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                            <title><![CDATA[ Latest from TechRadar SG in Pc-gaming ]]></title>
                <link>https://www.techradar.com/sg/gaming/consoles-pc/pc-gaming</link>
        <description><![CDATA[ All the latest pc-gaming content from the TechRadar  SG team ]]></description>
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                                                            <title><![CDATA[ Playground Games says Fable will have a 60fps performance mode on Xbox Series X, but won't confirm PS5 or PC settings yet — 'We want the game to look great wherever you're playing it' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Fable</strong></em><strong> will have a 60fps performance mode on Xbox Series X</strong></li><li><strong>Playground Games associate game director Craig Littler says it didn't want to compare the PC and Xbox versions</strong></li><li><strong>However, he adds that "It will look great wherever you go"</strong></li></ul><p>Playground Games is being a bit cagey about <a href="https://www.techradar.com/gaming/fable-summer-game-fest-2026-preview"><em>Fable</em></a>'s graphics settings across PC and console, but has confirmed the Xbox Series X version will have a 60fps performance mode.</p><p>Fable has been in development for a very long time, but fans can finally expect the fantasy role-playing game (RPG) to launch on February 23, 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><p>While there have been plenty of trailers and, most recently, new gameplay footage showcasing the game, Playground has yet to share the PC specs and how Fable will run on console. </p><p>However, during a Q&A session at Gamescom attended by TechRadar Gaming, associate game directors Will Kennedy and Craig Littler did reveal that the game will look "great" on all platforms.</p><p>"What we will say is that our approach to all platforms is really the same, in that we want the game to look great wherever you're playing it, and for it to be appropriate for the platform later on," Littler replied when asked to elaborate about the console edition graphics settings.</p><p>Without giving away too much, the developer then confirmed that the Xbox Series X version will offer a 60fps performance mode, but said, "I don't really want to get into the like in terms of what PC versus Xbox will be like."</p><p>"It will look great wherever you go," he added.</p><p>In the same interview, Playground also confirmed that <a href="https://www.techradar.com/gaming/playground-games-says-fables-story-will-last-between-15-20-hours-or-double-that-with-other-open-world-content-and-the-life-systems-are-limitless"><em>Fable</em> will take up to 20 hours to beat</a>, but promises the game's life systems offer "limitless" replayability.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/playground-games-says-fable-will-have-a-60fps-performance-mode-on-xbox-series-x-but-wont-confirm-ps5-or-pc-settings-yet-we-want-the-game-to-look-great-wherever-youre-playing-it</link>
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                            <![CDATA[ Playground Games is being a bit cagey about Fable's graphics settings, but has confirmed the Xbox Series X version will offer a 60fps performance mode. ]]>
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                                                                        <pubDate>Wed, 16 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-320-70.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[Fable]]></media:description>                                                            <media:text><![CDATA[Fable]]></media:text>
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                                <ul><li><em><strong>Fable</strong></em><strong> will have a 60fps performance mode on Xbox Series X</strong></li><li><strong>Playground Games associate game director Craig Littler says it didn't want to compare the PC and Xbox versions</strong></li><li><strong>However, he adds that "It will look great wherever you go"</strong></li></ul><p>Playground Games is being a bit cagey about <a href="https://www.techradar.com/gaming/fable-summer-game-fest-2026-preview"><em>Fable</em></a>'s graphics settings across PC and console, but has confirmed the Xbox Series X version will have a 60fps performance mode.</p><p>Fable has been in development for a very long time, but fans can finally expect the fantasy role-playing game (RPG) to launch on February 23, 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><p>While there have been plenty of trailers and, most recently, new gameplay footage showcasing the game, Playground has yet to share the PC specs and how Fable will run on console. </p><p>However, during a Q&A session at Gamescom attended by TechRadar Gaming, associate game directors Will Kennedy and Craig Littler did reveal that the game will look "great" on all platforms.</p><p>"What we will say is that our approach to all platforms is really the same, in that we want the game to look great wherever you're playing it, and for it to be appropriate for the platform later on," Littler replied when asked to elaborate about the console edition graphics settings.</p><p>Without giving away too much, the developer then confirmed that the Xbox Series X version will offer a 60fps performance mode, but said, "I don't really want to get into the like in terms of what PC versus Xbox will be like."</p><p>"It will look great wherever you go," he added.</p><p>In the same interview, Playground also confirmed that <a href="https://www.techradar.com/gaming/playground-games-says-fables-story-will-last-between-15-20-hours-or-double-that-with-other-open-world-content-and-the-life-systems-are-limitless"><em>Fable</em> will take up to 20 hours to beat</a>, but promises the game's life systems offer "limitless" replayability.</p>
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                                                            <title><![CDATA[ Diablo 5 senior game director says the game will tell 'three stories,' including the past, the present desolation of Diablo's takeover, and the future 'terror forming' of the Sanctuary ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Diablo 5</strong></em><strong> will tell stories of the past, present, and future, the latter of which Blizzard calls "terror forming"</strong></li><li><strong>Players can visit biomes that are taken over by Diablo's Dread Commanders</strong></li><li><strong>Narrative director Jennifer Hepler says these biomes can change depending on who's in charge, and "it's a whole new experience" every time you revisit them</strong></li></ul><p>Blizzard has confirmed that <em>Diablo 5</em> will tell stories involving the past, present, and future of Diablo's takeover of Sanctuary, which will visually affect explorable biomes.</p><p>The next installment in the isometric dungeon crawler series has been announced and will find players back in the mortal realm of Sanctuary. However, humanity has fallen into an apocalypse and the land has been conquered and reshaped by Diablo and his army.</p><p>Speaking to TechRadar Gaming at BlizzCon after the game's reveal, senior game director Joe Shely shared how different Sanctuary will look to players and said they will travel across the Western continent, seeing all different biomes that have been overrun.</p><p>Shely said <em>Diablo 5</em> has "three stories that we're telling" within this changed world: the stories of the past, the time when Diablo took over and when he and his Dread Commanders emerged into Sanctuary, and the "desolation" of the present.</p><p>"There are no people around," he said. "There are very few survivors. Occasionally, you may find a human to add to your caravan, and they can bring something to support you."</p><p>There's also the future, which is being actively turned into an outpost of hell by Dread Commanders, something that the team has dubbed "terror forming." </p><p>"We call it terror forming because these Dread Commanders will actually transform the environment, transform the biome into a version of hell that relates to personal powers and powers at station," Shely explained. </p><p>Players will be able to revisit these occupied areas, and if a different Dread Commander is stationed there, "it's going to look totally different."</p><p>"The procedural world gives us a lot of levers to pull for that," added narrative director Jennifer Hepler. "You can go to a place, and it is under the control of the Dread Commander of Undeath, and it's going to be full of zombies and things like that. And then later in the game, you could return there, and it's either been reclaimed by humanity or taken over by a different Dread Commander, and the environment will be totally different as a result of that.</p><p>"So each time you go somewhere, it's a whole new experience and just constant new discoveries."</p><p><em>Diablo 5</em> is in development and is slated to launch in Spring 2029.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/diablo-5-senior-game-director-says-the-game-will-tell-three-stories-including-the-past-the-present-desolation-of-diablos-takeover-and-the-future-terror-forming-of-the-sanctuary</link>
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                            <![CDATA[ Blizzard has confirmed that Diablo 5 will tell stories involving the past, present, and future of Diablo's takeover of Sanctuary. ]]>
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                                                                        <pubDate>Wed, 16 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-320-70.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[Diablo 5]]></media:description>                                                            <media:text><![CDATA[Diablo 5]]></media:text>
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                                <ul><li><em><strong>Diablo 5</strong></em><strong> will tell stories of the past, present, and future, the latter of which Blizzard calls "terror forming"</strong></li><li><strong>Players can visit biomes that are taken over by Diablo's Dread Commanders</strong></li><li><strong>Narrative director Jennifer Hepler says these biomes can change depending on who's in charge, and "it's a whole new experience" every time you revisit them</strong></li></ul><p>Blizzard has confirmed that <em>Diablo 5</em> will tell stories involving the past, present, and future of Diablo's takeover of Sanctuary, which will visually affect explorable biomes.</p><p>The next installment in the isometric dungeon crawler series has been announced and will find players back in the mortal realm of Sanctuary. However, humanity has fallen into an apocalypse and the land has been conquered and reshaped by Diablo and his army.</p><p>Speaking to TechRadar Gaming at BlizzCon after the game's reveal, senior game director Joe Shely shared how different Sanctuary will look to players and said they will travel across the Western continent, seeing all different biomes that have been overrun.</p><p>Shely said <em>Diablo 5</em> has "three stories that we're telling" within this changed world: the stories of the past, the time when Diablo took over and when he and his Dread Commanders emerged into Sanctuary, and the "desolation" of the present.</p><p>"There are no people around," he said. "There are very few survivors. Occasionally, you may find a human to add to your caravan, and they can bring something to support you."</p><p>There's also the future, which is being actively turned into an outpost of hell by Dread Commanders, something that the team has dubbed "terror forming." </p><p>"We call it terror forming because these Dread Commanders will actually transform the environment, transform the biome into a version of hell that relates to personal powers and powers at station," Shely explained. </p><p>Players will be able to revisit these occupied areas, and if a different Dread Commander is stationed there, "it's going to look totally different."</p><p>"The procedural world gives us a lot of levers to pull for that," added narrative director Jennifer Hepler. "You can go to a place, and it is under the control of the Dread Commander of Undeath, and it's going to be full of zombies and things like that. And then later in the game, you could return there, and it's either been reclaimed by humanity or taken over by a different Dread Commander, and the environment will be totally different as a result of that.</p><p>"So each time you go somewhere, it's a whole new experience and just constant new discoveries."</p><p><em>Diablo 5</em> is in development and is slated to launch in Spring 2029.</p>
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                                                            <title><![CDATA[ Blackwood is almost the John Wick-inspired third-person shooter I've been waiting for, and after 2 hours of playtime, I'm really excited for all of it — but it's rough around the edges right now ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Indie games have arguably become a cornerstone of PC gaming, even more so with modern-day entries becoming huge hits such as <a href="https://www.techradar.com/gaming/hollow-knight-silksong-review"><em>Hollow Knight: Silksong</em></a>, <a href="https://www.techradar.com/gaming/hades-2-review"><em>Hades 2</em></a>, and a superhero surprise from developer Adhoc, <a href="https://www.techradar.com/gaming/dispatch-review"><em>Dispatch</em></a>.</p><p>In comes <em>Blackwood</em>, a cinematic third-person action indie, set in New York in 2012. You play as Anton Blackwood, an ordinary DVD store owner by day and an assassin by night, taking on contracts and dealing with the challenge of balancing two lives at once.</p><p>After playing two hours of Act 1 (the only one available so far) during my short preview at Gamescom 2026, I can see <em>Blackwood</em>'s<em> </em>promise. It's quite evident what developer AttritoM7 Productions is aiming for with its gun-fu style gameplay, heavily focused on explosive, cinematic enemy takedowns, intense gun fights, and stylish maneuvers.</p><p><em>Blackwood</em> is very clearly inspired by classic martial arts and gun-fu movies, notably <a href="https://www.techradar.com/features/john-wick-chapter-4-is-a-globe-trotting-orgy-of-bullets-and-blood"><em>John Wick</em></a>, and even borrows elements from classic games like <em>Dead to Rights</em> and <em>Max Payne</em>. Players can either choose to challenge enemies in a gung-ho play style, rushing out and executing different takedowns you can pick before setting out on a mission.</p><p>A more tactical approach is also possible, staying in cover and strictly going for headshots only (fitting for a <em>John Wick</em>-styled game), which would perfectly suit the hardest game difficulty.</p><div class="looped-video"><video class="lazyload-in-view lazyloading" data-src="https://cdn.mos.cms.futurecdn.net/6tg7KaXs4QmZDDyTYxB9t8/Video%20Project%2011.mp4" autoplay loop muted playsinline src="https://cdn.mos.cms.futurecdn.net/6tg7KaXs4QmZDDyTYxB9t8/Video%20Project%2011.mp4"></video></div><p><strong>Blackwood nails enemy takedowns, which is easily the one aspect that will keep me coming back to replay missions I can once Act 1 is complete.</strong> (<em>Video Credit: AttritoM7 Productions</em>)</p><p>The takedowns swiftly shifting straight back into gunplay are where <em>Blackwood</em> absolutely shines, and I can't go without stressing how impressed I am with what AttritoM7 developers were able to pull off there. In so many sequences, I was instantly taken back to those iconic moments in <em>John Wick</em> movies, where Keanu Reeves pulls no punches.</p><p>Ultimately, what holds <em>Blackwood</em> back is jankiness in combat, <em>especially </em>during hand-to-hand encounters. During multiple scenarios, there are bugs and stiffness in certain animations from Anton and enemies that I couldn't ignore.</p><p>Controlling Anton can be a struggle sometimes, as certain button prompts are unresponsive while in cover, and since enemies can flank the player, that unresponsiveness can lead to some pretty frustrating deaths.</p><p>The weapon recoil feels great, and I can see that AttritoM7 designed Blackwood's gunplay to have players make every shot count — which is especially important, since preparing for missions requires you to purchase ammunition with dirty money earned from fulfilling contracts. </p><p>However, I set aim assist to its lowest level (minimal), and it felt like the reticle was fighting against my control of the joystick — and it also doesn't help that the ultrawide field of view resolution <em>desperately </em>needs adjusting.</p><div class="looped-video"><video class="lazyload-in-view lazyloading" data-src="https://cdn.mos.cms.futurecdn.net/ZCCX9wkBjXsaXJqbfVQ7wM/Video%20Project%2012.mp4" autoplay loop muted playsinline src="https://cdn.mos.cms.futurecdn.net/ZCCX9wkBjXsaXJqbfVQ7wM/Video%20Project%2012.mp4"></video></div><p><strong>The opening street shootout was a great way to kick the game off, and I very quickly learned that enemies are unforgiving, requiring the player to be wary of a gung-ho playstyle.</strong> (<em>Video Credit: AttritoM7 Productions</em>)</p><p>Some of the audio in both combat and some NPC dialogue feels a bit out of place too, particularly during one of the early contract missions in a subway station. There are many elements like this, especially involving animations (notably Anton's run and other NPCs' movements), that end up impacting immersion.</p><p>Fortunately, while Blackwood isn't launching in early access, its remaining Acts will be released later for free (for existing owners), with Act 2 planned for March 2027 and Act 3 in September 2027 on Steam. Hopefully, with the release of the following content, patches can be made to significantly tweak and adjust those pain points.</p><p><em>Blackwood</em> is a very promising game and has plenty of opportunity to shine among some of the best indie games available. However, it's a little rough around the edges at the moment, and a few steps away from realizing its potential.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/pc-gaming/blackwood-is-almost-the-john-wick-inspired-third-person-shooter-ive-been-waiting-for-and-after-2-hours-of-playtime-im-really-excited-for-all-of-it-but-its-rough-around-the-edges-right-now</link>
                                                                            <description>
                            <![CDATA[ Blackwood shows so much promise as a third-person gun-fu indie shooter, but it definitely needs more time in the oven to reach its full potential. ]]>
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                                                                        <pubDate>Wed, 16 Sep 2026 17:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Gaming]]></category>
                                                    <category><![CDATA[Consoles & PC]]></category>
                                                                                                                    <dc:creator><![CDATA[ Isaiah Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/riqwhsJX2XLMYHR6WeadJD-320-70.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[AttritoM7 Productions / IZilla Games]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[In-game screenshot of Blackwood]]></media:description>                                                            <media:text><![CDATA[In-game screenshot of Blackwood]]></media:text>
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                                <p>Indie games have arguably become a cornerstone of PC gaming, even more so with modern-day entries becoming huge hits such as <a href="https://www.techradar.com/gaming/hollow-knight-silksong-review"><em>Hollow Knight: Silksong</em></a>, <a href="https://www.techradar.com/gaming/hades-2-review"><em>Hades 2</em></a>, and a superhero surprise from developer Adhoc, <a href="https://www.techradar.com/gaming/dispatch-review"><em>Dispatch</em></a>.</p><p>In comes <em>Blackwood</em>, a cinematic third-person action indie, set in New York in 2012. You play as Anton Blackwood, an ordinary DVD store owner by day and an assassin by night, taking on contracts and dealing with the challenge of balancing two lives at once.</p><p>After playing two hours of Act 1 (the only one available so far) during my short preview at Gamescom 2026, I can see <em>Blackwood</em>'s<em> </em>promise. It's quite evident what developer AttritoM7 Productions is aiming for with its gun-fu style gameplay, heavily focused on explosive, cinematic enemy takedowns, intense gun fights, and stylish maneuvers.</p><p><em>Blackwood</em> is very clearly inspired by classic martial arts and gun-fu movies, notably <a href="https://www.techradar.com/features/john-wick-chapter-4-is-a-globe-trotting-orgy-of-bullets-and-blood"><em>John Wick</em></a>, and even borrows elements from classic games like <em>Dead to Rights</em> and <em>Max Payne</em>. Players can either choose to challenge enemies in a gung-ho play style, rushing out and executing different takedowns you can pick before setting out on a mission.</p><p>A more tactical approach is also possible, staying in cover and strictly going for headshots only (fitting for a <em>John Wick</em>-styled game), which would perfectly suit the hardest game difficulty.</p><div class="looped-video"><video class="lazyload-in-view lazyloading" data-src="https://cdn.mos.cms.futurecdn.net/6tg7KaXs4QmZDDyTYxB9t8/Video%20Project%2011.mp4" autoplay loop muted playsinline src="https://cdn.mos.cms.futurecdn.net/6tg7KaXs4QmZDDyTYxB9t8/Video%20Project%2011.mp4"></video></div><p><strong>Blackwood nails enemy takedowns, which is easily the one aspect that will keep me coming back to replay missions I can once Act 1 is complete.</strong> (<em>Video Credit: AttritoM7 Productions</em>)</p><p>The takedowns swiftly shifting straight back into gunplay are where <em>Blackwood</em> absolutely shines, and I can't go without stressing how impressed I am with what AttritoM7 developers were able to pull off there. In so many sequences, I was instantly taken back to those iconic moments in <em>John Wick</em> movies, where Keanu Reeves pulls no punches.</p><p>Ultimately, what holds <em>Blackwood</em> back is jankiness in combat, <em>especially </em>during hand-to-hand encounters. During multiple scenarios, there are bugs and stiffness in certain animations from Anton and enemies that I couldn't ignore.</p><p>Controlling Anton can be a struggle sometimes, as certain button prompts are unresponsive while in cover, and since enemies can flank the player, that unresponsiveness can lead to some pretty frustrating deaths.</p><p>The weapon recoil feels great, and I can see that AttritoM7 designed Blackwood's gunplay to have players make every shot count — which is especially important, since preparing for missions requires you to purchase ammunition with dirty money earned from fulfilling contracts. </p><p>However, I set aim assist to its lowest level (minimal), and it felt like the reticle was fighting against my control of the joystick — and it also doesn't help that the ultrawide field of view resolution <em>desperately </em>needs adjusting.</p><div class="looped-video"><video class="lazyload-in-view lazyloading" data-src="https://cdn.mos.cms.futurecdn.net/ZCCX9wkBjXsaXJqbfVQ7wM/Video%20Project%2012.mp4" autoplay loop muted playsinline src="https://cdn.mos.cms.futurecdn.net/ZCCX9wkBjXsaXJqbfVQ7wM/Video%20Project%2012.mp4"></video></div><p><strong>The opening street shootout was a great way to kick the game off, and I very quickly learned that enemies are unforgiving, requiring the player to be wary of a gung-ho playstyle.</strong> (<em>Video Credit: AttritoM7 Productions</em>)</p><p>Some of the audio in both combat and some NPC dialogue feels a bit out of place too, particularly during one of the early contract missions in a subway station. There are many elements like this, especially involving animations (notably Anton's run and other NPCs' movements), that end up impacting immersion.</p><p>Fortunately, while Blackwood isn't launching in early access, its remaining Acts will be released later for free (for existing owners), with Act 2 planned for March 2027 and Act 3 in September 2027 on Steam. Hopefully, with the release of the following content, patches can be made to significantly tweak and adjust those pain points.</p><p><em>Blackwood</em> is a very promising game and has plenty of opportunity to shine among some of the best indie games available. However, it's a little rough around the edges at the moment, and a few steps away from realizing its potential.</p>
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                                                            <title><![CDATA[ PC Gaming Show Tokyo Direct is back later this month — here's how to watch it ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>The PC Gaming Show Tokyo Direct airs this Sunday, September 20, at 9am PT / 12 noon ET / 5pm BST</strong></li><li><strong>You can catch the show live on PC Gamer, YouTube, Twitch, Steam, and many more places</strong></li><li><strong>It's going to be a 90-minute show with more than 10 world premieres and will feature more than 35 games</strong></li></ul><p>The PC Gaming show Tokyo Direct returns later this week and will feature a whole host of gaming announcements, reveals, and developer interviews.</p><p>Airing on Sunday, September 20, at 9am PT / 12 noon ET / 5pm BST / 1am JST (Monday), it will be presented by Frankie Ward.</p><p>There's a plethora of different places that you can watch the show online, with all of <a href="https://www.youtube.com/watch?v=VjrxcYciRAY" target="_blank">PC Gamer YouTube</a>, <a href="https://www.twitch.tv/pcgamer" target="_blank">Twitch</a>, <a href="https://x.com/pcgamer" target="_blank">X</a>, <a href="https://www.youtube.com/gamesradar" target="_blank">GamesRadar+</a>, <a href="https://store.steampowered.com/curator/1850/sale/PCGamingShowTokyoDirect" target="_blank">Steam</a>, <a href="https://b23.tv/CfqPVQO" target="_blank">Bilibili</a>, <a href="https://eclutch.tv/" target="_blank">eCLUTCH</a>, <a href="http://ginx.tv" target="_blank">Ginx</a>, <a href="https://www.esrevolution.com/" target="_blank">ESR Network</a>, <a href="https://v.kuaishou.com/K8Ecd05y" target="_blank">Kuaishou,</a> plus many more streaming the Tokyo Direct show.</p><p>You can use the YouTube link below to set a reminder — as well as bookmark it for later, of course.</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/VjrxcYciRAY" allowfullscreen></iframe></div></div><p>In terms of what we can expect to see in the show, we already know that we'll see more than 35 games from the likes of Devolver Digital, Firefly Studios, The Game Bakers, Total Mayhem Games, Veewo Games, and WuselFaktory, and many more. </p><p>There's also going to be more than 10 world premieres, a new trailer for Firefly Studios' real-time strategy game <em>Stronghold 4</em>, a release date reveal of <em>Virtue and a Sledgehammer</em> from Devolver Digital, and a deep dive into New Blood Interactive's retro survival horror game <em>Tenebris Somnia</em>.</p><p>You can watch the trailer below if you want a visual teaser for the show, too!</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/VjrxcYciRAY" allowfullscreen></iframe></div></div> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/gaming-industry/pc-gaming-show-tokyo-direct-is-back-later-this-month-heres-how-to-watch-it</link>
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                            <![CDATA[ Here's how you can catch this weekend's The PC Gaming Show Tokyo Direct. ]]>
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                                                                        <pubDate>Wed, 16 Sep 2026 16:45:24 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming Industry]]></category>
                                                    <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-320-70.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>
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                                                                                                                                                                                                                                    <media:description><![CDATA[The key art for the 2026 PC Gaming Show Tokyo Direct presentation]]></media:description>                                                            <media:text><![CDATA[The key art for the 2026 PC Gaming Show Tokyo Direct presentation]]></media:text>
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                                <ul><li><strong>The PC Gaming Show Tokyo Direct airs this Sunday, September 20, at 9am PT / 12 noon ET / 5pm BST</strong></li><li><strong>You can catch the show live on PC Gamer, YouTube, Twitch, Steam, and many more places</strong></li><li><strong>It's going to be a 90-minute show with more than 10 world premieres and will feature more than 35 games</strong></li></ul><p>The PC Gaming show Tokyo Direct returns later this week and will feature a whole host of gaming announcements, reveals, and developer interviews.</p><p>Airing on Sunday, September 20, at 9am PT / 12 noon ET / 5pm BST / 1am JST (Monday), it will be presented by Frankie Ward.</p><p>There's a plethora of different places that you can watch the show online, with all of <a href="https://www.youtube.com/watch?v=VjrxcYciRAY" target="_blank">PC Gamer YouTube</a>, <a href="https://www.twitch.tv/pcgamer" target="_blank">Twitch</a>, <a href="https://x.com/pcgamer" target="_blank">X</a>, <a href="https://www.youtube.com/gamesradar" target="_blank">GamesRadar+</a>, <a href="https://store.steampowered.com/curator/1850/sale/PCGamingShowTokyoDirect" target="_blank">Steam</a>, <a href="https://b23.tv/CfqPVQO" target="_blank">Bilibili</a>, <a href="https://eclutch.tv/" target="_blank">eCLUTCH</a>, <a href="http://ginx.tv" target="_blank">Ginx</a>, <a href="https://www.esrevolution.com/" target="_blank">ESR Network</a>, <a href="https://v.kuaishou.com/K8Ecd05y" target="_blank">Kuaishou,</a> plus many more streaming the Tokyo Direct show.</p><p>You can use the YouTube link below to set a reminder — as well as bookmark it for later, of course.</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/VjrxcYciRAY" allowfullscreen></iframe></div></div><p>In terms of what we can expect to see in the show, we already know that we'll see more than 35 games from the likes of Devolver Digital, Firefly Studios, The Game Bakers, Total Mayhem Games, Veewo Games, and WuselFaktory, and many more. </p><p>There's also going to be more than 10 world premieres, a new trailer for Firefly Studios' real-time strategy game <em>Stronghold 4</em>, a release date reveal of <em>Virtue and a Sledgehammer</em> from Devolver Digital, and a deep dive into New Blood Interactive's retro survival horror game <em>Tenebris Somnia</em>.</p><p>You can watch the trailer below if you want a visual teaser for the show, too!</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/VjrxcYciRAY" allowfullscreen></iframe></div></div>
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                                                            <title><![CDATA[ StarCraft creative director says the game and the real-world feel 'very close in terms of themes and characters' — 'When you look at the stories that were told in StarCraft and the characters that you run into, it's remarkably topical' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>StarCraft</strong></em><strong> general manager and creative director Dan Hay says the series' stories and characters are "remarkably topical" today</strong></li><li><strong>Hay says </strong><em><strong>StarCraft</strong></em><strong> and the real world are both like a "frontier" </strong></li><li><strong>He adds that while </strong><em><strong>StarCraft</strong></em><strong> is science fiction, its "themes and characters" are very similar to "the headlines in our world"</strong></li></ul><p><a href="https://www.techradar.com/gaming/blizzard-says-starcraft-will-have-the-same-gritty-atmosphere-and-be-inspired-by-the-interstellar-western-of-the-original-rts-our-real-world-has-asymmetry-to-it-and-so-i-think-leveraging-that-and-putting-that-into-this-world-was-key-for-us"><em>StarCraft</em></a> general manager and creative director Dan Hay has compared real-world events to the series' stories and characters, calling them "remarkably topical."</p><p>In a sit-down interview with TechRadar Gaming following the reveal of <em>StarCraft</em>, a first-person, open-world shooter slated to arrive in 2030, Hay discussed the CGI trailer that debuted at BlizzCon and explained that the team wanted to portray the "tension" that will come with this new story-driven adventure.</p><p>The developer also said that building the "stakes" was just as important; he couldn't dive too much into the narrative details, but Hay touched on the series as a whole and its storylines that explore "imperfect" characters,  suggesting the new <em>StarCraft</em> will examine similar topics.</p><p>"The way in which you are a hero is that you are going to learn how to become one," Hay said. "The way in which you are a hero is that you are going to learn how to become one. So it's not perfect, right? And that's the thing about <em>StarCraft:</em> a lot of the characters are not perfect; they're imperfect, and even the villains are.</p><p>"They have an idea of what you think they are at the beginning of the game, and then by the end of the game, you realize, oh, they were something completely different. And I think what's powerful about <em>StarCraft</em>."</p><p>Hay continued, saying that when you look at <em>StarCraft</em>'s stories and the characters you meet, they're "remarkably topical" to the events unfolding in the real world.</p><p>"When you think about our world today, and you think about what is <em>StarCraft</em>? It's a bit of a frontier," he said. "It's obviously a frontier. There's asymmetry in terms of factions that don't agree with each other. There's brinkmanship going on where one faction is being used against another. [In] a lot of cases, it's just over resources. </p><p>"A lot of the cases there's politics, and there's intrigue, and there are people being left behind and betrayed, and when you look at that, and then you look at the headlines in our world, it's not super far [apart] in terms of how it feels sometimes. So you feel that tension, and you felt that tension in the teaser [trailer]."</p><p>Hay concluded: "I think what's remarkable about <em>StarCraft</em> is that it feels real, and it feels like it translates quite easily into today. And even though it's science fiction, and even though it has this sense of being in this other universe, it feels very close in terms of themes and characters and moments that you could experience today."</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/starcraft-creative-director-says-the-game-and-the-real-world-feel-very-close-in-terms-of-themes-and-characters-when-you-look-at-the-stories-that-were-told-in-starcraft-and-the-characters-that-you-run-into-its-remarkably-topical</link>
                                                                            <description>
                            <![CDATA[ StarCraft general manager and creative director Dan Hay has compared real-world events to the series' stories, calling them "remarkably topical." ]]>
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                                                                        <pubDate>Wed, 16 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-320-70.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>StarCraft</strong></em><strong> general manager and creative director Dan Hay says the series' stories and characters are "remarkably topical" today</strong></li><li><strong>Hay says </strong><em><strong>StarCraft</strong></em><strong> and the real world are both like a "frontier" </strong></li><li><strong>He adds that while </strong><em><strong>StarCraft</strong></em><strong> is science fiction, its "themes and characters" are very similar to "the headlines in our world"</strong></li></ul><p><a href="https://www.techradar.com/gaming/blizzard-says-starcraft-will-have-the-same-gritty-atmosphere-and-be-inspired-by-the-interstellar-western-of-the-original-rts-our-real-world-has-asymmetry-to-it-and-so-i-think-leveraging-that-and-putting-that-into-this-world-was-key-for-us"><em>StarCraft</em></a> general manager and creative director Dan Hay has compared real-world events to the series' stories and characters, calling them "remarkably topical."</p><p>In a sit-down interview with TechRadar Gaming following the reveal of <em>StarCraft</em>, a first-person, open-world shooter slated to arrive in 2030, Hay discussed the CGI trailer that debuted at BlizzCon and explained that the team wanted to portray the "tension" that will come with this new story-driven adventure.</p><p>The developer also said that building the "stakes" was just as important; he couldn't dive too much into the narrative details, but Hay touched on the series as a whole and its storylines that explore "imperfect" characters,  suggesting the new <em>StarCraft</em> will examine similar topics.</p><p>"The way in which you are a hero is that you are going to learn how to become one," Hay said. "The way in which you are a hero is that you are going to learn how to become one. So it's not perfect, right? And that's the thing about <em>StarCraft:</em> a lot of the characters are not perfect; they're imperfect, and even the villains are.</p><p>"They have an idea of what you think they are at the beginning of the game, and then by the end of the game, you realize, oh, they were something completely different. And I think what's powerful about <em>StarCraft</em>."</p><p>Hay continued, saying that when you look at <em>StarCraft</em>'s stories and the characters you meet, they're "remarkably topical" to the events unfolding in the real world.</p><p>"When you think about our world today, and you think about what is <em>StarCraft</em>? It's a bit of a frontier," he said. "It's obviously a frontier. There's asymmetry in terms of factions that don't agree with each other. There's brinkmanship going on where one faction is being used against another. [In] a lot of cases, it's just over resources. </p><p>"A lot of the cases there's politics, and there's intrigue, and there are people being left behind and betrayed, and when you look at that, and then you look at the headlines in our world, it's not super far [apart] in terms of how it feels sometimes. So you feel that tension, and you felt that tension in the teaser [trailer]."</p><p>Hay concluded: "I think what's remarkable about <em>StarCraft</em> is that it feels real, and it feels like it translates quite easily into today. And even though it's science fiction, and even though it has this sense of being in this other universe, it feels very close in terms of themes and characters and moments that you could experience today."</p>
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                                                            <title><![CDATA[ StarCraft general manager says 'tension' was the key to designing a StarCraft game from a first-person perspective — 'Every shot matters. Everything you do matters' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>StarCraft</strong></em><strong>'s first-person perspective will offer a new sort of "tension"</strong></li><li><strong>General manager and creative director Dan Hay says the tension is "subtly different" from the original RTS game</strong></li><li><strong>Since the game is in first-person, "You have to protect yourself" </strong></li></ul><p><em>StarCraft</em> general manager and creative director Dan Hay has explained the process of designing a new game in first-person, revealing that "tension" was crucial.</p><p>Blizzard's next <em>StarCraft</em> game won't be a real-time strategy (RTS) title, but a story-driven, open-world first-person shooter, which will be a fresh direction for the beloved series. </p><p>Hay, who discussed <a href="https://www.techradar.com/gaming/blizzard-says-starcraft-will-have-the-same-gritty-atmosphere-and-be-inspired-by-the-interstellar-western-of-the-original-rts-our-real-world-has-asymmetry-to-it-and-so-i-think-leveraging-that-and-putting-that-into-this-world-was-key-for-us">the game's inspirations</a> with TechRadar Gaming at BlizzCon, explained that because of the new perspective, this meant the team had to think carefully about how to manage a combat system, the world, and enemies of <em>StarCraft</em> in a new way, while still being faithful and familiar to the original RTS game.</p><p>"The combat has to feel very, very clean and dangerous and mean and dark," Hay said. "I think <em>StarCraft</em> does that well. The mood is dark, but also, in a strange way, hopeful."</p><p>Without giving away too many details, the developer said that the team has to make the enemies the player is fighting "feel real" while also balancing the challenge of what it's like being inside 10-foot armour that weighs 1000 pounds.</p><p>"It's because the thing that's out there is going to try and shuck me like an oyster," he continued. "The thing that's out there is going to try and just flay me open, and eat my insides. And so we have to build it in such a way that it all makes sense, which means when you move, when you attack, when you shoot, it has to feel real, and then whatever it is that's attacking you — which we all know what's probably going to be attacking you — it has to feel like it's an onslaught where you have to stem the tide, you have to figure out a way to stop that biomass from attacking you, and it has to feel real."</p><p>Hay said the "key" to designing this experience was "tension," which players got a glimpse of in the CGI trailer, adding that it's the same tension from the RTS "but it's subtly different."</p><p>In the RTS game, players would be confronted with a wall of Zerg enemies, and that would be the tension, but in <em>StarCraft</em>, a first-person experience, the top-down perspective is gone.</p><p>"Now your boots on the ground," Hay said. "We have to give you the tension of deployment, and you saw us actually do that in the teaser, and then we have to give you the tension of there not being a whole bunch of marines around that you can just go through. It's you. You have to protect yourself. You have to figure out how to fix your armor. You have to figure out how to push back against it. </p><p>"Every shot matters. Everything you do matters. So the tension feels even greater."</p><p><em>StarCraft</em> is currently in development and is set to arrive in 2030.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/starcraft-general-manager-says-tension-was-the-key-to-designing-a-starcraft-game-from-a-first-person-perspective-every-shot-matters-everything-you-do-matters</link>
                                                                            <description>
                            <![CDATA[ StarCraft general manager and creative director Dan Hay has explained the process of designing a new game in first-person, revealing that "tension" was crucial. ]]>
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                                                                        <pubDate>Wed, 16 Sep 2026 03:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.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[StarCraft]]></media:description>                                                            <media:text><![CDATA[StarCraft]]></media:text>
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                                <ul><li><em><strong>StarCraft</strong></em><strong>'s first-person perspective will offer a new sort of "tension"</strong></li><li><strong>General manager and creative director Dan Hay says the tension is "subtly different" from the original RTS game</strong></li><li><strong>Since the game is in first-person, "You have to protect yourself" </strong></li></ul><p><em>StarCraft</em> general manager and creative director Dan Hay has explained the process of designing a new game in first-person, revealing that "tension" was crucial.</p><p>Blizzard's next <em>StarCraft</em> game won't be a real-time strategy (RTS) title, but a story-driven, open-world first-person shooter, which will be a fresh direction for the beloved series. </p><p>Hay, who discussed <a href="https://www.techradar.com/gaming/blizzard-says-starcraft-will-have-the-same-gritty-atmosphere-and-be-inspired-by-the-interstellar-western-of-the-original-rts-our-real-world-has-asymmetry-to-it-and-so-i-think-leveraging-that-and-putting-that-into-this-world-was-key-for-us">the game's inspirations</a> with TechRadar Gaming at BlizzCon, explained that because of the new perspective, this meant the team had to think carefully about how to manage a combat system, the world, and enemies of <em>StarCraft</em> in a new way, while still being faithful and familiar to the original RTS game.</p><p>"The combat has to feel very, very clean and dangerous and mean and dark," Hay said. "I think <em>StarCraft</em> does that well. The mood is dark, but also, in a strange way, hopeful."</p><p>Without giving away too many details, the developer said that the team has to make the enemies the player is fighting "feel real" while also balancing the challenge of what it's like being inside 10-foot armour that weighs 1000 pounds.</p><p>"It's because the thing that's out there is going to try and shuck me like an oyster," he continued. "The thing that's out there is going to try and just flay me open, and eat my insides. And so we have to build it in such a way that it all makes sense, which means when you move, when you attack, when you shoot, it has to feel real, and then whatever it is that's attacking you — which we all know what's probably going to be attacking you — it has to feel like it's an onslaught where you have to stem the tide, you have to figure out a way to stop that biomass from attacking you, and it has to feel real."</p><p>Hay said the "key" to designing this experience was "tension," which players got a glimpse of in the CGI trailer, adding that it's the same tension from the RTS "but it's subtly different."</p><p>In the RTS game, players would be confronted with a wall of Zerg enemies, and that would be the tension, but in <em>StarCraft</em>, a first-person experience, the top-down perspective is gone.</p><p>"Now your boots on the ground," Hay said. "We have to give you the tension of deployment, and you saw us actually do that in the teaser, and then we have to give you the tension of there not being a whole bunch of marines around that you can just go through. It's you. You have to protect yourself. You have to figure out how to fix your armor. You have to figure out how to push back against it. </p><p>"Every shot matters. Everything you do matters. So the tension feels even greater."</p><p><em>StarCraft</em> is currently in development and is set to arrive in 2030.</p>
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                                                            <title><![CDATA[ Diablo 5 senior game director says 'the continued passion' is the reason Diablo 2: Resurrected exists and has allowed Blizzard to look at it for modern inspiration — 'Because it exists today alongside Diablo 4, we can look at it through today's lens' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Diablo 5</strong></em><strong> will have features inspired by </strong><em><strong>Diablo 2</strong></em><strong> and </strong><em><strong>Diablo 2: Resurrected</strong></em></li><li><strong>Senior game director Joe Shely says the team was able to look at </strong><em><strong>Resurrected</strong></em><strong> for modern inspiration because it's so recent</strong></li><li><strong>He says the team can "look at it through today's lens"</strong></li></ul><p><em>Diablo 5</em> senior game director Joe Shely has said that the success of <em>Diablo 2: Resurrected</em> has enabled Blizzard to use the game as modern inspiration for the upcoming sequel.</p><p>In an interview with TechRadar Gaming at BlizzCon following <em>Diablo 5</em>'s announcement, Shely shared how previous games helped the team find modern inspiration for <em>Diablo 5</em>.</p><p>Instead of going back 20 years and just looking at <em>Diablo 2</em>, the team used its 2021 remaster, <em>Diablo 2: Resurrected</em>, for ideas. The developer said the game was brought to life thanks to the passionate fanbase, and the continued work on it has benefited <em>Diablo 5</em>'s development.</p><p>"Certainly we've been very happy with the response to <em>Diablo 2: Resurrected</em>," Shely said. "The reason that <em>Diablo 2: Resurrected</em> exists is because of the continued passion of players in the first place, because of the continued passion of players for <em>Diablo 2</em>, and so both the honor of having a game that players love and the ability to add new content to it has given us the opportunity to look at it in terms of inspiration."</p><p><em>Resurrected</em>'s itemization system, from weapons, loot, and armor, is one of the core features that Blizzard used as inspiration; Shely also said the game's modern features were just as important because it was created and released so recently.</p><p>"Because <em>Diablo 2: Resurrected</em> exists today alongside <em>Diablo 4</em>, we can look at it through today's lens, and not just have to go back to, you know, 20 years ago, and think about how to bring lessons forward from 20 years ago. We can bring lessons from <em>D2</em>, but lessons from today."</p><p><em>Diablo 5</em> is in development and launches in Spring 2029.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/diablo-5-senior-game-director-says-the-continued-passion-is-the-reason-diablo-2-resurrected-exists-and-has-allowed-blizzard-to-look-at-it-for-modern-inspiration-because-it-exists-today-alongside-diablo-4-we-can-look-at-it-through-todays-lens</link>
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                            <![CDATA[ Blizzard has said that the success of Diablo 2: Resurrected has enabled it to use the game as modern inspiration for Diablo 5. ]]>
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                                                                        <pubDate>Tue, 15 Sep 2026 22:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.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>Diablo 5</strong></em><strong> will have features inspired by </strong><em><strong>Diablo 2</strong></em><strong> and </strong><em><strong>Diablo 2: Resurrected</strong></em></li><li><strong>Senior game director Joe Shely says the team was able to look at </strong><em><strong>Resurrected</strong></em><strong> for modern inspiration because it's so recent</strong></li><li><strong>He says the team can "look at it through today's lens"</strong></li></ul><p><em>Diablo 5</em> senior game director Joe Shely has said that the success of <em>Diablo 2: Resurrected</em> has enabled Blizzard to use the game as modern inspiration for the upcoming sequel.</p><p>In an interview with TechRadar Gaming at BlizzCon following <em>Diablo 5</em>'s announcement, Shely shared how previous games helped the team find modern inspiration for <em>Diablo 5</em>.</p><p>Instead of going back 20 years and just looking at <em>Diablo 2</em>, the team used its 2021 remaster, <em>Diablo 2: Resurrected</em>, for ideas. The developer said the game was brought to life thanks to the passionate fanbase, and the continued work on it has benefited <em>Diablo 5</em>'s development.</p><p>"Certainly we've been very happy with the response to <em>Diablo 2: Resurrected</em>," Shely said. "The reason that <em>Diablo 2: Resurrected</em> exists is because of the continued passion of players in the first place, because of the continued passion of players for <em>Diablo 2</em>, and so both the honor of having a game that players love and the ability to add new content to it has given us the opportunity to look at it in terms of inspiration."</p><p><em>Resurrected</em>'s itemization system, from weapons, loot, and armor, is one of the core features that Blizzard used as inspiration; Shely also said the game's modern features were just as important because it was created and released so recently.</p><p>"Because <em>Diablo 2: Resurrected</em> exists today alongside <em>Diablo 4</em>, we can look at it through today's lens, and not just have to go back to, you know, 20 years ago, and think about how to bring lessons forward from 20 years ago. We can bring lessons from <em>D2</em>, but lessons from today."</p><p><em>Diablo 5</em> is in development and launches in Spring 2029.</p>
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                                                            <title><![CDATA[ Blizzard says designing a StarCraft open-world shooter presents specific challenges in scale and perspective — 'If you're 10 feet tall and you're wearing something that weighs 1,000 pounds, doors are a challenge' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>StarCraft </strong></em><strong>general manager says that approaching the concept of scale was one of the biggest challenges in switching to the shooter genre</strong></li><li><strong>The shift from real-time strategy to an open world also introduced a huge change in perspective</strong></li><li><strong>But one of the biggest individual challenges was simple</strong></li></ul><p>The next <em>StarCraft</em> game will shift to an entirely new genre, jumping from real-time strategy (RTS) to an open-world shooter. The change led to some broad development challenges — as well as some very specific ones.</p><p>In an interview with TechRadar Gaming at BlizzCon 2026, when asked about the development challenges in taking the RTS to another genre, <em>StarCraft </em>general manager Dan Hay gave one very particular example: "Was there a specific challenge? Doors."</p><p>Yes, doors. Literal doors. </p><p>"If you're 10 feet tall and you're wearing something that weighs 1,000 pounds, doors are a challenge, and we had to figure out how to make our doors [work in] that perspective," described Hay. "It's like, how does it all work?"</p><p>Hay went on to say that devs need to make "sure that the world feels logical" and that it "doesn't feel weird" to players.</p><p>Hay added: "You've got to be able to play with that perspective, and so from the standpoint of building the world and making sure that the world was logical, and that when I walked up to a door it [opened] and also worked for somebody who's in armor or not".</p><p>Beyond the simple challenge of doors, however, Hay did add that size and spectacle were a sticking point: "I think you got to think about scale, right? Because the moment you adjust a perspective, [everything] looks completely different to us".</p><p>Annalee Hartling, associate manager of development operations for <em>StarCraft</em>, went on to talk about the sense of scale being very impactful. </p><p>"When I saw the trailer, the most impactful portion of it for me was the barracks. The barracks flying in and seeing it from the perspective of every nook and cranny, not looking at it from above.</p><p>"I'm not seeing just the top of it. I'm looking at it from the point of view of it landing landing [in front of me], and those jets are going to come out, and the feet are going to come out, and they're going to they're going to touch the ground."</p><p>That sense of perspective and scale in an open-world shooter game was "incredibly powerful for a player," said Hartling. "It's emotional, it's fascinating, and it's beautiful," they continued.</p><p><em>StarCraft </em>is set to launch in 2030.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/blizzard-says-designing-a-starcraft-open-world-shooter-presents-specific-challenges-in-scale-and-perspective-if-youre-10-feet-tall-and-youre-wearing-something-that-weighs-1-000-pounds-doors-are-a-challenge</link>
                                                                            <description>
                            <![CDATA[ Changing StarCraft from a real-time strategy to an open-world shooter came with perspective challenges, but also a simple challenge to do with doors. ]]>
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                                                                        <pubDate>Tue, 15 Sep 2026 15:01:55 +0000</pubDate>                                                                                                                                                                                                                                <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-320-70.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>
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                                                                                                                                                                                                                                    <media:description><![CDATA[A still from the StarCraft teaser trailer showing a recruit looking into the giant power armor]]></media:description>                                                            <media:text><![CDATA[A still from the StarCraft teaser trailer showing a recruit looking into the giant power armor]]></media:text>
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                                <ul><li><em><strong>StarCraft </strong></em><strong>general manager says that approaching the concept of scale was one of the biggest challenges in switching to the shooter genre</strong></li><li><strong>The shift from real-time strategy to an open world also introduced a huge change in perspective</strong></li><li><strong>But one of the biggest individual challenges was simple</strong></li></ul><p>The next <em>StarCraft</em> game will shift to an entirely new genre, jumping from real-time strategy (RTS) to an open-world shooter. The change led to some broad development challenges — as well as some very specific ones.</p><p>In an interview with TechRadar Gaming at BlizzCon 2026, when asked about the development challenges in taking the RTS to another genre, <em>StarCraft </em>general manager Dan Hay gave one very particular example: "Was there a specific challenge? Doors."</p><p>Yes, doors. Literal doors. </p><p>"If you're 10 feet tall and you're wearing something that weighs 1,000 pounds, doors are a challenge, and we had to figure out how to make our doors [work in] that perspective," described Hay. "It's like, how does it all work?"</p><p>Hay went on to say that devs need to make "sure that the world feels logical" and that it "doesn't feel weird" to players.</p><p>Hay added: "You've got to be able to play with that perspective, and so from the standpoint of building the world and making sure that the world was logical, and that when I walked up to a door it [opened] and also worked for somebody who's in armor or not".</p><p>Beyond the simple challenge of doors, however, Hay did add that size and spectacle were a sticking point: "I think you got to think about scale, right? Because the moment you adjust a perspective, [everything] looks completely different to us".</p><p>Annalee Hartling, associate manager of development operations for <em>StarCraft</em>, went on to talk about the sense of scale being very impactful. </p><p>"When I saw the trailer, the most impactful portion of it for me was the barracks. The barracks flying in and seeing it from the perspective of every nook and cranny, not looking at it from above.</p><p>"I'm not seeing just the top of it. I'm looking at it from the point of view of it landing landing [in front of me], and those jets are going to come out, and the feet are going to come out, and they're going to they're going to touch the ground."</p><p>That sense of perspective and scale in an open-world shooter game was "incredibly powerful for a player," said Hartling. "It's emotional, it's fascinating, and it's beautiful," they continued.</p><p><em>StarCraft </em>is set to launch in 2030.</p>
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                                                            <title><![CDATA[ Valve says RAM crisis hasn't really changed its Steam Deck 2 plans, but hints that it could affect launch timing — and I'm all for a long delay if it's necessary ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>IGN asked Valve if the RAM crisis would impact the Steam Deck 2</strong></li><li><strong>Valve engineer Pierre-Loup Griffais said "not really", but added: "It's just a matter of looking at the current conditions and seeing how and when we can deliver"</strong></li><li><strong>This is effectively saying that the spec won't be compromised, but the release timeframe might slide</strong></li></ul><p>Valve is sticking with its plan for the Steam Deck 2 in terms of ensuring that the sequel will be a proper generational leap compared to the existing <a href="https://www.techradar.com/best/best-handheld-games-consoles">handheld</a>.</p><p><a href="https://www.ign.com/articles/valve-says-ram-crisis-hasnt-affected-plans-for-steam-deck-2" target="_blank">IGN interviewed</a> Valve engineer Pierre-Loup Griffais (along with Jeff Leinbaugh) and brought up the subject of whether the RAM crisis – which appears to be <a href="https://www.techradar.com/computing/memory/the-memory-chip-market-is-heading-toward-a-severe-shortage-analyst-firm-believes-ram-crisis-could-get-far-worse-in-2027-and-you-can-blame-ai-ramping-up">intensifying in an unpleasant manner as this year rolls on</a> – would affect the Steam Deck 2.</p><p>When asked if the memory supply shortage had changed <a href="https://www.techradar.com/gaming/pc-gaming/the-steam-deck-2-sounds-like-itll-be-a-huge-leap-in-performance-but-theres-one-big-reason-why-it-doesnt-exist-yet">Valve's plans for the sequel</a> of the Steam Deck, Griffais said "not really", adding "We've talked before about how we want to make sure there's a very delineated performance improvement for something like a future Steam Deck, and I think we're still looking at it in the same way."</p><p>Griffais continued: "It's just a matter of looking at the current conditions and seeing how and when we can deliver something like that. But from what we're working on, as far as the user experience goes and what the product that we're trying to build goes, it's very similar goals."</p><p>In other words, Valve still wants to make the Steam Deck 2 a major leap in handheld performance, and the only thing that pricier components (not just system RAM, but other elements of the device) will mean is that the "when" of the delivery timing might be altered.</p><p>So, I read this as essentially hinting that the release timeframe could be pushed back, but ultimately the spec of any Steam Deck sequel is not going to be messed with due to any component price rises.</p><h2 id="analysis-value-is-more-important-than-timing">Analysis: value is more important than timing</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2500px;"><p class="vanilla-image-block" style="padding-top:66.68%;"><img id="9kbHWY4vLgvva8iS3GRuRD" name="playing_deadCells.jpg" alt="Person holding a Steam Deck in their hands playing a game on it" src="https://cdn.mos.cms.futurecdn.net/9kbHWY4vLgvva8iS3GRuRD-1920-80.jpg" mos="" align="middle" fullscreen="" width="2500" height="1667" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Valve)</span></figcaption></figure><p>I think this is a sensible stance. Having clearly laid out its stall from the get-go, shortly after the launch of the Steam Deck, in terms of making the sequel a considerably more powerful handheld, Valve can't go back on that really.</p><p>Well, it could, but it wouldn't be a good look, and I think this is basically what Griffais is getting at with that key "how and when we can deliver" comment. The <a href="https://www.techradar.com/computing/gaming-laptops/steam-machine-review">Steam Machine being released</a> at a less-than-ideal price hasn't done Valve's reputation any favors, and a lot of gamers have been seriously disappointed with the end result in terms of value there. I don't think that Valve can take the risk of a repeat performance with the Steam Deck 2, as that'd further erode the goodwill of gamers.</p><p>Personally, I'd prefer Valve to wait until after the RAM crisis has (mostly) blown over before introducing the Steam Deck sequel – even if that means a long delay, and the memory shortage continues for the rest of this decade (as some are predicting). I'd rather have a performant handheld with a palatable price tag – and wait however long that may take – than something that's expensive arriving sooner.</p><p>It sounds like Valve is very much thinking along those same lines, perhaps not surprisingly given that RAM-driven price hikes have reportedly had quite a <a href="https://www.techradar.com/gaming/steam-deck/new-estimate-suggests-valves-steam-deck-sales-have-decreased-by-82-percent-and-the-reason-shouldnt-be-a-surprise">negative impact on Steam Deck sales in recent times</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/steam-deck/valve-says-ram-crisis-hasnt-really-changed-its-steam-deck-2-plans-but-hints-that-it-could-affect-launch-timing-and-im-all-for-a-long-delay-if-its-necessary</link>
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                            <![CDATA[ Valve says that handheld will happen "when we can deliver" — hinting that pricing will be key. ]]>
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                                                                        <pubDate>Tue, 15 Sep 2026 11:24:12 +0000</pubDate>                                                                                                                                <updated>Wed, 16 Sep 2026 05:49:49 +0000</updated>
                                                                                                                                            <category><![CDATA[Steam Deck]]></category>
                                                    <category><![CDATA[Gaming PCs]]></category>
                                                    <category><![CDATA[Gaming]]></category>
                                                    <category><![CDATA[Consoles & PC]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Computing]]></category>
                                                    <category><![CDATA[Gaming Computers]]></category>
                                                                                                                    <dc:creator><![CDATA[ Darren Allan ]]></dc:creator>                                                                                                        <dc:description><![CDATA[ null ]]></dc:description>
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                                <ul><li><strong>IGN asked Valve if the RAM crisis would impact the Steam Deck 2</strong></li><li><strong>Valve engineer Pierre-Loup Griffais said "not really", but added: "It's just a matter of looking at the current conditions and seeing how and when we can deliver"</strong></li><li><strong>This is effectively saying that the spec won't be compromised, but the release timeframe might slide</strong></li></ul><p>Valve is sticking with its plan for the Steam Deck 2 in terms of ensuring that the sequel will be a proper generational leap compared to the existing <a href="https://www.techradar.com/best/best-handheld-games-consoles">handheld</a>.</p><p><a href="https://www.ign.com/articles/valve-says-ram-crisis-hasnt-affected-plans-for-steam-deck-2" target="_blank">IGN interviewed</a> Valve engineer Pierre-Loup Griffais (along with Jeff Leinbaugh) and brought up the subject of whether the RAM crisis – which appears to be <a href="https://www.techradar.com/computing/memory/the-memory-chip-market-is-heading-toward-a-severe-shortage-analyst-firm-believes-ram-crisis-could-get-far-worse-in-2027-and-you-can-blame-ai-ramping-up">intensifying in an unpleasant manner as this year rolls on</a> – would affect the Steam Deck 2.</p><p>When asked if the memory supply shortage had changed <a href="https://www.techradar.com/gaming/pc-gaming/the-steam-deck-2-sounds-like-itll-be-a-huge-leap-in-performance-but-theres-one-big-reason-why-it-doesnt-exist-yet">Valve's plans for the sequel</a> of the Steam Deck, Griffais said "not really", adding "We've talked before about how we want to make sure there's a very delineated performance improvement for something like a future Steam Deck, and I think we're still looking at it in the same way."</p><p>Griffais continued: "It's just a matter of looking at the current conditions and seeing how and when we can deliver something like that. But from what we're working on, as far as the user experience goes and what the product that we're trying to build goes, it's very similar goals."</p><p>In other words, Valve still wants to make the Steam Deck 2 a major leap in handheld performance, and the only thing that pricier components (not just system RAM, but other elements of the device) will mean is that the "when" of the delivery timing might be altered.</p><p>So, I read this as essentially hinting that the release timeframe could be pushed back, but ultimately the spec of any Steam Deck sequel is not going to be messed with due to any component price rises.</p><h2 id="analysis-value-is-more-important-than-timing">Analysis: value is more important than timing</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2500px;"><p class="vanilla-image-block" style="padding-top:66.68%;"><img id="9kbHWY4vLgvva8iS3GRuRD" name="playing_deadCells.jpg" alt="Person holding a Steam Deck in their hands playing a game on it" src="https://cdn.mos.cms.futurecdn.net/9kbHWY4vLgvva8iS3GRuRD-1920-80.jpg" mos="" align="middle" fullscreen="" width="2500" height="1667" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Valve)</span></figcaption></figure><p>I think this is a sensible stance. Having clearly laid out its stall from the get-go, shortly after the launch of the Steam Deck, in terms of making the sequel a considerably more powerful handheld, Valve can't go back on that really.</p><p>Well, it could, but it wouldn't be a good look, and I think this is basically what Griffais is getting at with that key "how and when we can deliver" comment. The <a href="https://www.techradar.com/computing/gaming-laptops/steam-machine-review">Steam Machine being released</a> at a less-than-ideal price hasn't done Valve's reputation any favors, and a lot of gamers have been seriously disappointed with the end result in terms of value there. I don't think that Valve can take the risk of a repeat performance with the Steam Deck 2, as that'd further erode the goodwill of gamers.</p><p>Personally, I'd prefer Valve to wait until after the RAM crisis has (mostly) blown over before introducing the Steam Deck sequel – even if that means a long delay, and the memory shortage continues for the rest of this decade (as some are predicting). I'd rather have a performant handheld with a palatable price tag – and wait however long that may take – than something that's expensive arriving sooner.</p><p>It sounds like Valve is very much thinking along those same lines, perhaps not surprisingly given that RAM-driven price hikes have reportedly had quite a <a href="https://www.techradar.com/gaming/steam-deck/new-estimate-suggests-valves-steam-deck-sales-have-decreased-by-82-percent-and-the-reason-shouldnt-be-a-surprise">negative impact on Steam Deck sales in recent times</a>.</p>
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                                                            <title><![CDATA[ Blizzard says StarCraft will have the same 'gritty' atmosphere and be inspired by the 'interstellar western' of the original RTS — 'Our real world has asymmetry to it, and so I think leveraging that and putting that into this world was key for us' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>StarCraft</strong></em><strong> will have the same "gritty" vibes as the original real-time strategy (RTS) game</strong></li><li><strong>General manager and creative director Dan Hay says the game was also influenced by the "interstellar western" of the original</strong></li><li><strong>Associate manager of development operations Annalee Hartling says watching the trailer was "emotional"</strong></li></ul><p><em>StarCraft</em> will adopt the same "gritty" atmosphere of the original real-time strategy (RTS) game, according to Blizzard Entertainment.</p><p>If you missed it, a new <em>StarCraft</em> game was announced at BlizzCon 2026, but unlike its predecessors, the title will take a new turn for the franchise and is a story-driven open-world shooter.</p><p>Speaking to TechRadar Gaming at BlizzCon, <em>StarCraft</em> general manager and creative director Dan Hay discussed the action-packed CGI trailer that debuted at the event and revealed the team's inspirations for the sequel.</p><p>"What I loved about <em>StarCraft,</em> the original, was that it was gritty, that it felt like it was on a frontier," Hay said. "It felt like a western. It felt like an interstellar western. That's what it felt like to me."</p><p>He continued by reminiscing about his time playing the original RTS game, explaining that he wanted to adapt the experiences he had in the new <em>StarCraft</em>, including the music, characters, and lore.</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/9eQUtOQXYgQ" allowfullscreen></iframe></div></div><p>"From the music, to the characters that I met, to the people that I ran into, to the moments that I had, to the entire lore of it, it felt like a gritty, sometimes dirty, [and] not ] perfect world, and it made the asymmetry of the different factions feel even better because it felt very real. Because our real world has asymmetry to it. </p><p>"And so I think leveraging that and putting that into this world was key for us."</p><p>Associate manager of development operations Annalee Hartling also shared her reaction to the trailer, saying that the moment you see the barracks flying in and touching down, not from a top-down perspective, but a more intimate angle, was "the most impactful portion of it" for her.</p><p>"Living that moment was like my childhood, you know?" Hartling said. "My early days of gaming had come alive. I'm like, 'This is what I've been waiting for.' I wanted to see that and have that emotion of, like, this barracks hitting the ground and then opening up, and I'm able to walk out and look. Oh my goodness, that is incredibly powerful for a player.</p><p>"I think, at least from my point of view, it's emotional, it's fascinating, and it's beautiful. So having that perspective of being boots on the ground down there, seeing it all happen, and then whatever else happens to be outside those doors when you come through the barracks."</p><p><em>StarCraft</em> is slated to launch in 2030. </p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/blizzard-says-starcraft-will-have-the-same-gritty-atmosphere-and-be-inspired-by-the-interstellar-western-of-the-original-rts-our-real-world-has-asymmetry-to-it-and-so-i-think-leveraging-that-and-putting-that-into-this-world-was-key-for-us</link>
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                            <![CDATA[ StarCraft will adopt the same "gritty" atmosphere of the original real-time strategy (RTS) game, according to Blizzard Entertainment. ]]>
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                                                                        <pubDate>Tue, 15 Sep 2026 10:12:27 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.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>StarCraft</strong></em><strong> will have the same "gritty" vibes as the original real-time strategy (RTS) game</strong></li><li><strong>General manager and creative director Dan Hay says the game was also influenced by the "interstellar western" of the original</strong></li><li><strong>Associate manager of development operations Annalee Hartling says watching the trailer was "emotional"</strong></li></ul><p><em>StarCraft</em> will adopt the same "gritty" atmosphere of the original real-time strategy (RTS) game, according to Blizzard Entertainment.</p><p>If you missed it, a new <em>StarCraft</em> game was announced at BlizzCon 2026, but unlike its predecessors, the title will take a new turn for the franchise and is a story-driven open-world shooter.</p><p>Speaking to TechRadar Gaming at BlizzCon, <em>StarCraft</em> general manager and creative director Dan Hay discussed the action-packed CGI trailer that debuted at the event and revealed the team's inspirations for the sequel.</p><p>"What I loved about <em>StarCraft,</em> the original, was that it was gritty, that it felt like it was on a frontier," Hay said. "It felt like a western. It felt like an interstellar western. That's what it felt like to me."</p><p>He continued by reminiscing about his time playing the original RTS game, explaining that he wanted to adapt the experiences he had in the new <em>StarCraft</em>, including the music, characters, and lore.</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/9eQUtOQXYgQ" allowfullscreen></iframe></div></div><p>"From the music, to the characters that I met, to the people that I ran into, to the moments that I had, to the entire lore of it, it felt like a gritty, sometimes dirty, [and] not ] perfect world, and it made the asymmetry of the different factions feel even better because it felt very real. Because our real world has asymmetry to it. </p><p>"And so I think leveraging that and putting that into this world was key for us."</p><p>Associate manager of development operations Annalee Hartling also shared her reaction to the trailer, saying that the moment you see the barracks flying in and touching down, not from a top-down perspective, but a more intimate angle, was "the most impactful portion of it" for her.</p><p>"Living that moment was like my childhood, you know?" Hartling said. "My early days of gaming had come alive. I'm like, 'This is what I've been waiting for.' I wanted to see that and have that emotion of, like, this barracks hitting the ground and then opening up, and I'm able to walk out and look. Oh my goodness, that is incredibly powerful for a player.</p><p>"I think, at least from my point of view, it's emotional, it's fascinating, and it's beautiful. So having that perspective of being boots on the ground down there, seeing it all happen, and then whatever else happens to be outside those doors when you come through the barracks."</p><p><em>StarCraft</em> is slated to launch in 2030. </p>
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                                                            <title><![CDATA[ 'No old code exists': Tomb Raider: Legacy of Atlantis experience director confirms the 'reimagining' had to be built totally from the ground up on Unreal Engine 5 — but this meant Crystal Dynamics could add more tech upgrades ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Tomb Raider: Legacy of Atlantis </strong></em><strong>experience director Jeff Adams confirms "no old code exists" for the original 1996 game</strong></li><li><strong>This meant Crystal Dynamics had to build the game from the ground up on Unreal Engine 5</strong></li><li><strong>Adams says the engine also allowed the studio to create its own custom tech for the "reimagining" of the classic title</strong></li></ul><p>Crystal Dynamics has explained why it chose to build <a href="https://www.techradar.com/gaming/we-put-the-most-pressure-on-ourselves-tomb-raider-studio-head-on-remaking-one-of-the-most-iconic-games-of-all-time"><em>Tomb Raider: Legacy of Atlantis</em></a> from the ground up, instead of doing anything close to a remake of the 1996 game, revealing that no source code exists.</p><p>In a Q&A at Gamescom following an exclusive presentation that TechRadar Gaming attended, experience director Jeff Adams discussed what he's previously called <a href="https://www.techradar.com/gaming/tomb-raider-legacy-of-atlantis-experience-director-says-reimagining-the-1996-game-allows-crystal-dynamics-to-retain-iconic-moments-while-still-offering-creative-leeway">a "reimagining" of the original Tomb Raider game</a> and what it meant for the development team, who built the game from the ground up using Unreal Engine 5.</p><p>"We are in Unreal Engine 5," Adams said, "no old code exists. We are basically taking it and remaking it, or not remaking, reimagining it. We are bringing it from the ground up."</p><p>When asked to talk about how effective Unreal Engine 5 has been for the team, Adams explained that it enabled them to "have our own custom implementation for physics in the engine," which means engineering their own features, custom physics, and general upgrades; this made <em>Legacy of Atlantis</em> a true, modern reimagining.</p><p>"Unreal creates a really great sandbox platform for building a game, but when we're making a specific type of experience, we're going to have things that we really want to target and get to a right fidelity level where we're happy with it," the developer continued.</p><p>"So while things like Nanite and Lumen [UE5's technologies that offer realistic graphics capability] allow us to make a beautiful game environment, there might be some things that we're saying, 'Hey, we wish it could do this a little bit better.' That's when we'll break out and say, our engineers will create something custom that helps solve that issue, so that we can make sure that we're delivering an authentic <em>Tomb Raider</em> experience on Unreal."</p><p>He added that Lara Croft's long braid, which reacts to her movement, is "a perfect example of that."</p><p><em>Tomb Raider: Legacy of Atlantis</em> launches on February 27, 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> and <a href="https://www.techradar.com/reviews/xbox-series-s">Series S</a>, <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a>, and PC.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/no-old-code-exists-tomb-raider-legacy-of-atlantis-experience-director-confirms-the-reimagining-had-to-be-built-totally-from-the-ground-up-on-unreal-engine-5-but-this-meant-crystal-dynamics-could-add-more-tech-upgrades</link>
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                            <![CDATA[ Crystal Dynamics has explained why it chose to build Tomb Raider: Legacy of Atlantis from the ground up on Unreal Engine 5. ]]>
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                                                                        <pubDate>Tue, 15 Sep 2026 03:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.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>Tomb Raider: Legacy of Atlantis </strong></em><strong>experience director Jeff Adams confirms "no old code exists" for the original 1996 game</strong></li><li><strong>This meant Crystal Dynamics had to build the game from the ground up on Unreal Engine 5</strong></li><li><strong>Adams says the engine also allowed the studio to create its own custom tech for the "reimagining" of the classic title</strong></li></ul><p>Crystal Dynamics has explained why it chose to build <a href="https://www.techradar.com/gaming/we-put-the-most-pressure-on-ourselves-tomb-raider-studio-head-on-remaking-one-of-the-most-iconic-games-of-all-time"><em>Tomb Raider: Legacy of Atlantis</em></a> from the ground up, instead of doing anything close to a remake of the 1996 game, revealing that no source code exists.</p><p>In a Q&A at Gamescom following an exclusive presentation that TechRadar Gaming attended, experience director Jeff Adams discussed what he's previously called <a href="https://www.techradar.com/gaming/tomb-raider-legacy-of-atlantis-experience-director-says-reimagining-the-1996-game-allows-crystal-dynamics-to-retain-iconic-moments-while-still-offering-creative-leeway">a "reimagining" of the original Tomb Raider game</a> and what it meant for the development team, who built the game from the ground up using Unreal Engine 5.</p><p>"We are in Unreal Engine 5," Adams said, "no old code exists. We are basically taking it and remaking it, or not remaking, reimagining it. We are bringing it from the ground up."</p><p>When asked to talk about how effective Unreal Engine 5 has been for the team, Adams explained that it enabled them to "have our own custom implementation for physics in the engine," which means engineering their own features, custom physics, and general upgrades; this made <em>Legacy of Atlantis</em> a true, modern reimagining.</p><p>"Unreal creates a really great sandbox platform for building a game, but when we're making a specific type of experience, we're going to have things that we really want to target and get to a right fidelity level where we're happy with it," the developer continued.</p><p>"So while things like Nanite and Lumen [UE5's technologies that offer realistic graphics capability] allow us to make a beautiful game environment, there might be some things that we're saying, 'Hey, we wish it could do this a little bit better.' That's when we'll break out and say, our engineers will create something custom that helps solve that issue, so that we can make sure that we're delivering an authentic <em>Tomb Raider</em> experience on Unreal."</p><p>He added that Lara Croft's long braid, which reacts to her movement, is "a perfect example of that."</p><p><em>Tomb Raider: Legacy of Atlantis</em> launches on February 27, 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> and <a href="https://www.techradar.com/reviews/xbox-series-s">Series S</a>, <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a>, and PC.</p>
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                                                            <title><![CDATA[ Warlock: Dungeons & Dragons will have a smaller set of spells with multiple uses rather than a large variety to make 'everything accessible on a controller,' Invoke says ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Warlock: Dungeons & Dragons</strong></em><strong> has a smaller spell set, each with multiple uses, for controller accessibility </strong></li><li><strong>Invoke studio head Dominic Guay says this also means the combat won't slow down if there were a spell wheel</strong></li><li><strong>He says there's also a bit of "resource management" to spells, and players will need to blend melee and magic combat </strong></li></ul><p>Invoke Studios has confirmed that <a href="https://www.techradar.com/gaming/invoke-studio-head-says-warlock-dungeons-and-dragons-imp-companion-can-aid-as-they-explore-and-serves-as-an-unreliable-guide-to-kaatris-journey-but-is-still-his-own-character"><em>Warlock: Dungeons & Dragons</em></a> has a smaller spell set, with each spell offering multiple uses, rather than a large variety, mainly for controller accessibility.</p><p>That's according to studio head Dominic Guay, who told TechRadar Gaming in an interview at Gamescom that a smaller spell set opened up new playable opportunities, making combat more approachable on a controller while also keeping the action fast-paced.</p><p>This meant abandoning a classic spell wheel and narrowing its spell options, so they're all accessible on the gamepad.</p><p>"The breakthrough for us, it started with making direct access to these spells on the controller," Guay said. "A lot of games in the past where you had powers or spells, you had a lot of stuff to select from, and that's cool, and that was even our first reflex. But when you do that, you slow things down, and there's a limit to going through a wheel and choosing powers. There's a limit to that."</p><p>He added, "By making everything accessible on a controller, we started playing with our spells a lot more."</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 the team chose a warlock protagonist, saying "creative magic" was central to the story and gameplay</a>.</p><p>The studio head also said it was a challenge to manage the game's magic system because, when you consider <em>Dungeons & Dragons</em>, "it can do everything," and Invoke needed to pick its spells wisely.</p><p>"Instead of adding like 100 spells, we thought, let's have less, which makes sense for a warlock also," he continued, "and let's make them more multiple-use cases, connect them, one to another. Connect them with some enemies. The way these enemies behave in a challenge."</p><p>Spells, which are anchored to magic objects, tomes, monsters, and more, also have their own upgradeable skill trees and can be used alongside melee combat. This creates a "rhythm," with Guay explaining that players can't just stick to long-range spells and will need to go into close quarters with enemies, which works well for protagonist Kaatri, a warrior-turned warlock.</p><p>Players can use spells to set up enemies, giving them an "advantage" for critical hits, and there are various ways to do this with different types of enemies.</p><p>"There's a bit of resource management too. You can't just do spells forever," Guay said. "There's a point where you're going to be low on ability to cast spells, so you're going to have to get in there at some point."</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/warlock-dungeons-and-dragons-will-have-a-smaller-set-of-spells-with-multiple-uses-rather-than-a-large-variety-to-make-everything-accessible-on-a-controller-invoke-says</link>
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                            <![CDATA[ Invoke Studios has confirmed that Warlock: Dungeons & Dragons has a smaller spell set, mainly for controller accessibility. ]]>
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                                                                        <pubDate>Mon, 14 Sep 2026 02:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.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[Invoke Studios]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Warlock: Dungeons &amp; Dragons]]></media:description>                                                            <media:text><![CDATA[Warlock: Dungeons &amp; Dragons]]></media:text>
                                <media:title type="plain"><![CDATA[Warlock: Dungeons &amp; Dragons]]></media:title>
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                                <ul><li><em><strong>Warlock: Dungeons & Dragons</strong></em><strong> has a smaller spell set, each with multiple uses, for controller accessibility </strong></li><li><strong>Invoke studio head Dominic Guay says this also means the combat won't slow down if there were a spell wheel</strong></li><li><strong>He says there's also a bit of "resource management" to spells, and players will need to blend melee and magic combat </strong></li></ul><p>Invoke Studios has confirmed that <a href="https://www.techradar.com/gaming/invoke-studio-head-says-warlock-dungeons-and-dragons-imp-companion-can-aid-as-they-explore-and-serves-as-an-unreliable-guide-to-kaatris-journey-but-is-still-his-own-character"><em>Warlock: Dungeons & Dragons</em></a> has a smaller spell set, with each spell offering multiple uses, rather than a large variety, mainly for controller accessibility.</p><p>That's according to studio head Dominic Guay, who told TechRadar Gaming in an interview at Gamescom that a smaller spell set opened up new playable opportunities, making combat more approachable on a controller while also keeping the action fast-paced.</p><p>This meant abandoning a classic spell wheel and narrowing its spell options, so they're all accessible on the gamepad.</p><p>"The breakthrough for us, it started with making direct access to these spells on the controller," Guay said. "A lot of games in the past where you had powers or spells, you had a lot of stuff to select from, and that's cool, and that was even our first reflex. But when you do that, you slow things down, and there's a limit to going through a wheel and choosing powers. There's a limit to that."</p><p>He added, "By making everything accessible on a controller, we started playing with our spells a lot more."</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 the team chose a warlock protagonist, saying "creative magic" was central to the story and gameplay</a>.</p><p>The studio head also said it was a challenge to manage the game's magic system because, when you consider <em>Dungeons & Dragons</em>, "it can do everything," and Invoke needed to pick its spells wisely.</p><p>"Instead of adding like 100 spells, we thought, let's have less, which makes sense for a warlock also," he continued, "and let's make them more multiple-use cases, connect them, one to another. Connect them with some enemies. The way these enemies behave in a challenge."</p><p>Spells, which are anchored to magic objects, tomes, monsters, and more, also have their own upgradeable skill trees and can be used alongside melee combat. This creates a "rhythm," with Guay explaining that players can't just stick to long-range spells and will need to go into close quarters with enemies, which works well for protagonist Kaatri, a warrior-turned warlock.</p><p>Players can use spells to set up enemies, giving them an "advantage" for critical hits, and there are various ways to do this with different types of enemies.</p><p>"There's a bit of resource management too. You can't just do spells forever," Guay said. "There's a point where you're going to be low on ability to cast spells, so you're going to have to get in there at some point."</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[ StarCraft general manager says the shift to open-world shooter came about because 'Every time we drew a picture or every time we talked about' the game 'it was boots on the ground every time' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>StarCraft </strong></em><strong>is making a shift from the real-time strategy genre to the open-world shooter genre</strong></li><li><strong>The development team realised during early discussions that "we weren't talking about a game from above"</strong></li><li><strong>According to </strong><em><strong>StarCraft </strong></em><strong>general manager Dan Hay, "it was boots on the ground every time" when the team was talking about the game</strong></li></ul><p>The process of <em>StarCraft </em>shifting from real-time strategy to open-world shooter emerged naturally from repeated team discussions about "the story we wanted to tell," as well as in-game moments, armor, exploration, discovery, and the desire to experience the world from ground level, according to the game's general manager, Dan Hay.</p><p>In an interview with TechRadar Gaming at BlizzCon 2026 in Anaheim, Hay went on to describe the process that will see the series' perspective change entirely in the next <em>StarCraft </em>game: "Every time we drew a picture or every time we talked about it, it was boots on the ground every time."</p><p>These conversations then snowballed, gathering up other game features and elements, it seems, which kept the direction of travel going towards taking <em>StarCraft </em>into being a shooter. "We started to talk about perspective and how that's going to work; we started to talk about the armor, and we started to talk about what could attack that armor and how it could rip it apart if it needed to.</p><p>"We would talk about things with the characters [too], and we started to very quickly realize we weren't talking about a game from above; we were talking about a game down on the ground where you felt every inch of the game," described Hay.</p><p>He added, giving a nod to the narrative in store for players when <em>StarCraft </em>releases, that it was obvious that the game would be "down on the ground, and that just made sense for the story."</p><p>But as well as changing the player's perspective from looking down to looking out and around, the team looked at this change for the series to embrace the open-world exploration and discovery aspects of the upcoming game.</p><p>"[We wanted to] make sure that there is an opportunity to explore. Make sure that there's an opportunity to discover. See a thing off in the distance and go — 'is that something that I saw from the first game? Is it?' And then head off to it."</p><p><em>StarCraft </em>was teased with a cinematic trailer at BlizzCon 2026 and is slated to release in 2030.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/starcraft-general-manager-says-the-shift-to-open-world-shooter-came-about-because-every-time-we-drew-a-picture-or-every-time-we-talked-about-the-game-it-was-boots-on-the-ground-every-time</link>
                                                                            <description>
                            <![CDATA[ Dan Hay tells us how the developers discovered that a change from RTS to open-world shooter came about. ]]>
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                                                                        <pubDate>Mon, 14 Sep 2026 00:04:50 +0000</pubDate>                                                                                                                                                                                                                                <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-320-70.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>
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                                                            <media:credit><![CDATA[Blizzard]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A still from the StarCraft reveal teaser trailer showing the trooper Holt firing his weapon into oncoming enemies]]></media:description>                                                            <media:text><![CDATA[A still from the StarCraft reveal teaser trailer showing the trooper Holt firing his weapon into oncoming enemies]]></media:text>
                                <media:title type="plain"><![CDATA[A still from the StarCraft reveal teaser trailer showing the trooper Holt firing his weapon into oncoming enemies]]></media:title>
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                                <ul><li><em><strong>StarCraft </strong></em><strong>is making a shift from the real-time strategy genre to the open-world shooter genre</strong></li><li><strong>The development team realised during early discussions that "we weren't talking about a game from above"</strong></li><li><strong>According to </strong><em><strong>StarCraft </strong></em><strong>general manager Dan Hay, "it was boots on the ground every time" when the team was talking about the game</strong></li></ul><p>The process of <em>StarCraft </em>shifting from real-time strategy to open-world shooter emerged naturally from repeated team discussions about "the story we wanted to tell," as well as in-game moments, armor, exploration, discovery, and the desire to experience the world from ground level, according to the game's general manager, Dan Hay.</p><p>In an interview with TechRadar Gaming at BlizzCon 2026 in Anaheim, Hay went on to describe the process that will see the series' perspective change entirely in the next <em>StarCraft </em>game: "Every time we drew a picture or every time we talked about it, it was boots on the ground every time."</p><p>These conversations then snowballed, gathering up other game features and elements, it seems, which kept the direction of travel going towards taking <em>StarCraft </em>into being a shooter. "We started to talk about perspective and how that's going to work; we started to talk about the armor, and we started to talk about what could attack that armor and how it could rip it apart if it needed to.</p><p>"We would talk about things with the characters [too], and we started to very quickly realize we weren't talking about a game from above; we were talking about a game down on the ground where you felt every inch of the game," described Hay.</p><p>He added, giving a nod to the narrative in store for players when <em>StarCraft </em>releases, that it was obvious that the game would be "down on the ground, and that just made sense for the story."</p><p>But as well as changing the player's perspective from looking down to looking out and around, the team looked at this change for the series to embrace the open-world exploration and discovery aspects of the upcoming game.</p><p>"[We wanted to] make sure that there is an opportunity to explore. Make sure that there's an opportunity to discover. See a thing off in the distance and go — 'is that something that I saw from the first game? Is it?' And then head off to it."</p><p><em>StarCraft </em>was teased with a cinematic trailer at BlizzCon 2026 and is slated to release in 2030.</p>
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                                                            <title><![CDATA[ “In terms of price-to-performance, it’s hard to beat”: This Xbox gamepad might be better value than Microsoft’s version — but there’s one feature I desperately wish it had ]]></title>
                                                                                                <dc:content><![CDATA[ <h2 class="article-body__section" id="section-drakong-challenger-one-minute-review"><span>Drakong Challenger: One-minute review</span></h2><p>The Drakong Challenger takes aim at the budget controller market by offering a basic but high-performing pad. On the style front, the Challenger is very much a case of function over form. You’d be hard-pressed to tell it apart from your run-of-the-mill Xbox controller, although the green rings around the thumbsticks are one notable point of difference. </p><p>Just like that controller, the Challenger is very comfortable in the hand. It’s also surprisingly well-made, with a solid shell and planted buttons. What’s more, it’s pleasingly light, making it easy to use for long periods. All this makes it one of the <a href="https://www.techradar.com/best/the-best-xbox-controllers-in-2023">best Xbox Controllers</a> at the budget end of the sector in terms of construction.</p><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="mJbwnBdZz269jJ94ntrm5T" name="IMG_20260904_083902" alt="Top down three-quarter view of Drakong Challenger on a desk" src="https://cdn.mos.cms.futurecdn.net/mJbwnBdZz269jJ94ntrm5T-1920-80.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: Future)</span></figcaption></figure><p>Although there’s no software to accompany the Challenger, you can assign the back buttons quite easily using the M button. A rumble notifies you when your assignments have been confirmed, which is a useful indicator.</p><p>The Challenger impresses in action. The triggers and sticks are as smooth and precise as you would expect from their Hall Effect technology, while the D-pad and face buttons are satisfyingly damped and quick to respond and rebound. The back buttons are a little less tactile, but they suffice nonetheless.</p><p>Given how inexpensive it is, you’d seriously have to consider the Challenger over a standard Xbox controller or any other, for that matter, so long as wireless connectivity is something you’re willing to sacrifice.</p><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="7CD4YB7Pw9bvtgZRLNty2D" name="IMG_20260904_083852_1" alt="Close-up of headset jack on Drakong Challenger on a desk with pink wall in background" src="https://cdn.mos.cms.futurecdn.net/7CD4YB7Pw9bvtgZRLNty2D-1920-80.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: Future)</span></figcaption></figure><h2 class="article-body__section" id="section-drakong-challenger-review-price-availability"><span>Drakong Challenger review: Price & availability</span></h2><ul><li><strong>$34.99 (about £25 / AU$50)</strong></li><li><strong>One month of Game Pass Ultimate included</strong></li><li><strong>Good price-to-performance ratio</strong></li></ul><p>The Drakong Challenger costs $34.99 (about £25 / AU$50) and is available now. It comes with a USB-C cable, as well as a code for a one-month free trial of Game Pass Ultimate.</p><p>The Challenger is cheaper than the official <a href="https://www.techradar.com/reviews/xbox-wireless-controller-2020">Xbox Wireless Controller</a>, although that gamepad has the advantage of wireless connectivity. However, it doesn’t include a rechargeable battery as standard, nor does it have customizable back buttons. </p><p>If you want something a little more feature-packed, but don’t want to spend a huge amount, the <a href="https://www.techradar.com/gaming/turtle-beach-pacific-skyline-wireless-controller-review">Turtle Beach Pacific Skyline</a> is a good alternative. It has companion software that can be used to remap buttons, as well as adjust vibration intensity and thumbstick dead zones. Also, the controller itself is far more vibrant than the Challenger — and many other controllers, for that matter.</p><h2 class="article-body__section" id="section-drakong-challenger-review-specs"><span>Drakong Challenger review: Specs</span></h2><div ><table><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$34.99 (about £25 / AU$50)</p></td></tr><tr><td class="firstcol " ><p>Weight</p></td><td  ><p>7.23oz / 205g</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>6.3 x 2.5 x 4.4in / 160 x 63.5 x 111.8mm</p></td></tr><tr><td class="firstcol " ><p>Compatibility</p></td><td  ><p>PC, Xbox Series X, Xbox Series S, Xbox One</p></td></tr><tr><td class="firstcol " ><p>Connection type</p></td><td  ><p>Wired (USB-C), 3.5mm AUX (headset)</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:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="pdbfCxGDs2LdeJ2tKstYzH" name="IMG_20260904_083828" alt="Close-up of right shoulder buttons on Drakong Challenger, on a desk with pink wall in background" src="https://cdn.mos.cms.futurecdn.net/pdbfCxGDs2LdeJ2tKstYzH-1920-80.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: Future)</span></figcaption></figure><h2 class="article-body__section" id="section-drakong-challenger-review-design"><span>Drakong Challenger review: Design</span></h2><ul><li><strong>Classic Xbox controller design</strong></li><li><strong>Light yet solid construction</strong></li><li><strong>No accompanying software</strong></li></ul><p>As far as looks go, the Challenger barely departs from the traditional Xbox design. It has the same shape, size, and layout, with the only additional flourishes being green rings around the sticks and a subtle outline around the two halves of the pad. There’s no RGB lighting, despite what those aforementioned stick rings may lead you to believe. </p><p>However, all this isn’t to say the Challenger has a disappointing construction. After all, to many gamers, the Xbox controller form is comfortable and practical. And despite the plastics not feeling particularly premium, the Challenger is surprisingly solid and pleasingly light at the same time, which is always a winning combination. </p><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="vwbG2YPgbkD8BNhDMyUoaN" name="IMG_20260904_083810" alt="Close-up of center of Drakong Challenger, on a desk" src="https://cdn.mos.cms.futurecdn.net/vwbG2YPgbkD8BNhDMyUoaN-1920-80.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: Future)</span></figcaption></figure><p>What’s more, the sticks and buttons are well fitted with no play in them at all, which isn’t something that can be said about most budget controllers. The back of the handles is textured for added traction, but the improvement is marginal given how subtle this texture is.</p><p>There’s no software available to customize the Challenger, but there are two mappable back buttons. I couldn’t find information on how to map them anywhere, but thankfully it’s a fairly simple process to figure out. You simply press the M button and a back button simultaneously until you feel a rumble, then press the button you want to assign and another rumble will confirm its activation.</p><p>The Challenger has no wireless connectivity, which is a shame but understandable at this price point. The included USB cable is quite long, but it isn’t finished in a braided fabric, which is something you often find on the <a href="https://www.techradar.com/news/best-gaming-mouse">best gaming mice </a>to improve flexibility and reduce drag. It does at least seem quite durable, and the connection at either end was solid in my experience, despite the small amount of superficial wobbling at the controller end.</p><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="yUwHSZnkhb2t2GWaDsSYNn" name="IMG_20260904_083652_1" alt="Close-up of back button on Drakong Challenger, on a desk" src="https://cdn.mos.cms.futurecdn.net/yUwHSZnkhb2t2GWaDsSYNn-1920-80.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: Future)</span></figcaption></figure><h2 class="article-body__section" id="section-drakong-challenger-review-performance"><span>Drakong Challenger review: Performance</span></h2><ul><li><strong>Solid and responsive buttons</strong></li><li><strong>Precise and tactile triggers and sticks</strong></li><li><strong>Easy connectivity to Xbox and PC</strong></li></ul><p>The Drakong Challenger might be a budget controller, but that’s not something you’ll notice when gaming with it, as every input is smooth, solid, and precise. The face buttons are also well damped and very responsive, rebounding quickly to allow for easy spamming when needed. The same goes for the D-pad, and despite its traditional four-pronged hat, it felt comfortable in my thumb, even when performing rolls and frantic inputs in <a href="https://www.techradar.com/gaming/tekken-8-review"><em>Tekken 8</em></a>.</p><p>On the shoulder buttons, the texture is subtle but noticeable, and feels quite nice on the fingers, although I’m not sure it provides much in the way of traction. The Hall Effect triggers are light but offer a surprising amount of control, which was especially helpful when accelerating and braking in <em>Assetto Corsa</em>. The Hall Effect thumbsticks were accurate and responsive when steering, too, as well as when aiming in <a href="https://www.techradar.com/gaming/stalker-2-heart-of-chornobyl-ps5-review"><em>S.T.A.L.K.E.R. 2: Heart of Chornobyl</em></a>. I also appreciated their soft, grippy coating and textured rims for added purchase and feedback.</p><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="mJbwnBdZz269jJ94ntrm5T" name="IMG_20260904_083902" alt="Top down three-quarter view of Drakong Challenger on a desk" src="https://cdn.mos.cms.futurecdn.net/mJbwnBdZz269jJ94ntrm5T-1920-80.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: Future)</span></figcaption></figure><p>The two back buttons are easy to reach, but they don’t feel quite as tactile as the other inputs, lacking depth of travel and dampening by comparison. Also, I found them quite easy to trigger accidentally, even when I didn’t have a particularly tight grip on the pad.</p><p>Surprisingly for an inexpensive controller, the Challenger features a headset jack. The cable connection is solid, and I didn’t notice any loss in audio quality relative to connections made elsewhere.</p><p>As for the pad itself, I had no issues connecting it via the USB cable to either an Xbox Series X or to my PC, being just as easy to use with the latter as the <a href="https://www.techradar.com/best/best-pc-controllers">best PC controllers</a>.</p><h2 class="article-body__section" id="section-should-i-buy-the-drakong-challenger"><span>Should I buy the Drakong Challenger?</span></h2><h2 id="buy-it-if">Buy it if…</h2><div class="product"><p><strong>You want a solid build</strong><br>Despite how light it is, the Challenger’s shell and buttons are surprisingly sturdy.</p></div><div class="product"><p><strong>You want great value</strong><br>In terms of price-to-performance, it’s hard to beat this controller.</p></div><h2 id="don-39-t-buy-it-if">Don't buy it if…</h2><div class="product"><p><strong>You want to go wireless</strong><br>Part of the cost-cutting comes from its wired connectivity, which might seem a little outmoded in 2026.</p></div><div class="product"><p><strong>You want to tweak inputs</strong><br>You can remap the back buttons, but not any of the others. You can’t alter the behavior of the sticks and triggers, either — a missed opportunity given their Hall Effect tech. </p></div><h2 class="article-body__section" id="section-drakong-challenger-review-also-consider"><span>Drakong Challenger review: Also consider</span></h2><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>Drakong Challenger</strong></p></td><td  ><p><strong>Xbox Wireless Controller</strong></p></td><td  ><p><strong>Turtle Beach Pacific Skyline</strong></p></td></tr><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$34.99 (about £25 / AU$50)</p></td><td  ><p>$59.99 / £54.99 / AU$74.99</p></td><td  ><p>$89.99 / £79.99 / around AU$150</p></td></tr><tr><td class="firstcol " ><p>Weight</p></td><td  ><p>7.23oz / 205g</p></td><td  ><p>9.76oz / 275g</p></td><td  ><p>7.04oz / 200g</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>6.3 x 2.5 x 4.4in / 160 x 63.5 x 111.8mm</p></td><td  ><p>6.02 x 4.01 x 2.40in / 153 x 102 x 61mm</p></td><td  ><p>6.22 x 4.09 x 2.36in / 158 x 104 x 60mm</p></td></tr><tr><td class="firstcol " ><p>Compatibility</p></td><td  ><p>PC, Xbox Series X, Xbox Series S, Xbox One</p></td><td  ><p>Xbox Series X, Xbox Series S, Xbox One, PC, Android, iOS</p></td><td  ><p>PC, Xbox Series X, Xbox Series S, Xbox One</p></td></tr><tr><td class="firstcol " ><p>Connection type</p></td><td  ><p>Wired (USB-C), 3.5mm AUX (headset)</p></td><td  ><p>Wireless (Xbox, Bluetooth), Wired (USB-C)</p></td><td  ><p>Bluetooth, Wired (USB-C), 2.4Ghz wireless dongle</p></td></tr><tr><td class="firstcol " ><p>Battery life</p></td><td  ><p>N/A</p></td><td  ><p>20-40 hours</p></td><td  ><p>~20 hours</p></td></tr></tbody></table></div><div class="product"><p><strong>Xbox Wireless Controller</strong><br>It’s hard to go wrong with Microsoft’s official controller for its console (and other platforms). But although it’s wireless, it doesn’t come with a rechargeable battery by default; that’s an optional extra on a controller that already costs more than the Challenger. It doesn’t have back buttons, either. Read our full <a href="https://www.techradar.com/reviews/xbox-wireless-controller-2020" data-dimension112="0022efa2-a6d4-11f1-836c-17aacea3079e" data-action="Deal Block" data-label="Xbox Wireless Controller review" data-dimension48="Xbox Wireless Controller review" data-dimension25="">Xbox Wireless Controller review</a>.</p></div><div class="product"><p><strong>Xbox Wireless Controller</strong><br>It’s hard to go wrong with Microsoft’s official controller for its console (and other platforms). But although it’s wireless, it doesn’t come with a rechargeable battery by default; that’s an optional extra on a controller that already costs more than the Challenger. It doesn’t have back buttons, either. Read our full <a href="https://www.techradar.com/reviews/xbox-wireless-controller-2020" data-dimension112="0022f038-a6d4-11f1-8d7c-dd088104fa57" data-action="Deal Block" data-label="Xbox Wireless Controller review" data-dimension48="Xbox Wireless Controller review" data-dimension25="">Xbox Wireless Controller review</a>.</p></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:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="9Ync5tW3A9SF4zSNdeGVw6" name="IMG_20260904_083915_1" alt="hand holding a Drakong Challenger with pink wall in background" src="https://cdn.mos.cms.futurecdn.net/9Ync5tW3A9SF4zSNdeGVw6-1920-80.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: Future)</span></figcaption></figure><h2 class="article-body__section" id="section-how-i-tested-the-drakong-challenger"><span>How I tested the Drakong Challenger</span></h2><ul><li><strong>Tested for several days</strong></li><li><strong>Played a variety of games</strong></li><li><strong>Experienced with many other gamepads</strong></li></ul><p>I tested the Challenger for several days, using it for a variety of games and on both PC and Xbox. </p><p>I played <em>Assetto Corsa </em>to test the triggers, and <a href="https://www.techradar.com/gaming/stalker-2-heart-of-chornobyl-ps5-review"><em>S.T.A.L.K.E.R. 2: Heart of Chornobyl</em></a> to test the precision of the sticks. I also played <a href="https://www.techradar.com/gaming/tekken-8-review"><em>Tekken 8</em></a><em> </em>to test the responsiveness and comfort of the D-pad and face buttons.</p><p>I’ve been gaming for decades and have used a wide variety of systems and controllers in that time. I’ve also reviewed a range of them, from simple budget-friendly affairs to feature-packed premium offerings.</p><ul><li><a href="https://www.techradar.com/news/how-we-test">Read more about how we test</a></li><li><em>First reviewed: September 2026</em></li></ul> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/gaming-accessories/drakong-challenger-review</link>
                                                                            <description>
                            <![CDATA[ The Drakong Challenger may be light on features, light on the scales, and light on your wallet — but it hits hard where it counts. ]]>
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                                                                        <pubDate>Sun, 13 Sep 2026 16:00:00 +0000</pubDate>                                                                                                                                <updated>Wed, 16 Sep 2026 09:09:01 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming Accessories]]></category>
                                                    <category><![CDATA[Xbox]]></category>
                                                    <category><![CDATA[Xbox Series X | S]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Gaming]]></category>
                                                    <category><![CDATA[Consoles & PC]]></category>
                                                                                                <author><![CDATA[ lewis.maddison@futurenet.com (Lewis Maddison) ]]></author>                    <dc:creator><![CDATA[ Lewis Maddison ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/oWQNXACcxLGuhaLaKDRtZL-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
                                                                                                                                <cf:isSponsored>false</cf:isSponsored>
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                                                            <media:credit><![CDATA[Future]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Three-quarter view of Drakong Challenger on a desk with pink wall in background]]></media:description>                                                            <media:text><![CDATA[Three-quarter view of Drakong Challenger on a desk with pink wall in background]]></media:text>
                                <media:title type="plain"><![CDATA[Three-quarter view of Drakong Challenger on a desk with pink wall in background]]></media:title>
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                                <h2 class="article-body__section" id="section-drakong-challenger-one-minute-review"><span>Drakong Challenger: One-minute review</span></h2><p>The Drakong Challenger takes aim at the budget controller market by offering a basic but high-performing pad. On the style front, the Challenger is very much a case of function over form. You’d be hard-pressed to tell it apart from your run-of-the-mill Xbox controller, although the green rings around the thumbsticks are one notable point of difference. </p><p>Just like that controller, the Challenger is very comfortable in the hand. It’s also surprisingly well-made, with a solid shell and planted buttons. What’s more, it’s pleasingly light, making it easy to use for long periods. All this makes it one of the <a href="https://www.techradar.com/best/the-best-xbox-controllers-in-2023">best Xbox Controllers</a> at the budget end of the sector in terms of construction.</p><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="mJbwnBdZz269jJ94ntrm5T" name="IMG_20260904_083902" alt="Top down three-quarter view of Drakong Challenger on a desk" src="https://cdn.mos.cms.futurecdn.net/mJbwnBdZz269jJ94ntrm5T-1920-80.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: Future)</span></figcaption></figure><p>Although there’s no software to accompany the Challenger, you can assign the back buttons quite easily using the M button. A rumble notifies you when your assignments have been confirmed, which is a useful indicator.</p><p>The Challenger impresses in action. The triggers and sticks are as smooth and precise as you would expect from their Hall Effect technology, while the D-pad and face buttons are satisfyingly damped and quick to respond and rebound. The back buttons are a little less tactile, but they suffice nonetheless.</p><p>Given how inexpensive it is, you’d seriously have to consider the Challenger over a standard Xbox controller or any other, for that matter, so long as wireless connectivity is something you’re willing to sacrifice.</p><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="7CD4YB7Pw9bvtgZRLNty2D" name="IMG_20260904_083852_1" alt="Close-up of headset jack on Drakong Challenger on a desk with pink wall in background" src="https://cdn.mos.cms.futurecdn.net/7CD4YB7Pw9bvtgZRLNty2D-1920-80.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: Future)</span></figcaption></figure><h2 class="article-body__section" id="section-drakong-challenger-review-price-availability"><span>Drakong Challenger review: Price & availability</span></h2><ul><li><strong>$34.99 (about £25 / AU$50)</strong></li><li><strong>One month of Game Pass Ultimate included</strong></li><li><strong>Good price-to-performance ratio</strong></li></ul><p>The Drakong Challenger costs $34.99 (about £25 / AU$50) and is available now. It comes with a USB-C cable, as well as a code for a one-month free trial of Game Pass Ultimate.</p><p>The Challenger is cheaper than the official <a href="https://www.techradar.com/reviews/xbox-wireless-controller-2020">Xbox Wireless Controller</a>, although that gamepad has the advantage of wireless connectivity. However, it doesn’t include a rechargeable battery as standard, nor does it have customizable back buttons. </p><p>If you want something a little more feature-packed, but don’t want to spend a huge amount, the <a href="https://www.techradar.com/gaming/turtle-beach-pacific-skyline-wireless-controller-review">Turtle Beach Pacific Skyline</a> is a good alternative. It has companion software that can be used to remap buttons, as well as adjust vibration intensity and thumbstick dead zones. Also, the controller itself is far more vibrant than the Challenger — and many other controllers, for that matter.</p><h2 class="article-body__section" id="section-drakong-challenger-review-specs"><span>Drakong Challenger review: Specs</span></h2><div ><table><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$34.99 (about £25 / AU$50)</p></td></tr><tr><td class="firstcol " ><p>Weight</p></td><td  ><p>7.23oz / 205g</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>6.3 x 2.5 x 4.4in / 160 x 63.5 x 111.8mm</p></td></tr><tr><td class="firstcol " ><p>Compatibility</p></td><td  ><p>PC, Xbox Series X, Xbox Series S, Xbox One</p></td></tr><tr><td class="firstcol " ><p>Connection type</p></td><td  ><p>Wired (USB-C), 3.5mm AUX (headset)</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:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="pdbfCxGDs2LdeJ2tKstYzH" name="IMG_20260904_083828" alt="Close-up of right shoulder buttons on Drakong Challenger, on a desk with pink wall in background" src="https://cdn.mos.cms.futurecdn.net/pdbfCxGDs2LdeJ2tKstYzH-1920-80.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: Future)</span></figcaption></figure><h2 class="article-body__section" id="section-drakong-challenger-review-design"><span>Drakong Challenger review: Design</span></h2><ul><li><strong>Classic Xbox controller design</strong></li><li><strong>Light yet solid construction</strong></li><li><strong>No accompanying software</strong></li></ul><p>As far as looks go, the Challenger barely departs from the traditional Xbox design. It has the same shape, size, and layout, with the only additional flourishes being green rings around the sticks and a subtle outline around the two halves of the pad. There’s no RGB lighting, despite what those aforementioned stick rings may lead you to believe. </p><p>However, all this isn’t to say the Challenger has a disappointing construction. After all, to many gamers, the Xbox controller form is comfortable and practical. And despite the plastics not feeling particularly premium, the Challenger is surprisingly solid and pleasingly light at the same time, which is always a winning combination. </p><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="vwbG2YPgbkD8BNhDMyUoaN" name="IMG_20260904_083810" alt="Close-up of center of Drakong Challenger, on a desk" src="https://cdn.mos.cms.futurecdn.net/vwbG2YPgbkD8BNhDMyUoaN-1920-80.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: Future)</span></figcaption></figure><p>What’s more, the sticks and buttons are well fitted with no play in them at all, which isn’t something that can be said about most budget controllers. The back of the handles is textured for added traction, but the improvement is marginal given how subtle this texture is.</p><p>There’s no software available to customize the Challenger, but there are two mappable back buttons. I couldn’t find information on how to map them anywhere, but thankfully it’s a fairly simple process to figure out. You simply press the M button and a back button simultaneously until you feel a rumble, then press the button you want to assign and another rumble will confirm its activation.</p><p>The Challenger has no wireless connectivity, which is a shame but understandable at this price point. The included USB cable is quite long, but it isn’t finished in a braided fabric, which is something you often find on the <a href="https://www.techradar.com/news/best-gaming-mouse">best gaming mice </a>to improve flexibility and reduce drag. It does at least seem quite durable, and the connection at either end was solid in my experience, despite the small amount of superficial wobbling at the controller end.</p><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="yUwHSZnkhb2t2GWaDsSYNn" name="IMG_20260904_083652_1" alt="Close-up of back button on Drakong Challenger, on a desk" src="https://cdn.mos.cms.futurecdn.net/yUwHSZnkhb2t2GWaDsSYNn-1920-80.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: Future)</span></figcaption></figure><h2 class="article-body__section" id="section-drakong-challenger-review-performance"><span>Drakong Challenger review: Performance</span></h2><ul><li><strong>Solid and responsive buttons</strong></li><li><strong>Precise and tactile triggers and sticks</strong></li><li><strong>Easy connectivity to Xbox and PC</strong></li></ul><p>The Drakong Challenger might be a budget controller, but that’s not something you’ll notice when gaming with it, as every input is smooth, solid, and precise. The face buttons are also well damped and very responsive, rebounding quickly to allow for easy spamming when needed. The same goes for the D-pad, and despite its traditional four-pronged hat, it felt comfortable in my thumb, even when performing rolls and frantic inputs in <a href="https://www.techradar.com/gaming/tekken-8-review"><em>Tekken 8</em></a>.</p><p>On the shoulder buttons, the texture is subtle but noticeable, and feels quite nice on the fingers, although I’m not sure it provides much in the way of traction. The Hall Effect triggers are light but offer a surprising amount of control, which was especially helpful when accelerating and braking in <em>Assetto Corsa</em>. The Hall Effect thumbsticks were accurate and responsive when steering, too, as well as when aiming in <a href="https://www.techradar.com/gaming/stalker-2-heart-of-chornobyl-ps5-review"><em>S.T.A.L.K.E.R. 2: Heart of Chornobyl</em></a>. I also appreciated their soft, grippy coating and textured rims for added purchase and feedback.</p><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="mJbwnBdZz269jJ94ntrm5T" name="IMG_20260904_083902" alt="Top down three-quarter view of Drakong Challenger on a desk" src="https://cdn.mos.cms.futurecdn.net/mJbwnBdZz269jJ94ntrm5T-1920-80.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: Future)</span></figcaption></figure><p>The two back buttons are easy to reach, but they don’t feel quite as tactile as the other inputs, lacking depth of travel and dampening by comparison. Also, I found them quite easy to trigger accidentally, even when I didn’t have a particularly tight grip on the pad.</p><p>Surprisingly for an inexpensive controller, the Challenger features a headset jack. The cable connection is solid, and I didn’t notice any loss in audio quality relative to connections made elsewhere.</p><p>As for the pad itself, I had no issues connecting it via the USB cable to either an Xbox Series X or to my PC, being just as easy to use with the latter as the <a href="https://www.techradar.com/best/best-pc-controllers">best PC controllers</a>.</p><h2 class="article-body__section" id="section-should-i-buy-the-drakong-challenger"><span>Should I buy the Drakong Challenger?</span></h2><h2 id="buy-it-if">Buy it if…</h2><div class="product"><p><strong>You want a solid build</strong><br>Despite how light it is, the Challenger’s shell and buttons are surprisingly sturdy.</p></div><div class="product"><p><strong>You want great value</strong><br>In terms of price-to-performance, it’s hard to beat this controller.</p></div><h2 id="don-39-t-buy-it-if">Don't buy it if…</h2><div class="product"><p><strong>You want to go wireless</strong><br>Part of the cost-cutting comes from its wired connectivity, which might seem a little outmoded in 2026.</p></div><div class="product"><p><strong>You want to tweak inputs</strong><br>You can remap the back buttons, but not any of the others. You can’t alter the behavior of the sticks and triggers, either — a missed opportunity given their Hall Effect tech. </p></div><h2 class="article-body__section" id="section-drakong-challenger-review-also-consider"><span>Drakong Challenger review: Also consider</span></h2><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>Drakong Challenger</strong></p></td><td  ><p><strong>Xbox Wireless Controller</strong></p></td><td  ><p><strong>Turtle Beach Pacific Skyline</strong></p></td></tr><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$34.99 (about £25 / AU$50)</p></td><td  ><p>$59.99 / £54.99 / AU$74.99</p></td><td  ><p>$89.99 / £79.99 / around AU$150</p></td></tr><tr><td class="firstcol " ><p>Weight</p></td><td  ><p>7.23oz / 205g</p></td><td  ><p>9.76oz / 275g</p></td><td  ><p>7.04oz / 200g</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>6.3 x 2.5 x 4.4in / 160 x 63.5 x 111.8mm</p></td><td  ><p>6.02 x 4.01 x 2.40in / 153 x 102 x 61mm</p></td><td  ><p>6.22 x 4.09 x 2.36in / 158 x 104 x 60mm</p></td></tr><tr><td class="firstcol " ><p>Compatibility</p></td><td  ><p>PC, Xbox Series X, Xbox Series S, Xbox One</p></td><td  ><p>Xbox Series X, Xbox Series S, Xbox One, PC, Android, iOS</p></td><td  ><p>PC, Xbox Series X, Xbox Series S, Xbox One</p></td></tr><tr><td class="firstcol " ><p>Connection type</p></td><td  ><p>Wired (USB-C), 3.5mm AUX (headset)</p></td><td  ><p>Wireless (Xbox, Bluetooth), Wired (USB-C)</p></td><td  ><p>Bluetooth, Wired (USB-C), 2.4Ghz wireless dongle</p></td></tr><tr><td class="firstcol " ><p>Battery life</p></td><td  ><p>N/A</p></td><td  ><p>20-40 hours</p></td><td  ><p>~20 hours</p></td></tr></tbody></table></div><div class="product"><p><strong>Xbox Wireless Controller</strong><br>It’s hard to go wrong with Microsoft’s official controller for its console (and other platforms). But although it’s wireless, it doesn’t come with a rechargeable battery by default; that’s an optional extra on a controller that already costs more than the Challenger. It doesn’t have back buttons, either. Read our full <a href="https://www.techradar.com/reviews/xbox-wireless-controller-2020" data-dimension112="0022efa2-a6d4-11f1-836c-17aacea3079e" data-action="Deal Block" data-label="Xbox Wireless Controller review" data-dimension48="Xbox Wireless Controller review" data-dimension25="">Xbox Wireless Controller review</a>.</p></div><div class="product"><p><strong>Xbox Wireless Controller</strong><br>It’s hard to go wrong with Microsoft’s official controller for its console (and other platforms). But although it’s wireless, it doesn’t come with a rechargeable battery by default; that’s an optional extra on a controller that already costs more than the Challenger. It doesn’t have back buttons, either. Read our full <a href="https://www.techradar.com/reviews/xbox-wireless-controller-2020" data-dimension112="0022f038-a6d4-11f1-8d7c-dd088104fa57" data-action="Deal Block" data-label="Xbox Wireless Controller review" data-dimension48="Xbox Wireless Controller review" data-dimension25="">Xbox Wireless Controller review</a>.</p></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:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="9Ync5tW3A9SF4zSNdeGVw6" name="IMG_20260904_083915_1" alt="hand holding a Drakong Challenger with pink wall in background" src="https://cdn.mos.cms.futurecdn.net/9Ync5tW3A9SF4zSNdeGVw6-1920-80.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: Future)</span></figcaption></figure><h2 class="article-body__section" id="section-how-i-tested-the-drakong-challenger"><span>How I tested the Drakong Challenger</span></h2><ul><li><strong>Tested for several days</strong></li><li><strong>Played a variety of games</strong></li><li><strong>Experienced with many other gamepads</strong></li></ul><p>I tested the Challenger for several days, using it for a variety of games and on both PC and Xbox. </p><p>I played <em>Assetto Corsa </em>to test the triggers, and <a href="https://www.techradar.com/gaming/stalker-2-heart-of-chornobyl-ps5-review"><em>S.T.A.L.K.E.R. 2: Heart of Chornobyl</em></a> to test the precision of the sticks. I also played <a href="https://www.techradar.com/gaming/tekken-8-review"><em>Tekken 8</em></a><em> </em>to test the responsiveness and comfort of the D-pad and face buttons.</p><p>I’ve been gaming for decades and have used a wide variety of systems and controllers in that time. I’ve also reviewed a range of them, from simple budget-friendly affairs to feature-packed premium offerings.</p><ul><li><a href="https://www.techradar.com/news/how-we-test">Read more about how we test</a></li><li><em>First reviewed: September 2026</em></li></ul>
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                                                            <title><![CDATA[ ArenaNet says Guild Wars 3's new momentum system creates a 'seamless sense of movement you'd expect to see in an action game' by connecting all movement and combat abilities to create 'fluid movement' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>ArenaNet studio head Colin Johanson has offered a deep dive into Guild Wars 3's momentum system</strong></li><li><strong>The feature offers "fluid" transitions between movement and combat, which Johanson says is a "first" for the MMORPG genre</strong></li><li><strong>Players can build momentum as they move around the world and in combat to deliver powerful attacks</strong></li></ul><p>ArenaNet has revealed more about <em>Guild Wars 3</em>'s newly introduced momentum system, a mechanic that blends all actions and combat abilities to ensure constant "fluid" movement.</p><p>During an exclusive presentation TechRadar Gaming attended at Gamescom, ArenaNet studio head Colin Johanson showcased the studio's action-adventure MMORPG and offered a deep dive into the game's story and open world, the combat system, multiplayer design, and more.</p><p>Johanson also touched on the game's new momentum system, saying <em>Guild Wars 3</em> will be the first MMORPG to offer smooth transitions between movement and combat.</p><p>"If you can picture with me for a second, movement in an MMO, you're riding through the world on your mount, and you get off your mount, and your character immediately stops moving," he explained. "And then you start moving again, and you go to glide, and you stop gliding, and your character immediately stops moving. Then you go into combat, and you use an ability, and then you move, and you'll stop moving again."</p><p>He continued: "There are no fluid transitions between movement and combat in MMOs, and <em>Guild Wars 3</em>'s momentum system introduces the first MMO that has truly fluid movement across the entire world."</p><p>With this system, <em>Guild Wars 3</em> players will be able to jump off a mountain, deploy a glider, dive, fly, or wall-run, all while carrying momentum, "creating a seamless sense of movement you'd expect to see in an action game, rather than an MMORPG."</p><p>Momentum is also part of combat; we previewed a warrior class that has a unique ability that uses their momentum and modifies their attacks when they come down from the sky. This increases damage output and the radius of attacks "based on his velocity or how much downward momentum" the warrior carries. The class can also run up walls and slam back down on enemies, delivering huge amounts of damage.</p><p>"Momentum also impacts battlefield control," Johanson said, adding that the faster the player is moving, the more momentum they have. </p><p>The environment, Johanson said, is also "part of the experience," and enemies can be knocked into walls to be stunned and damaged by building up momentum in combat, explaining that players will need to use their environment, whether it's the battlefield or terrain, to their advantage.</p><p>"This is another first for the MMORPG genre," he said.</p><p><em>Guild Wars 3</em> doesn't have a release date, but a beta is scheduled for Fall 2027. The game is coming to PC and <a href="https://www.techradar.com/reviews/ps5">PlayStation 5</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/arenanet-says-guild-wars-3s-new-momentum-system-creates-a-seamless-sense-of-movement-youd-expect-to-see-in-an-action-game-by-connecting-all-movement-and-combat-abilities-to-create-fluid-movement</link>
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                            <![CDATA[ ArenaNet has revealed more about Guild Wars 3's new momentum system, a feature that blends all actions and combat abilities to ensure constant "fluid" movement. ]]>
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                                                                        <pubDate>Sun, 13 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-320-70.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[Guild Wars 3]]></media:description>                                                            <media:text><![CDATA[Guild Wars 3]]></media:text>
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                                <ul><li><strong>ArenaNet studio head Colin Johanson has offered a deep dive into Guild Wars 3's momentum system</strong></li><li><strong>The feature offers "fluid" transitions between movement and combat, which Johanson says is a "first" for the MMORPG genre</strong></li><li><strong>Players can build momentum as they move around the world and in combat to deliver powerful attacks</strong></li></ul><p>ArenaNet has revealed more about <em>Guild Wars 3</em>'s newly introduced momentum system, a mechanic that blends all actions and combat abilities to ensure constant "fluid" movement.</p><p>During an exclusive presentation TechRadar Gaming attended at Gamescom, ArenaNet studio head Colin Johanson showcased the studio's action-adventure MMORPG and offered a deep dive into the game's story and open world, the combat system, multiplayer design, and more.</p><p>Johanson also touched on the game's new momentum system, saying <em>Guild Wars 3</em> will be the first MMORPG to offer smooth transitions between movement and combat.</p><p>"If you can picture with me for a second, movement in an MMO, you're riding through the world on your mount, and you get off your mount, and your character immediately stops moving," he explained. "And then you start moving again, and you go to glide, and you stop gliding, and your character immediately stops moving. Then you go into combat, and you use an ability, and then you move, and you'll stop moving again."</p><p>He continued: "There are no fluid transitions between movement and combat in MMOs, and <em>Guild Wars 3</em>'s momentum system introduces the first MMO that has truly fluid movement across the entire world."</p><p>With this system, <em>Guild Wars 3</em> players will be able to jump off a mountain, deploy a glider, dive, fly, or wall-run, all while carrying momentum, "creating a seamless sense of movement you'd expect to see in an action game, rather than an MMORPG."</p><p>Momentum is also part of combat; we previewed a warrior class that has a unique ability that uses their momentum and modifies their attacks when they come down from the sky. This increases damage output and the radius of attacks "based on his velocity or how much downward momentum" the warrior carries. The class can also run up walls and slam back down on enemies, delivering huge amounts of damage.</p><p>"Momentum also impacts battlefield control," Johanson said, adding that the faster the player is moving, the more momentum they have. </p><p>The environment, Johanson said, is also "part of the experience," and enemies can be knocked into walls to be stunned and damaged by building up momentum in combat, explaining that players will need to use their environment, whether it's the battlefield or terrain, to their advantage.</p><p>"This is another first for the MMORPG genre," he said.</p><p><em>Guild Wars 3</em> doesn't have a release date, but a beta is scheduled for Fall 2027. The game is coming to PC and <a href="https://www.techradar.com/reviews/ps5">PlayStation 5</a>.</p>
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                                                            <title><![CDATA[ A Diablo 5 new class has already been revealed with the Plague Knight being 'a walking death' across the battlefield — while two returning classes have also been confirmed ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Diablo 5 devs confirmed a new class for the game at BlizzCon 2026</strong></li><li><strong>The Plague Knight will spread and then consume disease across the battlefield to their advantage</strong></li><li><strong>Two returning classes are already confirmed as well</strong></li></ul><p>Three <em>Diablo 5</em> classes have already been confirmed, and the developers behind the game have even shed light on a brand-new one coming to the game during the <em>Diablo 5</em>  — Forging the Next Era panel, which we watched at BlizzCon 2026 in Anaheim.</p><p>"The Plague Knight is the first new class that will be joining <em>Diablo 5</em>," said Joe Shely, game director. "This is a heavily armored class; it's a walking death."</p><p>Adding more detail, Shely said, "You're going to be roaming the battlefield, spreading disease and consuming it for power." This sounds incredibly deadly, poison-y, and downright unclean.</p><p>As well as confirming that the Demon Hunter and Monk classes will be returning for <em>Diablo 5</em>, Shely also added that "Diablo 5 is going to launch with more classes than ever before, and I don't just mean more classes than another Diablo game at ship. I mean more classes total."</p><p>The returning classes are likely to be very well received by the community</p><p>Finishing the description of the classes, Shely reinforced the key characteristics of Diablo classes, saying that "they're approachable. You can jump in; you can immediately have an exciting time playing them. But there's also deep ARPG mastery there, and a multitude of builds to explore."</p><p>I expect more classes and more class info to drop in the coming months as we hear more about the game in the long run-up to its release in Spring 2029.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/a-diablo-5-new-class-has-already-been-revealed-with-the-plague-knight-being-a-walking-death-across-the-battlefield-while-two-returning-classes-have-also-been-confirmed</link>
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                            <![CDATA[ A new class, The Plague Knight, will head up the largest ever roster of classes in a Diablo game. ]]>
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                                                                        <pubDate>Sun, 13 Sep 2026 05:34:24 +0000</pubDate>                                                                                                                                                                                                                                <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-320-70.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>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Key art from Diablo 5 showing a the new character class, the Plague Knight]]></media:description>                                                            <media:text><![CDATA[Key art from Diablo 5 showing a the new character class, the Plague Knight]]></media:text>
                                <media:title type="plain"><![CDATA[Key art from Diablo 5 showing a the new character class, the Plague Knight]]></media:title>
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                                <ul><li><strong>Diablo 5 devs confirmed a new class for the game at BlizzCon 2026</strong></li><li><strong>The Plague Knight will spread and then consume disease across the battlefield to their advantage</strong></li><li><strong>Two returning classes are already confirmed as well</strong></li></ul><p>Three <em>Diablo 5</em> classes have already been confirmed, and the developers behind the game have even shed light on a brand-new one coming to the game during the <em>Diablo 5</em>  — Forging the Next Era panel, which we watched at BlizzCon 2026 in Anaheim.</p><p>"The Plague Knight is the first new class that will be joining <em>Diablo 5</em>," said Joe Shely, game director. "This is a heavily armored class; it's a walking death."</p><p>Adding more detail, Shely said, "You're going to be roaming the battlefield, spreading disease and consuming it for power." This sounds incredibly deadly, poison-y, and downright unclean.</p><p>As well as confirming that the Demon Hunter and Monk classes will be returning for <em>Diablo 5</em>, Shely also added that "Diablo 5 is going to launch with more classes than ever before, and I don't just mean more classes than another Diablo game at ship. I mean more classes total."</p><p>The returning classes are likely to be very well received by the community</p><p>Finishing the description of the classes, Shely reinforced the key characteristics of Diablo classes, saying that "they're approachable. You can jump in; you can immediately have an exciting time playing them. But there's also deep ARPG mastery there, and a multitude of builds to explore."</p><p>I expect more classes and more class info to drop in the coming months as we hear more about the game in the long run-up to its release in Spring 2029.</p>
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                                                            <title><![CDATA[ The tone of Diablo 5 is 'really doubling down on darkness' say the devs — 'I think that's really the tone, the atmosphere' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Devs say that they're "really doubling down on darkness" with Diablo 5's setting</strong></li><li><strong>This will build on Diablo 4's bleakness and darkness</strong></li><li><strong>And continue to contrast the relative vibrancy of Diablo 3</strong></li></ul><p>After the somewhat vibrancy of <em>Diablo 3 </em>that some fans raised an eyebrow at, the bleak darkness and misery of <em>Diablo 4</em> was a welcome change of vibes and atmosphere for many players — and it sounds like the developers are going to continue this into <em>Diablo 5</em>.</p><p>During the <em>Diablo 5</em>  — Forging the Next Era panel, which we watched at BlizzCon 2026 in Anaheim, some of the game's devs spoke openly about the dark and bleak setting that <em>Diablo 5</em> will have.</p><p>"I think that's really the tone, the atmosphere," said John Mueller, senior art director. "We're really doubling down on darkness, and what this means for the art team is we really get to explore all of what we learned from <em>Diablo 4</em> and expand on it further. You know, that desolation that we're going to see in the world is really the setting for the survivors of this story [in <em>Diablo 5</em>]." </p><p>This is something that I'm absolutely here for; Diablo games thrive and are at their bleakest best when they embrace a dark and miserable tone and atmosphere, and help to cement the sense of place Sanctuary has, as well as the overarching richness of the story and narrative.</p><p>This doubling down, to the extent of embracing a setting of defeat and one where Sanctuary has fallen, already makes for a compelling starting point that I can't wait for.</p><p>However, narrative director Jennifer Hepler went on to add that in the process of "making Sanctuary so, so dark, [and] trying to double down on this darkness of Diablo winning in this apocalyptic setting; we still need to make Sanctuary a place that's worth defending."</p><p>So there's a balancing act in play here, then, with the darkness and hopelessness of the setting being somewhat offset by the devs still wanting to make Sanctuary a "place that you want to save." </p><p>This narrative conflict and tension is something I'm really looking forward to properly and fully when the game releases in Spring 2029.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/the-tone-of-diablo-5-is-really-doubling-down-on-darkness-say-the-devs-i-think-thats-really-the-tone-the-atmosphere</link>
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                            <![CDATA[ Diablo 5 devs say that doubling down on the darkness of Diablo 4 is the way to go to set the scene for Diablo 5. ]]>
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                                                                        <pubDate>Sun, 13 Sep 2026 04:47:50 +0000</pubDate>                                                                                                                                                                                                                                <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-320-70.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>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Key artwork from Diablo 5 showing the bleak and barren world of Sanctuary]]></media:description>                                                            <media:text><![CDATA[Key artwork from Diablo 5 showing the bleak and barren world of Sanctuary]]></media:text>
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                                <ul><li><strong>Devs say that they're "really doubling down on darkness" with Diablo 5's setting</strong></li><li><strong>This will build on Diablo 4's bleakness and darkness</strong></li><li><strong>And continue to contrast the relative vibrancy of Diablo 3</strong></li></ul><p>After the somewhat vibrancy of <em>Diablo 3 </em>that some fans raised an eyebrow at, the bleak darkness and misery of <em>Diablo 4</em> was a welcome change of vibes and atmosphere for many players — and it sounds like the developers are going to continue this into <em>Diablo 5</em>.</p><p>During the <em>Diablo 5</em>  — Forging the Next Era panel, which we watched at BlizzCon 2026 in Anaheim, some of the game's devs spoke openly about the dark and bleak setting that <em>Diablo 5</em> will have.</p><p>"I think that's really the tone, the atmosphere," said John Mueller, senior art director. "We're really doubling down on darkness, and what this means for the art team is we really get to explore all of what we learned from <em>Diablo 4</em> and expand on it further. You know, that desolation that we're going to see in the world is really the setting for the survivors of this story [in <em>Diablo 5</em>]." </p><p>This is something that I'm absolutely here for; Diablo games thrive and are at their bleakest best when they embrace a dark and miserable tone and atmosphere, and help to cement the sense of place Sanctuary has, as well as the overarching richness of the story and narrative.</p><p>This doubling down, to the extent of embracing a setting of defeat and one where Sanctuary has fallen, already makes for a compelling starting point that I can't wait for.</p><p>However, narrative director Jennifer Hepler went on to add that in the process of "making Sanctuary so, so dark, [and] trying to double down on this darkness of Diablo winning in this apocalyptic setting; we still need to make Sanctuary a place that's worth defending."</p><p>So there's a balancing act in play here, then, with the darkness and hopelessness of the setting being somewhat offset by the devs still wanting to make Sanctuary a "place that you want to save." </p><p>This narrative conflict and tension is something I'm really looking forward to properly and fully when the game releases in Spring 2029.</p>
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                                                            <title><![CDATA[ Creative Assembly says it was 'a big deal' to have player customization be a 'must-have' part of Total War: Warhammer 40,000 for fans of the tabletop game and hobby ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Total War: Warhammer 40,000</strong></em><strong> battle product owner Dave Petry says it was important to implement player customization in the game</strong></li><li><strong>He says it was a "big deal" to bring those customization options from the hobby forward to the game</strong></li><li><strong>Petry adds that it was "awesome" to bring in the "core" features from the hobby</strong></li></ul><p><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> offers plenty of player customization options, which Creative Assembly has now revealed was an essential feature it wanted in the game from the start.</p><p>In an interview with TechRadar Gaming at Gamescom, battle product owner Dave Petry, alongside lead designer Joy Dey, said player customization in all aspects was always a "must-have," as the studio wanted to simulate the same experience for fans of the tabletop <em>Warhammer</em> game and beloved hobby.</p><p>"The second we picked this up, we knew we had to make a big deal of being able to tell your own story within this universe to bring in your own identity and get to be part of all of it," Petry said. </p><p>The developer also told TechRadar Gaming that it <a href="https://www.techradar.com/gaming/creative-assembly-says-it-wanted-to-authentically-simulate-the-warhammer-tabletop-experience-for-total-war-warhammer-40-000-by-adding-references-lore-and-more">worked closely with Games Workshop to ensure the player experience was as "authentic" to the tabletop game as possible</a>. This included simulating the tabletop's combat the way that fans are familiar with.</p><p>"We're trying to create an authentic sense of the lore and the kind of combat that's there, but the love for the tabletop absolutely is present," Petry said.</p><p>As for customization, Petry told us that it was "awesome" to bring in the "core" features from the hobby, and teased aesthetic unit personalization, loadout customization, and late-game progression.</p><p>Petry also confirmed that the game will feature the actual real-life paint colors used by Games Workshop too, so fans will be able to use the same ones they know and love and recreate their real-life armies or favorites in the game.</p><p>"In terms of what you can do, not just the aesthetic customization, colors, etc, etc," he went on, "but being able to specialize your units throughout a campaign and, over that campaign, take your intercessors, specialize them towards using, say, like bolt rifle, auto bolt rifles, or stalkers, leveling them up, kitting them out in different ways, and you know potentially ultimately getting them to be like stern guards. </p><p>"All of that sort of stuff is absolutely part of that core hobby that you experience this way."</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-it-was-a-big-deal-to-have-player-customization-be-a-must-have-part-of-total-war-warhammer-40-000-for-fans-of-the-tabletop-game-and-hobby</link>
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                            <![CDATA[ Creative Assembly says it was "a big deal" to have player customization be a "must-have" part of Total War: Warhammer 40,000. ]]>
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                                                                        <pubDate>Sun, 13 Sep 2026 02:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.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[Total War: Warhammer 40,000]]></media:description>                                                            <media:text><![CDATA[Total War: Warhammer 40,000]]></media:text>
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                            <article>
                                <ul><li><em><strong>Total War: Warhammer 40,000</strong></em><strong> battle product owner Dave Petry says it was important to implement player customization in the game</strong></li><li><strong>He says it was a "big deal" to bring those customization options from the hobby forward to the game</strong></li><li><strong>Petry adds that it was "awesome" to bring in the "core" features from the hobby</strong></li></ul><p><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> offers plenty of player customization options, which Creative Assembly has now revealed was an essential feature it wanted in the game from the start.</p><p>In an interview with TechRadar Gaming at Gamescom, battle product owner Dave Petry, alongside lead designer Joy Dey, said player customization in all aspects was always a "must-have," as the studio wanted to simulate the same experience for fans of the tabletop <em>Warhammer</em> game and beloved hobby.</p><p>"The second we picked this up, we knew we had to make a big deal of being able to tell your own story within this universe to bring in your own identity and get to be part of all of it," Petry said. </p><p>The developer also told TechRadar Gaming that it <a href="https://www.techradar.com/gaming/creative-assembly-says-it-wanted-to-authentically-simulate-the-warhammer-tabletop-experience-for-total-war-warhammer-40-000-by-adding-references-lore-and-more">worked closely with Games Workshop to ensure the player experience was as "authentic" to the tabletop game as possible</a>. This included simulating the tabletop's combat the way that fans are familiar with.</p><p>"We're trying to create an authentic sense of the lore and the kind of combat that's there, but the love for the tabletop absolutely is present," Petry said.</p><p>As for customization, Petry told us that it was "awesome" to bring in the "core" features from the hobby, and teased aesthetic unit personalization, loadout customization, and late-game progression.</p><p>Petry also confirmed that the game will feature the actual real-life paint colors used by Games Workshop too, so fans will be able to use the same ones they know and love and recreate their real-life armies or favorites in the game.</p><p>"In terms of what you can do, not just the aesthetic customization, colors, etc, etc," he went on, "but being able to specialize your units throughout a campaign and, over that campaign, take your intercessors, specialize them towards using, say, like bolt rifle, auto bolt rifles, or stalkers, leveling them up, kitting them out in different ways, and you know potentially ultimately getting them to be like stern guards. </p><p>"All of that sort of stuff is absolutely part of that core hobby that you experience this way."</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[ Diablo 5 devs say that the game's player character will have a "unique bond" with Diablo himself ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Diablo 5's player character is the Heir of Westmarch, a fugitive from the forces of hell</strong></li><li><strong>Not much is know about them apart them having a "unique bond with Diablo"</strong></li><li><strong>This bond will apparently give us an "insight" into the big bad Diablo</strong></li></ul><p>During the<em> Diablo 5</em>  — Forging the Next Era panel, which we watched at the conference, <em>Diablo 5</em> devs revealed a couple of key details about the player character.</p><p>Instead of stepping into the shoes of another Wanderer or similar protagonist archetype, we now know you'll play as a character known as the Heir of Westmarch. </p><p>Not much is known about the Heir, aside from them being a fugitive on the run from the forces of hell, but what is particularly interesting and exciting is that the Heir will have a "unique bond with Diablo that you find out over the course of the game, why and how it came to be", according to Jennifer Hepler, narrative director.</p><p>This will allow the Heir of Westmarch to have some form of "insight into him [Diablo], but also a unique vulnerability to what he can do to you," which will apparently give us the chance to "spend the game defining yourself in opposition to the Lord of Terror." Does this imply there's some sort of mental connection between Diablo and our hero? Or some kind of means of direct communication or even control? </p><p>To make it even more intriguing, and provide possible insight into the closeness of this connection, Hepler added, "Can you resist his influence? Can you turn his powers against him? That's what the story and the gameplay are going to let you answer." Color me curious.</p><p>Also, according to Hepler, "the story really begins when you find out that you can enter the terror realm and survive."</p><p>This paints the portrait for a really interesting starting point for the player character, and I can't wait to find out more in the run-up to the game's release window of Spring 2029.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/diablo-5-devs-say-that-the-games-player-character-will-have-a-unique-bond-with-diablo-himself</link>
                                                                            <description>
                            <![CDATA[ Diablo 5 developers shed a little bit of light on the player character, the Heir of Westmarch, during BlizzCon 2026. ]]>
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                                                                        <pubDate>Sun, 13 Sep 2026 01:16:54 +0000</pubDate>                                                                                                                                                                                                                                <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-320-70.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>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Key art for the Heir of Westmarch in Diablo 5]]></media:description>                                                            <media:text><![CDATA[Key art for the Heir of Westmarch in Diablo 5]]></media:text>
                                <media:title type="plain"><![CDATA[Key art for the Heir of Westmarch in Diablo 5]]></media:title>
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                            <article>
                                <ul><li><strong>Diablo 5's player character is the Heir of Westmarch, a fugitive from the forces of hell</strong></li><li><strong>Not much is know about them apart them having a "unique bond with Diablo"</strong></li><li><strong>This bond will apparently give us an "insight" into the big bad Diablo</strong></li></ul><p>During the<em> Diablo 5</em>  — Forging the Next Era panel, which we watched at the conference, <em>Diablo 5</em> devs revealed a couple of key details about the player character.</p><p>Instead of stepping into the shoes of another Wanderer or similar protagonist archetype, we now know you'll play as a character known as the Heir of Westmarch. </p><p>Not much is known about the Heir, aside from them being a fugitive on the run from the forces of hell, but what is particularly interesting and exciting is that the Heir will have a "unique bond with Diablo that you find out over the course of the game, why and how it came to be", according to Jennifer Hepler, narrative director.</p><p>This will allow the Heir of Westmarch to have some form of "insight into him [Diablo], but also a unique vulnerability to what he can do to you," which will apparently give us the chance to "spend the game defining yourself in opposition to the Lord of Terror." Does this imply there's some sort of mental connection between Diablo and our hero? Or some kind of means of direct communication or even control? </p><p>To make it even more intriguing, and provide possible insight into the closeness of this connection, Hepler added, "Can you resist his influence? Can you turn his powers against him? That's what the story and the gameplay are going to let you answer." Color me curious.</p><p>Also, according to Hepler, "the story really begins when you find out that you can enter the terror realm and survive."</p><p>This paints the portrait for a really interesting starting point for the player character, and I can't wait to find out more in the run-up to the game's release window of Spring 2029.</p>
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                                                            <title><![CDATA[ Diablo 5's Sanctuary has become 'an outpost of hell' where 'humanity has fallen into ruin' which paints an incredibly bleak picture that I can't wait for ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Diablo 5 developers confirm that Sanctuary is overrun by hell in the upcoming game and has become an "outpost of hell"</strong></li><li><strong>Humanity has fallen and "some humans have been corrupted or raised to become dread commanders"</strong></li><li><strong>Diablo 5 was revealed at BlizzCon 2026 with a Spring 2029 release window</strong></li></ul><p>After the reveal of <em>Diablo 5</em> in the BlizzCon 2026 opening presentation, developers of the upcoming action role-playing game took to the stage to discuss several aspects of the game. The picture of Sanctuary that the devs painted in this <em>Diablo 5</em>  — Forging the Next Era panel that we watched live at BlizzCon 2026 was not cheery at all. </p><p>"All of it [Sanctuary] has been overrun. It's become an outpost of hell," said Joe Shely, game director. "There are hardly any humans who haven't bowed or become cultists." But wait, it gets worse, as "some powerful humans have been corrupted and raised to become dread commanders. They have the power of the Dukes of Hell, and anyone who has resisted gets put into a soul cage or pulled into the terror realm."</p><p>Make no mistake, the narrative and setting for <em>Diablo 5</em> isn't one that's built around the risk of the forces of evil entering Sanctuary, or the danger of the spread of evil: Sanctuary has fallen, and everything is on fire.</p><p>The official <a href="https://news.blizzard.com/en-us/article/24297204/diablo-v-forging-the-next-era" target="_blank">Blizzard blog post</a> describes the world further by saying, "This is not Sanctuary waiting for the apocalypse. It is already living through one. In <em>Diablo V</em>, humanity has fallen into ruin," and that it's a "haunting, desolate land shaped by despair, resilience, and the few survivors fighting to endure another day."</p><p>This full embrace of defeat, darkness, loss, and misery as the starting point for <em>Diablo 5</em> is really interesting, and extends the aforementioned doubling down on the darkness of <a href="https://www.techradar.com/reviews/diablo-4-review"><em>Diablo 4</em>,</a> and makes for a deeply compelling setting, and one I can't wait to explore when it releases in Spring 2029.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/diablo-5s-sanctuary-has-become-an-outpost-of-hell-where-humanity-has-fallen-into-ruin-which-paints-an-incredibly-bleak-picture-that-i-cant-wait-for</link>
                                                                            <description>
                            <![CDATA[ Diablo 5's version of Sanctuary has been totally overrun by the forces of hell, say the devs behind the game. ]]>
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                                                                        <pubDate>Sun, 13 Sep 2026 00:48:09 +0000</pubDate>                                                                                                                                <updated>Sun, 13 Sep 2026 00:50:41 +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-320-70.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>
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                                                            <media:credit><![CDATA[Blizzard Entertainment]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[An image of Diablo&#039;s world, Sanctuary, destroyed in Diablo 5]]></media:description>                                                            <media:text><![CDATA[An image of Diablo&#039;s world, Sanctuary, destroyed in Diablo 5]]></media:text>
                                <media:title type="plain"><![CDATA[An image of Diablo&#039;s world, Sanctuary, destroyed in Diablo 5]]></media:title>
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                            <![CDATA[
                            <article>
                                <ul><li><strong>Diablo 5 developers confirm that Sanctuary is overrun by hell in the upcoming game and has become an "outpost of hell"</strong></li><li><strong>Humanity has fallen and "some humans have been corrupted or raised to become dread commanders"</strong></li><li><strong>Diablo 5 was revealed at BlizzCon 2026 with a Spring 2029 release window</strong></li></ul><p>After the reveal of <em>Diablo 5</em> in the BlizzCon 2026 opening presentation, developers of the upcoming action role-playing game took to the stage to discuss several aspects of the game. The picture of Sanctuary that the devs painted in this <em>Diablo 5</em>  — Forging the Next Era panel that we watched live at BlizzCon 2026 was not cheery at all. </p><p>"All of it [Sanctuary] has been overrun. It's become an outpost of hell," said Joe Shely, game director. "There are hardly any humans who haven't bowed or become cultists." But wait, it gets worse, as "some powerful humans have been corrupted and raised to become dread commanders. They have the power of the Dukes of Hell, and anyone who has resisted gets put into a soul cage or pulled into the terror realm."</p><p>Make no mistake, the narrative and setting for <em>Diablo 5</em> isn't one that's built around the risk of the forces of evil entering Sanctuary, or the danger of the spread of evil: Sanctuary has fallen, and everything is on fire.</p><p>The official <a href="https://news.blizzard.com/en-us/article/24297204/diablo-v-forging-the-next-era" target="_blank">Blizzard blog post</a> describes the world further by saying, "This is not Sanctuary waiting for the apocalypse. It is already living through one. In <em>Diablo V</em>, humanity has fallen into ruin," and that it's a "haunting, desolate land shaped by despair, resilience, and the few survivors fighting to endure another day."</p><p>This full embrace of defeat, darkness, loss, and misery as the starting point for <em>Diablo 5</em> is really interesting, and extends the aforementioned doubling down on the darkness of <a href="https://www.techradar.com/reviews/diablo-4-review"><em>Diablo 4</em>,</a> and makes for a deeply compelling setting, and one I can't wait to explore when it releases in Spring 2029.</p>
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                                                            <title><![CDATA[ Diablo 5 announced and fully embraces bleakness, defeat, darkness, and hopelessness for Sanctuary, as Blizzard also confirms Diablo 4 is coming to Switch 2 ]]></title>
                                                                                                <dc:content><![CDATA[ <p>In quite a big surprise at BlizzCon 2026, Blizzard has confirmed <em>Diablo 5</em> is in development and is on for a Spring 2029 release.</p><p>And not content with simply maintaining the previous game's darkness, threat, and edge-of-apocalypse vibes and setting, <em>Diablo 5</em> looks to go fully bleak, fully miserable, and fully void of hope.</p><p>We're on the ground at BlizzCon 2026 in Anaheim and watched the teaser trailer live, which was full of fire, death, and bleakness, as you can see below, and has already set the tone for the next 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/GxCN_AKYtts" allowfullscreen></iframe></div></div><p>Diablo has always had a specific brand and type of darkness, and almost always soaks its world and settings in a tangible sense of misery, darkness, dread, and hopelessness. And that's one reason why I love the games. </p><p>I'm not just being gloomy. That edge-of-apocalypse threat and sense of darkness give the Diablo games an excellent atmosphere and complement the universe's rich lore, as the place of Sanctuary in the battle of good vs. evil.</p><p><em>Diablo 3</em> received a little pushback when it came out due to it being a bit colorful and vibrant (literally), and while <a href="https://www.techradar.com/reviews/diablo-4-review"><em>Diablo 4</em></a> brought a strong sense of bleakness, death, and darkness to Sanctuary, this early look at <em>Diablo 5</em> seems like it's doubling down on that original darkness and bleakness to return the series to its roots — as well as welcoming back the series' big bad bossman.</p><p>This seems true in both the setting and story. The trailer shows a world on fire, heroes being murdered and their bodies being gruesomely displayed, and, as Blizzard describes the game, instead of continually being on the edge, this is the first time that "players will enter a Sanctuary where Diablo has triumphed, and its heroes have been defeated."</p><p>The description goes on to say, "At the heart of Diablo V lies a defining question: what must you become when the world has already fallen?"</p><p>It sounds, frankly, awful, full of sorrow, sadness, and relentless bleakness. I can't wait.</p><h2 id="switch-2-players-finally-get-to-go-to-hell">Switch 2 players finally get to go to hell</h2><p>Alongside the <em>Diablo V</em> confirmation and teaser, Blizzard also confirmed the long-running rumor that Diablo 4 is indeed coming to <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a> — and will do so on September 15, just a few days from now.</p><p>In one of gaming's worst-kept secrets in recent times, Blizzard confirmed that the game will come to the handheld in the form of a new edition: <em>Diablo IV: Age of Hatred Collection,</em> that bundle in the base game along with the Vessel of Hatred and Lord of Hatred expansions.</p><p>It's a natural fit, with the <em>Diablo 3: Eternal Collection</em> arriving on the original <a href="https://www.techradar.com/reviews/nintendo-switch">Nintendo Switch</a> and proving a great success and a fantastic way to play the game.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/diablo-v-announced-and-fully-embraces-bleakness-defeat-darkness-and-hopelessness-for-sanctuary-as-blizzard-also-confirms-diablo-4-is-coming-to-switch-2</link>
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                            <![CDATA[ Diablo V was a surprise announcement at BlizzCon 2026 and looks to double down on the darkness of its predecessor ]]>
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                                                                        <pubDate>Sat, 12 Sep 2026 20:21:22 +0000</pubDate>                                                                                                                                <updated>Sat, 12 Sep 2026 20:33:49 +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-320-70.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>
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                                                            <media:credit><![CDATA[Blizzard Entertainment]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A screenshot from the Diablo V teaser trailer showing crucified victims]]></media:description>                                                            <media:text><![CDATA[A screenshot from the Diablo V teaser trailer showing crucified victims]]></media:text>
                                <media:title type="plain"><![CDATA[A screenshot from the Diablo V teaser trailer showing crucified victims]]></media:title>
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                                <p>In quite a big surprise at BlizzCon 2026, Blizzard has confirmed <em>Diablo 5</em> is in development and is on for a Spring 2029 release.</p><p>And not content with simply maintaining the previous game's darkness, threat, and edge-of-apocalypse vibes and setting, <em>Diablo 5</em> looks to go fully bleak, fully miserable, and fully void of hope.</p><p>We're on the ground at BlizzCon 2026 in Anaheim and watched the teaser trailer live, which was full of fire, death, and bleakness, as you can see below, and has already set the tone for the next 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/GxCN_AKYtts" allowfullscreen></iframe></div></div><p>Diablo has always had a specific brand and type of darkness, and almost always soaks its world and settings in a tangible sense of misery, darkness, dread, and hopelessness. And that's one reason why I love the games. </p><p>I'm not just being gloomy. That edge-of-apocalypse threat and sense of darkness give the Diablo games an excellent atmosphere and complement the universe's rich lore, as the place of Sanctuary in the battle of good vs. evil.</p><p><em>Diablo 3</em> received a little pushback when it came out due to it being a bit colorful and vibrant (literally), and while <a href="https://www.techradar.com/reviews/diablo-4-review"><em>Diablo 4</em></a> brought a strong sense of bleakness, death, and darkness to Sanctuary, this early look at <em>Diablo 5</em> seems like it's doubling down on that original darkness and bleakness to return the series to its roots — as well as welcoming back the series' big bad bossman.</p><p>This seems true in both the setting and story. The trailer shows a world on fire, heroes being murdered and their bodies being gruesomely displayed, and, as Blizzard describes the game, instead of continually being on the edge, this is the first time that "players will enter a Sanctuary where Diablo has triumphed, and its heroes have been defeated."</p><p>The description goes on to say, "At the heart of Diablo V lies a defining question: what must you become when the world has already fallen?"</p><p>It sounds, frankly, awful, full of sorrow, sadness, and relentless bleakness. I can't wait.</p><h2 id="switch-2-players-finally-get-to-go-to-hell">Switch 2 players finally get to go to hell</h2><p>Alongside the <em>Diablo V</em> confirmation and teaser, Blizzard also confirmed the long-running rumor that Diablo 4 is indeed coming to <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a> — and will do so on September 15, just a few days from now.</p><p>In one of gaming's worst-kept secrets in recent times, Blizzard confirmed that the game will come to the handheld in the form of a new edition: <em>Diablo IV: Age of Hatred Collection,</em> that bundle in the base game along with the Vessel of Hatred and Lord of Hatred expansions.</p><p>It's a natural fit, with the <em>Diablo 3: Eternal Collection</em> arriving on the original <a href="https://www.techradar.com/reviews/nintendo-switch">Nintendo Switch</a> and proving a great success and a fantastic way to play the game.</p>
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                                                            <title><![CDATA[ Six years later, the PS5 is still light on exclusives — but this space-age shooter is an absolute must-play ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The article contains spoilers for <em>Returnal</em>.</p><p>I’ve always been a fan of roguelike games. One of my first PlayStation Plus downloads was an indie known as <em>Tower of Guns</em>, where you blast your way through the titular tower, only to start again each time you die. It hooked me immediately — I spent pretty much an entire summer holiday shooting through the tower’s many floors, only to get kicked back down to the start with each defeat.</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 type of cyclical gameplay loop just scratches a deep itch in my brain. I’m the kind of player who plays carefully and hoards items for moments that may never appear. However, the high stakes of roguelike games have always given you focus, while the temporary nature of your loadout, abilities, and progress encourages experimentation. </p><p>In most story-driven games, player deaths have few consequences – dying in <em>God of War </em>or <em>Control </em>might set you back a few minutes, but you’ll typically carry on as if nothing happened. In contrast, the roguelike genre is <em>defined </em>by hard resets with each death. The issue is that it’s hard to tell an engaging story when you’re constantly sending the player back to square one.</p><p>But what if dying <em>was </em>part of the story? That’s the question at the centre of <em>Returnal</em>, the 2021 roguelike third-person shooter from Finnish developer Housemarque that launched as a PS5 exclusive before making its way to Windows. Crucially, <em>Returnal </em>makes its cycle of death and reawakening the central theme of its dense, mysterious narrative. </p><p>This summer, about a decade after downloading <em>Tower of Guns</em>, PS Plus delivered me another unforgettable roguelike experience with <em>Returnal</em> – and while I had heard some high praise for its gameplay, I wasn’t prepared for just how much its story would affect me. Keep reading for my take on why <em>Returnal </em>is worth returning to. </p><h2 id="life-on-loop">Life on loop</h2><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="2hivTKqdGytkBowotiby2Z" name="Return" alt="A Returnal screenshot." src="https://cdn.mos.cms.futurecdn.net/2hivTKqdGytkBowotiby2Z-1920-80.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: Sony)</span></figcaption></figure><p><em>Returnal</em> follows space-farer Selene Vassos, an astronaut and explorer who crash-lands on the uncharted world of Atropos. After emerging from the wreckage of her ship, Helios, players guide Selene through the jungles and ruins of Atropos, fighting through rooms of alien animals and humanoids to track the ‘White Shadow’ distress beacon she hopes to use to escape. </p><p>In theory, you can do this all in one life – but<em> Returnal</em> quickly makes it clear that everything on Atropos wants to kill you. And unless you’ve got the reaction times of an Olympic gymnast, something on Atropos is<em> going</em> to kill you. When you do eventually fall to one of the planet’s many hostile creatures, the game flashes through a series of visions before Selene wakes up at the crash site, which becomes the starting point for each subsequent run. In fact, the screen displays the message ‘Helios Abandoned’ each time you leave camp, to really set the mood. </p><p>On these follow-up attempts, you’ll come across corpses – your own corpses. Versions of Selene that didn’t make it to the White Shadow are dotted around Atropos, sometimes accompanied by voice recorders that begin to explain the planet’s war-torn history.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/kQSYAzqeZVYWXNS8zhD9yY-1920-80.jpg" alt="A Returnal screenshot." /><figcaption><small role="credit">Sony</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/QYqKbg7Kwc63sfKBdKxxrY-1920-80.jpg" alt="A Returnal screenshot." /><figcaption><small role="credit">Sony</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/wU6Mhp9iJdkhqNhTimPa8Z-1920-80.jpg" alt="A Returnal screenshot." /><figcaption><small role="credit">Sony</small></figcaption></figure></figure><p>The core gameplay of <em>Returnal</em> is that of a competent third-person shooter with light movement mechanics. It’s <em>Dark Souls</em> meets <em>Titanfall </em>meets <em>Resogun </em>after three cups of coffee – you move quickly, shoot quickly, and dodge dozens of on-screen projectiles. The controls are tight; the game feels incredibly responsive, fast but never floaty.</p><p>Various gameplay aspects come together to make <em>Returnal</em> feel addictive and alive. The game offers ten satisfying weapons, each with a few dozen modifiers, and carefully designed combat rooms that are rearranged with a dash of random number generation (RNG) on each new run. About a third of the way through the game, you unlock the best grappling hook in gaming since <em>Just Cause 3</em>, which is naturally a huge plus. </p><p>And while <em>Returnal</em> can be punishingly hard – looking at the PlayStation trophies reveals just under a third of players have beaten the first boss – it’s always incredibly fun to play. Even after beating the main game, I spent a few weeks scaling the Tower of Sisyphus, the endless mode added with a free DLC in 2022.</p><p>Our <a href="https://www.techradar.com/reviews/returnal-review"><em>Returnal </em>review</a> has a more detailed breakdown of the game’s mechanics, but it’s the game’s story that, in my opinion, makes it a must-play. </p><p>I was quickly hooked by <em>Returnal</em>’s enigmatic premise. It takes a relatively small idea – making the gameplay loop an essential part of the story – and runs with it, filling every spare moment with symbolism and intrigue. </p><p>An impossible Apollo-era astronaut stalks Selene around Atropos; Selene’s house appears in the overgrowth, seemingly plucked from its place on Earth and becoming a doorway to surreal cutscenes, and all the while Selene’s visions become infected with robotic beings and eldritch tentacles.</p><h2 id="mystery-and-mythology">Mystery and mythology</h2><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="akqfmEfdc74fFYbNqcwScY" name="Boss 1" alt="A Returnal screenshot." src="https://cdn.mos.cms.futurecdn.net/akqfmEfdc74fFYbNqcwScY-1920-80.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: Sony)</span></figcaption></figure><p>Being a fan of games like <em>Outer Wilds</em> and <em>Firewatch</em>, <em>Returnal</em>’s approach to scavenging lore and building your own interpretation of the narrative really clicked with me. The game has a Nolan-esque way of revealing its story (only with much better female characters). Its twists and turns work their way through the player’s expectations like the tentacles that plague Selene’s post-mortem hallucinations, and many of the big twists are hinted at from the beginning. </p><p>The first comes halfway, when Selene finds the White Shadow escape signal, is rescued and returned to Earth, lives a normal life, passes away, and wakes up… back on Atropos. The second comes at the end of the game, when it’s revealed that, back on Earth, Selene crashed into a lake after seeing the Astronaut that follows her around Atropos on a bridge, her own ‘white shadow’. In the back seat, a young boy is trapped – Helios, abandoned. </p><p>YouTube essayists and Reddit commenters have spent the last five years analysing this game to Atropos and back – some theories suggest that the planet is a manifestation of Selene’s guilt over the crash, while others point to the ghostly astronaut as an avatar of her emotionally distant mother, Theia.</p><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="yTLso45gwu942gC6CkUMfY" name="Boss 4" alt="A Returnal screenshot." src="https://cdn.mos.cms.futurecdn.net/yTLso45gwu942gC6CkUMfY-1920-80.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: Sony)</span></figcaption></figure><p>Others point to <em>Returnal</em>’s layered Greek mythology references – Selene and Theia are named for the goddesses of the Moon and sky, with Atropos being the goddess of destiny. If you’re a lore-obsessive like me, now’s a great time to explore. </p><p>To me, <em>Returnal </em>is a fundamentally abstract piece of art that allows its themes to resonate with one another beyond the confines of a rigid narrative structure – at times, it feels like a sort of conceptual web, tying up ideas of motherhood, trauma, ambition, and release with no prescribed interpretation. Not bad for a shoot-em-up. </p><p>In fact, I found <em>Returnal</em> genuinely moving. In the second half of the game, as you fight through frozen wastelands and infinite ocean depths, Selene goes totally mad, talking only in prayer and prophecy. Actor Jane Perry does a phenomenal job of making her character seem both tragically lost and genuinely enlightened. Late-game cutscenes and lore drops put the focus on how much Selene gave up to become an astronaut, again tying this story to roguelike gameplay as Housemarque links sacrifice to pushing forward.</p><p>Housemarque released its latest game, <a href="https://www.techradar.com/gaming/saros-review"><em>Saros,</em> </a>earlier this year. Like <em>Returnal</em>, <em>Saros </em>offers Housemarque’s iconic third-person bullet hell gameplay and cryptic environmental storytelling – the difference is I won’t be waiting 5 years to play it.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/six-years-later-the-ps5-is-still-light-on-exclusives-but-this-space-age-shooter-is-an-absolute-must-play</link>
                                                                            <description>
                            <![CDATA[ Returnal can be a punishing playthrough, but its many mysteries kept me coming back again and again. ]]>
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                                                                        <pubDate>Sat, 12 Sep 2026 19:00:00 +0000</pubDate>                                                                                                                                <updated>Wed, 16 Sep 2026 09:09:00 +0000</updated>
                                                                                                                                            <category><![CDATA[Playstation]]></category>
                                                    <category><![CDATA[Gaming]]></category>
                                                    <category><![CDATA[Consoles & PC]]></category>
                                                                                                <author><![CDATA[ jamie.richards@futurenet.com (Jamie Richards) ]]></author>                    <dc:creator><![CDATA[ Jamie Richards ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/LRJETRuNfZFmsjnWvCjdCi-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Jamie is freelance journalist who has written for TechRadar and MusicRadar as well as various news outlets and music blogs. &lt;br&gt;&lt;br&gt;A lifelong tech-obsessive, Jamie began his writing career as a music blogger before studying journalism at Goldsmiths College, and worked at TechRadar between 2024 and 2026. He thinks the iPhone 5S is the greatest phone of all time, but is currently an Android user. &lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Sony / Future]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[From the Backlog Returnal.]]></media:description>                                                            <media:text><![CDATA[From the Backlog Returnal.]]></media:text>
                                <media:title type="plain"><![CDATA[From the Backlog Returnal.]]></media:title>
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                            <![CDATA[
                            <article>
                                <p>The article contains spoilers for <em>Returnal</em>.</p><p>I’ve always been a fan of roguelike games. One of my first PlayStation Plus downloads was an indie known as <em>Tower of Guns</em>, where you blast your way through the titular tower, only to start again each time you die. It hooked me immediately — I spent pretty much an entire summer holiday shooting through the tower’s many floors, only to get kicked back down to the start with each defeat.</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 type of cyclical gameplay loop just scratches a deep itch in my brain. I’m the kind of player who plays carefully and hoards items for moments that may never appear. However, the high stakes of roguelike games have always given you focus, while the temporary nature of your loadout, abilities, and progress encourages experimentation. </p><p>In most story-driven games, player deaths have few consequences – dying in <em>God of War </em>or <em>Control </em>might set you back a few minutes, but you’ll typically carry on as if nothing happened. In contrast, the roguelike genre is <em>defined </em>by hard resets with each death. The issue is that it’s hard to tell an engaging story when you’re constantly sending the player back to square one.</p><p>But what if dying <em>was </em>part of the story? That’s the question at the centre of <em>Returnal</em>, the 2021 roguelike third-person shooter from Finnish developer Housemarque that launched as a PS5 exclusive before making its way to Windows. Crucially, <em>Returnal </em>makes its cycle of death and reawakening the central theme of its dense, mysterious narrative. </p><p>This summer, about a decade after downloading <em>Tower of Guns</em>, PS Plus delivered me another unforgettable roguelike experience with <em>Returnal</em> – and while I had heard some high praise for its gameplay, I wasn’t prepared for just how much its story would affect me. Keep reading for my take on why <em>Returnal </em>is worth returning to. </p><h2 id="life-on-loop">Life on loop</h2><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="2hivTKqdGytkBowotiby2Z" name="Return" alt="A Returnal screenshot." src="https://cdn.mos.cms.futurecdn.net/2hivTKqdGytkBowotiby2Z-1920-80.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: Sony)</span></figcaption></figure><p><em>Returnal</em> follows space-farer Selene Vassos, an astronaut and explorer who crash-lands on the uncharted world of Atropos. After emerging from the wreckage of her ship, Helios, players guide Selene through the jungles and ruins of Atropos, fighting through rooms of alien animals and humanoids to track the ‘White Shadow’ distress beacon she hopes to use to escape. </p><p>In theory, you can do this all in one life – but<em> Returnal</em> quickly makes it clear that everything on Atropos wants to kill you. And unless you’ve got the reaction times of an Olympic gymnast, something on Atropos is<em> going</em> to kill you. When you do eventually fall to one of the planet’s many hostile creatures, the game flashes through a series of visions before Selene wakes up at the crash site, which becomes the starting point for each subsequent run. In fact, the screen displays the message ‘Helios Abandoned’ each time you leave camp, to really set the mood. </p><p>On these follow-up attempts, you’ll come across corpses – your own corpses. Versions of Selene that didn’t make it to the White Shadow are dotted around Atropos, sometimes accompanied by voice recorders that begin to explain the planet’s war-torn history.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/kQSYAzqeZVYWXNS8zhD9yY-1920-80.jpg" alt="A Returnal screenshot." /><figcaption><small role="credit">Sony</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/QYqKbg7Kwc63sfKBdKxxrY-1920-80.jpg" alt="A Returnal screenshot." /><figcaption><small role="credit">Sony</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/wU6Mhp9iJdkhqNhTimPa8Z-1920-80.jpg" alt="A Returnal screenshot." /><figcaption><small role="credit">Sony</small></figcaption></figure></figure><p>The core gameplay of <em>Returnal</em> is that of a competent third-person shooter with light movement mechanics. It’s <em>Dark Souls</em> meets <em>Titanfall </em>meets <em>Resogun </em>after three cups of coffee – you move quickly, shoot quickly, and dodge dozens of on-screen projectiles. The controls are tight; the game feels incredibly responsive, fast but never floaty.</p><p>Various gameplay aspects come together to make <em>Returnal</em> feel addictive and alive. The game offers ten satisfying weapons, each with a few dozen modifiers, and carefully designed combat rooms that are rearranged with a dash of random number generation (RNG) on each new run. About a third of the way through the game, you unlock the best grappling hook in gaming since <em>Just Cause 3</em>, which is naturally a huge plus. </p><p>And while <em>Returnal</em> can be punishingly hard – looking at the PlayStation trophies reveals just under a third of players have beaten the first boss – it’s always incredibly fun to play. Even after beating the main game, I spent a few weeks scaling the Tower of Sisyphus, the endless mode added with a free DLC in 2022.</p><p>Our <a href="https://www.techradar.com/reviews/returnal-review"><em>Returnal </em>review</a> has a more detailed breakdown of the game’s mechanics, but it’s the game’s story that, in my opinion, makes it a must-play. </p><p>I was quickly hooked by <em>Returnal</em>’s enigmatic premise. It takes a relatively small idea – making the gameplay loop an essential part of the story – and runs with it, filling every spare moment with symbolism and intrigue. </p><p>An impossible Apollo-era astronaut stalks Selene around Atropos; Selene’s house appears in the overgrowth, seemingly plucked from its place on Earth and becoming a doorway to surreal cutscenes, and all the while Selene’s visions become infected with robotic beings and eldritch tentacles.</p><h2 id="mystery-and-mythology">Mystery and mythology</h2><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="akqfmEfdc74fFYbNqcwScY" name="Boss 1" alt="A Returnal screenshot." src="https://cdn.mos.cms.futurecdn.net/akqfmEfdc74fFYbNqcwScY-1920-80.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: Sony)</span></figcaption></figure><p>Being a fan of games like <em>Outer Wilds</em> and <em>Firewatch</em>, <em>Returnal</em>’s approach to scavenging lore and building your own interpretation of the narrative really clicked with me. The game has a Nolan-esque way of revealing its story (only with much better female characters). Its twists and turns work their way through the player’s expectations like the tentacles that plague Selene’s post-mortem hallucinations, and many of the big twists are hinted at from the beginning. </p><p>The first comes halfway, when Selene finds the White Shadow escape signal, is rescued and returned to Earth, lives a normal life, passes away, and wakes up… back on Atropos. The second comes at the end of the game, when it’s revealed that, back on Earth, Selene crashed into a lake after seeing the Astronaut that follows her around Atropos on a bridge, her own ‘white shadow’. In the back seat, a young boy is trapped – Helios, abandoned. </p><p>YouTube essayists and Reddit commenters have spent the last five years analysing this game to Atropos and back – some theories suggest that the planet is a manifestation of Selene’s guilt over the crash, while others point to the ghostly astronaut as an avatar of her emotionally distant mother, Theia.</p><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="yTLso45gwu942gC6CkUMfY" name="Boss 4" alt="A Returnal screenshot." src="https://cdn.mos.cms.futurecdn.net/yTLso45gwu942gC6CkUMfY-1920-80.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: Sony)</span></figcaption></figure><p>Others point to <em>Returnal</em>’s layered Greek mythology references – Selene and Theia are named for the goddesses of the Moon and sky, with Atropos being the goddess of destiny. If you’re a lore-obsessive like me, now’s a great time to explore. </p><p>To me, <em>Returnal </em>is a fundamentally abstract piece of art that allows its themes to resonate with one another beyond the confines of a rigid narrative structure – at times, it feels like a sort of conceptual web, tying up ideas of motherhood, trauma, ambition, and release with no prescribed interpretation. Not bad for a shoot-em-up. </p><p>In fact, I found <em>Returnal</em> genuinely moving. In the second half of the game, as you fight through frozen wastelands and infinite ocean depths, Selene goes totally mad, talking only in prayer and prophecy. Actor Jane Perry does a phenomenal job of making her character seem both tragically lost and genuinely enlightened. Late-game cutscenes and lore drops put the focus on how much Selene gave up to become an astronaut, again tying this story to roguelike gameplay as Housemarque links sacrifice to pushing forward.</p><p>Housemarque released its latest game, <a href="https://www.techradar.com/gaming/saros-review"><em>Saros,</em> </a>earlier this year. Like <em>Returnal</em>, <em>Saros </em>offers Housemarque’s iconic third-person bullet hell gameplay and cryptic environmental storytelling – the difference is I won’t be waiting 5 years to play it.</p>
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                                                            <title><![CDATA[ Tomb Raider: Legacy of Atlantis creative director confirms the game has difficulty levels for combat, puzzles, and traversal that can be individually tweaked — 'We have prepared it in a way that I'm pretty sure everyone can set it to their own pleasure ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Tomb Raider: Legacy of Atlantis</strong></em><strong> has three difficulty-scaling options</strong></li><li><strong>Players can switch between hardcore, medium, and easy across combat, puzzles, and traversal</strong></li><li><strong>Flying Wild Hog creative director Michał Kuk says players can individually tweak each setting for a personalized experience</strong></li></ul><p>Crystal Dynamics and Flying Wild Hog have confirmed <a href="https://www.techradar.com/gaming/we-put-the-most-pressure-on-ourselves-tomb-raider-studio-head-on-remaking-one-of-the-most-iconic-games-of-all-time"><em>Tomb Raider: Legacy of Atlantis</em></a> will feature difficulty-scaling levels, offering players a personalized experience.</p><p>During a Q&A attended by TechRadar Gaming, following an exclusive presentation at Gamescom, experience director Jeff Adams and Flying Wild Hog creative director<strong> </strong>Michał Kuk discussed how the game was built from the ground up using Unreal Engine 5 and the game's modern features the developers were able to implement.</p><p><em>Legacy of Atlantis</em> won't be a simple remake or remaster of the classic 1996 game, but a "reimagining" for current-gen platforms, which means all-new upgrades and features that weren't available in the original.</p><p>Among these are three difficulty levels across three core aspects of the game: combat, puzzles, and traversal; players will be able to individually scale each setting to their preference, giving them more control over their experience.</p><p>"With difficulty levels, we have prepared it in a way that I'm pretty sure everyone can set it for their own pleasure," Kuk said.</p><p>He explained that players can, for example, set the puzzle difficulty to hardcore if they want something more familiar to the 1996 game, or switch combat to easy or medium, and traversal, personally, to medium.</p><p>"You can adjust the game basically however you want," he added.</p><p><em>Tomb Raider: Legacy of Atlantis</em> is set to release on February 27, 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> and <a href="https://www.techradar.com/reviews/xbox-series-s">Series S</a>, <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a>, and PC.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/tomb-raider-legacy-of-atlantis-creative-director-confirms-the-game-has-difficulty-levels-for-combat-puzzles-and-traversal-that-can-be-individually-tweaked-we-have-prepared-it-in-a-way-that-im-pretty-sure-everyone-can-set-it-to-their-own-pleasure</link>
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                            <![CDATA[ Tomb Raider: Legacy of Atlantis will feature difficulty-scaling levels, which offer players a personalized experience. ]]>
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                                                                        <pubDate>Sat, 12 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-320-70.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 screenshot of Lara Croft engaging with a water and gear puzzle in Tomb Raider: Legacy of Atlantis]]></media:description>                                                            <media:text><![CDATA[A screenshot of Lara Croft engaging with a water and gear puzzle in Tomb Raider: Legacy of Atlantis]]></media:text>
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                                <ul><li><em><strong>Tomb Raider: Legacy of Atlantis</strong></em><strong> has three difficulty-scaling options</strong></li><li><strong>Players can switch between hardcore, medium, and easy across combat, puzzles, and traversal</strong></li><li><strong>Flying Wild Hog creative director Michał Kuk says players can individually tweak each setting for a personalized experience</strong></li></ul><p>Crystal Dynamics and Flying Wild Hog have confirmed <a href="https://www.techradar.com/gaming/we-put-the-most-pressure-on-ourselves-tomb-raider-studio-head-on-remaking-one-of-the-most-iconic-games-of-all-time"><em>Tomb Raider: Legacy of Atlantis</em></a> will feature difficulty-scaling levels, offering players a personalized experience.</p><p>During a Q&A attended by TechRadar Gaming, following an exclusive presentation at Gamescom, experience director Jeff Adams and Flying Wild Hog creative director<strong> </strong>Michał Kuk discussed how the game was built from the ground up using Unreal Engine 5 and the game's modern features the developers were able to implement.</p><p><em>Legacy of Atlantis</em> won't be a simple remake or remaster of the classic 1996 game, but a "reimagining" for current-gen platforms, which means all-new upgrades and features that weren't available in the original.</p><p>Among these are three difficulty levels across three core aspects of the game: combat, puzzles, and traversal; players will be able to individually scale each setting to their preference, giving them more control over their experience.</p><p>"With difficulty levels, we have prepared it in a way that I'm pretty sure everyone can set it for their own pleasure," Kuk said.</p><p>He explained that players can, for example, set the puzzle difficulty to hardcore if they want something more familiar to the 1996 game, or switch combat to easy or medium, and traversal, personally, to medium.</p><p>"You can adjust the game basically however you want," he added.</p><p><em>Tomb Raider: Legacy of Atlantis</em> is set to release on February 27, 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> and <a href="https://www.techradar.com/reviews/xbox-series-s">Series S</a>, <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a>, and PC.</p>
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                                                            <title><![CDATA[ 'Part of the motive was making the player feel immersed in the experience and exposed' — Rebellion says '90s cassette futurism' inspired Alien Deathstorm with an engineer protagonist who 'felt like a natural fit' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Alien Deathstorm</strong></em><strong> head of design Ben Fisher says the game's engineer protagonist "felt like a natural fit" in the game's environment and narrative</strong></li><li><strong>He says Rebellion wanted to match an interesting character with "interesting mechanics" and landed on an engineer</strong></li><li><strong>Producer Martin Willingham says "the motive was making the player feel immersed in the experience and exposed"</strong></li></ul><p>Rebellion has revealed the influences behind <em>Alien Deathstorm</em> and explained why it chose an engineer protagonist for its first-person survival horror game. </p><p>In an interview with TechRadar Gaming at Gamescom, producer Martin Willingham and head of design Ben Fisher shared that the team was, of course, inspired by the iconic Alien movies, but also looked at the broader influence of "90s cassette futurism" to create "that gritty, grounded sci-fi atmosphere."</p><p>"A lot of the tone came from our own 2008 comic series as well," Fisher said. "That kind of broad, pulpy, accessible sci-fi storytelling."</p><p>When discussing the intention behind having <em>Deathstorm</em>'s protagonist be a protagonist instead of a typical soldier, Willingham explained that the studio wanted to find an interesting character that matched "interesting mechanics," and an engineer "felt like a natural fit."</p><p>The perspective also enabled Rebellion to "explore the elements of the sandbox gameplay," and an engineer working to diagnose the problems within a dangerous environment surrounded by monsters worked well. </p><p>"So part of the motive was making the player feel immersed in the experience and exposed," Fisher said, "because if you're an engineer trying to survive in that situation, you're less trained than a space marine or something like that [or] some kind of future soldier.</p><p>"You're going to feel more at threat. So it amplifies that feeling of being isolated, doing the best in a difficult situation."</p><p>While that's one aspect, the developer also said that the other is the added "moments of anticipation" that come with the engineer role, like the build-up you get in a horror experience while trying to complete your objective. </p><p>"You've got to slow down and observe the space, so you're not just rushing to the next objective," he added. "You're actually getting immersed in the experience, and that means that when you start hearing the roar of a distant alien, that split of attention builds up a whole load of anticipation and a load of fear."</p><p><em>Alien Deathstorm</em> launches in Spring 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/part-of-the-motive-was-making-the-player-feel-immersed-in-the-experience-and-exposed-rebellion-says-90s-cassette-futurism-inspired-alien-deathstorm-with-an-engineer-protagonist-who-felt-like-a-natural-fit</link>
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                            <![CDATA[ Rebellion has revealed the influences behind Alien Deathstorm and explained why it chose an engineer protagonist for its first-person survival horror game. ]]>
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                                                                        <pubDate>Sat, 12 Sep 2026 02:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.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>Alien Deathstorm</strong></em><strong> head of design Ben Fisher says the game's engineer protagonist "felt like a natural fit" in the game's environment and narrative</strong></li><li><strong>He says Rebellion wanted to match an interesting character with "interesting mechanics" and landed on an engineer</strong></li><li><strong>Producer Martin Willingham says "the motive was making the player feel immersed in the experience and exposed"</strong></li></ul><p>Rebellion has revealed the influences behind <em>Alien Deathstorm</em> and explained why it chose an engineer protagonist for its first-person survival horror game. </p><p>In an interview with TechRadar Gaming at Gamescom, producer Martin Willingham and head of design Ben Fisher shared that the team was, of course, inspired by the iconic Alien movies, but also looked at the broader influence of "90s cassette futurism" to create "that gritty, grounded sci-fi atmosphere."</p><p>"A lot of the tone came from our own 2008 comic series as well," Fisher said. "That kind of broad, pulpy, accessible sci-fi storytelling."</p><p>When discussing the intention behind having <em>Deathstorm</em>'s protagonist be a protagonist instead of a typical soldier, Willingham explained that the studio wanted to find an interesting character that matched "interesting mechanics," and an engineer "felt like a natural fit."</p><p>The perspective also enabled Rebellion to "explore the elements of the sandbox gameplay," and an engineer working to diagnose the problems within a dangerous environment surrounded by monsters worked well. </p><p>"So part of the motive was making the player feel immersed in the experience and exposed," Fisher said, "because if you're an engineer trying to survive in that situation, you're less trained than a space marine or something like that [or] some kind of future soldier.</p><p>"You're going to feel more at threat. So it amplifies that feeling of being isolated, doing the best in a difficult situation."</p><p>While that's one aspect, the developer also said that the other is the added "moments of anticipation" that come with the engineer role, like the build-up you get in a horror experience while trying to complete your objective. </p><p>"You've got to slow down and observe the space, so you're not just rushing to the next objective," he added. "You're actually getting immersed in the experience, and that means that when you start hearing the roar of a distant alien, that split of attention builds up a whole load of anticipation and a load of fear."</p><p><em>Alien Deathstorm</em> launches in Spring 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[ Fool's Theory says the biggest 'challenge' developing Songs of the Past was making sure Dandelion's story didn't 'steal the show' since The Witcher 3 is about Geralt — 'There was a very big effort put into this fine balancing of the narrative' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>CD Projekt Red and Fool's Theory say there were narrative challenges when developing </strong><em><strong>The Witcher 3: Wild Hunt</strong></em><strong> </strong><em><strong>- Songs of the Past</strong></em></li><li><strong>The expansion is about Dandelion, but they didn't want him to "steal the show" from Geralt</strong></li><li><strong>There was also "pressure" to live up to the "legacy" of </strong><em><strong>The Witcher 3</strong></em><strong>'s previous expansions, but "pressure is what makes us better"</strong></li></ul><p>CD Projekt Red and Fool's Theory have said that developing <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 expansion, <a href="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"><em>Songs of the Past</em></a>, came with some narrative challenges and pressure to deliver.</p><p>In an interview with TechRadar Gaming at <a href="https://www.techradar.com/gaming/everything-announced-atgamescom-opening-night-live-2026">Gamescom</a>, where Jakub Rokosz, CEO of Fool's Theory and game director on <em>Songs of the Past</em>, and senior quest designer Despoina Anetaki offered new details about the upcoming expansion, the pair revealed the process of developing a new story about Dandelion without stealing the spotlight from Geralt.</p><p><em>Songs of the Past</em> will be <em>The Witcher 3</em>'s final expansion and centers on Dandelion, Geralt's best friend, as the monster slayer unravels a new mystery within the bard's homeland of Letten.</p><p>Rokosz and Anetaki discussed how the expansion will "complete" <em>The Wild Hunt</em>'s story by giving Dandelion the spotlight he deserves, a chapter that CDPR felt was missing from the base game; however, it came with some challenges in how best to center the bard without losing the focus on Geralt as the protagonist.</p><p>"The narrative challenge of <em>Songs of the Past</em> was the biggest challenge; we knew we wanted to do an expansion about Dandelion, but he cannot steal the show, right? Because it's a game about Geralt," Rokosz said. </p><p>"So, all of us, straight away, we discarded certain ideas because they were too overwhelming. But then, at the same time, if it's a game about Geralt, there is a very fine line between when it's about Geralt and Dandelion and when it's about you just running around Dandelion's home, right?"</p><p>The former <em>Witcher 3</em> senior quest designer also said that the narrative approach was something his team at Fool's Theory spent "absolute days and weeks discussing." </p><p>He added, "So there was a very big effort put into this fine balancing of the narrative, where you are there for your friend, but it's still your adventure. But it is about him and his family's matters, you know. And your relationship with Dandelion as well."</p><p>Anetaki said another big narrative challenge was "living up to the legacy" of <em>The Witcher 3</em> and its critically acclaimed expansions, <em>Hearts of Stone</em> and, "especially," <em>Blood and Wine</em>. </p><p>"It's difficult to make something that is just as good or, if not better, right?" the developer said. "So it was really important for us, if we were to make an expansion, to make sure it's a compelling story, right?"</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="vb5MDDrQf5Nqb27x3qTZCU" name="The Witcher 3 Wild Hunt - Songs of the Past" alt="The Witcher 3 Wild Hunt - Songs of the Past" src="https://cdn.mos.cms.futurecdn.net/vb5MDDrQf5Nqb27x3qTZCU-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: CD Projekt Red / Fool's Theory)</span></figcaption></figure><p>While Anetaki acknowledged that this came with a lot of pressure, "pressure is what makes us better."</p><p>"It's motivating," Rokosz continued, "we always try to outdo ourselves, both Fool's Theory and CDPR. When you're working on a AAA game, there's always something that you want to improve, right? Even if you release a very good AAA game like <em>The Witcher 3</em>, you know there's something we'll improve 11 years later in it, right?</p><p>"So we always try to outdo ourselves," he added, before referencing <em>Songs of the Past</em>'s demo, which premiered at Gamescom and showcased the many visual and technical improvements.</p><p>"Everyone always tries to improve their own discipline, right?" Anetaki said. "Cinematics. A lot of them [developers] have a background in movies, and they try to hone their craft as the years go by, make it better. Same for quest design. We never rest on our laurels. We try to always improve our craft, make stories more nonlinear, more compelling, more memorable for our players. </p><p>"Writers have a background. A lot of them have published books, so they're excellent at what they do. They always try to tell amazing stories together with the quest designers and the cinematic designers. Art always tries to push the boundaries, tries to make everything fit the narrative and look as beautiful as possible. </p><p>"There are technical challenges that we always try to overcome, so it's always a journey upwards, right? We always try to push the quality."</p><p><em>Songs of the Past </em>is scheduled to launch in 2027.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/fools-theory-says-the-biggest-challenge-developing-songs-of-the-past-was-making-sure-dandelions-story-didnt-steal-the-show-since-the-witcher-3-is-about-geralt-there-was-a-very-big-effort-put-into-this-fine-balancing-of-the-narrative</link>
                                                                            <description>
                            <![CDATA[ CD Projekt Red and Fool's Theory have said that developing The Witcher 3: Wild Hunt's third expansion, Songs of the Past, came with some narrative challenges and pressure to deliver. ]]>
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                                                                        <pubDate>Fri, 11 Sep 2026 19:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.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[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>
                                <media:title type="plain"><![CDATA[The Witcher 3: Wild Hunt - Songs of the Past]]></media:title>
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                                <ul><li><strong>CD Projekt Red and Fool's Theory say there were narrative challenges when developing </strong><em><strong>The Witcher 3: Wild Hunt</strong></em><strong> </strong><em><strong>- Songs of the Past</strong></em></li><li><strong>The expansion is about Dandelion, but they didn't want him to "steal the show" from Geralt</strong></li><li><strong>There was also "pressure" to live up to the "legacy" of </strong><em><strong>The Witcher 3</strong></em><strong>'s previous expansions, but "pressure is what makes us better"</strong></li></ul><p>CD Projekt Red and Fool's Theory have said that developing <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 expansion, <a href="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"><em>Songs of the Past</em></a>, came with some narrative challenges and pressure to deliver.</p><p>In an interview with TechRadar Gaming at <a href="https://www.techradar.com/gaming/everything-announced-atgamescom-opening-night-live-2026">Gamescom</a>, where Jakub Rokosz, CEO of Fool's Theory and game director on <em>Songs of the Past</em>, and senior quest designer Despoina Anetaki offered new details about the upcoming expansion, the pair revealed the process of developing a new story about Dandelion without stealing the spotlight from Geralt.</p><p><em>Songs of the Past</em> will be <em>The Witcher 3</em>'s final expansion and centers on Dandelion, Geralt's best friend, as the monster slayer unravels a new mystery within the bard's homeland of Letten.</p><p>Rokosz and Anetaki discussed how the expansion will "complete" <em>The Wild Hunt</em>'s story by giving Dandelion the spotlight he deserves, a chapter that CDPR felt was missing from the base game; however, it came with some challenges in how best to center the bard without losing the focus on Geralt as the protagonist.</p><p>"The narrative challenge of <em>Songs of the Past</em> was the biggest challenge; we knew we wanted to do an expansion about Dandelion, but he cannot steal the show, right? Because it's a game about Geralt," Rokosz said. </p><p>"So, all of us, straight away, we discarded certain ideas because they were too overwhelming. But then, at the same time, if it's a game about Geralt, there is a very fine line between when it's about Geralt and Dandelion and when it's about you just running around Dandelion's home, right?"</p><p>The former <em>Witcher 3</em> senior quest designer also said that the narrative approach was something his team at Fool's Theory spent "absolute days and weeks discussing." </p><p>He added, "So there was a very big effort put into this fine balancing of the narrative, where you are there for your friend, but it's still your adventure. But it is about him and his family's matters, you know. And your relationship with Dandelion as well."</p><p>Anetaki said another big narrative challenge was "living up to the legacy" of <em>The Witcher 3</em> and its critically acclaimed expansions, <em>Hearts of Stone</em> and, "especially," <em>Blood and Wine</em>. </p><p>"It's difficult to make something that is just as good or, if not better, right?" the developer said. "So it was really important for us, if we were to make an expansion, to make sure it's a compelling story, right?"</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="vb5MDDrQf5Nqb27x3qTZCU" name="The Witcher 3 Wild Hunt - Songs of the Past" alt="The Witcher 3 Wild Hunt - Songs of the Past" src="https://cdn.mos.cms.futurecdn.net/vb5MDDrQf5Nqb27x3qTZCU-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: CD Projekt Red / Fool's Theory)</span></figcaption></figure><p>While Anetaki acknowledged that this came with a lot of pressure, "pressure is what makes us better."</p><p>"It's motivating," Rokosz continued, "we always try to outdo ourselves, both Fool's Theory and CDPR. When you're working on a AAA game, there's always something that you want to improve, right? Even if you release a very good AAA game like <em>The Witcher 3</em>, you know there's something we'll improve 11 years later in it, right?</p><p>"So we always try to outdo ourselves," he added, before referencing <em>Songs of the Past</em>'s demo, which premiered at Gamescom and showcased the many visual and technical improvements.</p><p>"Everyone always tries to improve their own discipline, right?" Anetaki said. "Cinematics. A lot of them [developers] have a background in movies, and they try to hone their craft as the years go by, make it better. Same for quest design. We never rest on our laurels. We try to always improve our craft, make stories more nonlinear, more compelling, more memorable for our players. </p><p>"Writers have a background. A lot of them have published books, so they're excellent at what they do. They always try to tell amazing stories together with the quest designers and the cinematic designers. Art always tries to push the boundaries, tries to make everything fit the narrative and look as beautiful as possible. </p><p>"There are technical challenges that we always try to overcome, so it's always a journey upwards, right? We always try to push the quality."</p><p><em>Songs of the Past </em>is scheduled to launch in 2027.</p>
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                                                            <title><![CDATA[ Exclusive: 'Jason seems quite deadpan and monotone' — Former GTA dev says he wants to see more personality from the GTA 6 protagonist, since Rockstar 'usually gives us characters who are funny and have their own flair' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Former Rockstar Games developer Mike York says </strong><em><strong>Grand Theft Auto 6</strong></em><strong>'s Jason "seems quite deadpan and monotone"</strong></li><li><strong>York hopes Jason will show more personality, like </strong><em><strong>Grand Theft Auto 4</strong></em><strong>'s Niko Bellic</strong></li><li><strong>He also suggests co-protagonist Lucia will contrast Jason's more subdued personality</strong></li></ul><p>Former Rockstar Games developer Mike York has shared his thoughts on <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>'s big gameplay reveal, including his initial impressions of co-protagonists Jason and Lucia.</p><p>In an <a href="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">exclusive interview</a> with TechRadar Gaming, York, who previously worked on <em>GTA 5</em> and <em>GTA Online</em>, said Jason appeared to move around "very slow and methodical," almost like a "robot" or "a Terminator," and showed very little emotion. </p><p>The developer compared the character to other <em>GTA</em> protagonists, such as <em>GTA 4</em>'s Niko Bellic, a "great character" and one of his favorites in the series, who was "witty and had some great lines", and hopes <em>GTA 6</em> will show Jason in a similar light.</p><p>"I hope we see more of that because right now, Jason seems quite deadpan and monotone," York said. "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."</p><p>Jason will serve as co-protagonist to Lucia, his partner in crime and girlfriend — <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">if you choose to romance her properly, that is</a>. From the extended gameplay footage, it's clear that Lucia is much livelier than Jason, sometimes taking the lead in certain situations; York agreed that as switchable characters, Lucia could serve as the Yin to Jason’s Yang.</p><p>"I think that's what they're going to do," he said, and addressed the cutscene where the duo arrives at the Effluvia rooftop bar in the trailer.</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><p><em>GTA 6</em> launches on November 19 for PlayStation 5, <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>. 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> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/exclusive-jason-seems-quite-deadpan-and-monotone-former-gta-dev-says-he-wants-to-see-more-personality-from-the-gta-6-protagonist-since-rockstar-usually-gives-us-characters-who-are-funny-and-have-their-own-flair</link>
                                                                            <description>
                            <![CDATA[ Former Rockstar Games developer Mike York has shared his thoughts on Grand Theft Auto 6's big gameplay reveal and co-protagonists Jason and Lucia. ]]>
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                                                                        <pubDate>Fri, 11 Sep 2026 11:25:30 +0000</pubDate>                                                                                                                                <updated>Fri, 11 Sep 2026 15:09:02 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.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[ Ben Gilbert ]]></dc:contributor>
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                                                                                                                                                                                                                                    <media:description><![CDATA[GTA 6]]></media:description>                                                            <media:text><![CDATA[GTA 6]]></media:text>
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                            <![CDATA[
                            <article>
                                <ul><li><strong>Former Rockstar Games developer Mike York says </strong><em><strong>Grand Theft Auto 6</strong></em><strong>'s Jason "seems quite deadpan and monotone"</strong></li><li><strong>York hopes Jason will show more personality, like </strong><em><strong>Grand Theft Auto 4</strong></em><strong>'s Niko Bellic</strong></li><li><strong>He also suggests co-protagonist Lucia will contrast Jason's more subdued personality</strong></li></ul><p>Former Rockstar Games developer Mike York has shared his thoughts on <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>'s big gameplay reveal, including his initial impressions of co-protagonists Jason and Lucia.</p><p>In an <a href="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">exclusive interview</a> with TechRadar Gaming, York, who previously worked on <em>GTA 5</em> and <em>GTA Online</em>, said Jason appeared to move around "very slow and methodical," almost like a "robot" or "a Terminator," and showed very little emotion. </p><p>The developer compared the character to other <em>GTA</em> protagonists, such as <em>GTA 4</em>'s Niko Bellic, a "great character" and one of his favorites in the series, who was "witty and had some great lines", and hopes <em>GTA 6</em> will show Jason in a similar light.</p><p>"I hope we see more of that because right now, Jason seems quite deadpan and monotone," York said. "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."</p><p>Jason will serve as co-protagonist to Lucia, his partner in crime and girlfriend — <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">if you choose to romance her properly, that is</a>. From the extended gameplay footage, it's clear that Lucia is much livelier than Jason, sometimes taking the lead in certain situations; York agreed that as switchable characters, Lucia could serve as the Yin to Jason’s Yang.</p><p>"I think that's what they're going to do," he said, and addressed the cutscene where the duo arrives at the Effluvia rooftop bar in the trailer.</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><p><em>GTA 6</em> launches on November 19 for PlayStation 5, <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>. 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>
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                                                            <title><![CDATA[ Rebellion says Alien Deathstorm is a 'dynamically generated' survival horror game with sandbox elements and 'not another corridor shooter' — 'It's a rare beast' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Alien Deathstorm</strong></em><strong> producer Martin Willingham says the game is "not another corridor shooter"</strong></li><li><strong>Head of design Ben Fisher says it's a "dynamically generated" survival horror game</strong></li><li><strong>The Rebellion developers say it's a 360-degree sandbox experience</strong></li></ul><p>Rebellion Developments has said players can't expect its upcoming first-person survival horror game, <em>Alien Deathstorm</em>, to be another linear corridor shooter, calling it a "rare beast."</p><p><em>Alien Deathstorm</em> was revealed earlier this year by the developers behind the <em>Sniper Elite</em> series and <em>Atomfall</em> and is described as a "visceral first-person action horror experience, where second-to-second survival hinges on responding to a monstrous, constantly shifting threat on a storm-blasted off-world colony."</p><p>TechRadar Gaming recently went hands-on with the game at Gamescom and then later caught up with some Rebellion developers, who talked more about it at length, including the concept and design influences, replayability, and player freedom.</p><p>While <em>Alien Deathstorm</em> may look like your run-of-the-mill survival shooter with typical survival horror features, the team considers it a "dynamic" experience with sandbox elements where the player's actions can affect unscripted enemy encounters.</p><p>Producer Martin Willingham said this means, "the horror, the tension, can happen at any time in different ways between playthroughs and between difficulty camps as well.</p><p>"For me, that's one of the most exciting parts of the game because in horror games the experience is typically kind of very, very choreographed because it has to be to build up that anticipation set of those jump scares. But it means you can only play it once."</p><p>He continued, saying the team values replayability and sandbox freedom, which means "we had to do something dynamic," and "building the encounters around the player and the player's activities means it's a different experience."</p><p>Ben Fisher, head of design, called the game "dynamically generated," where levels are played sequentially, and each has its own sandbox, adding that "It's a rare beast."</p><p>"It's not another corridor shooter," Willingham added later. "You're in that sandbox. It's 360 degrees. The action could be coming from anywhere, rather than just at the end of that corridor."</p><p><em>Alien Deathstorm</em> doesn't have a release date yet, but you'll be able to play it in Spring 2027 on <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/rebellion-says-alien-deathstorm-is-a-dynamically-generated-survival-horror-game-with-sandbox-elements-and-not-another-corridor-shooter-its-a-rare-beast</link>
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                            <![CDATA[ Rebellion Developments has said Alien Deathstorm isn't "another corridor shooter" but a "dynamically generated" sandbox horror game. ]]>
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                                                                        <pubDate>Fri, 11 Sep 2026 03:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.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[Rebellion Developments]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Alien Deathstorm]]></media:description>                                                            <media:text><![CDATA[Alien Deathstorm]]></media:text>
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                                <ul><li><em><strong>Alien Deathstorm</strong></em><strong> producer Martin Willingham says the game is "not another corridor shooter"</strong></li><li><strong>Head of design Ben Fisher says it's a "dynamically generated" survival horror game</strong></li><li><strong>The Rebellion developers say it's a 360-degree sandbox experience</strong></li></ul><p>Rebellion Developments has said players can't expect its upcoming first-person survival horror game, <em>Alien Deathstorm</em>, to be another linear corridor shooter, calling it a "rare beast."</p><p><em>Alien Deathstorm</em> was revealed earlier this year by the developers behind the <em>Sniper Elite</em> series and <em>Atomfall</em> and is described as a "visceral first-person action horror experience, where second-to-second survival hinges on responding to a monstrous, constantly shifting threat on a storm-blasted off-world colony."</p><p>TechRadar Gaming recently went hands-on with the game at Gamescom and then later caught up with some Rebellion developers, who talked more about it at length, including the concept and design influences, replayability, and player freedom.</p><p>While <em>Alien Deathstorm</em> may look like your run-of-the-mill survival shooter with typical survival horror features, the team considers it a "dynamic" experience with sandbox elements where the player's actions can affect unscripted enemy encounters.</p><p>Producer Martin Willingham said this means, "the horror, the tension, can happen at any time in different ways between playthroughs and between difficulty camps as well.</p><p>"For me, that's one of the most exciting parts of the game because in horror games the experience is typically kind of very, very choreographed because it has to be to build up that anticipation set of those jump scares. But it means you can only play it once."</p><p>He continued, saying the team values replayability and sandbox freedom, which means "we had to do something dynamic," and "building the encounters around the player and the player's activities means it's a different experience."</p><p>Ben Fisher, head of design, called the game "dynamically generated," where levels are played sequentially, and each has its own sandbox, adding that "It's a rare beast."</p><p>"It's not another corridor shooter," Willingham added later. "You're in that sandbox. It's 360 degrees. The action could be coming from anywhere, rather than just at the end of that corridor."</p><p><em>Alien Deathstorm</em> doesn't have a release date yet, but you'll be able to play it in Spring 2027 on <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[ Marvel's Wolverine's claw-fueled combat doesn't feel as deep as its systems suggest, but that didn't stop me from grinning ear to ear carving through its lengthy campaign ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Not long into <em>Marvel's Wolverine</em>, protagonist James "Logan" Howlett is joined by fellow mutant and Team X member Mystique. The blue-skinned shapeshifter is eager to share a shocking discovery with him: a sinister secret hidden behind a closed door. But I ignore her request, instead continuing down the hall to soak in the game's stunning visuals.</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 Pro<br><strong>Available on: </strong>PS5<br><strong>Release date:</strong> September 15, 2026</p></div></div><p>It's the natural-looking rain streaming down a window that initially catches my attention. But beyond the pelting precipitation, I also spy equally impressive smoke, flames, and burning embers spewing from a fiery explosion – the apparent fallout of Wolverine's enemy-eviscerating entrance. </p><p>The destruction below is contrasted by beautiful moonlight above, which is occasionally punctuated by eye-pleasing flashes of lightning.</p><h2 id="production-values-as-sharp-as-wolverine-39-s-claws">Production values as sharp as Wolverine's claws</h2><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="neWEN2o6e2PqMLXsuF7fxm" name="MW_PREVIEWS_TELEMBANGCOMBAT_4k_2026" alt="A Marvel's Wolverine promotional screenshot." src="https://cdn.mos.cms.futurecdn.net/neWEN2o6e2PqMLXsuF7fxm-1920-80.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: Sony)</span></figcaption></figure><p>Of course, if you've played any recent first-party PlayStation game, these realism-rivaling effects probably won't come as a huge surprise. As expected, Insomniac Games' latest superhero romp is obscenely pretty, polished, and packing the sort of production values that've come to define Sony's single-player, story-driven output.</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="8swcwLdi6VFXTgqfmkKeLk" name="MW_SDCC_SentinelAction_2026" caption="" alt="A Marvel's Wolverine promotional screenshot." src="https://cdn.mos.cms.futurecdn.net/8swcwLdi6VFXTgqfmkKeLk-1920-80.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: Sony)</span></figcaption></figure><p class="fancy-box__body-text"><strong>Nearly invincible with indestructible claws to match, Wolverine begins the campaign as a feral, vengeance-fueled force of nature. But he somehow becomes even more powerful, leading to combo-fueled combat encounters that encourage you to creatively chain together a growing arsenal of epic, blood-spewing specials. From turning Logan's claws into a spinning tornado to spiraling him through enemies like a human drill, there's no shortage of ways to deal death with style – and entrails – to spare.</strong></p></div></div><p>This level of quality extends to <em>Wolverine</em>'s characters and storytelling as well. Supported by incredibly layered, emotional performances (Liam McIntyre and Troy Baker especially stand out as Logan and Nathaniel Essex, respectively), the former features unmatched facial details and visual fidelity. </p><p>And while the game's narrative doesn't quite achieve the extreme highs of its technical and artistic excellence, it works surprisingly well, spinning an engaging tale that'll please Marvel enthusiasts while also welcoming complete newcomers into this potentially complex universe.</p><p>There are a ton of familiar characters, both friends and foes, that fans will love spending time with. But the game's pre-X-Men tale also does a great job introducing these favorites without boring the established audience or relying on exposition dumps.</p><p>In <em>Wolverine</em>'s universe, for example, Logan and Jean Grey meet for the first time, challenging its writers to not only introduce these well-known characters to each other, but also to a potential new audience. The task is handled elegantly, however, in an early mission at Team X's HQ that sees the pair naturally sharing personal details while searching for drawings a mischievous mutant child has hidden for them.</p><h2 id="slice-and-dice-with-cinematic-style-to-spare">Slice and dice with cinematic style to spare</h2><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="s3BHWG3yqdaZm7W7HYe8kC" name="Marvel’s Wolverine" alt="Marvel’s Wolverine" src="https://cdn.mos.cms.futurecdn.net/s3BHWG3yqdaZm7W7HYe8kC-1920-80.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: Insomniac Games)</span></figcaption></figure><p>This is a single instance, but the lengthy story often leverages these quieter, absorbing – and interactive – scenes to flesh out its nuanced characters and connect the larger story to the obscenely over-the-top bloodbaths that fill the rest of the campaign. While storytelling and characterizations certainly have their place in <em>Wolverine</em>, the game is, first and foremost, a visceral, action-packed power fantasy focused on showing fans what it feels like to get behind the titular mutant's adamantium death-dealers.</p><p>Of course, considering Logan is virtually indestructible and his signature retractable claws are capable of turning even a tank to ribbons, the developers also faced the daunting task of balancing the combat difficulty. How exactly do you ensure encounters are challenging and consequential when you're playing as someone who can return from the brink of death and cut through steel like it's warm butter?</p><p>Using a variety of creative systems and mechanics, Insomniac has mostly found a nice balance between allowing the beast-like protagonist to be the absolute badass you'd expect, without being ridiculously overpowered. At its core, the combat is an absolute button-mashing blast. Complemented by intuitive, snappy inputs, immersion-ratcheting DualSense effects, and environments filled with destructible items, simply shredding through hordes of enemies feels fantastic.</p><p>Reducing goons to piles of lopped limbs and red plasma is also as easy on the eyes as it is on the thumbs. Slick animations, cinematic finishing moves, and more blood and gore than you'll find on the floor of a slaughterhouse ensure every kill is as fun to watch as it is to execute. </p><p>The visual abuse Logan suffers is also a surprising highlight, as he too becomes soaked in viscera. But it goes deeper than that, literally, as his clothes become increasingly tattered, exposing ugly wounds and the highest fidelity sweat and body hair I've ever seen – enter photo mode at your own risk.</p><p>Whether you're taking on Bolivar Trask's cybernetic soldiers, chipping away at a towering Sentinel, or sinking your claws into any number of baddies and bosses we won't spoil here, slicing and dicing from behind Wolverine's shiny skewers is endlessly entertaining. But the game's attempts to deepen the combat beyond the animalistic amnesiac's rage-fueled hacking-and-slashing are a bit hit or miss.</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/OiBo_NgYI5Q" allowfullscreen></iframe></div></div><p> As Logan levels up, you can invest points to unlock new moves and special abilities, dubbed "Techniques." The former are primarily flashy skills and combos that build on the character's base attacks, parries, kicks, staggers, jumps, dodges, and other core skills. Adding these to your already considerable arsenal definitely has benefits, from delivering more damage and disarming enemies to recovering some health and even flinging foes into each other.</p><p>Most of all, these moves – which require specific button inputs to pull off – inject a ton of cinematic style into your kill sprees. But more often than not, that's exactly why I used them, as their offensive and defensive benefits alone didn't feel impactful enough, especially when I could achieve similar results by spamming basic "barrage" attacks, dodging from danger, and unleashing specials as they cued up. </p><p>Those latter attacks, however, do make a huge difference. Working off cooldown timers, these devastating moves put you a button-press away from barreling through targets like a human drill, spinning through hordes with the force of a tornado, and performing other table-turning abilities.</p><p>These special attacks can be upgraded and also include a nice healing option when you're at death's door. Speaking of Logan's regenerative superpower, he also has access to "Rage," a resource he builds during combat that supports a second wind-like mechanic and – as advertised – allows him to go full-on feral, ventilating targets even more viciously than usual. </p><p>When combined with the specials – and some other late-game enhancements I won't spoil here – both the basic and rage-fueled skills make for unquestionably thrilling encounters, albeit battles that aren't as deep as their designers intended.</p><h2 id="snikt-fueled-style-over-substance">Snikt!-fueled style over substance</h2><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="Fv2RDuYM5JXHPX5ZqcDQmm" name="MW_PREVIEWS_LOGAN_4k_2026" alt="A Marvel's Wolverine promotional screenshot." src="https://cdn.mos.cms.futurecdn.net/Fv2RDuYM5JXHPX5ZqcDQmm-1920-80.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: Sony)</span></figcaption></figure><p>Similar sentiments can be applied to<em> Wolverine</em>'s non-combat content as well. You'll spend most of your time in this globetrotting adventure painting cities and towns – across Canada, Japan, Madripoor, and more – plasma-red, but when not shish kebab-ing baddies, you'll retract your claws for some less violent activities. </p><p>In addition to the excellent story interludes, Logan does some investigating, chases fleeing enemies – on foot and while straddling a motorcycle – and a surprising amount of platforming.</p><p>None of these tasks are optional, and while they don't offer anything particularly special, they do deliver the occasional fun distraction. The bike chases, for example, are practically on rails, but it still never gets old slashing a pursuing vehicle's tires with your claws. </p><p>The platforming sections, meanwhile, generally get the job done, but sometimes kill the immersion when the mutant – who can often scurry up trees like a cat – suddenly can't scale a fence, crate, or wall. </p><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="WeDkrWhZoxxEXSgr5L3Nkm" name="MW_PREVIEWS_OMEGARED_4k_2026" alt="A Marvel's Wolverine promotional screenshot." src="https://cdn.mos.cms.futurecdn.net/WeDkrWhZoxxEXSgr5L3Nkm-1920-80.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: Sony)</span></figcaption></figure><p><em>Wolverine</em> makes no apologies for being a linear, scripted action-adventure, a quality that often works to its benefit. But it can also be a detriment, like during those fickle platforming moments. This heavily directed approach does afford players some freedom, encouraging them to sniff out collectible bottles of whiskey and timed challenges accessed in Logan's creepy "Nightmare Cabin." These mini-games, unfolding in his haunted memories, also shed a bit of light on his dark, foggy past. </p><p>Whether hunting for booze or conquering these timed tasks, you'll collect DNA strand-altering "Adaptation" points, a currency that feeds another character progression path. But these passive perks don't feel all that meaningful among Logan's already considerable arsenal. Toss in the fact that these cabin-diving diversions have you partaking in the same gameplay you're already doing on the critical path – only against a clock – and they feel like an undercooked attempt at optional content. </p><p>Suit crafting feels similarly half-baked. The game contains 30-plus costumes and accompanying claws, a fantastic, fan-pleasing inclusion. But the suits are purely cosmetic, and accessed by investing the same "materials" hidden around the world. </p><p>Donning Logan with a cowboy hat or dropping him in this hyper-realistic world as his anime-inspired <em>Marvel Tokon: Fighting Souls</em> persona is awesome, as is the permanent health bump you receive as you buy more suits. But with just the same single resource used and no gameplay effects added, calling it "crafting" is a stretch. </p><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="cwZQQAKac7ZWuv4mFDBJpm" name="MW_PREVIEWS_RAVEN_4k_2026" alt="A Marvel's Wolverine promotional screenshot." src="https://cdn.mos.cms.futurecdn.net/cwZQQAKac7ZWuv4mFDBJpm-1920-80.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: Sony)</span></figcaption></figure><p>As a linear, single-player action-adventure, <em>Wolverine </em>works brilliantly, delivering a visually striking, cinematic blockbuster supported by engaging characters and emotional storytelling. It's also brimming with stylish, blood-soaked combat that kept a smile stretched across my face until the credits rolled. </p><p>When it strays from its heavily scripted path, however, attempting to layer strategic depth into its arcade-y encounters – as well as engaging, optional activities into its carefully crafted world – it does reveal some undeniable cracks in its adamantium armor.</p><h2 id="should-you-play-marvel-39-s-wolverine">Should you play Marvel's Wolverine?</h2><h2 id="play-it-if">Play it if...</h2><div class="product"><p><strong>You've always wondered what it would be like to unleash Wolverine's claws</strong><br>An action game at its core, <em>Wolverine</em>'s focus – first and foremost – is ensuring every slice, dice, hack, and slash feels rewarding as hell. Varied, violent, and soaked in enough viscera to rival a slasher movie, combat encounters are a thumb-blistering blast that puts you behind the mutant's unique skills like no game before it.</p></div><div class="product"><p><strong>You're a fan of linear, single-player, story-driven games</strong><br>If you're tired of open-worlds or overwhelmed by all the freedom RPGs offer you, <em>Wolverine</em> is just what the mad scientist ordered. Linear, scripted, filled with set pieces and incredibly cinematic, it paves an engrossing, action-packed story path – and guarantees you never stray from it.</p></div><div class="product"><p><strong>You're a Marvel enthusiast craving a fresh take on the fan-favorite X-Men member</strong><br><em>Wolverine</em> is largely an original, standalone story set before Logan was a member of the X-Men. It's an accessible tale for newcomers, but it's also packed with plenty of familiar characters – friends and foes – as well as settings and story beats that existing fans will enjoy. It also includes a ton of cool call-outs, deep-cut references, and Easter eggs Marvel enthusiasts will eat up.</p></div><h2 id="don-39-t-play-it-if">Don't play it if...</h2><div class="product"><p><strong>You're expecting an experience similar to Sony's Spider-Man games</strong><br>While <em>Wolverine</em> is the latest superhero collaboration between Sony Interactive Entertainment and Insomniac Games, it is not another <em>Spider-Man</em> game reskinned with adamantium. Where the Spidey games were open-world romps packed with a ton of combat and traversal options – as well as massive maps brimming with optional activities – <em>Wolverine</em> is a linear, heavily scripted story experience with more straightforward hack-and-slash action and far less to do. </p></div><h2 id="accessibility-features">Accessibility features</h2><p><em>Marvel's Wolverine</em> includes an impressive suite of accessibility assists, beginning with plenty of options to tailor the blood, gore, violence, and profanity to any player's comfort level. </p><p>Beyond that, there are various difficulty settings, as well as ample gameplay assists to further tweak and tailor the challenge within those defaults. In addition to the expected inclusions for customizing subtitles, UI, and HUD elements, a huge selection of audio and visual assists are also available. </p><p>While a variety of high-contrast modes and color customizations are included, dedicated protanopia, deuteranopia, and tritanopia selections seem to be absent.</p><h2 id="how-i-reviewed-marvel-39-s-wolverine">How I reviewed Marvel's Wolverine</h2><p>I spent just over 25 hours with <em>Wolverine</em>, completing its<em> </em>campaign before replaying many missions to seek out collectibles and attempt optional time trial challenges. </p><p>I played the game on my 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 September 2026</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/marvels-wolverine-review</link>
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                            <![CDATA[ Insomniac Games trades open-world web-swinging for scripted blood-spilling in a solid superhero romp. ]]>
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                                                                        <pubDate>Thu, 10 Sep 2026 15:00:00 +0000</pubDate>                                                                                                                                <updated>Wed, 16 Sep 2026 09:09:01 +0000</updated>
                                                                                                                                            <category><![CDATA[Playstation]]></category>
                                                    <category><![CDATA[Gaming]]></category>
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                                                                                                                    <dc:creator><![CDATA[ Matt Cabral ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/szuHWUeAZqi3eLLgBWZhWW-320-70.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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                                <p>Not long into <em>Marvel's Wolverine</em>, protagonist James "Logan" Howlett is joined by fellow mutant and Team X member Mystique. The blue-skinned shapeshifter is eager to share a shocking discovery with him: a sinister secret hidden behind a closed door. But I ignore her request, instead continuing down the hall to soak in the game's stunning visuals.</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 Pro<br><strong>Available on: </strong>PS5<br><strong>Release date:</strong> September 15, 2026</p></div></div><p>It's the natural-looking rain streaming down a window that initially catches my attention. But beyond the pelting precipitation, I also spy equally impressive smoke, flames, and burning embers spewing from a fiery explosion – the apparent fallout of Wolverine's enemy-eviscerating entrance. </p><p>The destruction below is contrasted by beautiful moonlight above, which is occasionally punctuated by eye-pleasing flashes of lightning.</p><h2 id="production-values-as-sharp-as-wolverine-39-s-claws">Production values as sharp as Wolverine's claws</h2><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="neWEN2o6e2PqMLXsuF7fxm" name="MW_PREVIEWS_TELEMBANGCOMBAT_4k_2026" alt="A Marvel's Wolverine promotional screenshot." src="https://cdn.mos.cms.futurecdn.net/neWEN2o6e2PqMLXsuF7fxm-1920-80.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: Sony)</span></figcaption></figure><p>Of course, if you've played any recent first-party PlayStation game, these realism-rivaling effects probably won't come as a huge surprise. As expected, Insomniac Games' latest superhero romp is obscenely pretty, polished, and packing the sort of production values that've come to define Sony's single-player, story-driven output.</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="8swcwLdi6VFXTgqfmkKeLk" name="MW_SDCC_SentinelAction_2026" caption="" alt="A Marvel's Wolverine promotional screenshot." src="https://cdn.mos.cms.futurecdn.net/8swcwLdi6VFXTgqfmkKeLk-1920-80.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: Sony)</span></figcaption></figure><p class="fancy-box__body-text"><strong>Nearly invincible with indestructible claws to match, Wolverine begins the campaign as a feral, vengeance-fueled force of nature. But he somehow becomes even more powerful, leading to combo-fueled combat encounters that encourage you to creatively chain together a growing arsenal of epic, blood-spewing specials. From turning Logan's claws into a spinning tornado to spiraling him through enemies like a human drill, there's no shortage of ways to deal death with style – and entrails – to spare.</strong></p></div></div><p>This level of quality extends to <em>Wolverine</em>'s characters and storytelling as well. Supported by incredibly layered, emotional performances (Liam McIntyre and Troy Baker especially stand out as Logan and Nathaniel Essex, respectively), the former features unmatched facial details and visual fidelity. </p><p>And while the game's narrative doesn't quite achieve the extreme highs of its technical and artistic excellence, it works surprisingly well, spinning an engaging tale that'll please Marvel enthusiasts while also welcoming complete newcomers into this potentially complex universe.</p><p>There are a ton of familiar characters, both friends and foes, that fans will love spending time with. But the game's pre-X-Men tale also does a great job introducing these favorites without boring the established audience or relying on exposition dumps.</p><p>In <em>Wolverine</em>'s universe, for example, Logan and Jean Grey meet for the first time, challenging its writers to not only introduce these well-known characters to each other, but also to a potential new audience. The task is handled elegantly, however, in an early mission at Team X's HQ that sees the pair naturally sharing personal details while searching for drawings a mischievous mutant child has hidden for them.</p><h2 id="slice-and-dice-with-cinematic-style-to-spare">Slice and dice with cinematic style to spare</h2><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="s3BHWG3yqdaZm7W7HYe8kC" name="Marvel’s Wolverine" alt="Marvel’s Wolverine" src="https://cdn.mos.cms.futurecdn.net/s3BHWG3yqdaZm7W7HYe8kC-1920-80.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: Insomniac Games)</span></figcaption></figure><p>This is a single instance, but the lengthy story often leverages these quieter, absorbing – and interactive – scenes to flesh out its nuanced characters and connect the larger story to the obscenely over-the-top bloodbaths that fill the rest of the campaign. While storytelling and characterizations certainly have their place in <em>Wolverine</em>, the game is, first and foremost, a visceral, action-packed power fantasy focused on showing fans what it feels like to get behind the titular mutant's adamantium death-dealers.</p><p>Of course, considering Logan is virtually indestructible and his signature retractable claws are capable of turning even a tank to ribbons, the developers also faced the daunting task of balancing the combat difficulty. How exactly do you ensure encounters are challenging and consequential when you're playing as someone who can return from the brink of death and cut through steel like it's warm butter?</p><p>Using a variety of creative systems and mechanics, Insomniac has mostly found a nice balance between allowing the beast-like protagonist to be the absolute badass you'd expect, without being ridiculously overpowered. At its core, the combat is an absolute button-mashing blast. Complemented by intuitive, snappy inputs, immersion-ratcheting DualSense effects, and environments filled with destructible items, simply shredding through hordes of enemies feels fantastic.</p><p>Reducing goons to piles of lopped limbs and red plasma is also as easy on the eyes as it is on the thumbs. Slick animations, cinematic finishing moves, and more blood and gore than you'll find on the floor of a slaughterhouse ensure every kill is as fun to watch as it is to execute. </p><p>The visual abuse Logan suffers is also a surprising highlight, as he too becomes soaked in viscera. But it goes deeper than that, literally, as his clothes become increasingly tattered, exposing ugly wounds and the highest fidelity sweat and body hair I've ever seen – enter photo mode at your own risk.</p><p>Whether you're taking on Bolivar Trask's cybernetic soldiers, chipping away at a towering Sentinel, or sinking your claws into any number of baddies and bosses we won't spoil here, slicing and dicing from behind Wolverine's shiny skewers is endlessly entertaining. But the game's attempts to deepen the combat beyond the animalistic amnesiac's rage-fueled hacking-and-slashing are a bit hit or miss.</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/OiBo_NgYI5Q" allowfullscreen></iframe></div></div><p> As Logan levels up, you can invest points to unlock new moves and special abilities, dubbed "Techniques." The former are primarily flashy skills and combos that build on the character's base attacks, parries, kicks, staggers, jumps, dodges, and other core skills. Adding these to your already considerable arsenal definitely has benefits, from delivering more damage and disarming enemies to recovering some health and even flinging foes into each other.</p><p>Most of all, these moves – which require specific button inputs to pull off – inject a ton of cinematic style into your kill sprees. But more often than not, that's exactly why I used them, as their offensive and defensive benefits alone didn't feel impactful enough, especially when I could achieve similar results by spamming basic "barrage" attacks, dodging from danger, and unleashing specials as they cued up. </p><p>Those latter attacks, however, do make a huge difference. Working off cooldown timers, these devastating moves put you a button-press away from barreling through targets like a human drill, spinning through hordes with the force of a tornado, and performing other table-turning abilities.</p><p>These special attacks can be upgraded and also include a nice healing option when you're at death's door. Speaking of Logan's regenerative superpower, he also has access to "Rage," a resource he builds during combat that supports a second wind-like mechanic and – as advertised – allows him to go full-on feral, ventilating targets even more viciously than usual. </p><p>When combined with the specials – and some other late-game enhancements I won't spoil here – both the basic and rage-fueled skills make for unquestionably thrilling encounters, albeit battles that aren't as deep as their designers intended.</p><h2 id="snikt-fueled-style-over-substance">Snikt!-fueled style over substance</h2><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="Fv2RDuYM5JXHPX5ZqcDQmm" name="MW_PREVIEWS_LOGAN_4k_2026" alt="A Marvel's Wolverine promotional screenshot." src="https://cdn.mos.cms.futurecdn.net/Fv2RDuYM5JXHPX5ZqcDQmm-1920-80.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: Sony)</span></figcaption></figure><p>Similar sentiments can be applied to<em> Wolverine</em>'s non-combat content as well. You'll spend most of your time in this globetrotting adventure painting cities and towns – across Canada, Japan, Madripoor, and more – plasma-red, but when not shish kebab-ing baddies, you'll retract your claws for some less violent activities. </p><p>In addition to the excellent story interludes, Logan does some investigating, chases fleeing enemies – on foot and while straddling a motorcycle – and a surprising amount of platforming.</p><p>None of these tasks are optional, and while they don't offer anything particularly special, they do deliver the occasional fun distraction. The bike chases, for example, are practically on rails, but it still never gets old slashing a pursuing vehicle's tires with your claws. </p><p>The platforming sections, meanwhile, generally get the job done, but sometimes kill the immersion when the mutant – who can often scurry up trees like a cat – suddenly can't scale a fence, crate, or wall. </p><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="WeDkrWhZoxxEXSgr5L3Nkm" name="MW_PREVIEWS_OMEGARED_4k_2026" alt="A Marvel's Wolverine promotional screenshot." src="https://cdn.mos.cms.futurecdn.net/WeDkrWhZoxxEXSgr5L3Nkm-1920-80.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: Sony)</span></figcaption></figure><p><em>Wolverine</em> makes no apologies for being a linear, scripted action-adventure, a quality that often works to its benefit. But it can also be a detriment, like during those fickle platforming moments. This heavily directed approach does afford players some freedom, encouraging them to sniff out collectible bottles of whiskey and timed challenges accessed in Logan's creepy "Nightmare Cabin." These mini-games, unfolding in his haunted memories, also shed a bit of light on his dark, foggy past. </p><p>Whether hunting for booze or conquering these timed tasks, you'll collect DNA strand-altering "Adaptation" points, a currency that feeds another character progression path. But these passive perks don't feel all that meaningful among Logan's already considerable arsenal. Toss in the fact that these cabin-diving diversions have you partaking in the same gameplay you're already doing on the critical path – only against a clock – and they feel like an undercooked attempt at optional content. </p><p>Suit crafting feels similarly half-baked. The game contains 30-plus costumes and accompanying claws, a fantastic, fan-pleasing inclusion. But the suits are purely cosmetic, and accessed by investing the same "materials" hidden around the world. </p><p>Donning Logan with a cowboy hat or dropping him in this hyper-realistic world as his anime-inspired <em>Marvel Tokon: Fighting Souls</em> persona is awesome, as is the permanent health bump you receive as you buy more suits. But with just the same single resource used and no gameplay effects added, calling it "crafting" is a stretch. </p><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="cwZQQAKac7ZWuv4mFDBJpm" name="MW_PREVIEWS_RAVEN_4k_2026" alt="A Marvel's Wolverine promotional screenshot." src="https://cdn.mos.cms.futurecdn.net/cwZQQAKac7ZWuv4mFDBJpm-1920-80.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: Sony)</span></figcaption></figure><p>As a linear, single-player action-adventure, <em>Wolverine </em>works brilliantly, delivering a visually striking, cinematic blockbuster supported by engaging characters and emotional storytelling. It's also brimming with stylish, blood-soaked combat that kept a smile stretched across my face until the credits rolled. </p><p>When it strays from its heavily scripted path, however, attempting to layer strategic depth into its arcade-y encounters – as well as engaging, optional activities into its carefully crafted world – it does reveal some undeniable cracks in its adamantium armor.</p><h2 id="should-you-play-marvel-39-s-wolverine">Should you play Marvel's Wolverine?</h2><h2 id="play-it-if">Play it if...</h2><div class="product"><p><strong>You've always wondered what it would be like to unleash Wolverine's claws</strong><br>An action game at its core, <em>Wolverine</em>'s focus – first and foremost – is ensuring every slice, dice, hack, and slash feels rewarding as hell. Varied, violent, and soaked in enough viscera to rival a slasher movie, combat encounters are a thumb-blistering blast that puts you behind the mutant's unique skills like no game before it.</p></div><div class="product"><p><strong>You're a fan of linear, single-player, story-driven games</strong><br>If you're tired of open-worlds or overwhelmed by all the freedom RPGs offer you, <em>Wolverine</em> is just what the mad scientist ordered. Linear, scripted, filled with set pieces and incredibly cinematic, it paves an engrossing, action-packed story path – and guarantees you never stray from it.</p></div><div class="product"><p><strong>You're a Marvel enthusiast craving a fresh take on the fan-favorite X-Men member</strong><br><em>Wolverine</em> is largely an original, standalone story set before Logan was a member of the X-Men. It's an accessible tale for newcomers, but it's also packed with plenty of familiar characters – friends and foes – as well as settings and story beats that existing fans will enjoy. It also includes a ton of cool call-outs, deep-cut references, and Easter eggs Marvel enthusiasts will eat up.</p></div><h2 id="don-39-t-play-it-if">Don't play it if...</h2><div class="product"><p><strong>You're expecting an experience similar to Sony's Spider-Man games</strong><br>While <em>Wolverine</em> is the latest superhero collaboration between Sony Interactive Entertainment and Insomniac Games, it is not another <em>Spider-Man</em> game reskinned with adamantium. Where the Spidey games were open-world romps packed with a ton of combat and traversal options – as well as massive maps brimming with optional activities – <em>Wolverine</em> is a linear, heavily scripted story experience with more straightforward hack-and-slash action and far less to do. </p></div><h2 id="accessibility-features">Accessibility features</h2><p><em>Marvel's Wolverine</em> includes an impressive suite of accessibility assists, beginning with plenty of options to tailor the blood, gore, violence, and profanity to any player's comfort level. </p><p>Beyond that, there are various difficulty settings, as well as ample gameplay assists to further tweak and tailor the challenge within those defaults. In addition to the expected inclusions for customizing subtitles, UI, and HUD elements, a huge selection of audio and visual assists are also available. </p><p>While a variety of high-contrast modes and color customizations are included, dedicated protanopia, deuteranopia, and tritanopia selections seem to be absent.</p><h2 id="how-i-reviewed-marvel-39-s-wolverine">How I reviewed Marvel's Wolverine</h2><p>I spent just over 25 hours with <em>Wolverine</em>, completing its<em> </em>campaign before replaying many missions to seek out collectibles and attempt optional time trial challenges. </p><p>I played the game on my 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 September 2026</em></p>
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                                                            <title><![CDATA[ I experienced the best and worst of Final Fantasy 7 Revelation in a brand-new demo, but now all I want is to play more ]]></title>
                                                                                                <dc:content><![CDATA[ <p>I’ve lost count of the number of times I’ve played the original <em>Final Fantasy 7</em>, and the thought of soaring through the skies aboard the airship Highwind with Midgar, Junon, the Gold Saucer, and Wutai scrolling past below in this level of detail always felt like an impossible dream. Now I’m watching it unfold in front of me in <em>Final Fantasy 7 Revelation</em> — and it’s glorious.</p><p>I cruise around for far longer than is even necessary, just soaking it all in. It’s a moment that finally fully realises what we expected when Square Enix first announced that it would be remaking the iconic 1997 RPG. </p><p>This journey has been a long one: from the restricted but well-focused part one of <em>Remake</em>, through the expansive and a little more erratic part two in <em>Rebirth</em>, and now this monumental finale to cap off the trilogy.</p><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="hdzZpdfxD4u8rUyNumxAQo" name="ff7-revelations-preview-4" alt="Screenshot from Final Fantasy 7 Revelation" src="https://cdn.mos.cms.futurecdn.net/hdzZpdfxD4u8rUyNumxAQo-1920-80.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>After a quick introduction to the cast for this demo section that takes place at the start of Chapter 4, I’m given the controls of the Highwind. I’m told the next destination for Yuffie, Barret, Red XIII, as well as playable newcomers Cid and Vincent, is Wutai. But I don’t need to go there right now. And I choose not to.</p><p>I zoom over to see what’s changed at the Costa Del Sol: this world’s happening holiday resort and lively town. How do I make my final approach? Not by landing the airship, but by parachuting off the edge, watching the terrain and the town grow larger as I approach the ground. It’s an impressive feat that this is possible, with such huge freedom given to how and where I land.</p><p>When I reach the Costa Del Sol, it is, effectively, exactly as it was in the previous entry. Folks are soaking up the sunshine in swimwear, popping to the bar to pick up a drink, and enjoying all sorts of entertainment by the seaside. The detail and density still impress and define the approach that Square Enix has taken with the trilogy as a whole. It’s bigger, bolder, flashier, expanded, and extended. There’s just more to everything.</p><p>I step out into the outskirts of the party playground, and I’m immediately hit by how Square Enix has taken this approach in other areas of the game. Sometimes, I feel, for the worse.</p><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="6g89yEyVHnXFK8A28qJDCo" name="ff7-revelations-preview-6" alt="Screenshot from Final Fantasy 7 Revelation" src="https://cdn.mos.cms.futurecdn.net/6g89yEyVHnXFK8A28qJDCo-1920-80.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>The demo was not afraid to impress upon me the sheer number of side activities that are going to be available in <em>Final Fantasy 7 Revelation</em>. Photo hunts, monster hunts, the Queen’s Blood card game, environment investigations — all of these and more popped up as soon as I landed in a new location or were added as I explored. With an AI assistant, MAI, also trying to explain them all, it almost overwhelmed me.</p><p>I get why we played this section of the game, but hot-dropping into a location while completely fresh to the game and getting barraged by all of these notifications instilled in me equal levels of excitement and dread. Yeah, there’s going to be a heck of a lot to do in <em>Revelation</em> if you want it, but I don’t know how much of it is going to be compelling.</p><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="8an6X7mkdh63tFEQNZBbYo" name="ff7-revelations-preview-7" alt="Screenshot from Final Fantasy 7 Revelation" src="https://cdn.mos.cms.futurecdn.net/8an6X7mkdh63tFEQNZBbYo-1920-80.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>What does still shine, though, is the combat. Zipping over to Wutai for a change of scenery, I ran into several monsters on the path to the village, and my muscle memory from the dozens of hours I sunk into <em>Remake</em> and <em>Rebirth</em> started to come back.</p><p>Cid and Vincent both seem like excellent new additions to the roster. I gravitated more toward the vampiric ex-Turk after a couple of battles, enjoying the rhythm of how he’s played. Effectively, you build up attacks over time, before eventually being able to unleash his ferocious Galian Beast mode to deal more devastating damage. Even against unthreatening monsters, he was very satisfying to play.</p><p>What I didn’t get to explore too much was the new FITS mechanic, which gives your characters more focus by taking on a specific class. I could see how these roles help you refine your party and add another layer to the already strong combat system. For example, Barrett could be set as a Knight in some impressive, shiny, and slightly absurd mech armor, elevating his job as a defender and protector.</p><p>Intrigued by both the new characters and mechanics, I found myself seeking more combat, so my journey through Wutai was full of distractions, including accidentally wandering into a boss monster that was about 40 levels above me and destroyed me in a matter of seconds. One of the many, many, many side activities in the region that I’ll no doubt have to return to in the full game, if I don’t get burnt out by them again.</p><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="qZ2YUAMasmw8KSruHNxdYo" name="ff7-revelations-preview-2" alt="Screenshot from Final Fantasy 7 Revelation" src="https://cdn.mos.cms.futurecdn.net/qZ2YUAMasmw8KSruHNxdYo-1920-80.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>And then, even with those doubts in my mind, I did find myself in awe of <em>Revelation</em> again just as quickly after seeing the scale and glow-up given to Wutai village. The pagodas and the familiar Turtle's Paradise bar have gone from half-memories of pixelated and blocky buildings to stunning and expressive environments that I could never have imagined.</p><p>Overall, there was just so much that it felt impossible to wrap my head around even half of it in just the short 60 minutes I had to play <em>Final Fantasy 7 Revelation</em>. I’ve barely had a chance to mention all the new pieces of equipment you have to navigate the world and interact with it.</p><p>What I want to make clear, though, is that all of these features haven’t put me off the game at all. It might not have settled some of the worries I had after tiring of the deluge of mostly throwaway content in <em>Rebirth</em>, but I left wanting more time with <em>Revelation</em>.</p><p>More time cruising through the clouds of the Highwind, more time testing how easy it is to jump out from pretty much anywhere on the overworld map, and more time digging into the combat system with new characters and how the FITS system mixes it up. And that’s before we see what direction Square Enix takes the story after the controversial ending to the previous entry. </p><p>Whatever happens, I have the feeling that <em>Final Fantasy 7 Revelation</em> is going to be a huge game when it launches on <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>and <a href="https://www.techradar.com/reviews/xbox-series-s">Series S</a>, <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a>, and PC on April 8, 2027.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/i-experienced-the-best-and-worst-of-final-fantasy-7-revelation-in-a-brand-new-demo-but-now-all-i-want-is-to-play-more</link>
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                            <![CDATA[ After one hour with Final Fantasy 7 Revelation, I'm in awe of what Square Enix has achieved with the trilogy finale, I'm just hoping the brilliance isn't too buried by too many messy and dull side activities. ]]>
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                                                                        <pubDate>Thu, 10 Sep 2026 13:16:11 +0000</pubDate>                                                                                                                                <updated>Wed, 16 Sep 2026 09:09:00 +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-320-70.jpg ]]></dc:source>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Screenshot from Final Fantasy 7 Revelation]]></media:description>                                                            <media:text><![CDATA[Screenshot from Final Fantasy 7 Revelation]]></media:text>
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                                <p>I’ve lost count of the number of times I’ve played the original <em>Final Fantasy 7</em>, and the thought of soaring through the skies aboard the airship Highwind with Midgar, Junon, the Gold Saucer, and Wutai scrolling past below in this level of detail always felt like an impossible dream. Now I’m watching it unfold in front of me in <em>Final Fantasy 7 Revelation</em> — and it’s glorious.</p><p>I cruise around for far longer than is even necessary, just soaking it all in. It’s a moment that finally fully realises what we expected when Square Enix first announced that it would be remaking the iconic 1997 RPG. </p><p>This journey has been a long one: from the restricted but well-focused part one of <em>Remake</em>, through the expansive and a little more erratic part two in <em>Rebirth</em>, and now this monumental finale to cap off the trilogy.</p><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="hdzZpdfxD4u8rUyNumxAQo" name="ff7-revelations-preview-4" alt="Screenshot from Final Fantasy 7 Revelation" src="https://cdn.mos.cms.futurecdn.net/hdzZpdfxD4u8rUyNumxAQo-1920-80.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>After a quick introduction to the cast for this demo section that takes place at the start of Chapter 4, I’m given the controls of the Highwind. I’m told the next destination for Yuffie, Barret, Red XIII, as well as playable newcomers Cid and Vincent, is Wutai. But I don’t need to go there right now. And I choose not to.</p><p>I zoom over to see what’s changed at the Costa Del Sol: this world’s happening holiday resort and lively town. How do I make my final approach? Not by landing the airship, but by parachuting off the edge, watching the terrain and the town grow larger as I approach the ground. It’s an impressive feat that this is possible, with such huge freedom given to how and where I land.</p><p>When I reach the Costa Del Sol, it is, effectively, exactly as it was in the previous entry. Folks are soaking up the sunshine in swimwear, popping to the bar to pick up a drink, and enjoying all sorts of entertainment by the seaside. The detail and density still impress and define the approach that Square Enix has taken with the trilogy as a whole. It’s bigger, bolder, flashier, expanded, and extended. There’s just more to everything.</p><p>I step out into the outskirts of the party playground, and I’m immediately hit by how Square Enix has taken this approach in other areas of the game. Sometimes, I feel, for the worse.</p><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="6g89yEyVHnXFK8A28qJDCo" name="ff7-revelations-preview-6" alt="Screenshot from Final Fantasy 7 Revelation" src="https://cdn.mos.cms.futurecdn.net/6g89yEyVHnXFK8A28qJDCo-1920-80.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>The demo was not afraid to impress upon me the sheer number of side activities that are going to be available in <em>Final Fantasy 7 Revelation</em>. Photo hunts, monster hunts, the Queen’s Blood card game, environment investigations — all of these and more popped up as soon as I landed in a new location or were added as I explored. With an AI assistant, MAI, also trying to explain them all, it almost overwhelmed me.</p><p>I get why we played this section of the game, but hot-dropping into a location while completely fresh to the game and getting barraged by all of these notifications instilled in me equal levels of excitement and dread. Yeah, there’s going to be a heck of a lot to do in <em>Revelation</em> if you want it, but I don’t know how much of it is going to be compelling.</p><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="8an6X7mkdh63tFEQNZBbYo" name="ff7-revelations-preview-7" alt="Screenshot from Final Fantasy 7 Revelation" src="https://cdn.mos.cms.futurecdn.net/8an6X7mkdh63tFEQNZBbYo-1920-80.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>What does still shine, though, is the combat. Zipping over to Wutai for a change of scenery, I ran into several monsters on the path to the village, and my muscle memory from the dozens of hours I sunk into <em>Remake</em> and <em>Rebirth</em> started to come back.</p><p>Cid and Vincent both seem like excellent new additions to the roster. I gravitated more toward the vampiric ex-Turk after a couple of battles, enjoying the rhythm of how he’s played. Effectively, you build up attacks over time, before eventually being able to unleash his ferocious Galian Beast mode to deal more devastating damage. Even against unthreatening monsters, he was very satisfying to play.</p><p>What I didn’t get to explore too much was the new FITS mechanic, which gives your characters more focus by taking on a specific class. I could see how these roles help you refine your party and add another layer to the already strong combat system. For example, Barrett could be set as a Knight in some impressive, shiny, and slightly absurd mech armor, elevating his job as a defender and protector.</p><p>Intrigued by both the new characters and mechanics, I found myself seeking more combat, so my journey through Wutai was full of distractions, including accidentally wandering into a boss monster that was about 40 levels above me and destroyed me in a matter of seconds. One of the many, many, many side activities in the region that I’ll no doubt have to return to in the full game, if I don’t get burnt out by them again.</p><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="qZ2YUAMasmw8KSruHNxdYo" name="ff7-revelations-preview-2" alt="Screenshot from Final Fantasy 7 Revelation" src="https://cdn.mos.cms.futurecdn.net/qZ2YUAMasmw8KSruHNxdYo-1920-80.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>And then, even with those doubts in my mind, I did find myself in awe of <em>Revelation</em> again just as quickly after seeing the scale and glow-up given to Wutai village. The pagodas and the familiar Turtle's Paradise bar have gone from half-memories of pixelated and blocky buildings to stunning and expressive environments that I could never have imagined.</p><p>Overall, there was just so much that it felt impossible to wrap my head around even half of it in just the short 60 minutes I had to play <em>Final Fantasy 7 Revelation</em>. I’ve barely had a chance to mention all the new pieces of equipment you have to navigate the world and interact with it.</p><p>What I want to make clear, though, is that all of these features haven’t put me off the game at all. It might not have settled some of the worries I had after tiring of the deluge of mostly throwaway content in <em>Rebirth</em>, but I left wanting more time with <em>Revelation</em>.</p><p>More time cruising through the clouds of the Highwind, more time testing how easy it is to jump out from pretty much anywhere on the overworld map, and more time digging into the combat system with new characters and how the FITS system mixes it up. And that’s before we see what direction Square Enix takes the story after the controversial ending to the previous entry. </p><p>Whatever happens, I have the feeling that <em>Final Fantasy 7 Revelation</em> is going to be a huge game when it launches on <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>and <a href="https://www.techradar.com/reviews/xbox-series-s">Series S</a>, <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a>, and PC on April 8, 2027.</p>
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                                                            <title><![CDATA[ Fable's combat system is intended to be 'approachable' while still meeting modern expectations, Playground Games says — 'We wanted there to be breadth and depth to it, so we landed on wanting to have style-weaving combat' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Fable associate game director Will Kennedy says the game's combat system will be "faithful" to the classic RPG series</strong></li><li><strong>However, Playground Games wanted to make the game "approachable" for modern audiences</strong></li><li><strong>Kennedy says the game's "Style-weaving combat" offers more "breadth and depth" to achieve that</strong></li></ul><p><a href="https://www.techradar.com/gaming/fable-summer-game-fest-2026-preview"><em>Fable</em></a>'s "style-weaving" combat system is designed for a modern audience, while remaining faithful to the classic role-playing game (RPG) series, according to Playground Games.</p><p>That's according to associate game director Will Kennedy during a Q&A session at <a href="https://www.techradar.com/gaming/everything-announced-atgamescom-opening-night-live-2026">Gamescom 2026</a>, where he discussed the game's humor and how that has also been woven into the battle system by allowing players to turn enemies into chickens.</p><p>Speaking more about the design intention behind what Playground Games calls "style-weaving combat," which lets players mix and match different weapons and spells, Kennedy said the team wanted to balance what long-time fans of the series are familiar with, while making combat approachable for new players.</p><p>"When we're talking about being faithful to the classic franchise, we thought about how there was an approachability to combat there, and we knew that we wanted to be able to capture some of that for our game as well," Kennedy said. "But at the same time, we're making a game for gaming today."</p><p>He added, "We wanted there to be breadth and depth to it, so we landed on wanting to have style-weaving combat. We wanted to be able to move from move to move really smoothly and easily, and that combined with the level expression that you've got."</p><p>Kennedy explained that players can customize every element of their loadout, including ranged and melee weapons, and the four spell slots, which can be upgraded, and "by the time you play the game for even a little bit of time, you have a really broad, deep, rich suite of options to choose from."</p><p>"But being able to move so freely between the moves, and it feeling so responsive and so satisfying, is something we're really proud of," Kennedy continued, "because I think we've landed somewhere that is still approachable but has that depth that we want and so therefore is faithful but works in gaming today as well for players, which is sometimes to be proud of."</p><p><em>Fable</em> is set to launch on February 23, 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><p>Kennedy also confirmed that <a href="https://www.techradar.com/gaming/playground-games-says-fables-story-will-last-between-15-20-hours-or-double-that-with-other-open-world-content-and-the-life-systems-are-limitless"><em>Fable</em>'s main storyline will take up to 20 hours to beat, but the game's life systems are "limitless."</a> </p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/fables-combat-system-is-intended-to-be-approachable-while-still-meeting-modern-expectations-playground-games-says-we-wanted-there-to-be-breadth-and-depth-to-it-so-we-landed-on-wanting-to-have-style-weaving-combat</link>
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                            <![CDATA[ Fable's "style-weaving" combat system is intended for a modern audience, while remaining faithful to the classic role-playing game (RPG) series. ]]>
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                                                                        <pubDate>Thu, 10 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-320-70.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[Fable]]></media:description>                                                            <media:text><![CDATA[Fable]]></media:text>
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                                <ul><li><strong>Fable associate game director Will Kennedy says the game's combat system will be "faithful" to the classic RPG series</strong></li><li><strong>However, Playground Games wanted to make the game "approachable" for modern audiences</strong></li><li><strong>Kennedy says the game's "Style-weaving combat" offers more "breadth and depth" to achieve that</strong></li></ul><p><a href="https://www.techradar.com/gaming/fable-summer-game-fest-2026-preview"><em>Fable</em></a>'s "style-weaving" combat system is designed for a modern audience, while remaining faithful to the classic role-playing game (RPG) series, according to Playground Games.</p><p>That's according to associate game director Will Kennedy during a Q&A session at <a href="https://www.techradar.com/gaming/everything-announced-atgamescom-opening-night-live-2026">Gamescom 2026</a>, where he discussed the game's humor and how that has also been woven into the battle system by allowing players to turn enemies into chickens.</p><p>Speaking more about the design intention behind what Playground Games calls "style-weaving combat," which lets players mix and match different weapons and spells, Kennedy said the team wanted to balance what long-time fans of the series are familiar with, while making combat approachable for new players.</p><p>"When we're talking about being faithful to the classic franchise, we thought about how there was an approachability to combat there, and we knew that we wanted to be able to capture some of that for our game as well," Kennedy said. "But at the same time, we're making a game for gaming today."</p><p>He added, "We wanted there to be breadth and depth to it, so we landed on wanting to have style-weaving combat. We wanted to be able to move from move to move really smoothly and easily, and that combined with the level expression that you've got."</p><p>Kennedy explained that players can customize every element of their loadout, including ranged and melee weapons, and the four spell slots, which can be upgraded, and "by the time you play the game for even a little bit of time, you have a really broad, deep, rich suite of options to choose from."</p><p>"But being able to move so freely between the moves, and it feeling so responsive and so satisfying, is something we're really proud of," Kennedy continued, "because I think we've landed somewhere that is still approachable but has that depth that we want and so therefore is faithful but works in gaming today as well for players, which is sometimes to be proud of."</p><p><em>Fable</em> is set to launch on February 23, 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><p>Kennedy also confirmed that <a href="https://www.techradar.com/gaming/playground-games-says-fables-story-will-last-between-15-20-hours-or-double-that-with-other-open-world-content-and-the-life-systems-are-limitless"><em>Fable</em>'s main storyline will take up to 20 hours to beat, but the game's life systems are "limitless."</a> </p>
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                                                            <title><![CDATA[ Playground Games says Fable's story will last between '15-20 hours' or double that with other open-world content, and the life systems are 'limitless' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Fable</strong></em><strong>'s main story takes between 15 and 20 hours to complete</strong></li><li><strong>Associate game director Will Kennedy confirms additional side content can also take between 15 and 20 hours</strong></li><li><strong>However, the game's life systems are "limitless"</strong></li></ul><p>Playground Games has confirmed that <a href="https://www.techradar.com/gaming/fable-summer-game-fest-2026-preview"><em>Fable</em></a>'s main story will take up to 20 hours to beat, but promises the game's life systems offer "limitless" replayability.</p><p>Speaking during a Q&A session at <a href="https://www.techradar.com/gaming/everything-announced-atgamescom-opening-night-live-2026">Gamescom 2026</a>, associate game director Will Kennedy discussed the scale of the upcoming role-playing game (RPG), saying, "So the main story obviously depends on how you play, but the main storyline is around 15 to 20 hours."</p><p>He added, "But then we've got around probably about 15 to 20 hours again of open world and side content to engage with."</p><p>While not a massive amount of hours compared to other open-world RPGs, that at least gives fans an idea of what to expect when the game releases next year.</p><p>However, it's what Kennedy said later that confirmed that, while <em>Fable</em> will have a good-sized story with plenty of side content, the game's life systems, like interacting with <a href="https://www.techradar.com/gaming/fable-will-feature-over-150-000-lines-of-dialogue-playground-games-confirms-weve-had-multiple-studios-set-up-running-in-parallel-for-over-1000-hours-just-this-year-alone-just-recording-vo">the over 1,000 unique non-player characters (NPCs)</a>, buying real estate, committing crimes, and more, will offer up even more playtime.</p><p>"Honestly, with the life systems which we [shared an] in-depth look at and showcased earlier on in the year, that's limitless, and you can engage with it as much as you want," he said.</p><p><em>Fable</em> has been in development for a very long time, but will officially launch on February 23, 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/playground-games-says-fables-story-will-last-between-15-20-hours-or-double-that-with-other-open-world-content-and-the-life-systems-are-limitless</link>
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                            <![CDATA[ Playground Games has confirmed that Fable's main story will take up to 20 hours to beat, but promises the game's life systems offer "limitless" replayability. ]]>
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                                                                        <pubDate>Thu, 10 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-320-70.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[Fable]]></media:description>                                                            <media:text><![CDATA[Fable]]></media:text>
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                                <ul><li><em><strong>Fable</strong></em><strong>'s main story takes between 15 and 20 hours to complete</strong></li><li><strong>Associate game director Will Kennedy confirms additional side content can also take between 15 and 20 hours</strong></li><li><strong>However, the game's life systems are "limitless"</strong></li></ul><p>Playground Games has confirmed that <a href="https://www.techradar.com/gaming/fable-summer-game-fest-2026-preview"><em>Fable</em></a>'s main story will take up to 20 hours to beat, but promises the game's life systems offer "limitless" replayability.</p><p>Speaking during a Q&A session at <a href="https://www.techradar.com/gaming/everything-announced-atgamescom-opening-night-live-2026">Gamescom 2026</a>, associate game director Will Kennedy discussed the scale of the upcoming role-playing game (RPG), saying, "So the main story obviously depends on how you play, but the main storyline is around 15 to 20 hours."</p><p>He added, "But then we've got around probably about 15 to 20 hours again of open world and side content to engage with."</p><p>While not a massive amount of hours compared to other open-world RPGs, that at least gives fans an idea of what to expect when the game releases next year.</p><p>However, it's what Kennedy said later that confirmed that, while <em>Fable</em> will have a good-sized story with plenty of side content, the game's life systems, like interacting with <a href="https://www.techradar.com/gaming/fable-will-feature-over-150-000-lines-of-dialogue-playground-games-confirms-weve-had-multiple-studios-set-up-running-in-parallel-for-over-1000-hours-just-this-year-alone-just-recording-vo">the over 1,000 unique non-player characters (NPCs)</a>, buying real estate, committing crimes, and more, will offer up even more playtime.</p><p>"Honestly, with the life systems which we [shared an] in-depth look at and showcased earlier on in the year, that's limitless, and you can engage with it as much as you want," he said.</p><p><em>Fable</em> has been in development for a very long time, but will officially launch on February 23, 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[ Steam achievements for multiple upcoming and unannounced games have leaked — and it's an ugly situation for Valve ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Steam achievements of upcoming and unannounced games have leaked</strong></li><li><strong>The achievements include spoilers for games like </strong><em><strong>Control Resonant</strong></em><strong>, </strong><em><strong>Kingdom Hearts</strong></em><strong>, and </strong><em><strong>Persona 6</strong></em></li><li><strong>Valve hasn't commented on the achievements or recent prototype leak on Steam</strong></li></ul><p>Steam achievements for both upcoming and unannounced games may have been leaked by Valve and spotted on the third-party site <a href="https://www.exophase.com/" target="_blank">Exophase</a>. </p><p>As reported by <a href="https://www.pcgamer.com/gaming-industry/steam-may-have-leaked-achievements-for-countless-forthcoming-pc-games-via-a-third-party-site-including-persona-6-ace-combat-8-and-even-some-unannounced-games/" target="_blank">PC Gamer</a>,  the leak includes nearly 90 games, including <a href="https://www.techradar.com/gaming/control-resonant-sgf-2026-preview"><em>Control Resonant</em></a>, <a href="https://www.techradar.com/gaming/heres-6-kingdom-hearts-4-worlds-i-think-well-see-following-cocos-official-d23-reveal-including-the-one-tetsuya-nomura-has-always-wanted-to-include"><em>Kingdom Hearts 4</em></a>, <em>Gears of War E-Day</em>, <em>Tomb Raider: Legacy of Atlantis</em>, and <a href="https://www.techradar.com/gaming/an-entirely-new-story-is-about-to-unfold-persona-6-is-officially-in-development-and-it-looks-like-atlus-is-really-leaning-into-the-horror-vibe"><em>Persona 6</em></a>.</p><p>The leaked achievements are listed for each title on Exophase, including spoilers for major plot points, character reveals, and even weapon unlocks (notably for <em>Kingdom Hearts 4</em>), despite missing full descriptions. It's effectively created a minefield of spoilers to avoid, which is made worse since the list includes games that don't even have a release date.</p><p>It's not exactly clear how this leak occurred on Valve's end, but it doesn't appear to be a breach of the Steam platform. Instead, it may very well be an issue with Valve's API exposure, at least according to Exophase owner Mike Bendel, who claims it's a "possible screw-up on Valve's end", which makes this the second slip-up in just a few weeks.</p><p>Recently, around 12TB to 13TB of early prototypes, unreleased titles, and scrapped builds of games between 2003 and 2013 were leaked from Steam, including games such as <em>GTA 5</em>, <a href="https://www.techradar.com/news/roguelikes-how-spelunky-dark-souls-and-isaac-made-death-matter-again"><em>The Binding of Isaac</em></a>, and even some of Valve's very own games like <em>Left 4 Dead</em>.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="7cX8WG78TP6885ueZy5EBk" name="1742920426.jpg" alt="Mobile phone with logo of video game distribution platform Steam operated by Valve on screen in front of web page" src="https://cdn.mos.cms.futurecdn.net/7cX8WG78TP6885ueZy5EBk-1920-80.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: T. Schneider / Shutterstock)</span></figcaption></figure><p>It's possibly the worst spell of game leaks for publishers launching games on PC platforms like Steam, especially with the leak of builds for games like <a href="https://www.techradar.com/gaming/death-stranding-2-on-the-beach-review"><em>Death Stranding 2: On the Beach</em></a> and <a href="https://www.techradar.com/gaming/forza-horizon-6-review"><em>Forza Horizon 6</em></a> before launch.</p><p>There's clearly a major security issue at hand with Steam, and until it's addressed, game leaks seem inevitable. Game achievements, while potentially spoiler-filled, are minor in comparison to the very recent game prototype leak.</p><p>Valve hasn't made an official statement on the Steam prototype or achievements leaks, but with its impact on both publishers and consumers, it wouldn't be surprising to see both cases addressed soon.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/pc-gaming/steam-achievements-for-multiple-upcoming-and-unannounced-games-have-leaked-and-its-an-ugly-situation-for-valve</link>
                                                                            <description>
                            <![CDATA[ Valve may have accidentally leaked Steam achievements for both upcoming and unannounced games, and gamers should be very wary of potential spoilers. ]]>
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                                                                        <pubDate>Wed, 09 Sep 2026 13:35:30 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Computing]]></category>
                                                    <category><![CDATA[Gaming]]></category>
                                                    <category><![CDATA[Consoles & PC]]></category>
                                                                                                                    <dc:creator><![CDATA[ Isaiah Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/riqwhsJX2XLMYHR6WeadJD-320-70.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Remedy / Valve / Xbox]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Game art of Control Resonant, Steam&#039;s logo, and Gears of War E-Day]]></media:description>                                                            <media:text><![CDATA[Game art of Control Resonant, Steam&#039;s logo, and Gears of War E-Day]]></media:text>
                                <media:title type="plain"><![CDATA[Game art of Control Resonant, Steam&#039;s logo, and Gears of War E-Day]]></media:title>
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                            <article>
                                <ul><li><strong>Steam achievements of upcoming and unannounced games have leaked</strong></li><li><strong>The achievements include spoilers for games like </strong><em><strong>Control Resonant</strong></em><strong>, </strong><em><strong>Kingdom Hearts</strong></em><strong>, and </strong><em><strong>Persona 6</strong></em></li><li><strong>Valve hasn't commented on the achievements or recent prototype leak on Steam</strong></li></ul><p>Steam achievements for both upcoming and unannounced games may have been leaked by Valve and spotted on the third-party site <a href="https://www.exophase.com/" target="_blank">Exophase</a>. </p><p>As reported by <a href="https://www.pcgamer.com/gaming-industry/steam-may-have-leaked-achievements-for-countless-forthcoming-pc-games-via-a-third-party-site-including-persona-6-ace-combat-8-and-even-some-unannounced-games/" target="_blank">PC Gamer</a>,  the leak includes nearly 90 games, including <a href="https://www.techradar.com/gaming/control-resonant-sgf-2026-preview"><em>Control Resonant</em></a>, <a href="https://www.techradar.com/gaming/heres-6-kingdom-hearts-4-worlds-i-think-well-see-following-cocos-official-d23-reveal-including-the-one-tetsuya-nomura-has-always-wanted-to-include"><em>Kingdom Hearts 4</em></a>, <em>Gears of War E-Day</em>, <em>Tomb Raider: Legacy of Atlantis</em>, and <a href="https://www.techradar.com/gaming/an-entirely-new-story-is-about-to-unfold-persona-6-is-officially-in-development-and-it-looks-like-atlus-is-really-leaning-into-the-horror-vibe"><em>Persona 6</em></a>.</p><p>The leaked achievements are listed for each title on Exophase, including spoilers for major plot points, character reveals, and even weapon unlocks (notably for <em>Kingdom Hearts 4</em>), despite missing full descriptions. It's effectively created a minefield of spoilers to avoid, which is made worse since the list includes games that don't even have a release date.</p><p>It's not exactly clear how this leak occurred on Valve's end, but it doesn't appear to be a breach of the Steam platform. Instead, it may very well be an issue with Valve's API exposure, at least according to Exophase owner Mike Bendel, who claims it's a "possible screw-up on Valve's end", which makes this the second slip-up in just a few weeks.</p><p>Recently, around 12TB to 13TB of early prototypes, unreleased titles, and scrapped builds of games between 2003 and 2013 were leaked from Steam, including games such as <em>GTA 5</em>, <a href="https://www.techradar.com/news/roguelikes-how-spelunky-dark-souls-and-isaac-made-death-matter-again"><em>The Binding of Isaac</em></a>, and even some of Valve's very own games like <em>Left 4 Dead</em>.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="7cX8WG78TP6885ueZy5EBk" name="1742920426.jpg" alt="Mobile phone with logo of video game distribution platform Steam operated by Valve on screen in front of web page" src="https://cdn.mos.cms.futurecdn.net/7cX8WG78TP6885ueZy5EBk-1920-80.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: T. Schneider / Shutterstock)</span></figcaption></figure><p>It's possibly the worst spell of game leaks for publishers launching games on PC platforms like Steam, especially with the leak of builds for games like <a href="https://www.techradar.com/gaming/death-stranding-2-on-the-beach-review"><em>Death Stranding 2: On the Beach</em></a> and <a href="https://www.techradar.com/gaming/forza-horizon-6-review"><em>Forza Horizon 6</em></a> before launch.</p><p>There's clearly a major security issue at hand with Steam, and until it's addressed, game leaks seem inevitable. Game achievements, while potentially spoiler-filled, are minor in comparison to the very recent game prototype leak.</p><p>Valve hasn't made an official statement on the Steam prototype or achievements leaks, but with its impact on both publishers and consumers, it wouldn't be surprising to see both cases addressed soon.</p>
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                                                            <title><![CDATA[ The Witcher 3: Wild Hunt — Songs of the Past was 'impossible to realize without the remaster changes,' CD Projekt Red reveals: 'When we started prototyping the area it was impossible to ride with a horse through it' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>CD Projekt Red says </strong><em><strong>The Witcher 3 Remastered</strong></em><strong> and its many upgrades helped realize Songs of the Past</strong></li><li><strong>Game director on </strong><em><strong>Songs of the Past, </strong></em><strong>Jakub Rokosz, says the team had a "certain vision" for the expansion, but there were technological challenges</strong></li><li><strong>He says the remaster "helped with applying optimization" to the expansion</strong></li></ul><p>According to CD Projekt Red, <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 upcoming expansion, <a href="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"><em>Songs of the Past</em></a>, may not exist without <em>The Witcher 3 Remastered</em> and its many upgrades.</p><p>If you missed the bombshell news the Polish studio dropped during <a href="https://www.techradar.com/gaming/everything-announced-atgamescom-opening-night-live-2026">Opening Night Live</a>, <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"><em>The Witcher 3 Remastered</em> is a massive free update arriving on September 29</a>. It offers many improvements to the base game and the <em>Hearts of Stone</em> and <em>Blood and Wine </em>expansions, such as upgraded visuals, a refined combat system, new Witcher Signs, transmogrification, and more.</p><p>The remaster will essentially rework the game in its entirety, giving fans of the 11-year-old role-playing game (RPG) an excuse for another playthrough, ahead of the upcoming expansion <em>Songs of the Past</em>.</p><p>Now, in an interview with TechRadar Gaming at Gamescom, Jakub Rokosz, CEO of Fool's Theory and game director on <em>Songs of the Past</em>, and senior quest designer Despoina Anetaki shared that without these technological improvements, their vision for the expansion may not have been fully realized.</p><p>"The stars had to align, so to say, because a few things had to happen," said Rokosz, who was also one of the original senior quest designers for <em>The Witcher 3</em>. "The <em>Songs of the Past</em> expansion and Letten itself, the area that it takes place, it had a certain vision. We had a certain vision for it, and it posed us certain specific technological challenges that was impossible to realize without the remaster changes.</p><p>"So the conditions had to grow for the remaster to appear on the horizon for us to be able to realize this, so this is actually two things meshing together to make it a reality."</p><p>The developer explained that Letten's lush vegetation, small bushes, and dense forests caused issues during development, but were resolved with the remaster's advancements.</p><p>"One of the challenges when we started prototyping the area was [that] it was impossible to ride with a horse through it, basically," he continued. "So we had to do some improvements on the horse handling side, right? So it feels more organic or more natural."</p><p>Letten also features a big lake in the middle of its map that allows players a view of the horizon, and as Rokosz explained, having this huge amount of open space where you can see fishermen fishing "posed a challenge in terms of how the engine was handling this. So the remaster helped with applying optimization."</p><p><em>Songs of the Past </em>is due to launch in 2027.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/the-witcher-3-wild-hunt-songs-of-the-past-was-impossible-to-realize-without-the-remaster-changes-cd-projekt-red-reveals-when-we-started-prototyping-the-area-it-was-impossible-to-ride-with-a-horse-through-it</link>
                                                                            <description>
                            <![CDATA[ According to CD Projekt Red, The Witcher 3: Wild Hunt's upcoming expansion, Songs of the Past, may not exist without The Witcher 3 Remastered. ]]>
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                                                                        <pubDate>Wed, 09 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-320-70.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[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>
                                <media:title type="plain"><![CDATA[The Witcher 3: Wild Hunt - Songs of the Past]]></media:title>
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                                <ul><li><strong>CD Projekt Red says </strong><em><strong>The Witcher 3 Remastered</strong></em><strong> and its many upgrades helped realize Songs of the Past</strong></li><li><strong>Game director on </strong><em><strong>Songs of the Past, </strong></em><strong>Jakub Rokosz, says the team had a "certain vision" for the expansion, but there were technological challenges</strong></li><li><strong>He says the remaster "helped with applying optimization" to the expansion</strong></li></ul><p>According to CD Projekt Red, <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 upcoming expansion, <a href="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"><em>Songs of the Past</em></a>, may not exist without <em>The Witcher 3 Remastered</em> and its many upgrades.</p><p>If you missed the bombshell news the Polish studio dropped during <a href="https://www.techradar.com/gaming/everything-announced-atgamescom-opening-night-live-2026">Opening Night Live</a>, <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"><em>The Witcher 3 Remastered</em> is a massive free update arriving on September 29</a>. It offers many improvements to the base game and the <em>Hearts of Stone</em> and <em>Blood and Wine </em>expansions, such as upgraded visuals, a refined combat system, new Witcher Signs, transmogrification, and more.</p><p>The remaster will essentially rework the game in its entirety, giving fans of the 11-year-old role-playing game (RPG) an excuse for another playthrough, ahead of the upcoming expansion <em>Songs of the Past</em>.</p><p>Now, in an interview with TechRadar Gaming at Gamescom, Jakub Rokosz, CEO of Fool's Theory and game director on <em>Songs of the Past</em>, and senior quest designer Despoina Anetaki shared that without these technological improvements, their vision for the expansion may not have been fully realized.</p><p>"The stars had to align, so to say, because a few things had to happen," said Rokosz, who was also one of the original senior quest designers for <em>The Witcher 3</em>. "The <em>Songs of the Past</em> expansion and Letten itself, the area that it takes place, it had a certain vision. We had a certain vision for it, and it posed us certain specific technological challenges that was impossible to realize without the remaster changes.</p><p>"So the conditions had to grow for the remaster to appear on the horizon for us to be able to realize this, so this is actually two things meshing together to make it a reality."</p><p>The developer explained that Letten's lush vegetation, small bushes, and dense forests caused issues during development, but were resolved with the remaster's advancements.</p><p>"One of the challenges when we started prototyping the area was [that] it was impossible to ride with a horse through it, basically," he continued. "So we had to do some improvements on the horse handling side, right? So it feels more organic or more natural."</p><p>Letten also features a big lake in the middle of its map that allows players a view of the horizon, and as Rokosz explained, having this huge amount of open space where you can see fishermen fishing "posed a challenge in terms of how the engine was handling this. So the remaster helped with applying optimization."</p><p><em>Songs of the Past </em>is due to launch in 2027.</p>
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                                                            <title><![CDATA[ Doom is coming to Black Ops 7 in new Halloween event as final season revealed ahead of Modern Warfare 4 launch ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>The final season of </strong><em><strong>Call of Duty: Black Ops 7 </strong></em><strong>has been revealed</strong></li><li><strong>It includes a </strong><em><strong>Doom </strong></em><strong>crossover and lots of Halloween content</strong></li><li><strong>Only one new multiplayer map is being added, however</strong></li></ul><p>Activision has lifted the curtain on the content coming to <a href="https://www.techradar.com/gaming/call-of-duty-black-ops-7-review"><em>Call of Duty: Black Ops 7</em></a><em> </em>in its final season ahead of the <a href="https://www.techradar.com/gaming/a-generational-call-of-duty-game-after-almost-ten-hours-hands-on-i-think-modern-warfare-4-could-revolutionize-the-long-running-series"><em>Modern Warfare 4 </em></a>launch.</p><p>With a new game on the way, it shouldn't come as much of a surprise that this update is going to be a smaller one. Still, it includes plenty of spooky Halloween content as part of the series' annual The Haunting event.</p><p>This includes a bombastic <em>Doom </em>crossover, allowing players to unlock loads of <em>Doom-</em>themed rewards in a new limited-time event pass. As usual, this pass will be divided into two tracks: a free one and a premium option.</p><p>The free track contains new operator skins for Wei Lin and Falkner, plus an adorable Mini Slayer weapon charm and a range of other rewards. Completing the entire track will grant you the Roc 20mm special weapon — a massive, almost cannon-like rifle that fires devastating 20mm rounds.</p><p>The premium track, on the other hand, unlocks the Doom Slayer himself as a playable operator in the JSOC faction. By default, he's wearing his <a href="https://www.techradar.com/gaming/doom-the-dark-ages-review"><em>Doom: The Dark Ages</em></a><em> </em>attire, but the premium track's final reward is an alternate classic 1993-style skin.</p><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="Yfd7A94uLcErGqHUKCJZSm" name="BO7-SEASON-06-ANNOUNCEMENT-RM" alt="Black Ops 7 Season 6 roadmap." src="https://cdn.mos.cms.futurecdn.net/Yfd7A94uLcErGqHUKCJZSm-1920-80.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: Activision)</span></figcaption></figure><p>Other weapons introduced in the upcoming season include the TR41 Para Assault Rifle, which will be available at launch, and the Arcblade melee weapon added later on. There are also some new weapon attachments on the way for the VS Recon Sniper Rifle, Dravec 45 SMG, and Sokol 545 LMG.</p><p>Unfortunately, the offering is pretty sparse on the map front, with only one new one being introduced. It's called Quantum, and it looks like an appropriately ruined laboratory. There is at least also a new version of the existing Homestead map, called Bloodstead, for you to explore as well.</p><p>The cool Hordepoint mode will be returning from previous games in season too, challenging players to face off against a rival team and spawning waves of zombies.</p><p>All of this comes alongside a fresh battle pass full of new skins and unlocks, not to mention additional content for the Zombies and Endgame modes, plus the free-to-play <em>Warzone</em> battle royale.</p><p><em>Call of Duty: Black Ops 7 </em>is available now for PC, <a href="https://www.techradar.com/reviews/ps5">PlayStation 5</a>, <a href="https://www.techradar.com/reviews/ps4-pro">PlayStation 4</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">Series S</a>, and <a href="https://www.techradar.com/reviews/xbox-one-x">Xbox One</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/doom-is-coming-to-black-ops-7-in-new-halloween-event-as-final-season-revealed-ahead-of-modern-warfare-4-launch</link>
                                                                            <description>
                            <![CDATA[ Black Ops 7's final season has been revealed. ]]>
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                                                                        <pubDate>Wed, 09 Sep 2026 12:01:28 +0000</pubDate>                                                                                                                                                                                                                                <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-320-70.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[Call of Duty: Black Ops 7 Season 6 Halloween themed skins.]]></media:description>                                                            <media:text><![CDATA[Call of Duty: Black Ops 7 Season 6 Halloween themed skins.]]></media:text>
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                                <ul><li><strong>The final season of </strong><em><strong>Call of Duty: Black Ops 7 </strong></em><strong>has been revealed</strong></li><li><strong>It includes a </strong><em><strong>Doom </strong></em><strong>crossover and lots of Halloween content</strong></li><li><strong>Only one new multiplayer map is being added, however</strong></li></ul><p>Activision has lifted the curtain on the content coming to <a href="https://www.techradar.com/gaming/call-of-duty-black-ops-7-review"><em>Call of Duty: Black Ops 7</em></a><em> </em>in its final season ahead of the <a href="https://www.techradar.com/gaming/a-generational-call-of-duty-game-after-almost-ten-hours-hands-on-i-think-modern-warfare-4-could-revolutionize-the-long-running-series"><em>Modern Warfare 4 </em></a>launch.</p><p>With a new game on the way, it shouldn't come as much of a surprise that this update is going to be a smaller one. Still, it includes plenty of spooky Halloween content as part of the series' annual The Haunting event.</p><p>This includes a bombastic <em>Doom </em>crossover, allowing players to unlock loads of <em>Doom-</em>themed rewards in a new limited-time event pass. As usual, this pass will be divided into two tracks: a free one and a premium option.</p><p>The free track contains new operator skins for Wei Lin and Falkner, plus an adorable Mini Slayer weapon charm and a range of other rewards. Completing the entire track will grant you the Roc 20mm special weapon — a massive, almost cannon-like rifle that fires devastating 20mm rounds.</p><p>The premium track, on the other hand, unlocks the Doom Slayer himself as a playable operator in the JSOC faction. By default, he's wearing his <a href="https://www.techradar.com/gaming/doom-the-dark-ages-review"><em>Doom: The Dark Ages</em></a><em> </em>attire, but the premium track's final reward is an alternate classic 1993-style skin.</p><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="Yfd7A94uLcErGqHUKCJZSm" name="BO7-SEASON-06-ANNOUNCEMENT-RM" alt="Black Ops 7 Season 6 roadmap." src="https://cdn.mos.cms.futurecdn.net/Yfd7A94uLcErGqHUKCJZSm-1920-80.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: Activision)</span></figcaption></figure><p>Other weapons introduced in the upcoming season include the TR41 Para Assault Rifle, which will be available at launch, and the Arcblade melee weapon added later on. There are also some new weapon attachments on the way for the VS Recon Sniper Rifle, Dravec 45 SMG, and Sokol 545 LMG.</p><p>Unfortunately, the offering is pretty sparse on the map front, with only one new one being introduced. It's called Quantum, and it looks like an appropriately ruined laboratory. There is at least also a new version of the existing Homestead map, called Bloodstead, for you to explore as well.</p><p>The cool Hordepoint mode will be returning from previous games in season too, challenging players to face off against a rival team and spawning waves of zombies.</p><p>All of this comes alongside a fresh battle pass full of new skins and unlocks, not to mention additional content for the Zombies and Endgame modes, plus the free-to-play <em>Warzone</em> battle royale.</p><p><em>Call of Duty: Black Ops 7 </em>is available now for PC, <a href="https://www.techradar.com/reviews/ps5">PlayStation 5</a>, <a href="https://www.techradar.com/reviews/ps4-pro">PlayStation 4</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">Series S</a>, and <a href="https://www.techradar.com/reviews/xbox-one-x">Xbox One</a>.</p>
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                                                            <title><![CDATA[ Invoke studio head says Warlock: Dungeons & Dragons' imp companion can aid as they explore and serves as an 'unreliable guide' to Kaatri's journey, but is still 'his own character' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Invoke Studios head Dominic Guay says </strong><em><strong>Warlock: Dungeons & Dragons</strong></em><strong>' imp companion Skev provides narrative and gameplay assistance</strong></li><li><strong>Skev will provide lore to the player as they explore Darkon, but can't be controlled in combat</strong></li><li><strong>Guay says the imp is "his own character" with his own personal motivations</strong></li></ul><p><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>' imp companion Skev serves multiple purposes for the player, but was designed to be "his own character."</p><p>In an interview with TechRadar Gaming at Gamescom, Invoke Studios head Dominic Guay offered more insight into Skev and his relationship with the warlock protagonist Kaatri, revealing that the imp will assist the player as they navigate the open world of Darkon both narratively and with his utilities.</p><p>However, while Skev will act as a companion to Kaatri, Guay stressed that he still has his own motivations, including seeking out his lost master, just like how Kaatri is searching for someone too.</p><p>"We iterated a lot on him. So he actually is his own character," Guay said. "That was important to us. He wasn't born to be a sidekick. That was the mentality. He used to be the advisor to the ruler of Darkon, so in a way, he had a really important role in that land before his master vanished, and his quest is to find his lost master, and Kaatri's quest is to find someone too.</p><p>"So, he tags along, and Kaatri's kind of like, 'Oh well, he knows this place, and that's useful.' So he gives you a lot of insights as you travel around. You find new places."</p><p>The studio head said Skev will offer lore about new locations as players explore, adding that he thinks of the imp as "your unreliable guide to Darkon."</p><p>Skev won't be controlled by the player either, Guay confirmed, so he won't die in combat or get in the way, but will sometimes help in certain instances, like by picking locks.</p><p>"You can actually decide how you want to upgrade his abilities throughout the adventure," he added, "So [there's] some practical application."</p><p><em>Warlock: Dungeons & Dragons</em> arrives 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/invoke-studio-head-says-warlock-dungeons-and-dragons-imp-companion-can-aid-as-they-explore-and-serves-as-an-unreliable-guide-to-kaatris-journey-but-is-still-his-own-character</link>
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                            <![CDATA[ Warlock: Dungeons & Dragons' imp companion Skev serves multiple purposes for the player, but was designed to be "his own character." ]]>
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                                                                        <pubDate>Wed, 09 Sep 2026 12:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.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>' imp companion Skev provides narrative and gameplay assistance</strong></li><li><strong>Skev will provide lore to the player as they explore Darkon, but can't be controlled in combat</strong></li><li><strong>Guay says the imp is "his own character" with his own personal motivations</strong></li></ul><p><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>' imp companion Skev serves multiple purposes for the player, but was designed to be "his own character."</p><p>In an interview with TechRadar Gaming at Gamescom, Invoke Studios head Dominic Guay offered more insight into Skev and his relationship with the warlock protagonist Kaatri, revealing that the imp will assist the player as they navigate the open world of Darkon both narratively and with his utilities.</p><p>However, while Skev will act as a companion to Kaatri, Guay stressed that he still has his own motivations, including seeking out his lost master, just like how Kaatri is searching for someone too.</p><p>"We iterated a lot on him. So he actually is his own character," Guay said. "That was important to us. He wasn't born to be a sidekick. That was the mentality. He used to be the advisor to the ruler of Darkon, so in a way, he had a really important role in that land before his master vanished, and his quest is to find his lost master, and Kaatri's quest is to find someone too.</p><p>"So, he tags along, and Kaatri's kind of like, 'Oh well, he knows this place, and that's useful.' So he gives you a lot of insights as you travel around. You find new places."</p><p>The studio head said Skev will offer lore about new locations as players explore, adding that he thinks of the imp as "your unreliable guide to Darkon."</p><p>Skev won't be controlled by the player either, Guay confirmed, so he won't die in combat or get in the way, but will sometimes help in certain instances, like by picking locks.</p><p>"You can actually decide how you want to upgrade his abilities throughout the adventure," he added, "So [there's] some practical application."</p><p><em>Warlock: Dungeons & Dragons</em> arrives 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[ CD Projekt Red says Songs of the Past will 'complete' The Witcher 3 story with Dandelion at its center — 'This is part of The Wild Hunt, and it felt like a chapter was missing' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>The Witcher 3: Wild Hunt - Songs of the Past</strong></em><strong> spotlights Dandelion and will tell a "complete" story</strong></li><li><strong>Jakub Rokosz, Fool's Theory CEO and </strong><em><strong>Songs of the Past </strong></em><strong>game director, says CD Projekt Red wants to "give justice to Dandelion"</strong></li><li><strong>Senior quest designer Despoina Anetaki adds that "it felt like a chapter was missing"</strong></li></ul><p>CD Projekt Red has said <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, <a href="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"><em>Songs of the Past</em></a>, will "complete" the game's story by giving Dandelion the bard the spotlight he deserves.</p><p>In an interview with TechRadar Gaming at Gamescom, Jakub Rokosz, Fool's Theory CEO and <em>Songs of the Past </em>game director and former <em>Witcher 3</em> senior quest designer, explained that rather than the expansion serving as a bridge 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></a>, as some fans might have expected, it actually completes <em>Wild Hunt</em>'s story by delivering a new chapter that the team felt was missing.</p><p>However, the developer declined to comment on whether the expansion will have any direct connection to <em>The Witcher 4</em>, so we'll have to wait and see.</p><p>"We always wanted to give Dandelion the proper spotlight he deserved," Rokosz said, acknowledging that it's odd for an 11-year-old game to receive a new expansion. "So we knew that there was no space in the base game to give him justice. That's what I wanted to say: Give justice to Dandelion."</p><p><em>Songs of the Past</em> will center Dandelion in Geralt's final journey in <em>The Witcher 3</em>, where players will explore Letten, the bard's homeland, and be wrapped up in another supernatural mystery.</p><p>"We knew that at some point we wanted to address this thing, because Dandelion is a very important character in Geralt's life," Rokosz continued. "There's a misconception of him being this comedic relief, and this is his only role in the Witcher series, whereas that's not true. He's a very deep and intelligent character. He used to be a professor at Oxenfurt [Academy], and he writes beautiful poetry, so we want to show the players what's behind that mask of a joker, where he came from, what his family is about, what's the world [like] where he grew up."</p><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="MPsN73VuiC8j4UDnkiTzJU" name="The Witcher 3 Wild Hunt - Songs of the Past" alt="Dandelion concept art from The Witcher 3 Wild Hunt - Songs of the Past" src="https://cdn.mos.cms.futurecdn.net/MPsN73VuiC8j4UDnkiTzJU-1920-80.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: CD Projekt Red)</span></figcaption></figure><p>Senior quest designer Despoina Anetaki added that it doesn't matter that the expansion arrives 11 years later, only that the whole story has been told.</p><p>"What's really important to us is not so much like should we release an expansion 11 years later; it could be, I don't know, 20, 100 years later," Anetaki said. "What matters is that the story we tell is complete. This is part of <em>The Wild Hunt</em>, and it felt like a chapter was missing, like something was not there. One more thing we wanted to tell, right? And Dandelion's story was one of those, right?"</p><p>The developer revealed that the team went back to the original Witcher novels and used the source material to make something that could "excite fans" and "something that could excite us most of all, because it was a difficult question when this idea was first pitched to the team."</p><p>Anetaki explained that the team had to figure out what would pull Geralt out of his retirement, and it had to be important enough to warrant a full-length expansion. That reason was Geralt's best friend, Dandelion.</p><p>"Once we identified that important thing," the developer added, "it all clicked together, and it became very clear that yes, we need to make this expansion because it makes us as fans of <em>The Witcher</em> really excited about it, and I hope that the players will also feel that."</p><p><em>Songs of the Past</em> doesn't have a release date yet, but it's slated to launch in 2027. In the meantime, fans can look forward to <em>The Witcher 3: Wild Hunt Remastered</em>, which arrives this month on September 29.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/cd-projekt-red-says-songs-of-the-past-will-complete-the-witcher-3-story-with-dandelion-at-its-center-this-is-part-of-the-wild-hunt-and-it-felt-like-a-chapter-was-missing</link>
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                            <![CDATA[ CD Projekt Red has said it wanted Songs of the Past to spotlight Dandelion because it felt like "a chapter was missing" from The Witcher 3: Wild Hunt. ]]>
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                                                                        <pubDate>Wed, 09 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-320-70.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[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>
                                <media:title type="plain"><![CDATA[The Witcher 3: Wild Hunt - Songs of the Past]]></media:title>
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                                <ul><li><em><strong>The Witcher 3: Wild Hunt - Songs of the Past</strong></em><strong> spotlights Dandelion and will tell a "complete" story</strong></li><li><strong>Jakub Rokosz, Fool's Theory CEO and </strong><em><strong>Songs of the Past </strong></em><strong>game director, says CD Projekt Red wants to "give justice to Dandelion"</strong></li><li><strong>Senior quest designer Despoina Anetaki adds that "it felt like a chapter was missing"</strong></li></ul><p>CD Projekt Red has said <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, <a href="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"><em>Songs of the Past</em></a>, will "complete" the game's story by giving Dandelion the bard the spotlight he deserves.</p><p>In an interview with TechRadar Gaming at Gamescom, Jakub Rokosz, Fool's Theory CEO and <em>Songs of the Past </em>game director and former <em>Witcher 3</em> senior quest designer, explained that rather than the expansion serving as a bridge 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></a>, as some fans might have expected, it actually completes <em>Wild Hunt</em>'s story by delivering a new chapter that the team felt was missing.</p><p>However, the developer declined to comment on whether the expansion will have any direct connection to <em>The Witcher 4</em>, so we'll have to wait and see.</p><p>"We always wanted to give Dandelion the proper spotlight he deserved," Rokosz said, acknowledging that it's odd for an 11-year-old game to receive a new expansion. "So we knew that there was no space in the base game to give him justice. That's what I wanted to say: Give justice to Dandelion."</p><p><em>Songs of the Past</em> will center Dandelion in Geralt's final journey in <em>The Witcher 3</em>, where players will explore Letten, the bard's homeland, and be wrapped up in another supernatural mystery.</p><p>"We knew that at some point we wanted to address this thing, because Dandelion is a very important character in Geralt's life," Rokosz continued. "There's a misconception of him being this comedic relief, and this is his only role in the Witcher series, whereas that's not true. He's a very deep and intelligent character. He used to be a professor at Oxenfurt [Academy], and he writes beautiful poetry, so we want to show the players what's behind that mask of a joker, where he came from, what his family is about, what's the world [like] where he grew up."</p><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="MPsN73VuiC8j4UDnkiTzJU" name="The Witcher 3 Wild Hunt - Songs of the Past" alt="Dandelion concept art from The Witcher 3 Wild Hunt - Songs of the Past" src="https://cdn.mos.cms.futurecdn.net/MPsN73VuiC8j4UDnkiTzJU-1920-80.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: CD Projekt Red)</span></figcaption></figure><p>Senior quest designer Despoina Anetaki added that it doesn't matter that the expansion arrives 11 years later, only that the whole story has been told.</p><p>"What's really important to us is not so much like should we release an expansion 11 years later; it could be, I don't know, 20, 100 years later," Anetaki said. "What matters is that the story we tell is complete. This is part of <em>The Wild Hunt</em>, and it felt like a chapter was missing, like something was not there. One more thing we wanted to tell, right? And Dandelion's story was one of those, right?"</p><p>The developer revealed that the team went back to the original Witcher novels and used the source material to make something that could "excite fans" and "something that could excite us most of all, because it was a difficult question when this idea was first pitched to the team."</p><p>Anetaki explained that the team had to figure out what would pull Geralt out of his retirement, and it had to be important enough to warrant a full-length expansion. That reason was Geralt's best friend, Dandelion.</p><p>"Once we identified that important thing," the developer added, "it all clicked together, and it became very clear that yes, we need to make this expansion because it makes us as fans of <em>The Witcher</em> really excited about it, and I hope that the players will also feel that."</p><p><em>Songs of the Past</em> doesn't have a release date yet, but it's slated to launch in 2027. In the meantime, fans can look forward to <em>The Witcher 3: Wild Hunt Remastered</em>, which arrives this month on September 29.</p>
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                                                            <title><![CDATA[ Creative Assembly says it wanted to 'authentically simulate' the Warhammer tabletop experience for Total War: Warhammer 40,000 by adding references, lore, and more ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Creative Assembly has explained how it designed a faithful </strong><em><strong>Warhammer</strong></em><strong> player experience for </strong><em><strong>Total War: Warhammer 40,000</strong></em></li><li><strong>Battle product owner Dave Petry says the team didn't directly recreate the tabletop systems, but tried to "authentically simulate" them</strong></li><li><strong>Creative Assembly continued its "trusting" relationship with Games Workshop, which shared its "infinite knowledge"</strong></li></ul><p>Creative Assembly worked closely with Games Workshop to ensure the <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> player experience was as "authentic" to the tabletop game as possible.</p><p>In an interview with TechRadar Gaming at Gamescom, lead designer Joy Dey and battle product owner Dave Petry discussed the upcoming strategy game's combat system and shared how it was able to faithfully translate the feeling of <em>Warhammer</em>'s tabletop systems.</p><p>Rather than a complete one-to-one recreation, Petry explained that the goal was to "authentically simulate" the feel of the tabletop's combat.</p><p>"We really, really care about trying to authentically simulate the feeling of the type of combat, whatever period or kind of warfare that it is, right?" Petry said. "So in a historical, obviously, war on Earth, and generally we have the sorts of weapons that you have on Earth. When it's fantasy, it's magic and mages and all that sort of stuff, and obviously, with the science fantasy and <em>40k</em>, the biggest reference point you have to that is the tabletop.</p><p>"But it's not necessarily like the be-all and end-all of it," he continued. "We're not transposing the tabletop, right? We're trying to create an authentic sense of the lore and the kind of combat that's there, but the love for the tabletop absolutely is present."</p><p>Petry said that, like so many fans, he's been playing and collecting <em>Warhammer 40k</em> since he was young and confirmed that references and nods to the universe, like names, abilities, and lore, are in the upcoming strategy game. However, he said some elements of the tabletop game "just don't fit" with the game's real-time simulation</p><p>Creative Assembly also focused on making the game feel "familiar" to the <em>Total War</em> franchise; combat has also been scaled up, and he explained that macro positioning, where the player's forces are, flanking, and enemy morale are all things that come into play. </p><p>Petry said positioning in particular is being treated as "an interpretation of the lore and the universe, with the tabletop being one of the most important references."</p><p>The developer also added that Creative Assembly continued its long-standing collaboration with Games Workshop to ensure authenticity, saying their "special relationship" has helped the studio combat issues it was dealing with.</p><p>"[If] we can't find the thing that quite works for [the game], or this piece of lore sounds similar, but doesn't quite work," Prety added, "And for them to be able to come back with their infinite knowledge of all of this stuff and go, 'Well, you're right. This doesn't quite fit, but over here we have something that actually might be able to do the job.' </p><p>"And that close or trusting collaboration has, I think, enabled us to create something that captures that authentic feeling."</p><p><em>Total War: Warhammer 40,000</em> launches 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-it-wanted-to-authentically-simulate-the-warhammer-tabletop-experience-for-total-war-warhammer-40-000-by-adding-references-lore-and-more</link>
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                            <![CDATA[ Creative Assembly worked closely with Games Workshop to ensure the Total War: Warhammer 40,000 player experience was as "authentic" as possible. ]]>
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                                                                        <pubDate>Wed, 09 Sep 2026 08:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.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 has explained how it designed a faithful </strong><em><strong>Warhammer</strong></em><strong> player experience for </strong><em><strong>Total War: Warhammer 40,000</strong></em></li><li><strong>Battle product owner Dave Petry says the team didn't directly recreate the tabletop systems, but tried to "authentically simulate" them</strong></li><li><strong>Creative Assembly continued its "trusting" relationship with Games Workshop, which shared its "infinite knowledge"</strong></li></ul><p>Creative Assembly worked closely with Games Workshop to ensure the <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> player experience was as "authentic" to the tabletop game as possible.</p><p>In an interview with TechRadar Gaming at Gamescom, lead designer Joy Dey and battle product owner Dave Petry discussed the upcoming strategy game's combat system and shared how it was able to faithfully translate the feeling of <em>Warhammer</em>'s tabletop systems.</p><p>Rather than a complete one-to-one recreation, Petry explained that the goal was to "authentically simulate" the feel of the tabletop's combat.</p><p>"We really, really care about trying to authentically simulate the feeling of the type of combat, whatever period or kind of warfare that it is, right?" Petry said. "So in a historical, obviously, war on Earth, and generally we have the sorts of weapons that you have on Earth. When it's fantasy, it's magic and mages and all that sort of stuff, and obviously, with the science fantasy and <em>40k</em>, the biggest reference point you have to that is the tabletop.</p><p>"But it's not necessarily like the be-all and end-all of it," he continued. "We're not transposing the tabletop, right? We're trying to create an authentic sense of the lore and the kind of combat that's there, but the love for the tabletop absolutely is present."</p><p>Petry said that, like so many fans, he's been playing and collecting <em>Warhammer 40k</em> since he was young and confirmed that references and nods to the universe, like names, abilities, and lore, are in the upcoming strategy game. However, he said some elements of the tabletop game "just don't fit" with the game's real-time simulation</p><p>Creative Assembly also focused on making the game feel "familiar" to the <em>Total War</em> franchise; combat has also been scaled up, and he explained that macro positioning, where the player's forces are, flanking, and enemy morale are all things that come into play. </p><p>Petry said positioning in particular is being treated as "an interpretation of the lore and the universe, with the tabletop being one of the most important references."</p><p>The developer also added that Creative Assembly continued its long-standing collaboration with Games Workshop to ensure authenticity, saying their "special relationship" has helped the studio combat issues it was dealing with.</p><p>"[If] we can't find the thing that quite works for [the game], or this piece of lore sounds similar, but doesn't quite work," Prety added, "And for them to be able to come back with their infinite knowledge of all of this stuff and go, 'Well, you're right. This doesn't quite fit, but over here we have something that actually might be able to do the job.' </p><p>"And that close or trusting collaboration has, I think, enabled us to create something that captures that authentic feeling."</p><p><em>Total War: Warhammer 40,000</em> launches 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'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-320-70.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-320-70.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[Creative Assembly]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Total War: Warhammer 40,000]]></media:description>                                                            <media:text><![CDATA[Total War: Warhammer 40,000]]></media:text>
                                <media:title type="plain"><![CDATA[Total War: Warhammer 40,000]]></media:title>
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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[ 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-1920-80.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-1920-80.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-1920-80.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-1920-80.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-1920-80.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-1920-80.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-1920-80.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-1920-80.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-1920-80.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-1920-80.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-1920-80.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-1920-80.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-1920-80.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-1920-80.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-1920-80.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>Thu, 10 Sep 2026 08:23:26 +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-320-70.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-1920-80.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-1920-80.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-1920-80.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-1920-80.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-1920-80.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-1920-80.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-1920-80.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-1920-80.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-1920-80.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-1920-80.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-1920-80.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-1920-80.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-1920-80.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-1920-80.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-1920-80.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[ 'They're doing some kind of dynamic pricing BS': Xbox Game Pass is being offered cheaper for some users, and Reddit thinks it knows why ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Xbox seems to be using dynamic pricing to tempt back some lapsed Game Pass subscribers</strong></li><li><strong>A photo showing a surprise 30% discount was posted to Reddit by a US user</strong></li><li><strong>The promotion is not visible to others</strong></li></ul><p>Are you suddenly being offered an Xbox Game Pass subscription at a lower price than standard? According to Reddit, some users are being shown discounts of up to 30% for 12 months, and there are a few theories as to why.</p><p>In a photo <a href="https://www.reddit.com/r/XboxGamePass/comments/1w8i4de/got_offered_a_game_pass_annual_subscription/" target="_blank">uploaded </a>to the platform, one user shared the subscription screen featuring an unusual promotion — an Xbox Game Pass Ultimate subscription for just $16.09 a month (down from the usual $22.99 monthly fee). </p><p>The screen states that the discount will last for an entire year unless the user chooses to cancel their membership early. "Been looking for an annual subscription for years," the poster wrote. "$16.09 a month for one year Ultimate. I'll take it."</p><p>Interestingly, not everyone is being shown the same discount, and if you head to the Xbox website right now, chances are you'll see the standard $22.99 rate.</p><p>This would suggest that the promotion is being dynamically awarded to accounts that fulfil certain criteria, and many commenters were keen to share their theories.</p><p>"If you log in to a secondary account on your Xbox, one that doesn't pay for Game Pass, then you will see an offer like this," posed one. "My offer was $18 something for 12 months, so I'm guessing they're doing some kind of dynamic pricing BS."</p><p>"I am on and off Game Pass a lot," the original poster went on to explain in the comments, suggesting that this promotion is being used to bring back lapsed subscribers. </p><p>"You won’t see any kind of reduced monthly offer while subbed," someone else added in a different comment thread.</p><p>Xbox Game Pass has had a tumultuous time recently, with its price only recently reduced following a string of hikes. <a href="https://www.techradar.com/gaming/analysts-say-xbox-game-pass-price-cut-is-not-surprising-at-all-since-call-of-dutys-addition-to-the-service-did-not-lead-to-a-significant-increase-in-xbox-console-sales-or-even-subscriptions">According to analysts</a>, the decision to briefly add day-one <em>Call of Duty </em>games to the service was expensive, but 'did not lead to a significant increase in Xbox console sales or even subscriptions.'</p><p>We'll likely see more efforts like this to boost subscriber numbers in the future.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/xbox/theyre-doing-some-kind-of-dynamic-pricing-bs-xbox-game-pass-is-being-offered-cheaper-for-some-users-and-reddit-thinks-it-knows-why</link>
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                            <![CDATA[ Xbox is seemingly rolling out a dynamic promotion for lapsed Game Pass subscribers. ]]>
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                                                                        <pubDate>Tue, 08 Sep 2026 14:49:43 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Xbox]]></category>
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                                                    <category><![CDATA[Consoles & PC]]></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-320-70.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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                                <ul><li><strong>Xbox seems to be using dynamic pricing to tempt back some lapsed Game Pass subscribers</strong></li><li><strong>A photo showing a surprise 30% discount was posted to Reddit by a US user</strong></li><li><strong>The promotion is not visible to others</strong></li></ul><p>Are you suddenly being offered an Xbox Game Pass subscription at a lower price than standard? According to Reddit, some users are being shown discounts of up to 30% for 12 months, and there are a few theories as to why.</p><p>In a photo <a href="https://www.reddit.com/r/XboxGamePass/comments/1w8i4de/got_offered_a_game_pass_annual_subscription/" target="_blank">uploaded </a>to the platform, one user shared the subscription screen featuring an unusual promotion — an Xbox Game Pass Ultimate subscription for just $16.09 a month (down from the usual $22.99 monthly fee). </p><p>The screen states that the discount will last for an entire year unless the user chooses to cancel their membership early. "Been looking for an annual subscription for years," the poster wrote. "$16.09 a month for one year Ultimate. I'll take it."</p><p>Interestingly, not everyone is being shown the same discount, and if you head to the Xbox website right now, chances are you'll see the standard $22.99 rate.</p><p>This would suggest that the promotion is being dynamically awarded to accounts that fulfil certain criteria, and many commenters were keen to share their theories.</p><p>"If you log in to a secondary account on your Xbox, one that doesn't pay for Game Pass, then you will see an offer like this," posed one. "My offer was $18 something for 12 months, so I'm guessing they're doing some kind of dynamic pricing BS."</p><p>"I am on and off Game Pass a lot," the original poster went on to explain in the comments, suggesting that this promotion is being used to bring back lapsed subscribers. </p><p>"You won’t see any kind of reduced monthly offer while subbed," someone else added in a different comment thread.</p><p>Xbox Game Pass has had a tumultuous time recently, with its price only recently reduced following a string of hikes. <a href="https://www.techradar.com/gaming/analysts-say-xbox-game-pass-price-cut-is-not-surprising-at-all-since-call-of-dutys-addition-to-the-service-did-not-lead-to-a-significant-increase-in-xbox-console-sales-or-even-subscriptions">According to analysts</a>, the decision to briefly add day-one <em>Call of Duty </em>games to the service was expensive, but 'did not lead to a significant increase in Xbox console sales or even subscriptions.'</p><p>We'll likely see more efforts like this to boost subscriber numbers in the future.</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/MykXRcUPFieNVDpkSnsyJ7-1920-80.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/4NyGZyrCFFszBHdmgWdQW7-1920-80.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>
                                                                            <description>
                            <![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-320-70.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/MykXRcUPFieNVDpkSnsyJ7-1920-80.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/4NyGZyrCFFszBHdmgWdQW7-1920-80.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-320-70.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[Total War: Warhammer 40,000]]></media:description>                                                            <media:text><![CDATA[Total War: Warhammer 40,000]]></media:text>
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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>
                                                                            <description>
                            <![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-320-70.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[Invoke Studios]]></media:credit>
                                                                                                                                                                                                                                    <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 </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[ Modders have solved Nvidia DLSS 5's two biggest issues — boosting performance massively, and bringing it to more games — but I wouldn't risk doing either ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>More mods are out for DLSS 5</strong></li><li><strong>They allow for the tech to be easily used with many more PC games</strong></li><li><strong>One of these mods also alters the way in which DLSS 5 is applied to improve performance considerably — at a cost</strong></li></ul><p>As you've no doubt seen, <a href="https://www.techradar.com/computing/gpu/nvidia-dlss-5-leak-sparks-major-turnaround-among-pc-gamers-as-some-brand-it-an-insanely-huge-graphical-update-that-means-theres-no-going-back">modders have been having a field day</a> messing about with Nvidia's DLSS 5, and the latest experiments include a trick to boost performance in a big way, and a method of easily running the tech in a lot more games.</p><p>Let's start with the latter, which as <a href="https://www.tweaktown.com/news/113398/new-dlss-5-swapper-tool-can-mod-dlss-5-into-games-that-dont-support-dlss-at-all/index.html" target="_blank">TweakTown reports</a> is the DLSS 5 Swapper app which <a href="https://github.com/rakanki911/DLSS5-Swapper" target="_blank">appeared on GitHub</a> courtesy of developer Rakan Alkhaldi.</p><p>This takes the pain out of having to manually fudge DLSS 5 to work in unsupported games by automating the process, adding all the required files in the blink of an eye. You just drag and drop the game folder into the app, and it takes care of everything from there.</p><p>Swapper can even detect games on the PC it's installed on which can have DLSS 5 modded in. Not every game is supported, of course, but plenty are — and any given title doesn't necessarily have to have DLSS support at all, in any form (this is achieved via another community mod called DLSS 5 Feeder which is included with Swapper).</p><p>A similar tool, DLSS 5 Autopilot, published by 'Kizzuwatnaa' and <a href="https://github.com/Kizzuwatnaa" target="_blank">also on Github</a>, offers one-click DLSS 5 setup (via Feeder) along with an additional trick in the form of the 'neural upstream' add-on (from 'matiasLombo'). This runs the neural rendering (AI) process before the DLSS upscaling happens. </p><p>Normally, the AI polishing that DLSS 5 applies is performed as the last step of the rendering process to the upscaled final frame, but if you choose this option with Autopilot, it's happening earlier in the chain of events.</p><p>Based on experiments <a href="https://www.reddit.com/r/DLSS/comments/1w87rkd/psa_dlss_5_autopilot_can_run_neural_rendering/" target="_blank">detailed on Reddit</a> (posted by ToxicFatee), this makes a major difference to performance. The Redditor has an RTX 4080, and ran <em>Assassin's Creed Shadows</em> at 4K which went from 63 frames per second (fps) to 31fps with DLSS 5, but it was around 50fps with the neural upstream take on DLSS 5. That's a 20% loss, and a far more palatable hit on the frame rate rather than it being cut in half.</p><p>Others have aired <a href="https://www.reddit.com/r/nvidia/comments/1w8jjpn/psa_dlss_5_autopilot_can_run_neural_rendering/" target="_blank">similar results on Reddit</a>, and there's plenty of excitement about what's being achieved with this mod (and the automated implementation of DLSS 5 across all manner of games). As one <a href="https://www.reddit.com/r/nvidia/comments/1w8jjpn/comment/p84a7f3/" target="_blank">Redditor put it</a>: "Absolutely amazing time to be a PC gamer."</p><h2 id="analysis-tread-carefully-with-unofficial-mods">Analysis: tread carefully with unofficial mods</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1598px;"><p class="vanilla-image-block" style="padding-top:56.20%;"><img id="KLQaZVe9wz6jti8cqAk9a3" name="DLSS 5 swapper" alt="DLSS 5 swapper interface" src="https://cdn.mos.cms.futurecdn.net/KLQaZVe9wz6jti8cqAk9a3-1920-80.jpg" mos="" align="middle" fullscreen="" width="1598" height="898" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rakan Alkhaldi)</span></figcaption></figure><p>All these <a href="https://www.techradar.com/computing/gpu/i-was-an-nvidia-dlss-5-sceptic-but-here-are-5-reasons-why-im-now-hopeful-that-itll-revolutionize-graphics-in-pc-games">latest developments with modding are great to see</a>, but for me, it ends at just <em>seeing</em> this progress. By which I mean I wouldn't advise jumping in and installing these kinds of mods – as wonderful as they seem – and I'm content to merely observe, and see the frame rates and visual results, that others are getting. And we aren't short of these observations of late.</p><p>Why do I take that view? Well, for starters, I'm not keen on installing third-party software from unknown sources as a rule, because of the concerns around security that this involves. Granted, these are open-source tools (so can be checked over), and I'm sure they're on the proverbial level; but nevertheless, I'd still rather be careful around the risks of viruses and the like.</p><p>The second note of caution here pertains to the idea of messing with the rendering pipeline in terms of having DLSS 5 applied earlier in the process (with the Autopilot mod). This will likely involve image degradation or artifacts to some extent — or generally messing with the graphics more than Team Green intended — and I'm sure if this really was a genuinely better way of doing things, Nvidia would've used this route itself. As per observations on Reddit, there does appear to be a quality trade-off for the improved performance here.</p><p>All that said, perhaps there will be some kind of official option along these 'performance or quality' lines in the future, as some gamers are already hoping. However, DLSS 5 is, for now, officially designed to work with just one supported title, NBA 2K27, and it does an <a href="https://www.techradar.com/computing/gpu/i-played-nba-2k27-with-nvidias-dlss-5-at-gamescom-and-i-was-genuinely-impressed-with-it-but-one-thing-still-worries-me">excellent job with that basketball game</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/computing/gpu/modders-have-solved-nvidia-dlss-5s-two-biggest-issues-boosting-performance-massively-and-bringing-it-to-more-games-but-i-wouldnt-risk-doing-either</link>
                                                                            <description>
                            <![CDATA[ The Swapper and Autopilot mods for DLSS 5 allow for easily applying the tech to all kinds of games, with a nifty additional trick in the case of the latter. ]]>
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                                                                        <pubDate>Mon, 07 Sep 2026 12:19:06 +0000</pubDate>                                                                                                                                <updated>Mon, 07 Sep 2026 13:33:56 +0000</updated>
                                                                                                                                            <category><![CDATA[GPU]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Computing]]></category>
                                                    <category><![CDATA[Computing Components]]></category>
                                                    <category><![CDATA[Gaming]]></category>
                                                    <category><![CDATA[Consoles & PC]]></category>
                                                                                                                    <dc:creator><![CDATA[ Darren Allan ]]></dc:creator>                                                                                                        <dc:description><![CDATA[ null ]]></dc:description>
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                                                                                                                                                                        <media:description><![CDATA[These are the best free games on Steam.]]></media:description>                                                            <media:text><![CDATA[A PC gamer looking happy]]></media:text>
                                <media:title type="plain"><![CDATA[A PC gamer looking happy]]></media:title>
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                                <ul><li><strong>More mods are out for DLSS 5</strong></li><li><strong>They allow for the tech to be easily used with many more PC games</strong></li><li><strong>One of these mods also alters the way in which DLSS 5 is applied to improve performance considerably — at a cost</strong></li></ul><p>As you've no doubt seen, <a href="https://www.techradar.com/computing/gpu/nvidia-dlss-5-leak-sparks-major-turnaround-among-pc-gamers-as-some-brand-it-an-insanely-huge-graphical-update-that-means-theres-no-going-back">modders have been having a field day</a> messing about with Nvidia's DLSS 5, and the latest experiments include a trick to boost performance in a big way, and a method of easily running the tech in a lot more games.</p><p>Let's start with the latter, which as <a href="https://www.tweaktown.com/news/113398/new-dlss-5-swapper-tool-can-mod-dlss-5-into-games-that-dont-support-dlss-at-all/index.html" target="_blank">TweakTown reports</a> is the DLSS 5 Swapper app which <a href="https://github.com/rakanki911/DLSS5-Swapper" target="_blank">appeared on GitHub</a> courtesy of developer Rakan Alkhaldi.</p><p>This takes the pain out of having to manually fudge DLSS 5 to work in unsupported games by automating the process, adding all the required files in the blink of an eye. You just drag and drop the game folder into the app, and it takes care of everything from there.</p><p>Swapper can even detect games on the PC it's installed on which can have DLSS 5 modded in. Not every game is supported, of course, but plenty are — and any given title doesn't necessarily have to have DLSS support at all, in any form (this is achieved via another community mod called DLSS 5 Feeder which is included with Swapper).</p><p>A similar tool, DLSS 5 Autopilot, published by 'Kizzuwatnaa' and <a href="https://github.com/Kizzuwatnaa" target="_blank">also on Github</a>, offers one-click DLSS 5 setup (via Feeder) along with an additional trick in the form of the 'neural upstream' add-on (from 'matiasLombo'). This runs the neural rendering (AI) process before the DLSS upscaling happens. </p><p>Normally, the AI polishing that DLSS 5 applies is performed as the last step of the rendering process to the upscaled final frame, but if you choose this option with Autopilot, it's happening earlier in the chain of events.</p><p>Based on experiments <a href="https://www.reddit.com/r/DLSS/comments/1w87rkd/psa_dlss_5_autopilot_can_run_neural_rendering/" target="_blank">detailed on Reddit</a> (posted by ToxicFatee), this makes a major difference to performance. The Redditor has an RTX 4080, and ran <em>Assassin's Creed Shadows</em> at 4K which went from 63 frames per second (fps) to 31fps with DLSS 5, but it was around 50fps with the neural upstream take on DLSS 5. That's a 20% loss, and a far more palatable hit on the frame rate rather than it being cut in half.</p><p>Others have aired <a href="https://www.reddit.com/r/nvidia/comments/1w8jjpn/psa_dlss_5_autopilot_can_run_neural_rendering/" target="_blank">similar results on Reddit</a>, and there's plenty of excitement about what's being achieved with this mod (and the automated implementation of DLSS 5 across all manner of games). As one <a href="https://www.reddit.com/r/nvidia/comments/1w8jjpn/comment/p84a7f3/" target="_blank">Redditor put it</a>: "Absolutely amazing time to be a PC gamer."</p><h2 id="analysis-tread-carefully-with-unofficial-mods">Analysis: tread carefully with unofficial mods</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1598px;"><p class="vanilla-image-block" style="padding-top:56.20%;"><img id="KLQaZVe9wz6jti8cqAk9a3" name="DLSS 5 swapper" alt="DLSS 5 swapper interface" src="https://cdn.mos.cms.futurecdn.net/KLQaZVe9wz6jti8cqAk9a3-1920-80.jpg" mos="" align="middle" fullscreen="" width="1598" height="898" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rakan Alkhaldi)</span></figcaption></figure><p>All these <a href="https://www.techradar.com/computing/gpu/i-was-an-nvidia-dlss-5-sceptic-but-here-are-5-reasons-why-im-now-hopeful-that-itll-revolutionize-graphics-in-pc-games">latest developments with modding are great to see</a>, but for me, it ends at just <em>seeing</em> this progress. By which I mean I wouldn't advise jumping in and installing these kinds of mods – as wonderful as they seem – and I'm content to merely observe, and see the frame rates and visual results, that others are getting. And we aren't short of these observations of late.</p><p>Why do I take that view? Well, for starters, I'm not keen on installing third-party software from unknown sources as a rule, because of the concerns around security that this involves. Granted, these are open-source tools (so can be checked over), and I'm sure they're on the proverbial level; but nevertheless, I'd still rather be careful around the risks of viruses and the like.</p><p>The second note of caution here pertains to the idea of messing with the rendering pipeline in terms of having DLSS 5 applied earlier in the process (with the Autopilot mod). This will likely involve image degradation or artifacts to some extent — or generally messing with the graphics more than Team Green intended — and I'm sure if this really was a genuinely better way of doing things, Nvidia would've used this route itself. As per observations on Reddit, there does appear to be a quality trade-off for the improved performance here.</p><p>All that said, perhaps there will be some kind of official option along these 'performance or quality' lines in the future, as some gamers are already hoping. However, DLSS 5 is, for now, officially designed to work with just one supported title, NBA 2K27, and it does an <a href="https://www.techradar.com/computing/gpu/i-played-nba-2k27-with-nvidias-dlss-5-at-gamescom-and-i-was-genuinely-impressed-with-it-but-one-thing-still-worries-me">excellent job with that basketball game</a>.</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="low" 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-1920-80.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-1920-80.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>
                                                                            <description>
                            <![CDATA[ Upcoming free-to-play open-world game Ananta will offer two gigantic cities to explore. ]]>
                                                                                                            </description>
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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-320-70.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[Netease Games]]></media:credit>
                                                                                                                                                                                                                                    <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="low" 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-1920-80.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-1920-80.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-320-70.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-320-70.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 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-1920-80.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-1920-80.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-1920-80.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-2">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-2">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-1920-80.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>
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                            <![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-320-70.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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                                <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-1920-80.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-1920-80.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-1920-80.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-2">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-2">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-1920-80.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[ I was an Nvidia DLSS 5 sceptic —but here are 5 reasons why I'm now hopeful that it'll revolutionize graphics in PC games ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Following the leak of the tech and a raft of unofficial mods, this week saw Nvidia's official launch of DLSS 5, with the company <a href="https://www.techradar.com/computing/gpu/i-played-nba-2k27-with-nvidias-dlss-5-at-gamescom-and-i-was-genuinely-impressed-with-it-but-one-thing-still-worries-me">showing it off in NBA 2K27 at Gamescom 2026</a> and providing some further illuminating details. </p><p>Before, after Nvidia's initial DLSS 5 reveal in March, I was skeptical on some points, but I wasn't <a href="https://www.techradar.com/computing/gpu/why-do-gamers-already-hate-dlss-5-here-are-3-key-reasons-and-why-history-suggests-nvidia-will-win-them-over-eventually">tearing holes in the idea like some gamers were</a>. However, this week, we've seen a <a href="https://www.techradar.com/computing/gpu/nvidia-dlss-5-leak-sparks-major-turnaround-among-pc-gamers-as-some-brand-it-an-insanely-huge-graphical-update-that-means-theres-no-going-back">rapid shift in opinions and the general online sentiment around DLSS 5</a> — and I'm a good deal more excited about this AI trickery myself. </p><p>Indeed, I think there are a number of reasons to be hopeful that DLSS 5 could prove to be a compelling step forward for PC gaming, from Nvidia's clarification on support for GPUs, through to what modders have shown that the tech can achieve since it was leaked — some of which is truly eye-opening.</p><p>Here are my five reasons why Nvidia's incoming neural rendering model could turn out to be a very literal game-changer.</p><h2 id="1-nvidia-has-clarified-that-dlss-5-won-39-t-just-be-for-rtx-5000-gpus">1. Nvidia has clarified that DLSS 5 won't just be for RTX 5000 GPUs</h2><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="jazqoAny9gwRcbgjkaJLiB" name="nvidia-geforce-rtx-4070-vs-rtx-4080-tall.jpg" alt="An Nvidia GeForce RTX 4070 graphics card standing upright next to the RTX 4080" src="https://cdn.mos.cms.futurecdn.net/jazqoAny9gwRcbgjkaJLiB-1920-80.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: Future / John Loeffler)</span></figcaption></figure><p>While DLSS 5 is currently only supported by RTX 5000 graphics cards — the tech went live this week in NBA 2K27 — Nvidia has confirmed that it will come to older GeForce GPUs. Indeed, we won't have to wait that long before wider support is ushered in, which is good news.</p><p><a href="https://videocardz.com/newz/nvidia-dlss-5-launches-in-nba-2k27-rtx-40-support-is-officially-coming" target="_blank">VideoCardz spotted</a> an update from an <a href="https://www.reddit.com/r/nvidia/comments/1w6ton0/official_nvidia_will_bring_support_for_dlss/" target="_blank">Nvidia rep on Reddit</a> which stated: "Our current focus is on optimizing performance for the GeForce RTX 50 Series with model updates expected later this fall. Once RTX 50 Series performance is more fully tuned, we plan to work on expanding official support to the GeForce RTX 40 Series."</p><p>So, we could be looking at early 2027 for work to begin on bringing DLSS 5 to RTX 4000 models — and possibly previous generations of GPUs will be in line for the same treatment. Modders have already got the tech working on RTX 3000 and 2000 models, after all — although the performance levels could well be the sticking point here.</p><p>At any rate, this puts paid to fears that DLSS 5 could remain locked to just the latest Nvidia RTX 5000 graphics cards.</p><h2 id="2-continual-optimization-should-improve-performance-a-good-deal">2. Continual optimization should improve performance a good deal</h2><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="igyfQZ4zCGCeKfp3aAxEzV" name="Nvidia DLSS 5 NBA 2K27" alt="DLSS 5 on in NBA 2K27" src="https://cdn.mos.cms.futurecdn.net/igyfQZ4zCGCeKfp3aAxEzV-1920-80.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: Nvidia / 2K)</span></figcaption></figure><p>I just touched on performance, and this is the area which has proved to be the biggest downer with the mentioned unofficial experiments that have been conducted with DLSS 5.</p><p>As <a href="https://www.tomshardware.com/pc-components/gpus/we-explored-early-dlss-5-performance-with-community-mods-and-the-limits-of-the-12v-2x6-power-connector-may-hold-it-back-on-the-rtx-5090" target="_blank">Tom's Hardware observes</a>, the performance hit with DLSS 5 is a nasty one, and it's generally causing a 40% to 50% drop in frame rates. In some reports, it's less than this (more like 30%), and what we have to remember is that all these unofficial figures are based on a pre-release version of DLSS 5 being fudged into play by modders.</p><p>The final version of DLSS 5 will likely provide better performance, and in any case, optimization is going to be high on Nvidia's list of priorities. I'd be surprised if there weren't major strides taken in this department as 2027 rolls around and more games are supported.</p><h2 id="3-experimental-results-with-dlss-5-are-pretty-incredible">3. Experimental results with DLSS 5 are pretty incredible</h2><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/ERXkQQ8k7KRohTbf8fekxU-1920-80.jpg" alt="Starfield DLSS 5 Off" /><figcaption>Starfield with DLSS 5 off<small role="credit">Valuable_End1 on Reddit / Bethesda</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/S4RJaEMktAmFkjJSm78CSb-1920-80.jpg" alt="Starfield DLSS 5 On Modded" /><figcaption>Starfield with DLSS 5 on via modding<small role="credit">Valuable_End1 on Reddit / Bethesda</small></figcaption></figure></figure><p>Those modders playing with the leaked version of DLSS 5 have clearly shown us that this tech can be used to produce seriously impressive results. Of course, on the official front, the demo of NBA 2K27 at Gamescom 2026 proved the case that this AI-powered graphics uplift can work wonders, too.</p><p>That said, the benefits of DLSS 5 are situational to an extent, and it's not a silver bullet for making all graphics better. It really shines in certain use cases, though. For example, even if you don't want the main character models in a game to have the tech applied because you hate that idea, it can still make a huge difference to background details, and the likes of the faces of NPCs in the lurking atmospheric crowds which are the backdrop for open world games.</p><p>As one <a href="https://www.reddit.com/r/hardware/comments/1w59ak4/comment/p7gb7pg/" target="_blank">Redditor points out</a>: "NPC crowd faces are one of the best use cases for it [DLSS 5]. It sometimes takes you out of the game when you're talking to a character model that's clearly been hand crafted with a lot of effort, and as you said then there's some janky smooth skinned ghoul walking by you lol. Watching an LTT [Linus Tech Tips] vid where they showed the difference in random NPCs was actually super impressive."</p><p>DLSS 5 can also transform lighting and shadows to make graphics look far more realistic, including character models — some of the <a href="https://www.reddit.com/r/nvidia/comments/1w1817k/megathread_unofficial_dlss_5_neural_rendering/" target="_blank">results shared by modders in a megathread on Reddit</a> make that crystal clear. I was blown away by some of these examples, frankly. When it works, DLSS 5 works really well — although it doesn't always come off. </p><p>That said, some of the wonkier examples that have been aired are down to modders being daft with the sliders and options on offer, which brings me onto my next point.</p><h2 id="4-tuning-options-are-key-for-dlss-5">4. Tuning options are key for DLSS 5</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/79D8SVjB3HQ" allowfullscreen></iframe></div></div><p>As noted, some of the more stomach-churning moments from the various modders messing around with DLSS 5 have come from those folks ramping up the intensity of the sliders — sometimes intentionally just to provoke an anti-AI reaction.</p><p>There's a decent level of granular control over various aspects of what DLSS 5 does (including intensity, tone, and structure), and when a game developer properly tunes the tech for their particular release, the effect is going to be more subtle, appropriate, and in line with the overall art direction. (Well, hopefully — you'd assume this will be the case, anyway).</p><p>Used judiciously, it's clear enough that DLSS 5 can really enhance the visuals of a game — modders have proved that in some cases, and NBA 2K27 is a great official example of how this works, too.</p><p>Yes, it is very possible to get 'uncanny valley' kind of effects with character models if you're extravagantly flinging sliders up towards their maximum limits — and not every game's art or graphics style suits DLSS 5, by any means. But we come back to the last point — when it works, it <em>really does</em> work.</p><h2 id="5-dlss-5-will-probably-age-like-a-fine-wine-ahem">5. DLSS 5 will probably age like a fine wine (ahem)</h2><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="aVVGwyeKbyPmdcU6WfmBif" name="Gamer girl.jpg" alt="A PC gamer looking happy" src="https://cdn.mos.cms.futurecdn.net/aVVGwyeKbyPmdcU6WfmBif-1920-80.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>My final point is a simple — but important — one. And okay, I've said this before, but I think it bears repeating. Rewind time back to when Nvidia revealed the original DLSS, the very first take on this tech that was purely about upscaling, and it had some quite pronounced flaws. Problems like blurriness, ghosting and artifacts proved a blight on the upscaled graphics, but these were issues that Nvidia resolved with the next iteration of the tech.</p><p>I'd expect there will be examples of DLSS 5 which show the visuals going off the rails in a similar kind of way, although it already looks off to a far better start than DLSS 1. The point being that whatever we think now, at launch, may change quite drastically in a year or two, and there's a genuine potential for DLSS 5 to be revolutionary in polishing up gaming graphics — albeit that caveats around its misuse and situational nature aren't going to go away.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/computing/gpu/i-was-an-nvidia-dlss-5-sceptic-but-here-are-5-reasons-why-im-now-hopeful-that-itll-revolutionize-graphics-in-pc-games</link>
                                                                            <description>
                            <![CDATA[ It's been a big week for Nvidia's next instalment of DLSS, with the tech seemingly reaching a major turning point. ]]>
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                                                                        <pubDate>Sun, 06 Sep 2026 11:00:00 +0000</pubDate>                                                                                                                                <updated>Mon, 07 Sep 2026 13:14:32 +0000</updated>
                                                                                                                                            <category><![CDATA[GPU]]></category>
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                                                                                                                    <dc:creator><![CDATA[ Darren Allan ]]></dc:creator>                                                                                                        <dc:description><![CDATA[ null ]]></dc:description>
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                                                                                                                                                                        <media:description><![CDATA[DLSS 5 looks very impressive at this point, and it could be a big win for PC gamers]]></media:description>                                                            <media:text><![CDATA[A young teenager is playing a PC game and celebrating a victory.]]></media:text>
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                            <![CDATA[
                            <article>
                                <p>Following the leak of the tech and a raft of unofficial mods, this week saw Nvidia's official launch of DLSS 5, with the company <a href="https://www.techradar.com/computing/gpu/i-played-nba-2k27-with-nvidias-dlss-5-at-gamescom-and-i-was-genuinely-impressed-with-it-but-one-thing-still-worries-me">showing it off in NBA 2K27 at Gamescom 2026</a> and providing some further illuminating details. </p><p>Before, after Nvidia's initial DLSS 5 reveal in March, I was skeptical on some points, but I wasn't <a href="https://www.techradar.com/computing/gpu/why-do-gamers-already-hate-dlss-5-here-are-3-key-reasons-and-why-history-suggests-nvidia-will-win-them-over-eventually">tearing holes in the idea like some gamers were</a>. However, this week, we've seen a <a href="https://www.techradar.com/computing/gpu/nvidia-dlss-5-leak-sparks-major-turnaround-among-pc-gamers-as-some-brand-it-an-insanely-huge-graphical-update-that-means-theres-no-going-back">rapid shift in opinions and the general online sentiment around DLSS 5</a> — and I'm a good deal more excited about this AI trickery myself. </p><p>Indeed, I think there are a number of reasons to be hopeful that DLSS 5 could prove to be a compelling step forward for PC gaming, from Nvidia's clarification on support for GPUs, through to what modders have shown that the tech can achieve since it was leaked — some of which is truly eye-opening.</p><p>Here are my five reasons why Nvidia's incoming neural rendering model could turn out to be a very literal game-changer.</p><h2 id="1-nvidia-has-clarified-that-dlss-5-won-39-t-just-be-for-rtx-5000-gpus">1. Nvidia has clarified that DLSS 5 won't just be for RTX 5000 GPUs</h2><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="jazqoAny9gwRcbgjkaJLiB" name="nvidia-geforce-rtx-4070-vs-rtx-4080-tall.jpg" alt="An Nvidia GeForce RTX 4070 graphics card standing upright next to the RTX 4080" src="https://cdn.mos.cms.futurecdn.net/jazqoAny9gwRcbgjkaJLiB-1920-80.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: Future / John Loeffler)</span></figcaption></figure><p>While DLSS 5 is currently only supported by RTX 5000 graphics cards — the tech went live this week in NBA 2K27 — Nvidia has confirmed that it will come to older GeForce GPUs. Indeed, we won't have to wait that long before wider support is ushered in, which is good news.</p><p><a href="https://videocardz.com/newz/nvidia-dlss-5-launches-in-nba-2k27-rtx-40-support-is-officially-coming" target="_blank">VideoCardz spotted</a> an update from an <a href="https://www.reddit.com/r/nvidia/comments/1w6ton0/official_nvidia_will_bring_support_for_dlss/" target="_blank">Nvidia rep on Reddit</a> which stated: "Our current focus is on optimizing performance for the GeForce RTX 50 Series with model updates expected later this fall. Once RTX 50 Series performance is more fully tuned, we plan to work on expanding official support to the GeForce RTX 40 Series."</p><p>So, we could be looking at early 2027 for work to begin on bringing DLSS 5 to RTX 4000 models — and possibly previous generations of GPUs will be in line for the same treatment. Modders have already got the tech working on RTX 3000 and 2000 models, after all — although the performance levels could well be the sticking point here.</p><p>At any rate, this puts paid to fears that DLSS 5 could remain locked to just the latest Nvidia RTX 5000 graphics cards.</p><h2 id="2-continual-optimization-should-improve-performance-a-good-deal">2. Continual optimization should improve performance a good deal</h2><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="igyfQZ4zCGCeKfp3aAxEzV" name="Nvidia DLSS 5 NBA 2K27" alt="DLSS 5 on in NBA 2K27" src="https://cdn.mos.cms.futurecdn.net/igyfQZ4zCGCeKfp3aAxEzV-1920-80.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: Nvidia / 2K)</span></figcaption></figure><p>I just touched on performance, and this is the area which has proved to be the biggest downer with the mentioned unofficial experiments that have been conducted with DLSS 5.</p><p>As <a href="https://www.tomshardware.com/pc-components/gpus/we-explored-early-dlss-5-performance-with-community-mods-and-the-limits-of-the-12v-2x6-power-connector-may-hold-it-back-on-the-rtx-5090" target="_blank">Tom's Hardware observes</a>, the performance hit with DLSS 5 is a nasty one, and it's generally causing a 40% to 50% drop in frame rates. In some reports, it's less than this (more like 30%), and what we have to remember is that all these unofficial figures are based on a pre-release version of DLSS 5 being fudged into play by modders.</p><p>The final version of DLSS 5 will likely provide better performance, and in any case, optimization is going to be high on Nvidia's list of priorities. I'd be surprised if there weren't major strides taken in this department as 2027 rolls around and more games are supported.</p><h2 id="3-experimental-results-with-dlss-5-are-pretty-incredible">3. Experimental results with DLSS 5 are pretty incredible</h2><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/ERXkQQ8k7KRohTbf8fekxU-1920-80.jpg" alt="Starfield DLSS 5 Off" /><figcaption>Starfield with DLSS 5 off<small role="credit">Valuable_End1 on Reddit / Bethesda</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/S4RJaEMktAmFkjJSm78CSb-1920-80.jpg" alt="Starfield DLSS 5 On Modded" /><figcaption>Starfield with DLSS 5 on via modding<small role="credit">Valuable_End1 on Reddit / Bethesda</small></figcaption></figure></figure><p>Those modders playing with the leaked version of DLSS 5 have clearly shown us that this tech can be used to produce seriously impressive results. Of course, on the official front, the demo of NBA 2K27 at Gamescom 2026 proved the case that this AI-powered graphics uplift can work wonders, too.</p><p>That said, the benefits of DLSS 5 are situational to an extent, and it's not a silver bullet for making all graphics better. It really shines in certain use cases, though. For example, even if you don't want the main character models in a game to have the tech applied because you hate that idea, it can still make a huge difference to background details, and the likes of the faces of NPCs in the lurking atmospheric crowds which are the backdrop for open world games.</p><p>As one <a href="https://www.reddit.com/r/hardware/comments/1w59ak4/comment/p7gb7pg/" target="_blank">Redditor points out</a>: "NPC crowd faces are one of the best use cases for it [DLSS 5]. It sometimes takes you out of the game when you're talking to a character model that's clearly been hand crafted with a lot of effort, and as you said then there's some janky smooth skinned ghoul walking by you lol. Watching an LTT [Linus Tech Tips] vid where they showed the difference in random NPCs was actually super impressive."</p><p>DLSS 5 can also transform lighting and shadows to make graphics look far more realistic, including character models — some of the <a href="https://www.reddit.com/r/nvidia/comments/1w1817k/megathread_unofficial_dlss_5_neural_rendering/" target="_blank">results shared by modders in a megathread on Reddit</a> make that crystal clear. I was blown away by some of these examples, frankly. When it works, DLSS 5 works really well — although it doesn't always come off. </p><p>That said, some of the wonkier examples that have been aired are down to modders being daft with the sliders and options on offer, which brings me onto my next point.</p><h2 id="4-tuning-options-are-key-for-dlss-5">4. Tuning options are key for DLSS 5</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/79D8SVjB3HQ" allowfullscreen></iframe></div></div><p>As noted, some of the more stomach-churning moments from the various modders messing around with DLSS 5 have come from those folks ramping up the intensity of the sliders — sometimes intentionally just to provoke an anti-AI reaction.</p><p>There's a decent level of granular control over various aspects of what DLSS 5 does (including intensity, tone, and structure), and when a game developer properly tunes the tech for their particular release, the effect is going to be more subtle, appropriate, and in line with the overall art direction. (Well, hopefully — you'd assume this will be the case, anyway).</p><p>Used judiciously, it's clear enough that DLSS 5 can really enhance the visuals of a game — modders have proved that in some cases, and NBA 2K27 is a great official example of how this works, too.</p><p>Yes, it is very possible to get 'uncanny valley' kind of effects with character models if you're extravagantly flinging sliders up towards their maximum limits — and not every game's art or graphics style suits DLSS 5, by any means. But we come back to the last point — when it works, it <em>really does</em> work.</p><h2 id="5-dlss-5-will-probably-age-like-a-fine-wine-ahem">5. DLSS 5 will probably age like a fine wine (ahem)</h2><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="aVVGwyeKbyPmdcU6WfmBif" name="Gamer girl.jpg" alt="A PC gamer looking happy" src="https://cdn.mos.cms.futurecdn.net/aVVGwyeKbyPmdcU6WfmBif-1920-80.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>My final point is a simple — but important — one. And okay, I've said this before, but I think it bears repeating. Rewind time back to when Nvidia revealed the original DLSS, the very first take on this tech that was purely about upscaling, and it had some quite pronounced flaws. Problems like blurriness, ghosting and artifacts proved a blight on the upscaled graphics, but these were issues that Nvidia resolved with the next iteration of the tech.</p><p>I'd expect there will be examples of DLSS 5 which show the visuals going off the rails in a similar kind of way, although it already looks off to a far better start than DLSS 1. The point being that whatever we think now, at launch, may change quite drastically in a year or two, and there's a genuine potential for DLSS 5 to be revolutionary in polishing up gaming graphics — albeit that caveats around its misuse and situational nature aren't going to go away.</p>
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