know you're looking for something more fast-paced and want to just experience the story, <em>Star Wars Zero Company</em> may not be for you</p></div><div class="product"><p><strong>You're looking for a shorter experience</strong><br><em>Star Wars Zero Company</em> takes between 30 and 40 hours to beat, depending on the difficulty level, and some higher-risk missions can take some time to beat</p></div><h2 id="accessibility-features-3">Accessibility features</h2><p><em>Star Wars Zero Company</em> is a bit short on accessibility features, having only standard vision settings like text size and color blind mode, as well as a motion reduction setting for on-screen action.</p><h2 id="how-i-reviewed-star-wars-zero-company">How I reviewed Star Wars Zero Company</h2><p>I spent just over 40 hours playing <em>Star Wars Zero Company</em> on my gaming PC with my <a href="https://www.techradar.com/reviews/logitech-g715-tkl">Logitech G G715</a> wireless gaming keyboard and <a href="https://www.techradar.com/computing/mice/the-logitech-g703-lightspeed-is-a-competent-gaming-mouse-but-i-couldnt-get-on-with-its-shape">Logitech G703 wireless gaming mouse</a>. I used a Gigabyte M32U gaming monitor and my <a href="https://www.techradar.com/reviews/sony-wh-ch520">Sony WH-CH520</a> wireless headphones for audio.</p><p><em>First reviewed August 2026.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/star-wars-zero-company-review</link>
                                                                            <description>
                            <![CDATA[ With immensely rewarding turn-based tactics gameplay, an authentic Star Wars atmosphere, and rich storytelling, Bit Reactor's Star Wars Zero Company delivers. ]]>
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                                                                        <pubDate>Wed, 26 Aug 2026 13:00:00 +0000</pubDate>                                                                                                                                <updated>Wed, 26 Aug 2026 13:11:41 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Bit Reactor]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Star Wars Zero Company REVIEW]]></media:description>                                                            <media:text><![CDATA[Star Wars Zero Company REVIEW]]></media:text>
                                <media:title type="plain"><![CDATA[Star Wars Zero Company REVIEW]]></media:title>
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                                <p>It's almost midnight, and I'm still playing Bit Reactor's turn-based tactics (TBT) strategy game, <em>Star Wars Zero Company</em>. I'm nearing the end of a tense battle that's lasted longer than I've realized, but I'm <em>so</em> close to success. Only a few enemies remain, and Hawks is out of med packs; Tricks, Tel, and Luco are all low on health, and I don't want to risk any more injuries that could lead to my favorite Operators' permanent death. One mistake will cause a domino effect that ends in defeat, but I have to make a move. </p><p>I have Luco and Trick fire their blasters at a single enemy, taking them down with a lucky critical hit, before positioning them behind cover alongside Hawks. I lay a trap; with Overwatch enabled and monitoring the area where the boss and the final enemy are located, I have Tel rush ahead into position. Using all the Advantage I've accrued through the last few tactical turns, the Jedi Padawan executes her special Force action, knocking back both enemies into the zone of my team's line of sight. Even though they have no Action Points (AP) left, thanks to my planning, Luco, Trick, and Hawks fire off three more shots each, and together, we achieve victory. </p><div  class="fancy-box"><div class="fancy_box-title">Review info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Platform reviewed: </strong>PC<br><strong>Available on: </strong>PS5, Xbox Series X, Xbox Series S, PC<br><strong>Release date: </strong>August 27, 2026</p></div></div><p>Before playing Zero Company, Bit Reactor's debut game made by a studio founded by former Firaxis Games and <em>XCOM</em> veterans, I was concerned my lack of experience with <em>XCOM</em> would hinder my enjoyment of this new Star Wars story. But after just a few hours of taking on mercs and clankers, jumping to various planets via hyperspace, and getting to know my fellow Operators, I quickly fell in love.  </p><h2 id="learn-from-the-past-but-live-for-the-future">Learn from the past, but live for the future</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="fjX5DrhyMWBJrXWio7AhVC" name="Star Wars Zero Company REVIEW" alt="Star Wars Zero Company REVIEW screens" src="https://cdn.mos.cms.futurecdn.net/fjX5DrhyMWBJrXWio7AhVC.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bit Reactor)</span></figcaption></figure><p>What I love about Star Wars, besides the lightsabers, the expansive lore, and dark side baddies, is the seemingly unlimited opportunity for new stories within the vast galaxy, far, far away. </p><p>While Zero Company is set 20BBY during the twilight of the Clone Wars, a frequently revisited era in the franchise, this story chooses to tell a story from the perspective of someone no longer tied directly to the conflict, but has been affected by it. The fact that the player character, Hawks, is a former captain in the Grand Army of the Republic is a unique premise that initially piqued my interest; they commanded the 100th Clone Company and led a campaign that led to a Trooper massacre, Trick being declared unfit for duty due to an injury, and Hawks' dismissal. </p><p>Hawks now leads the titular covert squad on a mission to take down the paramilitary cult known as The Infinite Coil and its leader, Kundri Fathom, who are all diseased by the mysterious Shadow Plague and are slowly building their forces across the galaxy.</p><p>As Hawks and Zero Company tackle this growing threat against the backdrop of the Clone Wars, the team is also dealing with their own personal issues and the consequences of warfare, whether at the hands of the Republic or the Separatists, with the story exploring themes of justice, revenge, belonging, grief, and guilt. </p><p>It's a compelling approach with surprising twists and turns that takes the story in an unexpected direction and had my Star Wars-loving heart pounding thanks to the brilliant way Bit Reactor seamlessly blends cinematic storytelling and a brilliantly formulated combat system. </p><div  class="fancy-box"><div class="fancy_box-title">Best Bit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="XRh94UtYeicUHBEmtTo2hC" name="Star Wars Zero Company REVIEW" caption="" alt="Star Wars Zero Company REVIEW screens" src="https://cdn.mos.cms.futurecdn.net/XRh94UtYeicUHBEmtTo2hC.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Bit Reactor)</span></figcaption></figure><p class="fancy-box__body-text"><em><strong>Star Wars Zero Company</strong></em><strong>'s turn-based tactics gameplay is its best feature, offering an incredible amount of character customization that allows players to experiment with different loadouts and specializations for some immensely fun missions.</strong></p></div></div><p>This is a spoiler-free review, and I won't get into the details, but Hawks' history has<strong> </strong>interesting implications for the narrative in ways I wasn't anticipating; they're a smart, funny, sarcastic, but decisive individual, navigating being a leader who is, once again, caught up in a galactic threat. And while they're a customizable character, they feel like they belong in this universe as much as any other protagonist we've had before.</p><p>Fathom <em>herself,</em> as the primary antagonist, however, separate from Coil members you run into plenty of times, feels a bit underutilized throughout the story, and I was left with a desire to know more about her. </p><p>The majority of the campaign finds Zero Company trying to track Fathom down while she continuously eludes them and works from the shadows, which means there aren't many opportunities for the antagonist to shine on screen; it feels like wasted potential as she's a very interesting villain with a unique motivation that compliments the broader narrative, but without that extra character exploration, especially in parallel to Hawks and their development, I was left with some unanswered questions and ultimately unsatisfied.</p><h2 id="wars-are-not-won-with-superior-weapons-but-with-superior-strategy">Wars are not won with superior weapons, but with superior strategy</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="tbDjvRUxFBXeffqpVTSAnC" name="Star Wars Zero Company REVIEW" alt="Star Wars Zero Company REVIEW screens" src="https://cdn.mos.cms.futurecdn.net/tbDjvRUxFBXeffqpVTSAnC.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bit Reactor)</span></figcaption></figure><p>I stand by what I wrote in my <a href="https://www.techradar.com/gaming/star-wars-zero-company-is-xcom-set-in-a-galaxy-far-far-away-and-even-those-unfamiliar-with-turn-based-tactics-games-like-me-can-get-hooked-by-it">preview</a>: Star Wars fans with no knowledge of TBT games like <em>XCOM</em> can absolutely enjoy this game. Bit Reactor has done an excellent job making a beginner-friendly, not to mention incredibly rewarding, experience when you get accustomed to strategizing on the fly and go on to achieve win after win. </p><p>Squad appearances, tailored loudouts, and the numerous specializations on offer, be it Medic, Scoundrel, Heavy, or Scout, present an unbelievable amount of player freedom, which allows for some impressive customization, as well as what seems like an opportunity for limitless playthroughs.</p><p>This is especially true when the secondary specializations are unlocked for Zero Company; I gave my Hawks the Medic spec, which allowed an extra sense of security for playing on permadeath mode, and I was amazed by how my second spec, Gunslinger, completely refreshed battles and provided new and imaginative strategies on the battlefield.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="X9AsMySsWBk8fZpmFErMpC" name="Star Wars Zero Company REVIEW" alt="Star Wars Zero Company REVIEW screens" src="https://cdn.mos.cms.futurecdn.net/X9AsMySsWBk8fZpmFErMpC.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bit Reactor)</span></figcaption></figure><p>My squad for Tactical Missions typically included Tel because of her ranged Force abilities, and Trick, who can withstand getting Downed and can automatically revive during the next turn in battle; their Hero Talents came in handy when the mission was on the verge of failure, and their fully upgraded skill trees made them a must-have, especially for higher difficulty battles that featured a variety of enemies that are tougher than others.</p><p>Kabb also has a sick uppercut ability that lets him wollop enemies, while Luco has a sniper skill that guarantees a 100% hit; learning how these talents work, strategizing how best to spend my squad's limited three AP should have been stressful, but the process was just awesome. </p><p>Continuously maneuvering across ever-shifting and lovingly crafted isometric maps wrapped in an authentic Star Wars atmosphere, outplaying a contingent of droids, deadly Coil soldiers, and syndicate members with just wit, and mixing and matching team builds to your preference with a ton of options to experiment with; all of this offers an immensely rewarding gameplay experience that continuously delivers. </p><p>No Tactical Mission feels the same, and even when they take longer to complete because of their difficulty level—and believe me, they can take a while—it doesn't matter, because the sense of accomplishment I felt after every mission was worth the time.</p><h2 id="courage-makes-heroes-but-trust-builds-friendship">Courage makes heroes, but trust builds friendship</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="DgFzSC4AMnyTbPfCfe3AWC" name="Star Wars Zero Company REVIEW" alt="Star Wars Zero Company REVIEW screens" src="https://cdn.mos.cms.futurecdn.net/DgFzSC4AMnyTbPfCfe3AWC.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bit Reactor)</span></figcaption></figure><p>The campaign is also strengthened by Zero Company's interpersonal relationships, consisting of multiple colorful characters, including a loyal ex-Clone Trooper, a Mandalorian turned bounty hunter, a sharp-tongued Umbaran sniper, a Jedi Padawan without a Master, and more. </p><p>The game leans into role-playing game (RPG) systems by melding TBT gameplay and Bonds, a relationship approval system vital for unlocking features like new talents, focus points, and stat bonuses. Similar to Bioware's dynamic relationship system found in <em>Dragon Age</em> and <em>Mass Effect</em>, minus the romance and branching dialogue trees, Bonds are deepened by completing each character's personal questline, how you approach Operations, or how you respond in conversations. </p><p><em>Zero Company</em>'s Bond system is great, and I know it's primarily a TBT strategy game; however, I can't help but think it would have benefited even more if it went harder with the RPG mechanics, like additional dialogue choices, to really reinforce and shape those Bonds. </p><p>Characters may also have negative opinions of each other, and it's pretty fun, and essentially the key to success, to purposefully pair them together during missions to make them grow closer with the benefit of improving their loadout and unlocking new combat synergies.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="nNrcug7zQJzcUwE7qfSZDC" name="Star Wars Zero Company REVIEW" alt="Star Wars Zero Company REVIEW screens" src="https://cdn.mos.cms.futurecdn.net/nNrcug7zQJzcUwE7qfSZDC.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bit Reactor)</span></figcaption></figure><p>Outside of missions, it's pretty neat how Operators, even the ones you can create and recruit yourself, can be found around The Den having conversations and revealing a bit more behind the curtain; the switch to a third-person perspective here also brings a personal touch to these relationships, making them feel alive in their environment.</p><p>Alongside other characters like Runa and Bennic, authored Operators have so much personality with their own motivations and perspectives, with stellar performances from the ensemble cast; they're not just soldiers along for the ride, and while some pairings have more fleshed-out Bonds that are more ingrained in the main campaign than others, like Trick and Luco, they're equally memorable.</p><p>Whether it's Tel, Jae, Kabb, or particularly Trick, they feel like the backbone of the narrative and are as authentic to the Star Wars world they occupy, which is why when/if a character is killed in permadeath mode, the loss is truly felt. </p><p>This feature is a <em>must</em> if you want to up the risk factor during missions and truly heightens the stakes as you build these meaningful relationships, even if it means you'll be locked out of some pretty amazing missions if Operators die.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="SouTmtk5STmEGRfEiaFPLC" name="Star Wars Zero Company REVIEW" alt="Star Wars Zero Company REVIEW screens" src="https://cdn.mos.cms.futurecdn.net/SouTmtk5STmEGRfEiaFPLC.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bit Reactor)</span></figcaption></figure><div><blockquote><p>Bit Reactor seamlessly blends cinematic storytelling and a brilliantly formulated combat system. </p></blockquote></div><p>I had some issues during my preview session, mostly frame rate problems that took me out of the experience, but I'm happy to say performance has been vastly improved with my review copy on PC. With my mid-to-high range build, which consists of an Nvidia RTX 3060Ti graphics card and Ryzen 7 5700X 8-Core processor, the gorgeous cinematics and gameplay frame rates were consistently high, hitting 60fps the majority of the time, with the odd dip to the upper 40fp to lower 50fps range occasionally depending on how visually busy the scene is. </p><p>I also didn't encounter any significant performance snags, either. Bugs are almost non-existent, aside from a few encounters during conversations and cinematics where audio didn't sync correctly and tactical turns sometimes took a little longer to load from the enemies' side; otherwise, I had a pretty smooth experience. </p><h2 id="should-you-play-star-wars-zero-company">Should you play Star Wars Zero Company?</h2><h2 id="play-it-if-5">Play it if...</h2><div class="product"><p><strong>You're a Star Wars fan</strong><br>You'll have a great experience if you've been itching for more Clone Wars-era stories, and <em>Star Wars Zero Company</em> presents a unique premise that takes you on an adventure.</p></div><div class="product"><p><strong>You enjoy turn-based combat </strong><br>If you like the process of strategizing and adapting on a continuously shifting battlefield, you'll love <em>Star Wars Zero Company</em> and its addictive turn-based tactics gameplay.</p></div><div class="product"><p><strong>You're looking for a cinematic story</strong><br>While <em>Star Wars Zero Company</em>'s core gameplay is turn-based tactics, the game also offers gorgeous cinematic visuals with heart-pounding missions</p></div><h2 id="don-39-t-play-it-if-4">Don't play it if...</h2><div class="product"><p><strong>You don't like turn-based gameplay</strong><br>If you know you're looking for something more fast-paced and want to just experience the story, <em>Star Wars Zero Company</em> may not be for you</p></div><div class="product"><p><strong>You're looking for a shorter experience</strong><br><em>Star Wars Zero Company</em> takes between 30 and 40 hours to beat, depending on the difficulty level, and some higher-risk missions can take some time to beat</p></div><h2 id="accessibility-features-3">Accessibility features</h2><p><em>Star Wars Zero Company</em> is a bit short on accessibility features, having only standard vision settings like text size and color blind mode, as well as a motion reduction setting for on-screen action.</p><h2 id="how-i-reviewed-star-wars-zero-company">How I reviewed Star Wars Zero Company</h2><p>I spent just over 40 hours playing <em>Star Wars Zero Company</em> on my gaming PC with my <a href="https://www.techradar.com/reviews/logitech-g715-tkl">Logitech G G715</a> wireless gaming keyboard and <a href="https://www.techradar.com/computing/mice/the-logitech-g703-lightspeed-is-a-competent-gaming-mouse-but-i-couldnt-get-on-with-its-shape">Logitech G703 wireless gaming mouse</a>. I used a Gigabyte M32U gaming monitor and my <a href="https://www.techradar.com/reviews/sony-wh-ch520">Sony WH-CH520</a> wireless headphones for audio.</p><p><em>First reviewed August 2026.</em></p>
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                                                            <title><![CDATA[ 'If we stuck with the silent protagonist method, we wouldn't be able to tell this story properly' — Metro 2039 executive producer says making The Stranger a speaking protagonist 'goes hand in hand with telling a personal story' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Metro 2039</strong></em><strong> will have a speaking protagonist called The Stranger at the center of the game's story</strong></li><li><strong>Executive producer Jon Bloch says players will learn how the character feels about unfolding events</strong></li><li><strong>He adds that a silent protagonist wouldn't have allowed 4A Games to tell the story properly</strong></li></ul><p>Unlike the core <em>Metro</em> trilogy, <a href="https://www.techradar.com/gaming/there-is-a-liar-in-these-tunnels-metro-2039-gets-new-action-packed-trailer-teasing-first-person-stealth-action-gameplay-a-new-stealth-weapon-and-a-february-2027-release-window"><em>Metro 2039</em></a> will feature a new speaking protagonist, The Stranger, which allowed 4A Games to tell a darker, more personal story.</p><p>In an interview with TechRadar Gaming about the real-life impact the Russia-Ukraine war has had on the studio's upcoming game, creative director Andriy Shevchenko and executive producer Jon Bloch also touched on the sequel's new protagonist and how his motivations are at the center of the story.</p><p>"We've also gone way darker with the story," Bloch said. "It's a lot more personal story. The story is directly about our protagonist, The Stranger, about him, about his history, about the things he struggles with, about his singular motivation for what he's doing."</p><p>Artyom is the established main character of the preceding games, <em>Metro 2033</em>, <em>Metro: Last Light</em>, and <a href="https://www.techradar.com/reviews/metro-exodus-review"><em>Metro Exodus</em></a><em>, </em>and is a silent protagonist, while <em>Metro 2039</em>'s The Stranger is fully voiced, allowing players to hear his thoughts throughout.</p><p>According to Bloch, this shift enabled 4A Games to more deeply explore who the character is, how he feels about unfolding events, and "what's inside of him."</p><p>"It goes hand in hand with telling a personal story," he added. "If we stuck with the silent protagonist method, we wouldn't be able to tell this story properly."</p><p><em>Metro 2039</em> will release in February 2027 for <a href="https://www.techradar.com/reviews/ps5">PlayStation 5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, <a href="https://www.techradar.com/reviews/xbox-series-s">Xbox Series S</a>, and PC.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/if-we-stuck-with-the-silent-protagonist-method-we-wouldnt-be-able-to-tell-this-story-properly-metro-2039-executive-producer-says-making-the-stranger-a-speaking-protagonist-goes-hand-in-hand-with-telling-a-personal-story</link>
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                            <![CDATA[ Metro 2039 will feature a new speaking protagonist, The Stranger, which allowed 4A Games to tell a darker, more personal story. ]]>
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                                                                        <pubDate>Wed, 26 Aug 2026 07:30:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Rob Dwiar ]]></dc:contributor>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Metro 2039]]></media:description>                                                            <media:text><![CDATA[Metro 2039]]></media:text>
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                            <article>
                                <ul><li><em><strong>Metro 2039</strong></em><strong> will have a speaking protagonist called The Stranger at the center of the game's story</strong></li><li><strong>Executive producer Jon Bloch says players will learn how the character feels about unfolding events</strong></li><li><strong>He adds that a silent protagonist wouldn't have allowed 4A Games to tell the story properly</strong></li></ul><p>Unlike the core <em>Metro</em> trilogy, <a href="https://www.techradar.com/gaming/there-is-a-liar-in-these-tunnels-metro-2039-gets-new-action-packed-trailer-teasing-first-person-stealth-action-gameplay-a-new-stealth-weapon-and-a-february-2027-release-window"><em>Metro 2039</em></a> will feature a new speaking protagonist, The Stranger, which allowed 4A Games to tell a darker, more personal story.</p><p>In an interview with TechRadar Gaming about the real-life impact the Russia-Ukraine war has had on the studio's upcoming game, creative director Andriy Shevchenko and executive producer Jon Bloch also touched on the sequel's new protagonist and how his motivations are at the center of the story.</p><p>"We've also gone way darker with the story," Bloch said. "It's a lot more personal story. The story is directly about our protagonist, The Stranger, about him, about his history, about the things he struggles with, about his singular motivation for what he's doing."</p><p>Artyom is the established main character of the preceding games, <em>Metro 2033</em>, <em>Metro: Last Light</em>, and <a href="https://www.techradar.com/reviews/metro-exodus-review"><em>Metro Exodus</em></a><em>, </em>and is a silent protagonist, while <em>Metro 2039</em>'s The Stranger is fully voiced, allowing players to hear his thoughts throughout.</p><p>According to Bloch, this shift enabled 4A Games to more deeply explore who the character is, how he feels about unfolding events, and "what's inside of him."</p><p>"It goes hand in hand with telling a personal story," he added. "If we stuck with the silent protagonist method, we wouldn't be able to tell this story properly."</p><p><em>Metro 2039</em> will release in February 2027 for <a href="https://www.techradar.com/reviews/ps5">PlayStation 5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, <a href="https://www.techradar.com/reviews/xbox-series-s">Xbox Series S</a>, and PC.</p>
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                                                            <title><![CDATA[ Metro 2039 executive producer says the game brings back the 'spookiness' of the claustrophobic metro tunnels from the first games while also offering open world zones: 'We didn't want to ditch everything that we did in Metro Exodus' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Metro 2039</strong></em><strong> will feature the return of the claustrophobic metro tunnels </strong></li><li><strong>Executive producer Jon Bloch says the game "goes back to the roots" of the series</strong></li><li><strong>However, the team didn't want to "ditch everything that we did in </strong><em><strong>Metro Exodus,</strong></em><strong>" and the game will still offer open-world zones</strong></li></ul><p><a href="https://www.techradar.com/gaming/there-is-a-liar-in-these-tunnels-metro-2039-gets-new-action-packed-trailer-teasing-first-person-stealth-action-gameplay-a-new-stealth-weapon-and-a-february-2027-release-window"><em>Metro 2039</em></a> executive producer Jon Bloch has explained how 4A Games has balanced the return of claustrophic metro tunnels and open-world zones.</p><p>In an interview with TechRadar Gaming, Bloch explained that it was a priority to bring back the tunnels, which were mostly absent from the previous game, <a href="https://www.techradar.com/reviews/metro-exodus-review"><em>Metro Exodus</em></a>, since most of the experience takes place above ground.</p><p>"<em>Metro 2039 </em>goes back to the roots," he said, "and brings back a lot of that deep, dark, claustrophobic, thick atmosphere tunnels, like the spookiness, all that stuff that we love from those first two games."</p><p>Bloch continued, saying, "We didn't want to ditch everything that we did in <em>Metro Exodus</em> that was great and all the things that we learned. So there are different elements throughout the game. </p><p>"This game is a story-driven game. It's like we've said before, it's a very personal story. He's [The Stranger] on a singular mission, and in order to tell that kind of story, we're able to actually utilize a lot of the design methodologies from the earlier games. And in order to really make sure that the story is compelling, it's immersive."</p><p>Creative director Andriy Shevchenko added that the games are all in the same universe and the team took "the best parts" from each for <em>Metro 2039</em>, explaining that players will feel "freedom" and the danger from the open-world zones.</p><p>"Every step forward, the farther away you are from your station or from your safe place, the more dangerous it's supposed to be," Shevchenko said. "But as John mentioned, we are a story-driven game, and to drive story without bottlenecks or our pure metro corridors is almost impossible."</p><p>The developer reiterated that it's impossible to translate that sense of danger in just an open world, saying, "That's one of the reasons we're getting back to our dark underground roots."</p><p><em>Metro 2039</em> arrives in February 2027 for <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, <a href="https://www.techradar.com/reviews/xbox-series-s">Xbox Series S</a>, and PC. The developers have also confirmed that the team has prioritized optimization across all platforms, not just PC.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/metro-2039-executive-producer-says-the-game-brings-back-the-spookiness-of-the-claustrophobic-metro-tunnels-while-offering-open-world-zones-we-didnt-want-to-ditch-everything-that-we-did-in-metro-exodus</link>
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                            <![CDATA[ Metro 2039 executive producer Jon Bloch has explained how 4A Games has balanced the return of claustrophic metro tunnels and open-world zones. ]]>
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                                                                        <pubDate>Wed, 26 Aug 2026 07:30:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Rob Dwiar ]]></dc:contributor>
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                                                                                                                                                                                                                                    <media:description><![CDATA[A classic Metro video game first-person art shot showing a lighter, watch, weapon and monster in the distance at the top of some esclators]]></media:description>                                                            <media:text><![CDATA[A classic Metro video game first-person art shot showing a lighter, watch, weapon and monster in the distance at the top of some esclators]]></media:text>
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                            <![CDATA[
                            <article>
                                <ul><li><em><strong>Metro 2039</strong></em><strong> will feature the return of the claustrophobic metro tunnels </strong></li><li><strong>Executive producer Jon Bloch says the game "goes back to the roots" of the series</strong></li><li><strong>However, the team didn't want to "ditch everything that we did in </strong><em><strong>Metro Exodus,</strong></em><strong>" and the game will still offer open-world zones</strong></li></ul><p><a href="https://www.techradar.com/gaming/there-is-a-liar-in-these-tunnels-metro-2039-gets-new-action-packed-trailer-teasing-first-person-stealth-action-gameplay-a-new-stealth-weapon-and-a-february-2027-release-window"><em>Metro 2039</em></a> executive producer Jon Bloch has explained how 4A Games has balanced the return of claustrophic metro tunnels and open-world zones.</p><p>In an interview with TechRadar Gaming, Bloch explained that it was a priority to bring back the tunnels, which were mostly absent from the previous game, <a href="https://www.techradar.com/reviews/metro-exodus-review"><em>Metro Exodus</em></a>, since most of the experience takes place above ground.</p><p>"<em>Metro 2039 </em>goes back to the roots," he said, "and brings back a lot of that deep, dark, claustrophobic, thick atmosphere tunnels, like the spookiness, all that stuff that we love from those first two games."</p><p>Bloch continued, saying, "We didn't want to ditch everything that we did in <em>Metro Exodus</em> that was great and all the things that we learned. So there are different elements throughout the game. </p><p>"This game is a story-driven game. It's like we've said before, it's a very personal story. He's [The Stranger] on a singular mission, and in order to tell that kind of story, we're able to actually utilize a lot of the design methodologies from the earlier games. And in order to really make sure that the story is compelling, it's immersive."</p><p>Creative director Andriy Shevchenko added that the games are all in the same universe and the team took "the best parts" from each for <em>Metro 2039</em>, explaining that players will feel "freedom" and the danger from the open-world zones.</p><p>"Every step forward, the farther away you are from your station or from your safe place, the more dangerous it's supposed to be," Shevchenko said. "But as John mentioned, we are a story-driven game, and to drive story without bottlenecks or our pure metro corridors is almost impossible."</p><p>The developer reiterated that it's impossible to translate that sense of danger in just an open world, saying, "That's one of the reasons we're getting back to our dark underground roots."</p><p><em>Metro 2039</em> arrives in February 2027 for <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, <a href="https://www.techradar.com/reviews/xbox-series-s">Xbox Series S</a>, and PC. The developers have also confirmed that the team has prioritized optimization across all platforms, not just PC.</p>
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                                                            <title><![CDATA[ Metro 2039 creative director shares how the Russia-Ukraine war has affected the game, says there are 'no gray zones' in the story and 'we are not afraid to call evil evil' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Metro 2039</strong></em><strong> creative director Andriy Shevchenko discusses how the Russia-Ukraine war has impacted the game</strong></li><li><strong>The developer says, "We are not afraid to call evil evil"</strong></li><li><strong>He adds that there are "no gray zones" in the story</strong></li></ul><p><a href="https://www.techradar.com/gaming/there-is-a-liar-in-these-tunnels-metro-2039-gets-new-action-packed-trailer-teasing-first-person-stealth-action-gameplay-a-new-stealth-weapon-and-a-february-2027-release-window"><em>Metro 2039</em></a> creative director Andriy Shevchenko has shared how the events of the Russia-Ukraine war have manifested in the upcoming first-person shooter.</p><p>The next installment in the <em>Metro</em> series was revealed earlier this year and is expected to deliver another dark survival story set in the heart of the Moscow metro, where the last survivors of the nuclear apocalypse struggle to exist.</p><p>At the time, Bloch <a href="https://www.techradar.com/gaming/metros-unique-flavor-of-post-apocalyptic-bleakness-and-misery-is-back-in-metro-2039-and-i-cant-wait-to-return-to-the-dark-heart-of-the-moscow-metro-where-hope-is-lost-the-future-looks-bleak-if-there-is-one">explained</a> that the team at Ukrainian studio 4A Games had everything planned for the next chapter, until it all changed in 2020, and "more significantly in 2022" with Russia's invasion of Ukraine. </p><p>As a result, the studio "changed the story to be even more about choices, actions, consequences, and what you have to pay to have a future."</p><p>"Now war is our reality, and our message has shifted to be about the circumstance, the cost of silence, the horrors of tyranny, and the price of freedom," Shevchenko said.</p><p>Now, in a new interview with TechRadar Gaming alongside executive producer Jon Bloch, the developers explained how the real-life impact of the ongoing war has influenced the game's messaging and the story's moral core.</p><p>"We are not afraid to call evil evil," Shevchenko said. "If you see evil, we now have a protagonist [The Stranger] who can talk, who can share his own thoughts. He will call this character, this situation, this story element evil. It is bad. And there are no gray zones."</p><p>While neither could delve into the details, the creative director said the game will feature enemies, and the antagonist, Führer Hunter, has enemies as well, and "the enemies must be destroyed from both sides."</p><p>"But who is your enemy?" he teased.</p><p><em>Metro 2039</em> is slated to launch in February 2027 for <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, <a href="https://www.techradar.com/reviews/xbox-series-s">Xbox Series S</a>, and PC.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/metro-2039-creative-director-shares-how-the-impact-of-the-ukraine-russia-war-has-affected-the-game-says-there-are-no-gray-zones-in-the-story-and-we-are-not-afraid-to-call-evil-evil</link>
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                            <![CDATA[ 4A Games has shared how the events of the Russia-Ukraine war have manifested in its upcoming first-person shooter, Metro 2039. ]]>
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                                                                        <pubDate>Wed, 26 Aug 2026 07:05:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Rob Dwiar ]]></dc:contributor>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Metro 2039]]></media:description>                                                            <media:text><![CDATA[Metro 2039]]></media:text>
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                            <![CDATA[
                            <article>
                                <ul><li><em><strong>Metro 2039</strong></em><strong> creative director Andriy Shevchenko discusses how the Russia-Ukraine war has impacted the game</strong></li><li><strong>The developer says, "We are not afraid to call evil evil"</strong></li><li><strong>He adds that there are "no gray zones" in the story</strong></li></ul><p><a href="https://www.techradar.com/gaming/there-is-a-liar-in-these-tunnels-metro-2039-gets-new-action-packed-trailer-teasing-first-person-stealth-action-gameplay-a-new-stealth-weapon-and-a-february-2027-release-window"><em>Metro 2039</em></a> creative director Andriy Shevchenko has shared how the events of the Russia-Ukraine war have manifested in the upcoming first-person shooter.</p><p>The next installment in the <em>Metro</em> series was revealed earlier this year and is expected to deliver another dark survival story set in the heart of the Moscow metro, where the last survivors of the nuclear apocalypse struggle to exist.</p><p>At the time, Bloch <a href="https://www.techradar.com/gaming/metros-unique-flavor-of-post-apocalyptic-bleakness-and-misery-is-back-in-metro-2039-and-i-cant-wait-to-return-to-the-dark-heart-of-the-moscow-metro-where-hope-is-lost-the-future-looks-bleak-if-there-is-one">explained</a> that the team at Ukrainian studio 4A Games had everything planned for the next chapter, until it all changed in 2020, and "more significantly in 2022" with Russia's invasion of Ukraine. </p><p>As a result, the studio "changed the story to be even more about choices, actions, consequences, and what you have to pay to have a future."</p><p>"Now war is our reality, and our message has shifted to be about the circumstance, the cost of silence, the horrors of tyranny, and the price of freedom," Shevchenko said.</p><p>Now, in a new interview with TechRadar Gaming alongside executive producer Jon Bloch, the developers explained how the real-life impact of the ongoing war has influenced the game's messaging and the story's moral core.</p><p>"We are not afraid to call evil evil," Shevchenko said. "If you see evil, we now have a protagonist [The Stranger] who can talk, who can share his own thoughts. He will call this character, this situation, this story element evil. It is bad. And there are no gray zones."</p><p>While neither could delve into the details, the creative director said the game will feature enemies, and the antagonist, Führer Hunter, has enemies as well, and "the enemies must be destroyed from both sides."</p><p>"But who is your enemy?" he teased.</p><p><em>Metro 2039</em> is slated to launch in February 2027 for <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, <a href="https://www.techradar.com/reviews/xbox-series-s">Xbox Series S</a>, and PC.</p>
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                                                            <title><![CDATA[ 'The entire audio system has been rebuilt' — Metro 2039 executive producer says sound has been 'reimagined in a way to really support thick, dense atmosphere' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Executive producer Jon Bloch reveals </strong><em><strong>Metro 2039</strong></em><strong>'s audio system has been rebuilt and "reimagined"</strong></li><li><strong>Bloch says the new system supports the game's "dense atmosphere"</strong></li><li><strong>4A Games' newest game engine also offers a sense of realism in both visuals and audio</strong></li></ul><p>4A Games has confirmed that <a href="https://www.techradar.com/gaming/there-is-a-liar-in-these-tunnels-metro-2039-gets-new-action-packed-trailer-teasing-first-person-stealth-action-gameplay-a-new-stealth-weapon-and-a-february-2027-release-window"><em>Metro 2039</em></a>'s audio system has been rebuilt to offer a deeper sense of immersion.  </p><p>In an interview with TechRadar Gaming, where creative director Andriy Shevchenko and executive producer Jon Bloch discussed <em>Metro 3039</em> at length, the pair revealed that the newest version of the studio's engine has allowed the team to take things to the next level, whether that's improving the visual density of the game, having full ray-tracing, or an overhauled audio system.</p><p>When asked how the audio design is key to bringing the game's post-apocalyptic world to life, Bloch called it "hugely important," and said the audio team will come in after the level designers have completed their work to add in all the effects players will hear.</p><p>"They need to see what elements are in there," Bloch explained. "If there's water that needs to be dripping or, you know, if there's a machine in the corner, like that kind of stuff, like they have to wait for level artists to do their thing first.</p><p>"But it's hugely important, and it's one of the reasons why we spend so much time and energy overhauling the audio system; the entire audio system has been rebuilt."</p><p>Bloch continued, explaining that the audio system hasn't necessarily been built from the ground up, but built upon and "reimagined in a way to really support thick, dense atmosphere" on top of the refined visuals.</p><p>"The audio system is more dense," the developer said. "There's a lot more going on. There are a lot more things you can hear. There's a lot more variety when it comes to, you know, even simple things like footsteps on different materials on the ground. Every bush makes a sound when you touch it.</p><p>"The dynamics of how the player moves and what you hear in his equipment and his suit, like things that might normally be forgotten as a really important thing in some games, like the level of detail, the granularity that the audio department can get to is more than we've ever been able to do in <em>Metro</em> games, certainly."</p><p><em>Metro 2039</em> launches in February 2027 for <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, <a href="https://www.techradar.com/reviews/xbox-series-s">Xbox Series S</a>, and PC.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/the-entire-audio-system-has-been-rebuilt-metro-2039-executive-producer-says-sound-has-been-reimagined-in-a-way-to-really-support-thick-dense-atmosphere</link>
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                            <![CDATA[ 4A Games has confirmed that Metro 2039's audio system has been rebuilt to offer a deeper sense of immersion. ]]>
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                                                                        <pubDate>Wed, 26 Aug 2026 07:05:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Rob Dwiar ]]></dc:contributor>
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                                <ul><li><strong>Executive producer Jon Bloch reveals </strong><em><strong>Metro 2039</strong></em><strong>'s audio system has been rebuilt and "reimagined"</strong></li><li><strong>Bloch says the new system supports the game's "dense atmosphere"</strong></li><li><strong>4A Games' newest game engine also offers a sense of realism in both visuals and audio</strong></li></ul><p>4A Games has confirmed that <a href="https://www.techradar.com/gaming/there-is-a-liar-in-these-tunnels-metro-2039-gets-new-action-packed-trailer-teasing-first-person-stealth-action-gameplay-a-new-stealth-weapon-and-a-february-2027-release-window"><em>Metro 2039</em></a>'s audio system has been rebuilt to offer a deeper sense of immersion.  </p><p>In an interview with TechRadar Gaming, where creative director Andriy Shevchenko and executive producer Jon Bloch discussed <em>Metro 3039</em> at length, the pair revealed that the newest version of the studio's engine has allowed the team to take things to the next level, whether that's improving the visual density of the game, having full ray-tracing, or an overhauled audio system.</p><p>When asked how the audio design is key to bringing the game's post-apocalyptic world to life, Bloch called it "hugely important," and said the audio team will come in after the level designers have completed their work to add in all the effects players will hear.</p><p>"They need to see what elements are in there," Bloch explained. "If there's water that needs to be dripping or, you know, if there's a machine in the corner, like that kind of stuff, like they have to wait for level artists to do their thing first.</p><p>"But it's hugely important, and it's one of the reasons why we spend so much time and energy overhauling the audio system; the entire audio system has been rebuilt."</p><p>Bloch continued, explaining that the audio system hasn't necessarily been built from the ground up, but built upon and "reimagined in a way to really support thick, dense atmosphere" on top of the refined visuals.</p><p>"The audio system is more dense," the developer said. "There's a lot more going on. There are a lot more things you can hear. There's a lot more variety when it comes to, you know, even simple things like footsteps on different materials on the ground. Every bush makes a sound when you touch it.</p><p>"The dynamics of how the player moves and what you hear in his equipment and his suit, like things that might normally be forgotten as a really important thing in some games, like the level of detail, the granularity that the audio department can get to is more than we've ever been able to do in <em>Metro</em> games, certainly."</p><p><em>Metro 2039</em> launches in February 2027 for <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, <a href="https://www.techradar.com/reviews/xbox-series-s">Xbox Series S</a>, and PC.</p>
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                                                            <title><![CDATA[ 'The most striking on the surface thing is going to be the density of what you see' — Metro 2039 creative director says the game's new engine allows 'billions' of objects, whereas Metro Exodus allowed up to 30 million ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Metro 2039</strong></em><strong> creative director Andriy Shevchenko says the new game engine allows for "billions" of objects</strong></li><li><strong>Executive producer Jon Bloch reveals it enables 4A Games to create a realistic and dense world</strong></li><li><strong>Bloch says the team is working to optimize the game for lower-spec, as well as high-spec, systems</strong></li></ul><p><a href="https://www.techradar.com/gaming/there-is-a-liar-in-these-tunnels-metro-2039-gets-new-action-packed-trailer-teasing-first-person-stealth-action-gameplay-a-new-stealth-weapon-and-a-february-2027-release-window"><em>Metro 2039</em></a> creative director Andriy Shevchenko has revealed that 4A Games' latest game engine allows for "billions" of assets to create a dense, realistic world.</p><p>In a new interview with TechRadar Gaming, Shevchenko, alongside executive producer Jon Bloch, discussed how the new engine enabled the team to overhaul the game's audio system, enhance ray-tracing, and improve visual immersion by increasing the density of objects and characters.</p><p>"We're able to push so much more into the world to make it that much more realistic, that much more alive feeling, that much more tactile," Bloch said, adding that these improvements also come with challenges of balancing these features and ensuring the game is "performant."</p><p>"I would say probably the most striking on the surface thing is going to be the density of what you see in the picture of all the objects," he said.</p><p>Shevchenko added that during the development of <em>Metro Exodus</em>, the game engine could support up to 30 million objects, but it supports "billions of objects" for <em>Metro 2039</em>.</p><p>"It's all to give freedom for level art, level design, all [the] people working on this level, [to] do whatever you want," the creative director said. "We have almost endless limits. And we are reaching these limits every time."</p><p>As Bloch said, these impressive technical leaps also come with challenges, with Shevchenko explaining that there's some "black magic of balancing" and "getting rid of something really unnecessary and focusing on really cool things. But it's a really user-friendly engine," with "limits only in your head."</p><p><em>Metro 2039</em> will be multiplatform, launching on <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, <a href="https://www.techradar.com/reviews/xbox-series-s">Xbox Series S</a>, and PC, and Bloch explained that it's one of the team's priorities to make sure the game is optimized across all platforms.</p><p>"We don't develop on PC and then port later to consoles," he said. "We're developing constantly across everything that we're going to support. So from day one, we're running on console, and so we're keeping all that in mind. </p><p>"We're optimising to the low end, to the lowest spec, and then also trying to push things as far as we can with the other platforms that allow us to push, particularly obviously with PC when new kinds of video cards come out; we're like, 'Oh, what can we do with this now?' While still making sure that the lower-spec hardware can still handle things."</p><p><em>Metro 2039</em> arrives in February 2027.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/the-most-striking-on-the-surface-thing-is-going-to-be-the-density-of-what-you-see-metro-2039-creative-director-says-the-games-new-engine-allows-billions-of-objects-whereas-metro-exodus-allowed-up-to-30-million</link>
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                            <![CDATA[ Metro 2039 creative director Andriy Shevchenko has revealed that 4A Games' latest game engine allows "billions" of objects to create a dense, realistic world. ]]>
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                                                                        <pubDate>Wed, 26 Aug 2026 07:05:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
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                                <ul><li><em><strong>Metro 2039</strong></em><strong> creative director Andriy Shevchenko says the new game engine allows for "billions" of objects</strong></li><li><strong>Executive producer Jon Bloch reveals it enables 4A Games to create a realistic and dense world</strong></li><li><strong>Bloch says the team is working to optimize the game for lower-spec, as well as high-spec, systems</strong></li></ul><p><a href="https://www.techradar.com/gaming/there-is-a-liar-in-these-tunnels-metro-2039-gets-new-action-packed-trailer-teasing-first-person-stealth-action-gameplay-a-new-stealth-weapon-and-a-february-2027-release-window"><em>Metro 2039</em></a> creative director Andriy Shevchenko has revealed that 4A Games' latest game engine allows for "billions" of assets to create a dense, realistic world.</p><p>In a new interview with TechRadar Gaming, Shevchenko, alongside executive producer Jon Bloch, discussed how the new engine enabled the team to overhaul the game's audio system, enhance ray-tracing, and improve visual immersion by increasing the density of objects and characters.</p><p>"We're able to push so much more into the world to make it that much more realistic, that much more alive feeling, that much more tactile," Bloch said, adding that these improvements also come with challenges of balancing these features and ensuring the game is "performant."</p><p>"I would say probably the most striking on the surface thing is going to be the density of what you see in the picture of all the objects," he said.</p><p>Shevchenko added that during the development of <em>Metro Exodus</em>, the game engine could support up to 30 million objects, but it supports "billions of objects" for <em>Metro 2039</em>.</p><p>"It's all to give freedom for level art, level design, all [the] people working on this level, [to] do whatever you want," the creative director said. "We have almost endless limits. And we are reaching these limits every time."</p><p>As Bloch said, these impressive technical leaps also come with challenges, with Shevchenko explaining that there's some "black magic of balancing" and "getting rid of something really unnecessary and focusing on really cool things. But it's a really user-friendly engine," with "limits only in your head."</p><p><em>Metro 2039</em> will be multiplatform, launching on <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, <a href="https://www.techradar.com/reviews/xbox-series-s">Xbox Series S</a>, and PC, and Bloch explained that it's one of the team's priorities to make sure the game is optimized across all platforms.</p><p>"We don't develop on PC and then port later to consoles," he said. "We're developing constantly across everything that we're going to support. So from day one, we're running on console, and so we're keeping all that in mind. </p><p>"We're optimising to the low end, to the lowest spec, and then also trying to push things as far as we can with the other platforms that allow us to push, particularly obviously with PC when new kinds of video cards come out; we're like, 'Oh, what can we do with this now?' While still making sure that the lower-spec hardware can still handle things."</p><p><em>Metro 2039</em> arrives in February 2027.</p>
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                                                            <title><![CDATA[ Get ready for even more game reveals — here's how to watch the Future Games Show at Gamescom 2026 ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>The Future Games Show will return with three digital showcases at Gamescom 2026</strong></li><li><strong>It will air on August 26, offering a look at over 40 games</strong></li><li><strong>FGS Live From Gamescom will immediately follow, and the FGS Best Of Gamescom will return on August 30</strong></li></ul><p><a href="https://www.techradar.com/news/live/gamescom-opening-night-live-2026">Opening Night Live</a> has officially wrapped, but there's plenty more to come from Gamescom 2026, as the Future Games Show will return with three digital showcases — here's how you can watch. </p><p>Future Games Show at Gamescom is the first of the three broadcasts and will air the same day the industry event kicks off, on August 26 at 10AM PDT / 1PM EDT / 6PM BST / 7PM CEST / 1AM CST.</p><p>You can tune in to the digital showcase at <a href="https://www.twitch.tv/futuregamesshow" target="_blank">Twitch</a>, <a href="https://www.youtube.com/@FutureGamesShow" target="_blank">YouTube</a>, <a href="https://x.com/FutureGamesShow" target="_blank">X</a>, <a href="https://www.tiktok.com/@futuregamesshow" target="_blank">TikTok</a>, <a href="https://www.facebook.com/gamesradarplus/" target="_blank">Facebook,</a> and <a href="https://www.gamesradar.com/" target="_blank">GamesRadar+</a>.</p><p>Hosted by <a href="https://www.techradar.com/gaming/resident-evil-requiem-review"><em>Resident Evil Requiem</em></a> stars Nick Apostolides and Angela Sant’Albano, fans can expect a guide through more than 40 games, including 13 world premieres, exclusive reveals, and developer deep dives "from some of the industry’s most exciting and creative studios."</p><p>Some of those include a behind-the-scenes look at <em>Tides of Annihilation</em> from Eclipse Glow Games, a closer look at samurai swordplay action game <a href="https://www.techradar.com/gaming/onimusha-way-of-the-sword-preview-gamescom-2025"><em>Onimusha: Way of the Sword</em></a>, a new trailer for <em>Moonlighter 2: The Endless Vault</em> from Digital Sun Games, and a trailer for <em>Trees Hate You</em>, a comedy adventure, and many more.</p><p>FGS Live From Gamescom will immediately follow the main showcase on August 26, hosted by FGS channel presenters Nathan and Jules, and feature more world premieres, trailers, news, and interviews from the Gamescom Koelnmesse convention centre. </p><p>This includes <em>Apart</em>, a new third-person adventure horror game from Turnkey Games; <em>Nivalis Nights</em>, a slice-of-life sim set in a cyberpunk city; a cozy coop horror game called <em>Haunted Paws</em>; <em>We Are So Cooked</em>, a 1-4 player co-op physics-stealth game; and the sequel to retro first-person shooter (FPS) <em>Warhammer 40,000: Boltgun</em>.</p><p>Finally, FGS Best Of Gamescom will return on August 30 at 10AM PDT / 1PM EDT / 6PM BST / 7PM CEST / 1AM CST, and bring viewers the "best of" the Gamescom show floor, including gameplay demos, booth tours, exclusive developer interviews, and a recap of all the week’s biggest announcements.    </p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/get-ready-for-even-more-game-reveals-heres-how-to-watch-the-future-games-show-at-gamescom-2026</link>
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                            <![CDATA[ The Future Games Show returns with three digital showcases at Gamescom 2026 — here's how you can watch. ]]>
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                                                                        <pubDate>Tue, 25 Aug 2026 21:17:41 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
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                            <![CDATA[
                            <article>
                                <ul><li><strong>The Future Games Show will return with three digital showcases at Gamescom 2026</strong></li><li><strong>It will air on August 26, offering a look at over 40 games</strong></li><li><strong>FGS Live From Gamescom will immediately follow, and the FGS Best Of Gamescom will return on August 30</strong></li></ul><p><a href="https://www.techradar.com/news/live/gamescom-opening-night-live-2026">Opening Night Live</a> has officially wrapped, but there's plenty more to come from Gamescom 2026, as the Future Games Show will return with three digital showcases — here's how you can watch. </p><p>Future Games Show at Gamescom is the first of the three broadcasts and will air the same day the industry event kicks off, on August 26 at 10AM PDT / 1PM EDT / 6PM BST / 7PM CEST / 1AM CST.</p><p>You can tune in to the digital showcase at <a href="https://www.twitch.tv/futuregamesshow" target="_blank">Twitch</a>, <a href="https://www.youtube.com/@FutureGamesShow" target="_blank">YouTube</a>, <a href="https://x.com/FutureGamesShow" target="_blank">X</a>, <a href="https://www.tiktok.com/@futuregamesshow" target="_blank">TikTok</a>, <a href="https://www.facebook.com/gamesradarplus/" target="_blank">Facebook,</a> and <a href="https://www.gamesradar.com/" target="_blank">GamesRadar+</a>.</p><p>Hosted by <a href="https://www.techradar.com/gaming/resident-evil-requiem-review"><em>Resident Evil Requiem</em></a> stars Nick Apostolides and Angela Sant’Albano, fans can expect a guide through more than 40 games, including 13 world premieres, exclusive reveals, and developer deep dives "from some of the industry’s most exciting and creative studios."</p><p>Some of those include a behind-the-scenes look at <em>Tides of Annihilation</em> from Eclipse Glow Games, a closer look at samurai swordplay action game <a href="https://www.techradar.com/gaming/onimusha-way-of-the-sword-preview-gamescom-2025"><em>Onimusha: Way of the Sword</em></a>, a new trailer for <em>Moonlighter 2: The Endless Vault</em> from Digital Sun Games, and a trailer for <em>Trees Hate You</em>, a comedy adventure, and many more.</p><p>FGS Live From Gamescom will immediately follow the main showcase on August 26, hosted by FGS channel presenters Nathan and Jules, and feature more world premieres, trailers, news, and interviews from the Gamescom Koelnmesse convention centre. </p><p>This includes <em>Apart</em>, a new third-person adventure horror game from Turnkey Games; <em>Nivalis Nights</em>, a slice-of-life sim set in a cyberpunk city; a cozy coop horror game called <em>Haunted Paws</em>; <em>We Are So Cooked</em>, a 1-4 player co-op physics-stealth game; and the sequel to retro first-person shooter (FPS) <em>Warhammer 40,000: Boltgun</em>.</p><p>Finally, FGS Best Of Gamescom will return on August 30 at 10AM PDT / 1PM EDT / 6PM BST / 7PM CEST / 1AM CST, and bring viewers the "best of" the Gamescom show floor, including gameplay demos, booth tours, exclusive developer interviews, and a recap of all the week’s biggest announcements.    </p>
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                                                            <title><![CDATA[ 'We wanted to go out with a bang' — Geralt returns in The Witcher 3: Wild Hunt - Songs of the Past's new trailer, promising a final action-packed journey ahead of The Witcher 4 ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>The first trailer for </strong><em><strong>The Witcher 3: Wild Hunt -</strong></em><strong> </strong><em><strong>Songs of the Past</strong></em><strong> has been revealed at Gamescom</strong></li><li><strong>The trailer showcases Geralt, a new region, monsters, and a weapon</strong></li><li><strong>CD Projekt Red level design lead Miles Tost confirms, "This is Geralt's last adventure before we pass the torch on to Ciri" in </strong><em><strong>The Witcher 4</strong></em></li></ul><p>CD Projekt Red has unveiled the first look at <a href="https://www.techradar.com/gaming/investing-in-this-one-simple-skill-in-the-witcher-3-has-made-my-10-year-anniversary-playthrough-so-much-better-and-it-needs-to-be-in-the-witcher-4"><em>The Witcher 3: Wild Hunt</em></a>'s third and final expansion, <em>Songs of the Past,</em> and it looks incredible.</p><p><em>Songs of the Past</em>, which is being co-developed with Fool’s Theory, a studio whose leadership is made up of <em>The</em> <em>Witcher 3</em> veterans, was revealed during Opening Night Live at Gamescom. While we still don't have a specific release date, the expansion's first trailer gave us a taste of what to look forward to.</p><p>We see Geralt of Rivia returning for a brand-new journey as he explores a new region, Letten, takes on creepy monsters, and wields a new chain weapon that can grapple enemies, first showcased in the first <em>Witcher </em>game.</p><p>CDPR Level design lead Miles Tost took to the stage during Opening Night Live at Gamescom to share a few more details about the game, including what players can expect.</p><p>"We had this idea for one more story with Geralt for a while, but we couldn't quite figure out how to fit it into our busy schedule," Tost said. "Luckily, our friends from Fool's Theory and they hired a bunch of old veteran Witcher three developers, including my mentor, Peter Jennings, and here we are today."</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/SB3siHVCHpY" allowfullscreen></iframe></div></div><p>He continued, saying, "This is Geralt's last adventure before we pass the torch on to Ciri, and we wanted to go out with a bang. So this chain is a weapon that is new in the game, but many people, perhaps hardcore Witcher fans, will realize that this is a weapon we first showed in <em>The Witcher 1</em> intro, and we will talk about that in many more things here at Gamescom."</p><p>On Letten, Tost called it "a whole new, unique region that has a unique identity," filled with quests, new monsters, adventures, and exploration. </p><p>"Just like the things that <em>Witcher</em> fans love," he said. "But it's an almost uncannily idyllic place that, however, has a dark secret lurking just underneath the surface. And as it is a <em>Witcher</em> game, this kind of secret requires a true professional witcher to solve."</p><p>Alongside the expansion trailer, the studio also <a href="https://www.techradar.com/gaming/the-witcher-3-wild-hunt-remastered-is-a-free-upgrade-with-revamped-gameplay-systems-heres-everything-confirmed-at-the-onl-reveal">announced <em>The Witcher 3: Wild Hunt Remastered</em></a>, a free upgrade featuring all-new improvements and revamped gameplay features, arriving on September 29 for all platforms.</p><p>The developer also confirmed that all those features will be in <em>Songs of the Past</em> as well.</p><p><em>The Witcher 3: Wild Hunt - Songs of the Past</em> is slated to launch in 2027, followed by <a href="https://www.techradar.com/gaming/let-the-team-cook-it-will-be-worth-the-wait-cd-proket-red-confirms-the-witcher-4-is-targeting-a-2028-launch"><em>The Witcher 4</em>, which CDPR has confirmed is targeting a 2028 release window</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/we-wanted-to-go-out-with-a-bang-geralt-returns-in-the-witcher-3-wild-hunt-songs-of-the-pasts-new-trailer-promising-a-final-action-packed-journey-ahead-of-the-witcher-4</link>
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                            <![CDATA[ CD Projekt Red has unveiled the first look at The Witcher 3: Wild Hunt's third and final expansion, Songs of the Past, and it looks incredible. ]]>
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                                                                        <pubDate>Tue, 25 Aug 2026 21:02:48 +0000</pubDate>                                                                                                                                <updated>Thu, 03 Sep 2026 08:30:39 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[The Witcher 3: Wild Hunt - Songs of the Past]]></media:description>                                                            <media:text><![CDATA[The Witcher 3: Wild Hunt - Songs of the Past]]></media:text>
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                                <ul><li><strong>The first trailer for </strong><em><strong>The Witcher 3: Wild Hunt -</strong></em><strong> </strong><em><strong>Songs of the Past</strong></em><strong> has been revealed at Gamescom</strong></li><li><strong>The trailer showcases Geralt, a new region, monsters, and a weapon</strong></li><li><strong>CD Projekt Red level design lead Miles Tost confirms, "This is Geralt's last adventure before we pass the torch on to Ciri" in </strong><em><strong>The Witcher 4</strong></em></li></ul><p>CD Projekt Red has unveiled the first look at <a href="https://www.techradar.com/gaming/investing-in-this-one-simple-skill-in-the-witcher-3-has-made-my-10-year-anniversary-playthrough-so-much-better-and-it-needs-to-be-in-the-witcher-4"><em>The Witcher 3: Wild Hunt</em></a>'s third and final expansion, <em>Songs of the Past,</em> and it looks incredible.</p><p><em>Songs of the Past</em>, which is being co-developed with Fool’s Theory, a studio whose leadership is made up of <em>The</em> <em>Witcher 3</em> veterans, was revealed during Opening Night Live at Gamescom. While we still don't have a specific release date, the expansion's first trailer gave us a taste of what to look forward to.</p><p>We see Geralt of Rivia returning for a brand-new journey as he explores a new region, Letten, takes on creepy monsters, and wields a new chain weapon that can grapple enemies, first showcased in the first <em>Witcher </em>game.</p><p>CDPR Level design lead Miles Tost took to the stage during Opening Night Live at Gamescom to share a few more details about the game, including what players can expect.</p><p>"We had this idea for one more story with Geralt for a while, but we couldn't quite figure out how to fit it into our busy schedule," Tost said. "Luckily, our friends from Fool's Theory and they hired a bunch of old veteran Witcher three developers, including my mentor, Peter Jennings, and here we are today."</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/SB3siHVCHpY" allowfullscreen></iframe></div></div><p>He continued, saying, "This is Geralt's last adventure before we pass the torch on to Ciri, and we wanted to go out with a bang. So this chain is a weapon that is new in the game, but many people, perhaps hardcore Witcher fans, will realize that this is a weapon we first showed in <em>The Witcher 1</em> intro, and we will talk about that in many more things here at Gamescom."</p><p>On Letten, Tost called it "a whole new, unique region that has a unique identity," filled with quests, new monsters, adventures, and exploration. </p><p>"Just like the things that <em>Witcher</em> fans love," he said. "But it's an almost uncannily idyllic place that, however, has a dark secret lurking just underneath the surface. And as it is a <em>Witcher</em> game, this kind of secret requires a true professional witcher to solve."</p><p>Alongside the expansion trailer, the studio also <a href="https://www.techradar.com/gaming/the-witcher-3-wild-hunt-remastered-is-a-free-upgrade-with-revamped-gameplay-systems-heres-everything-confirmed-at-the-onl-reveal">announced <em>The Witcher 3: Wild Hunt Remastered</em></a>, a free upgrade featuring all-new improvements and revamped gameplay features, arriving on September 29 for all platforms.</p><p>The developer also confirmed that all those features will be in <em>Songs of the Past</em> as well.</p><p><em>The Witcher 3: Wild Hunt - Songs of the Past</em> is slated to launch in 2027, followed by <a href="https://www.techradar.com/gaming/let-the-team-cook-it-will-be-worth-the-wait-cd-proket-red-confirms-the-witcher-4-is-targeting-a-2028-launch"><em>The Witcher 4</em>, which CDPR has confirmed is targeting a 2028 release window</a>.</p>
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                                                            <title><![CDATA[ The Witcher 3: Wild Hunt Remastered is a free upgrade with revamped gameplay systems — here's everything confirmed at the ONL reveal ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>The Witcher 3: Wild Hunt Remastered</strong></em><strong> has been announced</strong></li><li><strong>The free upgrade arrives on September 29 for all platforms</strong></li><li><strong>This remastered version features up to 40 new visual and gameplay improvements</strong></li></ul><p>CD Projekt Red has announced <a href="https://www.techradar.com/gaming/investing-in-this-one-simple-skill-in-the-witcher-3-has-made-my-10-year-anniversary-playthrough-so-much-better-and-it-needs-to-be-in-the-witcher-4"><em>The Witcher 3: Wild Hunt</em></a><em> Remastered</em>, a free upgrade featuring all-new improvements and revamped gameplay features for its blockbuster RPG game.</p><p>Revealed during <a href="https://www.techradar.com/gaming/everything-announced-atgamescom-opening-night-live-2026">Opening Night Live</a> at Gamescom 2026, <em>The Witcher 3: Wild Hunt Remastered</em> will arrive next month on September 29 for all available platforms and is free for current owners of the game. On top of that, players who own only the base game can claim the two included expansions, <em>Hearts of Stone</em> and <em>Blood and Wine</em>, at no extra cost.</p><p>The news came as a shock to fans, and the gameplay trailer is filled with too many brand-new features to count; even from the footage, you can tell there are some big visual and technical differences, and I can't wait to start another playthrough.</p><p>To make everything easier, I've put together a list below of every single new improvement mentioned in the trailer, whether it's upgraded visuals, a revamped combat system, new monster behaviour, or PlayStation 5 Pro support. Seriously, there's a lot!</p><h2 id="what-39-s-included-in-the-witcher-3-wild-hunt-remastered">What's included in The Witcher 3: Wild Hunt Remastered?</h2><ul><li><em>Hearts of Stone</em> and <em>Blood and Wine</em> expansions (at no extra cost if you don't own them)</li><li>Upgraded visuals</li><li>Enhanced combat</li><li>Improved traversal and movement</li><li>New witcher Signs FX</li><li>Revamped mount handling</li><li>Enhanced monster behaviours</li><li>A skill tree revamp</li><li>Transmogrification</li><li>Expanded photo mode</li><li>New finishers</li><li>Cross-platform mod support</li><li>Immersive meditation</li><li>Refined animations</li><li>New quest tracking</li><li>UI improvements</li><li>Looting rework</li><li>Refreshed motion blur</li><li>New accessibility features</li><li>Updated textures</li><li>Foliage shading rework</li><li>Tutorial modernization</li><li>HDR improvements</li><li>GTAO</li><li>Improved menu navigation</li><li>Global lighting rework</li><li>New shading model</li><li>Subsurface scattering</li><li>New tone mapper</li><li>PlayStation 5 Pro support</li><li>Xbox Play Anywhere support</li><li>Nintendo Switch 2 exclusive features</li><li>Nvdia DLSS 4.5</li><li>AMD FSR 4</li><li>Intel XESS 2.0</li><li>Path tracing on PC</li><li>Ray reconstruction on PC</li><li>Raytraced hair</li><li>Native DX12</li><li>Rendering parallelization</li></ul><p>The announcement also came right before CDPR showcased the game's third and final major expansion, <em>Songs of the Past</em>, which is due to launch in 2027. </p><p>Elsewhere, fans can also look forward to <a href="https://www.techradar.com/gaming/let-the-team-cook-it-will-be-worth-the-wait-cd-proket-red-confirms-the-witcher-4-is-targeting-a-2028-launch"><em>The Witcher 4</em>, which CDPR has confirmed is targeting a 2028 release window</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/the-witcher-3-wild-hunt-remastered-is-a-free-upgrade-with-revamped-gameplay-systems-heres-everything-confirmed-at-the-onl-reveal</link>
                                                                            <description>
                            <![CDATA[ CD Projekt Red has announced The Witcher 3: Wild Hunt Remastered, a free upgrade featuring all-new improvements and revamped gameplay features. ]]>
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                                                                        <pubDate>Tue, 25 Aug 2026 20:33:20 +0000</pubDate>                                                                                                                                <updated>Tue, 25 Aug 2026 21:11:32 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[The Witcher 3: Wild Hunt Remastered]]></media:description>                                                            <media:text><![CDATA[The Witcher 3: Wild Hunt Remastered]]></media:text>
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                                <ul><li><em><strong>The Witcher 3: Wild Hunt Remastered</strong></em><strong> has been announced</strong></li><li><strong>The free upgrade arrives on September 29 for all platforms</strong></li><li><strong>This remastered version features up to 40 new visual and gameplay improvements</strong></li></ul><p>CD Projekt Red has announced <a href="https://www.techradar.com/gaming/investing-in-this-one-simple-skill-in-the-witcher-3-has-made-my-10-year-anniversary-playthrough-so-much-better-and-it-needs-to-be-in-the-witcher-4"><em>The Witcher 3: Wild Hunt</em></a><em> Remastered</em>, a free upgrade featuring all-new improvements and revamped gameplay features for its blockbuster RPG game.</p><p>Revealed during <a href="https://www.techradar.com/gaming/everything-announced-atgamescom-opening-night-live-2026">Opening Night Live</a> at Gamescom 2026, <em>The Witcher 3: Wild Hunt Remastered</em> will arrive next month on September 29 for all available platforms and is free for current owners of the game. On top of that, players who own only the base game can claim the two included expansions, <em>Hearts of Stone</em> and <em>Blood and Wine</em>, at no extra cost.</p><p>The news came as a shock to fans, and the gameplay trailer is filled with too many brand-new features to count; even from the footage, you can tell there are some big visual and technical differences, and I can't wait to start another playthrough.</p><p>To make everything easier, I've put together a list below of every single new improvement mentioned in the trailer, whether it's upgraded visuals, a revamped combat system, new monster behaviour, or PlayStation 5 Pro support. Seriously, there's a lot!</p><h2 id="what-39-s-included-in-the-witcher-3-wild-hunt-remastered">What's included in The Witcher 3: Wild Hunt Remastered?</h2><ul><li><em>Hearts of Stone</em> and <em>Blood and Wine</em> expansions (at no extra cost if you don't own them)</li><li>Upgraded visuals</li><li>Enhanced combat</li><li>Improved traversal and movement</li><li>New witcher Signs FX</li><li>Revamped mount handling</li><li>Enhanced monster behaviours</li><li>A skill tree revamp</li><li>Transmogrification</li><li>Expanded photo mode</li><li>New finishers</li><li>Cross-platform mod support</li><li>Immersive meditation</li><li>Refined animations</li><li>New quest tracking</li><li>UI improvements</li><li>Looting rework</li><li>Refreshed motion blur</li><li>New accessibility features</li><li>Updated textures</li><li>Foliage shading rework</li><li>Tutorial modernization</li><li>HDR improvements</li><li>GTAO</li><li>Improved menu navigation</li><li>Global lighting rework</li><li>New shading model</li><li>Subsurface scattering</li><li>New tone mapper</li><li>PlayStation 5 Pro support</li><li>Xbox Play Anywhere support</li><li>Nintendo Switch 2 exclusive features</li><li>Nvdia DLSS 4.5</li><li>AMD FSR 4</li><li>Intel XESS 2.0</li><li>Path tracing on PC</li><li>Ray reconstruction on PC</li><li>Raytraced hair</li><li>Native DX12</li><li>Rendering parallelization</li></ul><p>The announcement also came right before CDPR showcased the game's third and final major expansion, <em>Songs of the Past</em>, which is due to launch in 2027. </p><p>Elsewhere, fans can also look forward to <a href="https://www.techradar.com/gaming/let-the-team-cook-it-will-be-worth-the-wait-cd-proket-red-confirms-the-witcher-4-is-targeting-a-2028-launch"><em>The Witcher 4</em>, which CDPR has confirmed is targeting a 2028 release window</a>.</p>
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                                                            <title><![CDATA[ Everything announced at Gamescom Opening Night Live 2026 — from Heroes of Might and Magic 3 Remake to The Witcher 3 remastered and more ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Gamescom Opening Night Live 2026 has officially concluded, and the two-hour-long show was jam-packed with a deluge of game announcements and reveals.</p><p>From an official release date for the upcoming free-to-play open-world action game <em>Ananta </em>to our very first look at the highly anticipated <em>The Witcher 3 Songs of the Past DLC</em>, it offered a solid set of trailers — especially compared to some previous years.</p><p>If you weren't able to catch the show live, there's no need to worry about missing out. Here are the major announcements in the order that they happened to get you fully up to date.</p><h3 class="article-body__section" id="section-everything-announced-at-gamescom-opening-night-live-2026"><span>Everything announced at Gamescom Opening Night Live 2026</span></h3><ul><li><em>Nodus Fall </em>— a new co-operative action game from <em>Genshin Impact </em>maker Hoyoverse</li><li><em>Rainbow Six Tactics </em>— new strategy spinoff launching in 2027</li><li><em>Gears of War: E-Day</em> — our first look at the villain in new cinematic story trailer</li><li><em>Ananta</em> — the free-to-play open world RPG is launching January 15, 2027</li><li><em>Silent Hill Townfall</em> got a new story trailer showing some creepy enemies</li><li><em>Resonance: A Plague Tale Legacy</em> got another gameplay trailer ahead of release this week</li><li><em>Sea of Remnants</em> got a new gameplay trailer showing cute puppets and naval action</li><li><em>Crimson Desert Enhanced </em>announced with new content</li><li><em>Tides of Annihilation </em>trailer revealed new story details and gameplay</li><li><em>Lofsong</em> — announced for console and PC</li><li><em>Megaman Dual Overdrive</em> launches in 2027, and a crossover <em>Pragmata</em> skin is on the way</li><li><em>Rayman Legends Retold</em> launches on October 1</li><li><em>PUBG Ded Net</em> announced with a new gameplay trailer</li><li><em>Control Resonant</em> got an awesome new gameplay trailer</li><li><em>The Blood of the Dawnwalker</em> trailer revealed new story details and third-person action gameplay</li><li><em>Game of Thrones: War for Westeros</em> got a new gameplay trailer showing Daenerys and Jon Snow — launches in early 2027</li><li><em>Dust Origins</em> — a new isometric action game from Airship Syndicate</li><li><em>Exodus</em> got a new gameplay trailer showcasing a new character, a talking octopus named Salt — out April 7, 2027</li><li><em>Warlock</em> revealed as a new D&D game launching in 2027 for PC and console</li><li><em>1001 Threads of Mizan</em> revealed — new narrative game</li><li><em>Silver Palace: House of Greed</em> got a new gameplay trailer</li><li><em>Monster Hunter Outlanders</em> — mobile spinoff got a new trailer</li><li><em>Metro 2039 </em>got a cinematic story trailer ahead of its February 2027 release</li><li><em>Hitman World of Assassination - The Herbalist ft. rap legend Snoop Dogg</em> DLC launching for free  on August 27</li><li><em>Aion</em> <em>2</em> got a new trailer</li><li><em>Afterworld</em>, a new strategy game from Paradox Interactive, announced</li><li><em>Petit Planet</em> — life sim got an adorable new trailer</li></ul><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="nKAoLEJu2F6BFv2qBMB6NB" name="Gamescom 2026" alt="Gamescom 2026" src="https://cdn.mos.cms.futurecdn.net/nKAoLEJu2F6BFv2qBMB6NB.jpg" mos="" align="middle" fullscreen="" width="1280" height="720" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">A new Mega man skin is coming to Pragmata. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Gamescom)</span></figcaption></figure><ul><li><em>Mewgenics</em> — comes to consoles on September 8</li><li><em>Alien Fireteam 2</em> got a new gameplay trailer</li><li><em>1666: Amsterdam</em> got a new trailer ahead of its early access release today</li><li><em>Showa American Story</em> got a wacky new gameplay trailer, launching on PS5 and PC this year</li><li><em>Road Kings</em> got a new trailer showing off plenty of trucking action</li><li><em>Stage Tour</em> — upcoming <em>Guitar-Hero</em>-like music title got a brand new look showcasing setlists and ways to play ahead of December 10 launch</li><li><em>Crazy Taxi</em> multiplayer reveal trailer</li><li><em>Turok Origins</em> got a new cinematic trailer</li><li><em>Gravehounds</em>, furry shooter, got a gameplay trailer ahead of 2026 launch</li><li><em>Lego Skylines</em> — reveal trailer for bricky city builder game</li><li><em>Transport Fever 3 </em>got a new trailer,<em> </em>launches September 26</li><li><em>Exterminauts</em> announced</li><li><em>Path of Exile</em> full 1.0 release on December 11, will be free-to-play</li><li><em>Heroes of Might and Magic 3 Remake</em> revealed in cinematic trailer showing the reimagined strategy title</li></ul><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="zsyJV2dRRp2pz39ET3P2Mf" name="Gamescom 2026" alt="Gamescom 2026" src="https://cdn.mos.cms.futurecdn.net/zsyJV2dRRp2pz39ET3P2Mf.jpg" mos="" align="middle" fullscreen="" width="1280" height="720" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Snoop Dogg is officially coming to the world of Hitman in upcoming DLC. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Gamescom)</span></figcaption></figure><ul><li><em>No Law</em> announced for 2027</li><li><em>Project Zeta</em> revealed as a new team-based MOBA</li><li><em>Cinder City</em> announced with a new trailer, available wishlist now</li><li><em>Ontos</em> announced with a creepy first-person trailer, launching 2027</li><li><em>Pony Island 2: Panda Circus</em> launches April 27, 2027</li><li><em>Zoopunk </em>gameplay reveal trailer shown</li><li><em>There are no Ghosts at the Grand </em>got a new trailer and is launching December 2026</li><li><em>Roco Kingdom</em> trailer confirmed closed beta test for October 27</li><li><em>The Defiant</em> announced</li><li><em>Tarae the Unbound</em> announced with a gameplay trailer</li><li><em>Like or Die</em> — quirky social media battle royale announced</li><li><em>Final Fantasy 7 Revelation</em> gets a new cinematic trailer</li></ul><h3 class="article-body__section" id="section-gamescom-opening-night-live-2026-final-announcement"><span>Gamescom Opening Night Live 2026 final announcement</span></h3><ul><li><em>The Witcher 3: Wild Hunt Remastered — </em>announced as free upgrade with loads of new content</li><li><em>The Witcher 3: Wild Hunt Songs of the Past </em>new cinematic footage shown</li></ul><p>What did you think of this year's Opening Night Live show? Let us know in the comments or by voting in the poll below.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-eEqdoe"></div>                            </div>                            <script src="https://kwizly.com/embed/eEqdoe.js" async></script><h3 class="article-body__section" id="section-our-favorite-games-from-gamescom-opening-night-live-2026"><span>Our favorite games from Gamescom Opening Night Live 2026</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2251px;"><p class="vanilla-image-block" style="padding-top:56.24%;"><img id="iodFArjJxGmdX3ZpNRZp6i" name="Simon" alt="A Silent Hill: Townfall promotional screenshot." src="https://cdn.mos.cms.futurecdn.net/iodFArjJxGmdX3ZpNRZp6i.png" mos="" align="middle" fullscreen="" width="2251" height="1266" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Silent Hill: Townfall is one of our most anticipated games.  </span><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p>Gamescom Opening Night Live 2026 kicked off the annual trade fair event with over 50 premieres and exclusive announcements about some of our most anticipated titles. </p><p>We've managed to whittle down the list to 11 favorites, but what do you think? Which game announced at Gamescom Opening Night Live 2026 are you most excited for? Vote in the poll below. </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-evyxDX"></div>                            </div>                            <script src="https://kwizly.com/embed/evyxDX.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/everything-announced-atgamescom-opening-night-live-2026</link>
                                                                            <description>
                            <![CDATA[ Everything announced at Gamescom Opening Night Live 2026. ]]>
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                                                                        <pubDate>Tue, 25 Aug 2026 20:01:25 +0000</pubDate>                                                                                                                                <updated>Wed, 02 Sep 2026 10:04:05 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                <author><![CDATA[ dash.wood@futurenet.com (Dashiell Wood) ]]></author>                    <dc:creator><![CDATA[ Dashiell Wood ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/fcZC2LhPK8ufw6QWmhv6kY.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Dash is an experienced tech journalist who specializes in video games, electronic entertainment products, and the wider industry that surrounds them. He currently serves as the Gaming Editor at TechRadar, leading our review, preview, feature, and news coverage of the latest and greatest releases.&lt;/p&gt;&lt;p&gt;Before joining the team, he was Contributing Writer at PLAY (formerly Official PlayStation Magazine UK) and has written articles for many of the UK&#039;s other biggest gaming magazines including the likes of Edge, PC Gamer, and SFX.&lt;/p&gt;&lt;p&gt;Now, when he&#039;s not getting his greasy little mitts on the newest hardware or gaming gadget, he can be found listening to J-pop or feverishly devouring the latest Nintendo Switch otome.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Demi Williams ]]></dc:contributor>
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                                <p>Gamescom Opening Night Live 2026 has officially concluded, and the two-hour-long show was jam-packed with a deluge of game announcements and reveals.</p><p>From an official release date for the upcoming free-to-play open-world action game <em>Ananta </em>to our very first look at the highly anticipated <em>The Witcher 3 Songs of the Past DLC</em>, it offered a solid set of trailers — especially compared to some previous years.</p><p>If you weren't able to catch the show live, there's no need to worry about missing out. Here are the major announcements in the order that they happened to get you fully up to date.</p><h3 class="article-body__section" id="section-everything-announced-at-gamescom-opening-night-live-2026"><span>Everything announced at Gamescom Opening Night Live 2026</span></h3><ul><li><em>Nodus Fall </em>— a new co-operative action game from <em>Genshin Impact </em>maker Hoyoverse</li><li><em>Rainbow Six Tactics </em>— new strategy spinoff launching in 2027</li><li><em>Gears of War: E-Day</em> — our first look at the villain in new cinematic story trailer</li><li><em>Ananta</em> — the free-to-play open world RPG is launching January 15, 2027</li><li><em>Silent Hill Townfall</em> got a new story trailer showing some creepy enemies</li><li><em>Resonance: A Plague Tale Legacy</em> got another gameplay trailer ahead of release this week</li><li><em>Sea of Remnants</em> got a new gameplay trailer showing cute puppets and naval action</li><li><em>Crimson Desert Enhanced </em>announced with new content</li><li><em>Tides of Annihilation </em>trailer revealed new story details and gameplay</li><li><em>Lofsong</em> — announced for console and PC</li><li><em>Megaman Dual Overdrive</em> launches in 2027, and a crossover <em>Pragmata</em> skin is on the way</li><li><em>Rayman Legends Retold</em> launches on October 1</li><li><em>PUBG Ded Net</em> announced with a new gameplay trailer</li><li><em>Control Resonant</em> got an awesome new gameplay trailer</li><li><em>The Blood of the Dawnwalker</em> trailer revealed new story details and third-person action gameplay</li><li><em>Game of Thrones: War for Westeros</em> got a new gameplay trailer showing Daenerys and Jon Snow — launches in early 2027</li><li><em>Dust Origins</em> — a new isometric action game from Airship Syndicate</li><li><em>Exodus</em> got a new gameplay trailer showcasing a new character, a talking octopus named Salt — out April 7, 2027</li><li><em>Warlock</em> revealed as a new D&D game launching in 2027 for PC and console</li><li><em>1001 Threads of Mizan</em> revealed — new narrative game</li><li><em>Silver Palace: House of Greed</em> got a new gameplay trailer</li><li><em>Monster Hunter Outlanders</em> — mobile spinoff got a new trailer</li><li><em>Metro 2039 </em>got a cinematic story trailer ahead of its February 2027 release</li><li><em>Hitman World of Assassination - The Herbalist ft. rap legend Snoop Dogg</em> DLC launching for free  on August 27</li><li><em>Aion</em> <em>2</em> got a new trailer</li><li><em>Afterworld</em>, a new strategy game from Paradox Interactive, announced</li><li><em>Petit Planet</em> — life sim got an adorable new trailer</li></ul><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="nKAoLEJu2F6BFv2qBMB6NB" name="Gamescom 2026" alt="Gamescom 2026" src="https://cdn.mos.cms.futurecdn.net/nKAoLEJu2F6BFv2qBMB6NB.jpg" mos="" align="middle" fullscreen="" width="1280" height="720" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">A new Mega man skin is coming to Pragmata. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Gamescom)</span></figcaption></figure><ul><li><em>Mewgenics</em> — comes to consoles on September 8</li><li><em>Alien Fireteam 2</em> got a new gameplay trailer</li><li><em>1666: Amsterdam</em> got a new trailer ahead of its early access release today</li><li><em>Showa American Story</em> got a wacky new gameplay trailer, launching on PS5 and PC this year</li><li><em>Road Kings</em> got a new trailer showing off plenty of trucking action</li><li><em>Stage Tour</em> — upcoming <em>Guitar-Hero</em>-like music title got a brand new look showcasing setlists and ways to play ahead of December 10 launch</li><li><em>Crazy Taxi</em> multiplayer reveal trailer</li><li><em>Turok Origins</em> got a new cinematic trailer</li><li><em>Gravehounds</em>, furry shooter, got a gameplay trailer ahead of 2026 launch</li><li><em>Lego Skylines</em> — reveal trailer for bricky city builder game</li><li><em>Transport Fever 3 </em>got a new trailer,<em> </em>launches September 26</li><li><em>Exterminauts</em> announced</li><li><em>Path of Exile</em> full 1.0 release on December 11, will be free-to-play</li><li><em>Heroes of Might and Magic 3 Remake</em> revealed in cinematic trailer showing the reimagined strategy title</li></ul><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="zsyJV2dRRp2pz39ET3P2Mf" name="Gamescom 2026" alt="Gamescom 2026" src="https://cdn.mos.cms.futurecdn.net/zsyJV2dRRp2pz39ET3P2Mf.jpg" mos="" align="middle" fullscreen="" width="1280" height="720" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Snoop Dogg is officially coming to the world of Hitman in upcoming DLC. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Gamescom)</span></figcaption></figure><ul><li><em>No Law</em> announced for 2027</li><li><em>Project Zeta</em> revealed as a new team-based MOBA</li><li><em>Cinder City</em> announced with a new trailer, available wishlist now</li><li><em>Ontos</em> announced with a creepy first-person trailer, launching 2027</li><li><em>Pony Island 2: Panda Circus</em> launches April 27, 2027</li><li><em>Zoopunk </em>gameplay reveal trailer shown</li><li><em>There are no Ghosts at the Grand </em>got a new trailer and is launching December 2026</li><li><em>Roco Kingdom</em> trailer confirmed closed beta test for October 27</li><li><em>The Defiant</em> announced</li><li><em>Tarae the Unbound</em> announced with a gameplay trailer</li><li><em>Like or Die</em> — quirky social media battle royale announced</li><li><em>Final Fantasy 7 Revelation</em> gets a new cinematic trailer</li></ul><h3 class="article-body__section" id="section-gamescom-opening-night-live-2026-final-announcement"><span>Gamescom Opening Night Live 2026 final announcement</span></h3><ul><li><em>The Witcher 3: Wild Hunt Remastered — </em>announced as free upgrade with loads of new content</li><li><em>The Witcher 3: Wild Hunt Songs of the Past </em>new cinematic footage shown</li></ul><p>What did you think of this year's Opening Night Live show? Let us know in the comments or by voting in the poll below.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-eEqdoe"></div>                            </div>                            <script src="https://kwizly.com/embed/eEqdoe.js" async></script><h3 class="article-body__section" id="section-our-favorite-games-from-gamescom-opening-night-live-2026"><span>Our favorite games from Gamescom Opening Night Live 2026</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2251px;"><p class="vanilla-image-block" style="padding-top:56.24%;"><img id="iodFArjJxGmdX3ZpNRZp6i" name="Simon" alt="A Silent Hill: Townfall promotional screenshot." src="https://cdn.mos.cms.futurecdn.net/iodFArjJxGmdX3ZpNRZp6i.png" mos="" align="middle" fullscreen="" width="2251" height="1266" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Silent Hill: Townfall is one of our most anticipated games.  </span><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p>Gamescom Opening Night Live 2026 kicked off the annual trade fair event with over 50 premieres and exclusive announcements about some of our most anticipated titles. </p><p>We've managed to whittle down the list to 11 favorites, but what do you think? Which game announced at Gamescom Opening Night Live 2026 are you most excited for? Vote in the poll below. </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-evyxDX"></div>                            </div>                            <script src="https://kwizly.com/embed/evyxDX.js" async></script>
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                                                            <title><![CDATA[ Even more Grand Theft Auto 6 footage has leaked, this time of Vice City beach showcasing impressive crowd tech — here's the full timeline of everything that has leaked so far ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Grand Theft Auto 6</strong></em><strong> gameplay leaks have been appearing online since mid-August</strong></li><li><strong>More and more footage is being posted every day by the leaker known as 'Cyberleek'</strong></li><li><strong>Here's a full timeline featuring every gameplay leak so far</strong></li></ul><p><a href="https://www.techradar.com/gaming/gta-6"><em>Grand Theft Auto 6</em></a> is just three months out from launch, and the game is set to get a special <a href="https://www.techradar.com/gaming/we-could-finally-get-next-gta-6-trailer-as-rockstar-announces-special-extended-look-that-will-premiere-on-netflix">extended look premiering on Netflix this week</a>. However, an unknown individual or group known as 'Cyberleek' has put a spanner in Rockstar Games' plan and has been posting leaked gameplay footage for over a week.</p><p>Cyberleek has since <a href="https://www.techradar.com/gaming/more-gta-6-leaks-reveal-new-gameplay-and-the-entire-map-and-leaker-threatens-more-to-come-unless-pro-consumer-demands-are-met">claimed the leaks stem from a goal to stop the end of physical game discs</a>, which <a href="https://www.techradar.com/gaming/in-a-huge-blow-to-game-ownership-playstation-confirms-end-of-physical-games-mere-days-after-gta-6s-disc-less-pre-orders">Sony plans to do starting January 2028</a>, and Rockstar, which confirmed that <a href="https://www.techradar.com/gaming/wondering-why-gta-6-is-a-code-in-a-box-take-two-ceo-says-its-because-gaming-is-now-well-over-90-percent-digital">the physical version of <em>GTA 6</em> won't have a disc, but a digital code in the box instead</a>.</p><p>While all alleged gameplay footage being posted shows an advertisement for Cyberleek's cryptocurrency scheme, which brings into question the leaker's true motivation, they've also released a manifesto protesting Rockstar's decision and threatened to "disrupt their operations" by leaking game material until the studio issues a public statement and apologizes. </p><p>Well, it's another day, and more alleged gameplay footage has been posted online. A lot has happened over the past week, but if you haven't caught up, here's a summary of everything that's leaked so far.</p><h2 id="august-18">August 18</h2><p>The very first <em>GTA 6</em> leak was posted on August 18 and shows co-protagonist Jason Duval playing basketball outside his house in the southern part of Leonida, in an area called Key Lento. </p><p>We've seen this area and Jason's house in past trailers, but Rockstar hadn't shared any gameplay. In the clip, Jason is wandering around before picking up a basketball; it looks like the player can dribble and use an aiming mechanic to shoot the ball into the net. There's also a focus meter that gradually increases, with a level system.</p><p>The second clip was posted the same day and gave fans a first look at what it's like driving around in <em>GTA 6. </em>Jason can be seen speeding along the roads before getting into a fight with a non-player character (NPC).</p><p>Cyberleek also posted a look at the game's Leonida map, which showed areas like Lummox County, Leonard County, Kelly County, Vice Dale County, and Mariana County.</p><h2 id="august-19">August 19</h2><p>More gameplay footage, this time two minutes long, was posted the following day, showing Jason breaking into a gated area, killing security guards, before taking their tasers. He then steals a semitruck and drives off, and you can see vehicle health and fuel gauges on the HUD.</p><p>Then there's a short cutscene showing Jason and his friend Cal Hampton on a boat, which some suggest is a scene from the beginning of the game.</p><p>Another gameplay clip was posted shortly after, showing Jason stabbing a police officer and stealing his motorcycle, as well as what looks like six "Wanted" stars, which is one more than <em>GTA 5</em>. The footage continues, and Jason can then be seen using what looks like pain medication called "Zombix."</p><h2 id="august-20">August 20</h2><p>The next clip features <a href="https://www.techradar.com/gaming/the-latest-gta-6-leak-shows-vice-city-from-above-and-the-level-of-detail-is-simply-staggering">Jason flying a small plane over the map</a>, presumably Vice City, and it looks highly detailed. The render distance looks impressive, and you can see lots of buildings, roads, traffic, and more. The player can also be seen browsing radio stations.</p><p>Afterward, a second clip shows the player spelling the word "LEEK" on the side of a building using bullets, leading many fans to believe <a href="https://www.techradar.com/gaming/theres-zero-lucia-content-gta-6-fans-believe-the-person-responsible-for-the-gameplay-leaks-has-access-to-a-restricted-build-containing-only-the-prologue">Cyberleek has at least some sort of playable build</a> and the footage isn't stolen from Rockstar's servers.</p><h2 id="august-21">August 21</h2><p>The gameplay leaks continued the following day, with the next showing Jason driving a hypercar, specifically, the Truffade Thrax from <em>GTA Online</em>.</p><h2 id="august-22">August 22</h2><p>The <em>GTA 6</em> leaks continued into this past weekend, with longer footage showing a variety of activities, including Jason driving around, pulling into a gas station, physically refueling his car, and then going inside the shop to rob the clerk. When Jason punches him, you can see the hair tech in action, his hat flying off, and Jason taking money from the register.</p><p>The clip cuts after he drives away and crashes his car, then Jason can be seen entering a strip club. However, the footage ends with Cyberleek asking for "3mil marketcap = stripclub" in a message on screen for their cryptocurrency scheme. </p><p>Well, the leaker delivered, and the next clip shows a deeper look at the strip club, showing neon lights and dancers, as well as highly detailed NPCs in conversation.</p><h2 id="august-23">August 23</h2><p>The following day, another clip was posted showing Jason driving to another gas station, stealing someone's truck, and running down the owner. When he crashes the car, the iconic "Wasted" screen pops up, and shortly after, it cuts to Jason having what appears to be an unscripted conversation with an NPC while they both pee in urinals.</p><p>Another notable feature of the clip is the mission marker that reads "Return to Lucia", suggesting the leaker could be in the middle of a mission that requires Jason to meet back up with his girlfriend.</p><p>More gameplay was posted later, showing Jason flying over Vice City at night. </p><h2 id="august-24">August 24</h2><p>On August 24, new gameplay showed Jason walking around a nudist town in Leonida; he enters a party, where there's a pool and lots of naked people standing around or dancing, or ordering drinks at a bar. The player also zooms in on these NPCs using binoculars, and yeah... the bodies are very realistic. </p><p>When Jason focuses on another woman, she attacks him, and he kills her before firing his pistol at the rest of the surrounding NPCs.</p><h2 id="august-25">August 25</h2><p>The latest leaks got posted today, and it is the first time we see Rockstar's impressive crowd tech at work, seemingly running in-game. The first clip is similar to a shot from the first <em>GTA 6</em> trailer, but has Jason cycling along Vice City beach instead. </p><p>There are a ton of NPCs packed together, showcasing the density the developer's tech allows, and you can see them lounging around, playing in the water, or walking around; the water physics also look remarkable, as do the sand effects.</p><p>The next clip shows Jason visiting a shopping plaza and a used video game store that sells physical games, which is ironic given Rockstar's decision to not release a disc version of <em>GTA 6</em>. </p><p>The player zooms in on the shelves using binoculars, and every game and movie is named. </p><p>It's a bit blurry, but one game title looks like it reads "We Came Together I, II, & III Remasters of the Remakes" (or "Remixes," it's hard to tell), which seems like a little nod to Naughty Dog's multiple editions of <em>The Last of Us Part 1</em> and <em>Part 2</em>.</p><p>Signs also state that electronics, consoles, and collectibles can be traded in before Jason walks up to the counter and cycles through a selection of purchasable and wearable earbuds. </p><p>That's every alleged gameplay leak that Cyberleek has shared as of today, but we'll keep you updated if more details are posted.</p><p>Fans can also look forward to the <a href="https://www.techradar.com/gaming/we-could-finally-get-next-gta-6-trailer-as-rockstar-announces-special-extended-look-that-will-premiere-on-netflix">Grand Theft Auto 6: An Extended Look</a> ahead of the game's launch on November 19, which is set to premiere on Netflix on August 27 at 3PM ET / 12PM PT / 8PM BST and later launch on the studio's <a href="https://www.techradar.com/uk/tag/youtube">YouTube</a> channel at 9PM ET / 6PM PT / 2AM BST.</p><p>It's speculated that the extended look will finally reveal official gameplay and Trailer 3.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/even-more-grand-theft-auto-6-footage-has-leaked-this-time-of-vice-city-beach-showcasing-impressive-crowd-tech-heres-the-full-timeline-of-everything-that-has-leaked-so-far</link>
                                                                            <description>
                            <![CDATA[ A ton of Grand Theft Auto 6 gameplay has leaked, with more being shared every day. Here's a full timeline of everything we've seen so far. ]]>
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                                                                        <pubDate>Tue, 25 Aug 2026 18:33:21 +0000</pubDate>                                                                                                                                <updated>Tue, 25 Aug 2026 23:09:55 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Rockstar Games]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[GTA 6]]></media:description>                                                            <media:text><![CDATA[GTA 6]]></media:text>
                                <media:title type="plain"><![CDATA[GTA 6]]></media:title>
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                                <ul><li><em><strong>Grand Theft Auto 6</strong></em><strong> gameplay leaks have been appearing online since mid-August</strong></li><li><strong>More and more footage is being posted every day by the leaker known as 'Cyberleek'</strong></li><li><strong>Here's a full timeline featuring every gameplay leak so far</strong></li></ul><p><a href="https://www.techradar.com/gaming/gta-6"><em>Grand Theft Auto 6</em></a> is just three months out from launch, and the game is set to get a special <a href="https://www.techradar.com/gaming/we-could-finally-get-next-gta-6-trailer-as-rockstar-announces-special-extended-look-that-will-premiere-on-netflix">extended look premiering on Netflix this week</a>. However, an unknown individual or group known as 'Cyberleek' has put a spanner in Rockstar Games' plan and has been posting leaked gameplay footage for over a week.</p><p>Cyberleek has since <a href="https://www.techradar.com/gaming/more-gta-6-leaks-reveal-new-gameplay-and-the-entire-map-and-leaker-threatens-more-to-come-unless-pro-consumer-demands-are-met">claimed the leaks stem from a goal to stop the end of physical game discs</a>, which <a href="https://www.techradar.com/gaming/in-a-huge-blow-to-game-ownership-playstation-confirms-end-of-physical-games-mere-days-after-gta-6s-disc-less-pre-orders">Sony plans to do starting January 2028</a>, and Rockstar, which confirmed that <a href="https://www.techradar.com/gaming/wondering-why-gta-6-is-a-code-in-a-box-take-two-ceo-says-its-because-gaming-is-now-well-over-90-percent-digital">the physical version of <em>GTA 6</em> won't have a disc, but a digital code in the box instead</a>.</p><p>While all alleged gameplay footage being posted shows an advertisement for Cyberleek's cryptocurrency scheme, which brings into question the leaker's true motivation, they've also released a manifesto protesting Rockstar's decision and threatened to "disrupt their operations" by leaking game material until the studio issues a public statement and apologizes. </p><p>Well, it's another day, and more alleged gameplay footage has been posted online. A lot has happened over the past week, but if you haven't caught up, here's a summary of everything that's leaked so far.</p><h2 id="august-18">August 18</h2><p>The very first <em>GTA 6</em> leak was posted on August 18 and shows co-protagonist Jason Duval playing basketball outside his house in the southern part of Leonida, in an area called Key Lento. </p><p>We've seen this area and Jason's house in past trailers, but Rockstar hadn't shared any gameplay. In the clip, Jason is wandering around before picking up a basketball; it looks like the player can dribble and use an aiming mechanic to shoot the ball into the net. There's also a focus meter that gradually increases, with a level system.</p><p>The second clip was posted the same day and gave fans a first look at what it's like driving around in <em>GTA 6. </em>Jason can be seen speeding along the roads before getting into a fight with a non-player character (NPC).</p><p>Cyberleek also posted a look at the game's Leonida map, which showed areas like Lummox County, Leonard County, Kelly County, Vice Dale County, and Mariana County.</p><h2 id="august-19">August 19</h2><p>More gameplay footage, this time two minutes long, was posted the following day, showing Jason breaking into a gated area, killing security guards, before taking their tasers. He then steals a semitruck and drives off, and you can see vehicle health and fuel gauges on the HUD.</p><p>Then there's a short cutscene showing Jason and his friend Cal Hampton on a boat, which some suggest is a scene from the beginning of the game.</p><p>Another gameplay clip was posted shortly after, showing Jason stabbing a police officer and stealing his motorcycle, as well as what looks like six "Wanted" stars, which is one more than <em>GTA 5</em>. The footage continues, and Jason can then be seen using what looks like pain medication called "Zombix."</p><h2 id="august-20">August 20</h2><p>The next clip features <a href="https://www.techradar.com/gaming/the-latest-gta-6-leak-shows-vice-city-from-above-and-the-level-of-detail-is-simply-staggering">Jason flying a small plane over the map</a>, presumably Vice City, and it looks highly detailed. The render distance looks impressive, and you can see lots of buildings, roads, traffic, and more. The player can also be seen browsing radio stations.</p><p>Afterward, a second clip shows the player spelling the word "LEEK" on the side of a building using bullets, leading many fans to believe <a href="https://www.techradar.com/gaming/theres-zero-lucia-content-gta-6-fans-believe-the-person-responsible-for-the-gameplay-leaks-has-access-to-a-restricted-build-containing-only-the-prologue">Cyberleek has at least some sort of playable build</a> and the footage isn't stolen from Rockstar's servers.</p><h2 id="august-21">August 21</h2><p>The gameplay leaks continued the following day, with the next showing Jason driving a hypercar, specifically, the Truffade Thrax from <em>GTA Online</em>.</p><h2 id="august-22">August 22</h2><p>The <em>GTA 6</em> leaks continued into this past weekend, with longer footage showing a variety of activities, including Jason driving around, pulling into a gas station, physically refueling his car, and then going inside the shop to rob the clerk. When Jason punches him, you can see the hair tech in action, his hat flying off, and Jason taking money from the register.</p><p>The clip cuts after he drives away and crashes his car, then Jason can be seen entering a strip club. However, the footage ends with Cyberleek asking for "3mil marketcap = stripclub" in a message on screen for their cryptocurrency scheme. </p><p>Well, the leaker delivered, and the next clip shows a deeper look at the strip club, showing neon lights and dancers, as well as highly detailed NPCs in conversation.</p><h2 id="august-23">August 23</h2><p>The following day, another clip was posted showing Jason driving to another gas station, stealing someone's truck, and running down the owner. When he crashes the car, the iconic "Wasted" screen pops up, and shortly after, it cuts to Jason having what appears to be an unscripted conversation with an NPC while they both pee in urinals.</p><p>Another notable feature of the clip is the mission marker that reads "Return to Lucia", suggesting the leaker could be in the middle of a mission that requires Jason to meet back up with his girlfriend.</p><p>More gameplay was posted later, showing Jason flying over Vice City at night. </p><h2 id="august-24">August 24</h2><p>On August 24, new gameplay showed Jason walking around a nudist town in Leonida; he enters a party, where there's a pool and lots of naked people standing around or dancing, or ordering drinks at a bar. The player also zooms in on these NPCs using binoculars, and yeah... the bodies are very realistic. </p><p>When Jason focuses on another woman, she attacks him, and he kills her before firing his pistol at the rest of the surrounding NPCs.</p><h2 id="august-25">August 25</h2><p>The latest leaks got posted today, and it is the first time we see Rockstar's impressive crowd tech at work, seemingly running in-game. The first clip is similar to a shot from the first <em>GTA 6</em> trailer, but has Jason cycling along Vice City beach instead. </p><p>There are a ton of NPCs packed together, showcasing the density the developer's tech allows, and you can see them lounging around, playing in the water, or walking around; the water physics also look remarkable, as do the sand effects.</p><p>The next clip shows Jason visiting a shopping plaza and a used video game store that sells physical games, which is ironic given Rockstar's decision to not release a disc version of <em>GTA 6</em>. </p><p>The player zooms in on the shelves using binoculars, and every game and movie is named. </p><p>It's a bit blurry, but one game title looks like it reads "We Came Together I, II, & III Remasters of the Remakes" (or "Remixes," it's hard to tell), which seems like a little nod to Naughty Dog's multiple editions of <em>The Last of Us Part 1</em> and <em>Part 2</em>.</p><p>Signs also state that electronics, consoles, and collectibles can be traded in before Jason walks up to the counter and cycles through a selection of purchasable and wearable earbuds. </p><p>That's every alleged gameplay leak that Cyberleek has shared as of today, but we'll keep you updated if more details are posted.</p><p>Fans can also look forward to the <a href="https://www.techradar.com/gaming/we-could-finally-get-next-gta-6-trailer-as-rockstar-announces-special-extended-look-that-will-premiere-on-netflix">Grand Theft Auto 6: An Extended Look</a> ahead of the game's launch on November 19, which is set to premiere on Netflix on August 27 at 3PM ET / 12PM PT / 8PM BST and later launch on the studio's <a href="https://www.techradar.com/uk/tag/youtube">YouTube</a> channel at 9PM ET / 6PM PT / 2AM BST.</p><p>It's speculated that the extended look will finally reveal official gameplay and Trailer 3.</p>
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