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Paladin’s Passage (September 17): "Embark on an epic journey in this challenging 2.5D precision platformer with over 100 hand-crafted dungeons filled with monsters."

Star Wars Jedi: Survivor for Xbox One (September 17): "The story of Cal Kestis continues in Star Wars Jedi: Survivor™, a third person galaxy-spanning action-adventure game from Respawn Entertainment, developed in collaboration with Lucasfilm Games."

The Plucky Squire (September 17): "The Plucky Squire follows the magical adventures of Jot and his friends – storybook characters who discover a three-dimensional world outside the pages of their book."

Train Sim World 5" (September 17): "The Rails are Yours in Train Sim World 5! Take on new challenges and new roles as you master the tracks and trains of iconic cities across 3 new routes."

World of Outlaws: Dirt Racing 24 (September 17): "iRacing presents the Official Game of The World of Outlaws, featuring the World of Outlaws Sprint Car, Late Models and Super DIRTcar Big Block Modifieds, as well as 8 additional series including the all-new Micro Sprints, and many others."

A Night on the Farm (September 18): "A Night on the Farm is an atmospheric retro-inspired horror adventure with unpredictable plot twists and deep lore to discover."

Cozy Designer (September 18): "Position furniture and objects however you prefer and decorate 60 incredibly cozy environments. Without right or wrong, the only limit is your imagination."

Dark Elven Legacy (September 18): "You are Elynar, the strongest archer in the Kingdom, who must face terrible creatures in the Great Dark Forest. Shoot with your bow, use a special power, or obtain power-ups during the game to fight various types of enemies."

Elasto Mania II (September 18): "The long-awaited sequel is still a 2D enduro simulator with a nostalgic feel, but it’s also about giving you more bang for your buck than ever, with more challenges, extra collectibles, updated physics and new graphics."

Hidden Cats in Berlin (September 18): "Take a little pleasant trip through a big and lovely illustration! Start with monochrome scenery and fill it with color! Kick back, relax, and find all the cats to reveal the final, colorful landscape."

Keylocker (September 18): "Keylocker is a Cyberpunk turn-based rhythm JRPG. Play as the singer and songwriter, B0B0. Fuel your moves with the electric power of music on this unforgiving planet by using real-time execution of moves in rhythm game style!"

The Last Shot (September 18): "The Last Shot is a platforming adventure game set in a war-ravaged diesel-punk world. Militaristic cities fight endlessly with massive weaponry, all striving to be the last one standing."

Andromeda Survivors(September 19): "Prepare yourself for an epic journey in Andromeda Survivors, a casual game with rogue-lite elements that will challenge your skills and strategy!"

Atama (September 19): "Use psychic powers in Atama to see through the eyes of your pursuers to avoid detection as you investigate a cursed rural Japanese village."

Between Horizons (September 19): "Between Horizons is a modern 2.5D pixel art adventure that brings a branching narrative into a semi-open world."

Broken Sword: Shadow of the Templars - Reforged (September 19): "Step out onto the streets of Paris in “Broken Sword – Shadow of the Templars: Reforged”, a substantially enhanced version of the multi-award winning, all-time classic adventure."

Byte the Bullet (September 19): "Get into my infected computer and restore every virus-ridden system by recovering game attributes like color or save functions."

Dead Rising Deluxe Remaster (September 19): "More than just a remaster, this Deluxe Remaster is a full graphical overhaul of the first game in zombie-slaughtering action game series "Dead Rising."

DROS (September 19): "DROS is a dark fantasy adventure where you’ll swap between a small gooey creature and her human bounty hunter shell."

pureya (September 19): "Simple arcade games are great, but they can get boring quickly. What if they changed every 10 seconds? Pureya is a collection of arcade minigames that play with just 2 buttons."

The House of Da Vinci 3 (September 19): "The grand finale to The House of Da Vinci trilogy is here! Solve numerous new puzzles and mind benders and explore new mystifying locations of ravishing beauty."

EA SPORTS FC™ 25 Ultimate Edition (September 20): "Pre-Order EA SPORTS FC™ 25 Ultimate Edition by 26 Sept to receive: Up to 7 Days Early Access, start playing on 20 Sept.

Home Safety Hotline (September 20): "Home Safety Hotline is an analog horror inspired telephone operator simulator where you answer incoming callers' questions about what's inside their home."

Matchbox™ Driving Adventures (September 20): "Ready to get behind the wheel for the thrill of a lifetime? Then gear up for Matchbox™ Driving Adventures! The Chief of the Matchbox Adventure Squad heard you’re the best driver around, and now they need your help taking on epic missions."

MindSeize (September 20): "Transfer your mind into a MAG and set out to an epic Action-Adventure with Sci-Fi setting! Aiming to save your daughter, an even bigger threat emerges..."

Paper Plane Arena - Lost Places (September 20): "Paper Plane Arena is an interactive game experience that is designed to ease your mind and have fun popping innocent balloons."

Poppy Playtime: Chapter 2 (September 20): "After a run in with Huggy Wuggy and freeing Poppy, you must descend deeper into the Playtime Co. toy factory. Challenging puzzles and horrific toys await. Grapple, swing, and power your way to safety."

Poppy Playtime: Chapter 3 (September 20): "A decrepit orphanage known as Playcare sits beneath the once magical toy factory. You must make your way through this haunted place, solving new puzzles and avoiding the nightmares that lurk within the dark."

The Karate Kid: Street Rumble (September 20): "Sweeping across iconic locations of the first three classic The Karate Kid movies from the 1980s, you’ll step out of the dojo and into the streets of the West Valley and Okinawa as you battle waves of enemies in this pixel art, side-scrolling, beat ‘em up adventure."

They Came From the Sky 2 (September 20): "They Came From the Sky 2 is a fast paced arcade game wherein you take the role of one of the giant alien robot. The game offers infinite replayability, over 20 types of enemies, and 50 hidden artifacts to discover."

Welcome to Empyreum (September 20): "This exciting cooperative party game for up to 4 players immerses you in the fascinating and wild universe of Hotel Empyreum."

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When the Xbox One launched, Microsoft switched up the console's friending features to mimic a social media-style experience, allowing players to follow each other. Now it looks like Microsoft is rolling back the changes a bit, and while followers will be staying, Xbox Insiders can now trial a new Xbox friend request feature.

As announced on Xbox Wire, Alpha Skip-Ahead Insiders are now testing new social features, namely friend requests. Xbox says you can still follow other players, but becoming friends is now a "Two-way, invite-approved relationship, giving you more control and flexibility."

With this new update, you'll be able to manage friend requests from within the "People tab" on Xbox consoles, PC, and the Xbox app on mobile, where you'll be able to send, accept, and delete requests. New privacy and notification settings give you control over who can send you friend requests or follow your account, as well as the notifications you receive from those actions.

The feature has only just rolled out to Alpha Skip-Ahead Xbox Insiders, so there's no telling when we'll see it arrive for all players. Last month's Xbox update added installation improvements, new controller customization options, and more.

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It’s been ten long years since Dragon Age: Inquisition and the expectations for the next game in the series, Dragon Age: The Veilguard, seem impossible. A full decade, a bevy of behind-the-scenes changes, cuts at BioWare, and a somewhat divisive start when its unveiling began in earnest in June made me a little worried for my most highly anticipated game of the year. But one of my biggest concerns was my impression, based on early previews, that it was headed in the direction of being a linear action game rather than its more open-world predecessor. While Dragon Age is known for changing its style with each installment, I hoped dearly that it wouldn’t lose too much of the DA DNA I fell in love with.

After hours of hands-on time spread across two days, I’m pleased to say I walked away with excitement and curiosity, but mostly, relief to wave many of my concerns goodbye. My time with The Veilguard covered a wide smattering of things: the incredibly expansive character creator (more on that later), the introductory quests, a faction mission, and a companion quest a little deeper into the game. But I was mostly pleased with my ability to just explore Northern Thedas in all its gorgeously designed glory, experiencing a setting in Dragon Age lore that we’ve really only heard about.

To be clear, The Veilguard isn’t the open-world playground that Inquisition was – as game director Corinne Busche has previously stated, it’s more “mission-based.” But what impressed me after the first few hours was how much exploration can still be done in the various regions, as well as the impact the player character, Rook, can have on those regions. Consider it something of a mix of Dragon Age 2 and Inquisition – the more streamlined approach of the former with the rich, geographically and sociopolitically diverse world of the latter.

Of course, some of the bigger artstyle, combat, and gameplay changes will be subject to personal taste. But after my time with Dragon Age: The Veilguard, I left feeling like these ten long years just might’ve been worth the wait.

Getting Acquainted As fans have already seen from the first gameplay trailer, players are dropped right into the city of Minrathous in the middle of the action as Solas prepares a ritual that will devastate Thedas. Luckily, our old friend Varric has recruited you to help, and it barely takes a couple of minutes for the game to put the focus on Rook. After a surprisingly effective and succinct story recap from Varric, there are a number of aspects The Veilguard starts easing you into.

For one: the combat. Gone are the days of Dragon Age: Origins’ more CRPG-inspired tactical system, offering a style that’s a mix of quick action and a mechanic where you can pause and pull up your radial menu. While this absolutely does take some getting used to, and it’ll be a gradual process to create what could be a highly customized build while learning all your companions’ different abilities, it didn’t take me long to actually start having fun with it.

I largely played mage and rogue builds during my hands-on time, and also quickly started to lean on certain companions’ abilities. For one, the mage healing ability was essential – for one particularly difficult Remnant, I basically established a pattern where I was only using Bellara’s mana to heal me, dodging and playing it safe when it got too risky. Neve’s ability to slow time was also one I kept returning to, offering a bit more control on the battlefield when the situation got fast-paced. As for glass cannon builds, you’ll want to have a warrior around to taunt your enemies out of your way.

Different companions have different combo options together, and there are certainly opportunities to build team synergy.

Like a whole lot in The Veilguard, combat revolves around your companions, even though you can’t fully take control of them like in previous Dragon Age games. Different companions have different combo options together, and there are certainly opportunities to build team synergy. Oh, and you’ll want to listen to your companions in combat too, as they’ll occasionally drop some useful hints.

But combat aside, your dialogue choices, your Rook’s background (tied to one of six factions you can choose), and the consistent decisions you make are immediately important, which shouldn’t be too surprising for fans of BioWare games. The dialogue wheel is back, of course, as is the approval/disapproval system, but I was surprised to see that The Veilguard actually explains the consequences of some of your dialogue choices in very clear terms. It’s a variation of the “so and so will remember that” system, but more specific.

Take, for example, my first confrontation with Solas, aka Fen'harel aka the Dread Wolf. I chose a more sarcastic, humorous approach with him, and at the end of our confrontation, text on the side of the screen informed me that I have “traded verbal jabs with Solas.” It was far from the only occurrence of this sort of text, and it leaves me curious as to how your relationships with various characters will build and branch out over time based on your attitude.

Speaking of consequences, it quickly became clear to me that there would consistently be tons of choices in The Veilguard that’ll have lasting results. It probably seems like I’m stating the obvious here, but I got the sense that even more of these kinds of choices might be peppered throughout than the usual BioWare game. Right at the beginning, for instance, I made a decision that led to Harding getting injured, and she remained bruised-up for the remainder of the next couple of hours. I felt like a real jerk about it, and that was probably the point; Dragon Age: The Veilguard seemed to be telling me, right from the start, that I’m going to feel like a jerk a lot. Without spoiling too much, you’ll be able to see some of your progression and choices in the environment around you as well.

But, once introductions were out of the way, it was time to explore the wide world of Thedas and see its past and present collide.

(Veil)Jumping Into the World As mentioned earlier, one of my biggest worries was that The Veilguard could end up being more linear in its approach, trading branching gameplay for a straight line. And sure, the opening hours – essentially, the tutorial zone – are a little railroad-y, save for a couple of key decisions you have to make. But once you’re past that and more established within Act 1, you’re much more free to tackle quests as you please as you unlock more and more regions.

You do this via The Crossroads. For those who aren’t brushed up on their Dragon Age lore, that’s a nexus between the waking world of Thedas and the metaphysical realm of The Fade through which the ancient elves would travel through magical mirrors called Eluvians. You now use the Eluvians for that same purpose, and to unlock new regions, you have to fight through certain areas of The Crossroads before you can start fast-traveling to them.

Unlocking said regions opens up a vast network of areas and, not unlike past Dragon Age games, they’re dramatically different from one another. Take, for example, the Arlathan Forest, a gorgeous, colorful region whose aesthetics mix greenery with elven magic. You can see nugs burrow into the grass, magical artifacts abound, and there’s a vast array of nature to simply just admire. You’re hit with a massive tone shift, however, when you head to Hossberg; currently under siege by the Blight, here is where you’ll see some of the more horror-inspired aesthetics and, frankly, just some of the grosser aspects of the Blight. While The Veilguard’s tone certainly leans more high fantasy in places like The Crossroads, don’t worry; those who miss the gore and dark fantasy of Origins will find that too in places where the Blight has spread.

But I couldn’t help but spend a lot of my time just running about in Treviso, the bustling city that’s home to the Antivan Crows faction. For one thing, a lively city feels like a novelty in Dragon Age. But there was simply so much to explore that I kept getting sidetracked – a merchant with unique items here, a new quest to pick up over there, a random combat encounter here. And that’s just when I wasn’t looking around for a cat or dog to pet (because yes, you can pet the cats and dogs).

Those who miss the gore and dark fantasy of Origins will find that in places where the Blight has spread. Outside of the cats and dogs, there are some unique ways to interact with the environment too. Each companion has an environmental ability, some of which came in quite handy for me. In my time in the Arlathan Forest, I frequently called upon Bellara, whose environmental ability allows her to tinker with magical artifacts. In a nice quality-of-life addition, your companions don’t even need to be in your party in order for you to use these abilities. (As an aside, another one of my favorite quality of life additions is the fact that party banter pauses and picks up again later if you trigger combat, a cutscene, or anything else that would interrupt their dialogue. That’s right – no more awkward standing around in order to hear the complete conversation).

If you’re feeling overwhelmed, the difficulty and accessibility options do allow for about just as much or as little hand-holding as you need. For example, with one Antivan Crows quest I was doing, I could turn the navigation on and simply follow the game’s guidance, or turn it off and look for clues in the environment to follow – in this case, The Crows’ purple symbol, painted on certain walls. I also just happened to be playing an Antivan Crow Rook while completing this quest, which led to some fun dialogue options.

Once I was in the thick of things, I could clearly see the “okay okay, we heard the complaints” features in The Veilguard. Specifically, addressing the infamous Hinterlands Problem, a reference to the first open-world area players visit in Inquisition. The zone was packed with more than 50 sidequests, many of which boiled down to mere fetch quests, and left many players drowning in a bevy of checklists that felt inconsequential to the story. The Veilguard has boiled this down quite a lot – you’re still free to explore, but the scope isn’t nearly as dizzying, and the quests point back to the main story, a region or faction, or a companion.

Another clear reaction to criticisms of Inquisition are our villains in The Veilguard, Elgar'nan and Ghilan'nain. The two elven gods feel much more present throughout the events of the early game than Corypheus, the frankly lackluster baddie of Inquisition.

While there’s a whole lot more Thedas to see and talk about, I’d be remiss if I didn’t bring it back home to The Lighthouse.

The Base of Operations The Lighthouse will likely be the most important location of The Veilguard, serving as the hub for you and your companions. Each one of your companions has their own room, and conveniently, a light shines outside of their door when they have a cutscene available. Once you get further into Act 1, it certainly starts to feel more lived-in, and you can discover some pretty charming character quirks. For example, I found that Manfred, Emmrich’s skeletal assistant, enjoys spending time on the balcony, and I even got a few games of Rock, Paper, Scissors in with him.

It’s also, obviously, where you’re able to do some housekeeping, especially when it comes to The Caretaker. This wildly helpful spirit is always standing by to help you enchant and upgrade armor for you and your companions.

A lot’s changed in Dragon Age: The Veilguard, but there was so much I was relieved to see stay. But I found The Lighthouse somewhat symbolic of one of the biggest challenges this game is facing: bringing in new players while honoring the now incredibly vast lore that Dragon Age has built across the games, comic books, short stories, and more. Basically, if you were worried that the name change from Dragon Age: Dreadwolf would mean less Solas, think again – his history, along with the history of the Evanuris, are baked into The Lighthouse, and you learn more and more about the threat you face as you unlock Solas’ murals with various wolf statues. You even get to see some of his memories firsthand.

As a lore nerd, I very much appreciated this, as well as the various other callbacks to series history. The Origins fans will likely love the Grey Warden-heavy quests, and we already know the Inquisitor (the protagonist from Dragon Age: Inquisition) will be involved in some way, as you can recreate them and select your world states in the character creator. But I do wonder if it’ll overwhelm new players, which BioWare seems to be courting with its action-heavy combat system.

That’s why it helps, at least, to have something of an outsider like Rook to take the helm of The Veilguard. Plus, the scrappiness of Rook reminded me a bit of playing as Hawke in Dragon Age 2, rather than the more “chosen one”-esque protagonists of the Warden in Origins and the Inquisitor in Inquisition.

In short, a lot’s changed in Dragon Age: The Veilguard, but there was so much I was relieved to see stay: the focus on companions and romance, the rich lore, and a gorgeous world to explore. Needless to say, there’s still a ton of The Veilguard that I haven’t seen, especially if it’s as big as Origins and Inquisition (and it certainly seems like it). But after finishing my preview, I found myself even more eager to dive into it – and much more hopeful that this could be the hit BioWare needs.

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Around 650 people are reportedly being laid off from Microsoft's gaming team, according to an email allegedly sent to staff by Xbox head Phil Spencer.

As reported by Game File, Spencer calls today "one of the challenging days" in his email, in which he says that the decision to cut staff was made as part of the company "aligning our post-acquisition team structure and managing our business," and to "organize our business for long term success."

The email reportedly states that the roles affected are "mostly corporate and supporting functions," and Game File adds that, according to a source familiar with the situation, this will mostly affect Activision Blizzard staff. In addition, it's reported that no business unit leaders at Xbox or any of its affiliated gaming-related teams will be affected.

Spencer allegedly goes on to say that no game studios are being closed as part of these latest layoffs, and no "games, devices or experiences are being canceled," even if "there are some impacts to other teams as they adapt to shifting priorities and manage the lifecycle and performance of games."

It's already been a challenging year for Microsoft Gaming employees. Back in January, it was announced that around 1,900 people from across the Activision Blizzard, Zenimax, and Xbox teams were being laid off. Later, it was announced that studios Arkane Austin and Tango Gameworks were being closed, too (although the latter was later revived by Krafton).

In today's email, Spencer reportedly says the company is "deeply grateful for the contributions of our colleagues," noting that affected staff will be supported with "exit packages" that include "severance, extended healthcare, and outplacement services" in the US, and adds: "I know that going through more changes like this is hard, but even in the most trying times, this team has been able to come together and show one another care and kindness as we work to continue delivering for our players."

I get it's a business and they need to do business things. And I'm not sure if it's the new Microsoft head or Phil's been around long enough to see himself become the villain, but man is Xbox making some questionable decisions.

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I was excited to see this game get released on Game Pass, as I loved the original and SnowRunner. However, after putting several hours in, I get this weird sense that the physics have been changed somehow. It certainly doesn't feel the same as SnowRunner. Anyone else?

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Microsoft has launched a new Game Pass tier, Xbox Game Pass Standard, which includes access to hundreds of games and online multiplayer but no day one releases.

Earlier this year, Microsoft announced big changes to Xbox Game Pass, with a new tier called Xbox Game Pass Standard replacing Game Pass for Console for new subscribers. Xbox Game Pass Standard is available now, and there's quite a substantial difference in what the new tier offers in terms of features and the library of games compared to the previous.

Xbox Game Pass Standard launches with a library of 370 games and online multiplayer Xbox Game Pass Standard launches without Starfield, Hellblade 2, and more

Xbox Game Pass Standard is priced at $14.99/£10.99 and gives subscribers access to a library of 370 games and online multiplayer. However, with this tier, day one releases are not included, so you won't see games like Call of Duty: Black Ops 6 and Indiana Jones and the Great Circle drop into Standard upon release. Microsoft has confirmed that it can take up to a year or more before day one releases join Xbox Game Pass Standard.

As for what games are currently included with Xbox Game Pass Standard, it appears that some major releases are missing. Compared to Xbox Game Pass Ultimate, which boasts 506 console games in its library (including EA Play titles), Xbox Game Pass Standard features 370 games and does not include big games such as Starfield, Hellblade 2, Forza Motorsport, Diablo IV, and Call of Duty: Modern Warfare III. As per Vixolus on ResetEra, here is the full list of games not included with Xbox Game Pass Standard:

Games not currently included with Xbox Game Pass Standard

Age of Mythology: Retold Standard Edition

Another Crab's Treasure

Botany Manor

Call of Duty: Modern Warfare III

Core Keeper

Creatures of Ava

Diablo IV

Dungeons Of Hinterberg

Eiyuden Chronicle: Hundred Heroes

Flintlock: The Siege of Dawn

Flock

Forza Motorsport

Galacticare

Go Mecha Ball

Harold Halibut

Hauntii

Humanity

Kunitsu-Gami: Path of the Goddess

Lightyear Frontier (Game Preview)

Little Kitty, Big City

Magical Delicacy

MLB The Show 24 Xbox One

MLB The Show 24 Xbox Series X|S

Neon White

Octopath Traveler II

Open Roads

Payday 3

PlateUp!

Robin Hood - Sherwood Builders

Rolling Hills: Make Sushi, Make Friends

Sea of Solitude

Senua's Saga: Hellblade II

Slime Rancher 2

SpiderHeck

Star Trucker

Starfield

Still Wakes the Deep

Tchia

The Case of the Golden Idol

The Rewinder

Turnip Boy Robs a Bank

Valorant

You Suck at Parking

While You Suck at Parking, SpiderHeck, Slime Rancher 2, and Payday 3 are obviously not included because they are leaving Xbox Game Pass in September, it's surprising to see the likes of Starfield and Forza Motorsport are not a part of Standard.

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Embracer-owned studio Lost Boys Interactive is facing another round of layoffs.

Writing on LinkedIn, the studio said it had "made the very difficult decision to reduce our overall headcount in accordance with local laws and consultation processes". It noted Lost Boys needed to "adapt to shifting market conditions" within the video game industry, which has seen multiple layoffs and studio closures in recent years.

Lost Boys said it is "committed to supporting our affected staff in finding new positions as quickly as possible". Additionally, Lost Boys will "collaborate with other studios and recruiters to help connect them with job opportunities" (thanks, VGC).

Again with these Embracer pricks.

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As a Warhammer 40,000 experience, Space Marine 2 is excellent at many things. The relentless tide of Tyranids. The firing patterns of each individual model of Bolt gun. The way Imperial Guardsmen look up at you as if you are a vengeful angel sent from above. As a video game, though, Space Marine 2 has less to boast about. In fact, it is only truly accomplished at one thing: combat.

This is far from the negative critique it first sounds. Space Marine 2, much like its 2011 predecessor, is built on the bones of Gears of War. It offers spectacle and destruction in equal measure, with linear levels designed purely to funnel you from one bloody battle to the next. Aside from the fun fact that such a singular focus makes it an authentic digital embodiment of space marines (who exist purely to fight in a galaxy-spanning external conflict,) Space Marine 2’s design harks back to the time of the Xbox 360, an era before the bloated, overstuffed ‘everything game’. It’s a modern demonstration that sometimes it’s best to dedicate yourself to one idea rather than attempt shallow versions of every feature currently in vogue.

Developer Saber Interactive has crafted such a brilliant combat system thanks to its deep understanding of the Warhammer 40,000 universe. This isn’t a translation of the tabletop game, rather the conflicts those models represent. In fact, Space Marine 2 feels more like an adaptation of the artwork that adorns the pages of Warhammer manuals – so much so that one late-game sequence feels like a reenactment of a piece painted by renowned Games Workshop artist John Blanche. Blanche’s work often captured both the glory and horror of a final stand against an unending sea of enemies and that same feeling is successfully replicated in Space Marine 2. Your foe, the Tyranids, are space bugs capable of swarming the screen by the hundreds thanks to an upgraded version of Saber’s World War Z horde tech.

Space Marine 2 has one of the smoothest transitions between ranged and melee I have ever seen. That approaching tide of Tyranids is initially the target of your ranged arsenal. Gunplay in Space Marine 2 is magnificently weighty thanks to the thunderous roar of your Pringle can-sized gun barrel and the explosive blood bursts that accompany each round detonating inside your targets. Saber shows a true understanding of the many, many different Bolter types in the 40k universe, and so an arsenal that at first seems like the same gun in seven different formats soon reveals itself to be several discreet weapons with meaningful gameplay applications. There’s the reliable cadence of the Auto Bolter, the quick precision of the Occulus Bolt Carbine, and the unrelenting damage of the Heavy Bolter, among others – all of which have their own effective ranges and damage profiles.

But, as good as those Bolters (and their plasma brethren) feel to fire, it’s when the horde gets within slashing distance that Space Marine 2 really gets into gear. It starts with one of the smoothest transitions between ranged and melee I have ever seen in a game. A pull of the trigger can flow into the swing of a Chainsword in a split second, allowing for rapid response to approaching foes. It works the other way, too, which enables a unique, rapid flow between long and short range encounters.

When melee starts in earnest, it’s much, much more involved than the rifle whacks and contextual knife stabbings of so many other third-person shooters. Against the waves of cannon-fodder Hormagaunts it’s a button-mashing bloodbath as you string together light and heavy attacks to stun and skewer. But when the Tyranids (and, later, the Chaos-worshipping Thousand Sons) bring out their heavy-hitting larger units, the melee reveals itself to be a fully-featured, surprisingly deep sword combat system with dodges, parries, and counters. As the smaller enemies grow in number and begin to chew away at your armour and then your health bar, it becomes vital to hunt down the special enemies that tower above the swarm. Engage them in a brutal melee and a gory execution finisher will replenish your armour and keep you in the fight for another minute. All the way through the campaign, Saber has crafted combat scenarios that push you to the very edge of death. It’s incredibly satisfying (and very Warhammer) for a ribcage-breaking finisher move to be the thing that saves you from the corpse pile.

Outside of this absolutely brilliant combat system, though, Space Marine 2 is largely unremarkable when it comes to many of the other things we value in video games in 2024. The level design is incredibly linear, frequently interrupted by loading screen elevator rides, and features none of the knotty, surprise-hidden pathways we’ve begun to prize over the last decade. It’s also lacking in any kind of mechanical or mission variety – outside of a couple of levels in which you use a jetpack, Space Marine 2 is purely about pushing forward through crowds of enemies. You never drive a tank, and there are no environmental puzzles. There’s not even an on-rails turret section.

There are no mini-games. No underbaked space sections. No endlessly-recycled procedural content in the name of ‘longevity’. While I’d have liked a few moments or set-pieces that explored the wider scope of space marine warfare (a section where you pilot an Invictus Warsuit in a sequel, please,) this singular focus reminds me of the straightforward joys of the Xbox 360 era. Back then we were treated to many ‘B-tier’ games which were similarly honed in on a single killer feature. There was Dark Sector with its gory glaive, Singularity and its enemy-withering time manipulation device, Dark Void’s jetpack combat, and – of course – the original Space Marine with its mass Ork slaughter. Many AAA studios also trod this path, too, notably Epic’s Gears of War with its cover-based shooting (a game Space Marine would later take inspiration from, even if it did resolutely reject the idea of hiding behind walls.)

Such a singular format is in direct contrast to what many AAA studios chase today, in which games are designed to cater to as many gameplay tastes as possible. Ubisoft in particular has fallen foul of this, building open worlds that are bursting with features, many of which feel underbaked or superfluous. The recently released Star Wars Outlaws, for instance, is an open world stealth adventure that also has action combat, an RPG-adjacent gear progression system, faction reputation, and space flight; many of which have been criticised by reviewers and players for feeling anaemic. Prior to Outlaws, Ubisoft had similar over-scoped troubles with Ghost Recon Breakpoint (a blend of tactical combat, stealth, survival mechanics, and looter shooter systems) and Watch Dogs Legion (stealth, hacking, action, and a play-as-anyone mechanic that proved far shallower than its design implied).

It’s not just Ubisoft struggling with such ‘everything games’, though. Bethesda’s attempt to affix a traditional RPG to a procedurally generated galaxy with base building and ship crafting in last year’s Starfield resulted in a game that’s widely considered unsatisfactory in its many individual fields. It’s something we even saw creep into the most recent Gears of War game – linear campaign design was partially shunned in favour of a mostly empty open world, underwhelming side missions, and an unwarranted tech tree for Jack in Gears 5.

Space Marine 2 feels like an antidote to all this. There are no mini-games. No underbaked space sections. No endlessly-recycled procedural content in the name of ‘longevity’. It’s laser-focussed on the mass destruction of humanity’s enemies. Yes, such a narrow focus does come with its downsides; I had hoped Space Marine 2 would have featured stronger mission and level design that cherry-picked a few more esoteric ideas from the Warhammer universe. But despite that, Space Marine 2 is a good reminder of an era when one killer feature was enough. While I certainly love ambitious studios and wouldn’t want to curtail important creativity, in a period where sales are struggling and budgets are soaring, maybe Space Marine 2’s approach is something more studios in the AAA and AAA-adjacent space should consider. The Xbox 360 era wasn’t some dark age of technology to be feared, and something could be learned by looking backward. Space Marine 2’s campaign did just that and the results are worthy of the Omnissiah’s blessings.

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Join director Ryosuke Murai for a look at some of the features you can expect from Dead Rising Deluxe Remaster, including various outfits from various Capcom games, skateboarding through the mall, a "Psychopath" boss fight, and a peek at the alternate game mode called "Infinity mode," where you try to survive for as long as possible in this remaster of the action game.

Dead Rising Deluxe Remaster will be available on PS5 (PlayStation 5), Xbox Series X/S, and PC on September 19, 2024 (digital), and physical versions will be available on November 8, 2024.

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With Dragon Age: The Veilguard's October release looming, BioWare is starting to discuss the finer details of its latest fantasy RPG. And its newest deep-dive provides a look at how progression will work for protagonist Rook and the companions they'll meet along the way.

Rook's progression systems won't, it has to be said, be much of a surprise to anyone that's had even the faintest brush with a video game in the last decade. Players do stuff, earn XP, gain a new Skill Point each level, then spend them to unlock new abilities on a skill tree.

BioWare's latest blog post does, however, go a little deeper into the minutiae of things - explaining, for instance, that the biggest experience boost comes from completing quests, although there's still XP to be earn from combat and exploration. Of more interest, though, are the particulars of Dragon Age: The Veilguard's skill tree.

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Star Wars Outlaws is the first open-world Star Wars game ever, but it seems that this galactic low-life adventure isn't quite living up to sales expectations. 

Ubisoft's share price has fallen 12.6% since Outlaws released on August 27, and it now sits at the lowest level since 2015.

Ubisoft's sales target for Star Wars Outlaws is unclear--the company didn't announce a public number--but the market results indicate that it's not a hit. Per Reuters, JP Morgan analyst Daniel Kerven said that the game has "struggled to meet sales expectations despite positive critical reviews." The analyst lowered his sales expectations for the game from 7.5 million to 5.5 million through March 2025, noting that Outlaws' budget was at least 30% higher than last year's Assassin's Creed Mirage.

Outlaws isn't the only game weighing on Ubisoft's stock price. Initial interest in the company's free-to-play online shooter XDefiant has cooled off in recent months, which contributed to the slide. Ubisoft's next major release will come on November 15 with Assassin's Creed Shadows, the feudal-Japan-themed entry that fans have been asking for for years.

Continue Reading at GameSpot

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Microsoft has again confirmed the delay to the Xbox release of Black Myth: Wukong is not due to "platform limitations".

Game Science's action-RPG was released last month on PC and PS5, but the Xbox version was delayed for an unknown reason. Speculation grew the developer was struggling to run the game on the Series S console, while other rumours suggested the game was in fact a PlayStation console exclusive.

A representative from Microsoft has now confirmed to Forbes the game is still on the way, though it won't comment "on the deals made by our partners with other platform holders".

Read more

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A huge remake of an RTS classic!

Welcome to another Xbox Game Pass update! Today, Microsoft is dropping a big first-party release in the form of Age of Mythology: Retold; the team's new remake of an RTS classic.

We recently posted our full review of this remake, so we'll drop a link to that down below, alongside a quick introduction to the title and what it has to offer on Xbox Game Pass.

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Relevant part:

Unfortunately, at this time, we have to announce an indefinite delay of the Xbox version.

We understand how disappointing this news is to the Xbox community. Unfortunately, despite our best efforts and the hard work of our dedicated team, we’ve encountered challenges that have delayed our release on the Xbox platform. We want to emphasize that this is not a decision we’ve made lightly.

We apologize for any disappointment this may cause and sincerely thank you for your understanding and patience. As a self-published indie studio, your support means everything to us, and we are dedicated to bringing Enotria to as many players as possible.

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"I've made some of the worst game choice decisions".

During PAX West 2024, Xbox boss Phil Spencer hosted a 'Story Time' chat about the gaming industry, discussing many different aspects of the business - including some of Xbox's history. In that chat, Phil was asked about some of the biggest games that Microsoft 'missed out' on signing up, and the boss mentioned two popular series that went on to live for years to come.

When they were being conceptualised by their individual dev teams, Xbox was pitched to publish both Destiny and Guitar Hero. At the time, Destiny dev Bungie had only just split with Microsoft, so that one perhaps makes more sense - but the boss goes into a bit more detail on the team skipping over Guitar Hero.

Read the full article on purexbox.com

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With a discount for owners of the Xbox One version.

You know the Xbox One version of the LEGO Harry Potter Collection? The one that was remastered for the console back in 2018 following the Xbox 360 versions? Yeah... it's getting another remaster for Xbox Series X|S this October.

This one is specifically called the Remastered LEGO Harry Potter Collection, and it features all the same content as the Xbox One release along with two DLC packs. The main attraction is definitely the 60FPS gameplay along with native 4K resolution (possibly including Series S as well?), along with haptic feedback and high-resolution shadow maps.

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Voice acting legend Jennifer Hale, who's appeared in the likes of Metal Gear Solid, Baldur's Gate, Mass Effect, and more, has commented on the ongoing video game strikes and the threat of artificial intelligence.

Hale told Variety that "AI is coming for us all" and is a key factor behind the current Screen Actors Guild - American Federation of Television and Radio Artists (SAG-AFTRA) strikes, though something that makes things particularly difficult.

"The truth is, AI is just a tool like a hammer," she said. "If I take my hammer, I could build you a house. I can also take that same hammer and I can smash your skin and destroy who you are.”

Hale continued: "If you use something that originated in our body or our voices, can we please get paid?” Because now you’re using technology to take away our ability to feed our kids.

"What I wish everyone would do was keep asking the actual question, which is: 'There’s a lot of money being made here. Where is it going?’ And in the current setup, the way our system operates, and this whole idea of shareholder supremacy, it’s flowing to the 1%. If you flow so much money, you can’t even feed the people who made it possible."

Hale revealed in October 2023 she was paid just $1,200 for her role as Naomi Hunter in the original Metal Gear Solid, a game which eventually grossed $176 million for publisher Konami (and is still making the company money through myriad re-releases).

The disparity between Hale's alleged payment and the success of Metal Gear Solid is "indicative of what's happening in modern culture", she said, adding she hopes the standard for these payments changes.

Many voice actors have expressed how AI adds to this disparity, as companies can now generate voices and other work without having to pay anyone but the companies behind the AI itself, despite them pulling from real people like Hale.

The Witcher 3: Wild Hunt lead Doug Cockle similarly expressed caution and frustration at the growing presence of artificial intelligence within the video game industry, calling it "inevitable" but "dangerous".

Cissy Jones, a voice actor known for her roles in Disney's Owl House, Destiny 2: The Witch Queen, Shin Megami Tensei 5, and more, has started a company called Morpheme.ai to let voice actors embrace AI and gain control of their own voices going forward. Though the odds still appear stacked against them.

Voice actors have previously called out AI-generated explicit Skyrim mods, and Assassin's Creed Syndicate voice actress Victoria Atkin called AI-generated mods the “invisible enemy we're fighting right now” after discovering her voice was used by cloning software. Paul Eiding, the voice actor behind Colonel Campbell in the Metal Gear Solid series, also condemned its use.

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Dragon Age: The Veilguard developers have answered the most urgently thirsty questions about the RPG fourquel, confirming that there will be a Baldur's gate 3-style toggle to turn nudity on and off during the game's more frisky scenes.

"There is a toggle for on/off nudity," game director Corinne Busche said in a recent Discord Q&A. "That is one of the settings we have - and we'll be going deeper into settings and accessibility as we get a little bit closer to launch."

Busche elaborates that the character creator will also let players customize Rook's underwear, or underclothes, to decide "whether that exposes your chest or your breasts." Dragon Age: The Veilguard's default option is to have nudity turned on, though, "but at any point, you can toggle the setting to be non-nudity and it will overwrite your undergarments."

Since Baldur's Gate 3 set players loose to seduce vampires, bears, and any other manner of vaguely sexy fantasy denizens, there's definitely been an uptick in interest over how romantic RPGs are now - to the point where Busche previously teased nudity in The Veilguard like it was a sparkly feature.

While we know that topless nudity is definitely a thing in this version of Thedas, confirming whether "bottom nudity" was also featured apparently veered too closely into spoilery territory, as the studio said it wants fans to discover that for themselves when the time comes.

In less thirsty news, BioWare recently revealed all of Dragon Age: The Veilguard's different editions for when it finally comes out on October 31. The Collector's Edition is a whopping $150, includes tons of fun merch, but not the game itself. Meanwhile, the Deluxe Edition got the EA special with 23-exclusive cosmetics, pre-order armor, and three art book editions.

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After our first taste of Borderlands 4 with the Gamescom announcement trailer, the devs took to the stage at PAX to talk a little bit more about the upcoming loot shooter. They didn't reveal a whole lot of concrete details, but they did confirm that the new game will stick to series tradition with four new Vault Hunters, and provided a bit of insight into their design philosophy on the new characters.

"We will have four brand new Vault Hunters in Borderlands 4," chief creative officer Randy Varnell confirmed, to the mock surprise of the developers gathered on the PAX stage. Every Borderlands game up to this point - even the Pre-Sequel - has introduced four new playable characters that essentially serve as player class selections, so the new game won't be a dramatic departure in that regard.

"When we look at the Vault Hunters, the first thing that we always try to look at is 'what are some fundamental promises and fantasies that players might have that we want to explore?'" creative director Graeme Timmins explained. "Some examples might be - starting way back on BL1 - like a soldier fantasy. Straightforward, FPS-style character, carried on to Axton. Another premise might be our Sirens. Our Sirens speak to a mage or sorcerer fantasy in our very sci-fi world."

Between each game, Timmins said, Gearbox aims to keep the core identity of these class archetypes while providing fresh twists on that formula. "Our Sirens have been very ranged in some of their abilities, but then in BL3, we wanted to flip that concept from what Maya was, to Amara - she went more physical and melee based. So even though we have some similar promises, we think it's important that we switch it up and not do just rote designs, game to game."

Timmins believes that managing approachability and complexity are very important for designing each set of Vault Hunters. "I think our RPG side of the game is so important," he said. "Just like our first-person side, where we're always looking to expand and add depth, we're doing that on the RPG side, but we don't want to do that at the cost of complexity. I always look at our characters and [try to] understand, between their action skills, how much management might be happening when you press the action skill button. Is it just fire and forget? That's great - it's a simple return on your investment. Or to get the most value out of this character, do you have to manage your action skill?"

We'll find out how this all plays out in practice when Borderlands 4 launches sometime in 2025.

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Here's the latest list of Xbox Game Pass announcements for September 2024. We're expecting more games to be announced for September as the month rolls on.

September 3 - Star Trucker - Console, PC, TBD

September 4 - Age of Mythology: Retold - Console, PC, Cloud

September 5 - Expeditions: A MudRunner Game - Console, PC, TBD

September 11 - Riders Republic - Console, PC, TBD

September 17 - Train Sim World 5 - Console, PC, TBD

September 20 - Frostpunk 2 - PC

September 24 - Ara: History Untold - PC

Along with these, we'll be losing two batches of games from Xbox Game Pass in September 2024. Neither of these have been revealed as of yet, but we've made some predictions about what might leave

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cross-posted from: https://lemmy.world/post/19234122

Destiny had the same thing... If you could shoot from the Sparrow there'd be no reason to do anything else.

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cross-posted from: https://lemmy.world/post/19006113

Rumors say the next Xbox will be a handheld. As while MS executives say it will be their most powerful system yet. Which is it? This video speculates on what this all could mean

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