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Title: The God Of War Show Is Also Recasting Atreus, But Not Until Season 2 Date: Mon, 03 Aug 2026 13:30:01 +0000 Link: https://kotaku.com/god-of-war-show-atreus-actor-recast-callum-vinson-amazon-2000721180 Casting calls have gone out looking for teenage versions of Atreus and Thrud
Title: Big Walk: The Kotaku Review Date: Mon, 03 Aug 2026 13:16:57 +0000 Link: https://kotaku.com/big-walk-the-kotaku-review-2000720861 ’Life's like a road that you travel on/When there's one day here and the next day gone’
Title: Spider-Man: Brand New Day Makes Almost A Billion Dollars In Its Opening Weekend Date: Mon, 03 Aug 2026 13:10:36 +0000 Link: https://kotaku.com/spider-man-brand-new-day-mcu-marvel-opening-weekend-billion-2000721174 The colossal success throws Hollywood's desperate attempt to follow trends into more disarray
Title: Wolverine’s Going To Get His Butt Out In Insomniac’s New Game Date: Mon, 03 Aug 2026 11:30:12 +0000 Link: https://kotaku.com/wolverine-butt-insomniac-marvel-bottom-bum-rear-ass-cheeks-2000721164 ESRB's game description reveals all
Title: ‘Retro Game Master’ Shinya Arino Makes Fans Feel Ancient As Wii Games Up For Consideration Date: Sun, 02 Aug 2026 21:57:01 +0000 Link: https://kotaku.com/retro-game-master-shinya-arino-makes-fans-feel-ancient-as-wii-games-up-for-consideration-2000721080 The beloved Japanese comedy program is making its audience feel like fossils, as the Nintendo Wii and Sony PlayStation 3 are in consideration for the retro gaming show

https://www.vg247.com/feed

Title: Monopoly Go x The Simpsons crossover is almost here Date: Tue, 02 Jun 2026 08:41:21 +0000 Link: https://www.vg247.com/monopoly-go-the-simpsons-crossover-details Monopoly Go players have been looking forward to a major crossover event for what felt like months, and though most of the details ended up leaking, nothing actually beats official information. Read more
Title: Honkai: Star Rail Version 4.3 will take us deeper into the World in Canvas and make Mortenax Blade playable Date: Fri, 22 May 2026 13:43:44 +0000 Link: https://www.vg247.com/honkai-star-rail-version-4-3-all-details HoYoverse has today delivered full details on the next major update for Honkai: Star Rail. Version 4.3, dubbed The Lethe Below the Living, will be available for all players on June 1. The upcoming update adds a new chapter to the Planarcadia arc, and introduce a new playable character. Read more
Title: Forza Horizon 6 explodes on Steam even before it's officially out Date: Fri, 15 May 2026 11:00:02 +0000 Link: https://www.vg247.com/forza-horizon-6-steam-numbers-big-launch Steam is abuzz this week with a couple of long-anticipated launches, but in Forza Horizon 6’s case, at least, the game isn’t even out for what will be most of its players. The anticipated sequel in the open-world driving game series doesn’t officially launch until May 19, but owners of its most expensive version - the Premium Edition - can play it right now. Read more
Title: Mystic Messenger's most loyal players are getting banned in droves for seemingly playing the game too much Date: Fri, 15 May 2026 10:02:10 +0000 Link: https://www.vg247.com/mystic-messenger-ban-wave-thousands-of-hourglasses-anniversary Mystic Messenger, arguably one of the best dating sims around, has been dormant for about seven years. Despite not receiving new content or any meaningful updates in all that time, the game remains popular with its core fans, many of whom just woke up to some shocking news about their accounts. Read more
Title: Forza Horizon 6 review - The driving game for everyone still can’t seem to escape its car-collecting legacy Date: Thu, 14 May 2026 12:00:03 +0000 Link: https://www.vg247.com/forza-horizon-6-review There is this idea that, for a long-running series to remain as consistently popular as Forza Horizon has been, it needs to diminish itself somewhat with each new entry, gradually losing more and more of its edge in a bid to appeal to the widest possible audience. Read more

https://www.gamespot.com/feeds/mashup/

Title: Obsession Star Inde Navarrette Has Been Offered Video Game Roles, Loves Shrek Date: Mon, 03 Aug 2026 13:09:22 +0000 Link: https://www.gamespot.com/articles/obsession-star-inde-navarrette-has-been-offered-video-game-roles-loves-shrek/ Inde Navarrette reached a new level of fame this year after starring in Curry Barker's horror movie Obsession. She's also a big fan of video games. She's now revealed that she's been offered roles in games, and that she loves Shrek. "Yes, and I'm starting my journey with that soon," she told Variety when asked if any studios had come calling to ask her to be in a video game. "I want to try something smaller to test the waters and then later, different. Video games are, obviously, a big interest of mine." She is a big fan of Resident Evil, adding that she would "die inside" if she got the chance to have a role in one of the games someday. Navarrette did not name the companies that have pitched her or what games she could appear in. Inde Navarrette in Obsession. Also in the interview, Navarrette talked about some of her earliest memories with video games, and her comments are highly relatable. She said one of her favorites from yesteryear was the Shrek game for PS2, Shrek Super Party. In particular, she said she's a fan of the characters' big heads in the game. Navarrette went on to say that Call of Duty is another favorite gaming series of hers. She's mentioned this before, and Activision obviously took note, hiring her to appear on a Call of Duty: Modern Warfare 4 panel in July. https://www.youtube.com/watch?v=pnvlSfoB0Fw Navarrette is a gamer who, like any reasonable person, watched Henry Cavill videos to help build her gaming PC. She also formerly hosted Twitch streams for Call of Duty. Obsession, meanwhile, was made on a reported $750,000 budget and has earned more than $470 million worldwide, making it a huge success. Prior to Obsession, Navarrette starred in Netflix's 13 Reasons Why.
Title: Big Walk Is The Best Co-Op Game I’ve Played In A Long Time – Review Date: Mon, 03 Aug 2026 13:00:00 +0000 Link: https://www.gamespot.com/videos/big-walk-is-the-best-co-op-game-ive-played-in-a-long-time-review/ House House's follow-up to Untitled Goose Game is a singularly special adventure.
Title: Big Walk Is One Of The Best Co-Op Games Ever Date: Mon, 03 Aug 2026 13:00:00 +0000 Link: https://www.gamespot.com/reviews/big-walk-is-one-of-the-best-co-op-games-ever/ In the three years since Big Walk was announced, I've heard it referred to as a co-op walking sim, a puzzle-adventure game, and friendslop. After spending 20+ hours in the world of the Australian Outback-inspired game, it's no easier to succinctly define it, because it's not actually like anything else. By inventively stripping down the medium to its most essential parts, it invites novices and experts alike to build it back up from scratch, coloring in its mysterious world with their friends by their side. We need a new word for whatever kind of game Big Walk really is, but here's one for now: unforgettable.  Big Walk is a game about walking and talking with friends, played in first-person for groups of 2-12 players. Embodying vaguely humanoid characters--think multicolored snowmen with long noses and noodly appendages--you and your friends will trek across a vast and open island, hunting down nameless MacGuffins by way of solving an abundance of inventive puzzles together. This intentionally basic setup belies the depth you'll discover the more time you spend on its island. Before you head off, you'll convene in a starting area that looks a bit like a playground or a children's gym, full of buttons to push; vibrant, sometimes bouncy objects to pick up and kick; and climbable surfaces. It's here where you'll learn most everything you need to know about what you can do, like all the gestures you can make with your body, how to use proximity chat to your aid, and how to deal with the physics of the world. For example, you may note how falling a great distance doesn't mean taking fall damage, but it may mean you drop what you were holding and lose it in a forest until the sun comes up.  The first four puzzles act as a tutorial. In a more limited section of the island, you'll seek them out deep in the woods, high atop hills, or along beaches, work together to solve them, and unlock their corresponding MacGuffins, then place them in a console that unlocks virtually the entire rest of the island all at once. From there, it's your group's call to make, and your path through the world won't be the same as any other.  Unlike Peak, which the game has often been compared to, Big Walk's island is handcrafted, not randomly generated, and it shows. Every inch of the world feels intentional, from the switchbacks down the mountainsides meant to give you the hint of a far-off landmark, to the radio stations you can come across, each of them playing their own special song that you can carry with you if you're in the mood for some music on your journey. Because there are so many puzzles, sometimes you'll even take aspects of one puzzle to solve others, and the game offers clever environmental hints when this is required. In small ways, puzzles change depending on your group size. The host maintains the save data across sessions, allowing players to join or drop when they may need to, but different versions of the island exist for parties of two, three, or four-plus, with slight tweaks to each puzzle to accommodate the number of people in a group. No matter your team size, Big Walk adjusts to give you an appropriate challenge. Some puzzles will be a bit easier with more people putting their heads together, while others will be much more chaotic; one of the first puzzles my group found was basically a basketball hoop with big bouncy lights as the ball, and if you don't easily tame a group of a dozen players, you'll all be knocking each other's shots away from the basket until someone takes command and establishes a turn order.  There's a remarkable clarity to the visual language in Big Walk that's conveyed right at the start, but everything else there is to know about it is built on a foundation you make together with your friends, establishing your own vocabulary and body language in such an effortlessly cool, intuitive way that so many other games seem afraid of. Playing with two of my kids, we took to calling the dozens of MacGuffins "eggy things" because of their somewhat egg-like shape, and we called our characters "walklings." As the hazy semblance of a story unfolded, we made sense of it in our own words. Big Walk clearly hopes each group does this. That's why it fills its world with fundamental video game objects and objectives, like puzzles and their rewards, but adds nothing definitive beyond that. Big Walk's world speaks for itself. There are no quest markers or on-screen prompts, and no stamina or health bars to manage. Every aspect of the game is diegetic, and every discovery is of your own making. There's no lore dump or explainer as to who you are or why you're solving puzzles on an island that only your group seems to inhabit. Across its realistic-looking landscape are many more cartoonishly colored structures of all shapes and sizes that stick out by contrast, and developer House House trusts each friend group to carve out their own adventure through the world, letting their curiosity guide them and building on shared learning hour after hour. Getting a bird's-eye view of the island reveals just how much there is to see and do. Some puzzles demand you work closely together side by side, timing your actions just right or fidgeting with buttons and points of view, while others demand you split up, sometimes for long stretches at a time and across great distances. In those instances, finding each other afterward is its own sort of puzzle to solve. Many puzzles will inhibit your ability to communicate, like one where a player is locked behind soundproof glass and must relay information to the others that only the lone walkling has. There are probably only about six to eight core concepts the game focuses on, but each time House House returns to an idea, it adds clever new wrinkles.  In one of the game's most devilishly designed puzzles, I was forced to wear a helmet that blinded me, leaving my group to guide me across a treacherous obstacle course with only their vocal callouts. Hours later on our journey, this same dastardly helmet showed up again, but with new rules that demanded I, as the helmet-wearer again, carry the right objects to their intended corners of an area, which meant our group needed to figure out which were the right objects in the first place, before I could even begin to follow their vocal instructions. I can think of a few puzzles that were quite daunting, especially with a seven-year-old in the group, but none frustrated us. Often, we'd climb to a mountaintop to get a lay of the land, head off toward some vibrant structure in the middle of a wooded area, and fidget with its movable parts until we got a sense of what we needed to do. Through clear collaboration and our own invented language, we'd achieve success--sometimes quickly, in just a few minutes, but other times after much more head-scratching for puzzles that took us 20 or more minutes to solve. Every time we'd solve a puzzle, my kids and I would rejoice with a chant: "Egg-y thing! Egg-y thing!" while throwing our walklings' hands into the air together.  Though the game is light on traditional story, it feels like describing many of its amazing puzzles is a type of spoiler. The ritual of genuine discovery, followed by cooperative experimentation, and finally, shared elation, is the magic of Big Walk, doled out with the completion of each puzzle, but even more often in the in-between moments when you're just chatting as you explore the outback. For a few hours every night, for about two weeks, this was our beloved ceremony together. We helped each other get our bearings, found each other when we'd gotten lost and separated, and commended each other when one of us would crack the solution to a puzzle wide open.  The way Big Walk nudges players to work together in tight-knit ways is a recurring bit of genius. Big Walk has a defined ending and isn't meant to be played forever, though with a different group of friends, it does retain some appeal. When we weren't playing it, we were talking about it, trying to solve some puzzles we'd set aside if they'd stumped us for too long, or crafting theories about the massive black orb that waited beyond a wall we couldn't (yet?) access. It's a game of few words, opting instead to give players a massive canvas on which to create their own story together. For a handful of special evenings, the island was our home away from home.  With every few puzzles, major new rewards become available, like a train that moves around the island or a giant map room to help plot your travels. You may also stumble upon totally missable shortcuts, reinforcing that your triumphs are yours to celebrate and not based on any HUD arrow you've followed. You'll come upon helpful handheld items, like walkie-talkies, flashlights, and megaphones, but as best I can recall, such items tend to make some puzzles easier, but they're rarely required, so it becomes a question of, for example, leaving the puzzle to find a pair of walkie-talkies or solving a puzzle without them even if it would clearly help a lot. Inventory space is limited to what you can carry in your hands, on your belt, or in your backpack, and anything you're not holding can't even be accessed on your own. You'll need a buddy to take that backpack off of you if you want to consult the paper map you may have stashed inside of it. This seemingly small design decision really speaks to Big Walk's main idea. First imagined during the COVID pandemic, House House sought to make a game that brings people closer to one another, to get them talking and having meaningful interactions. For me, it worked wonders.  It's not often my kids and I can all play a game together with the same enthusiasm, as the taste preferences among a 37-, 13-, and seven-year-old don't tend to align. But Big Walk offers a gameplay loop that feels universal in its appeal. It deconstructs video games into their most foundational verbs: discover, experiment, prevail. The context of a mysterious island and the silly-looking characters you play as surely enhance the experience, but it's the simplistic gameplay loop taken to a depth that is exciting but never so involved as to leave some players behind that makes it so easily beloved.  Though it's not as slapstick-funny as some games with shared DNA, Big Walk definitely has a comedic side. Though it leaves room for goofing off, Big Walk doesn't have the cadence of a friendslop game, where the purposely janky sabotage of your friends' best intentions is much of the fun. Some failures can be amusing, and the game as a whole definitely has an understated comedic tone befitting of its Australian dev studio, but the true highlight is the shared joys of exploring the world and overcoming its obstacles through thoughtful communication and teamwork. There's a lot more stopping and thinking in Big Walk than perhaps its title suggests. You'll do plenty of walking, but you'll do even more talking, and if you're playing with friends or family you love and appreciate, it's bound to be a deeply rewarding experience. It's also a well-polished game, with the only bug I encountered serving as an accidentally hilarious moment--when my daughter's walkling got stuck in a folding chair and we carried her around for a while like she was Cleopatra.  The only noticeable knock on the game is one that demands some self-policing. Without using Big Walk's proximity chat, you'd turn its magic off like flipping a switch. Using Steam or Discord chat, for example, would act like a cheat code, circumventing a puzzle's intentional friction, such as when proximity chat is intended to fail at times, blocking you from easily talking to your group. So it's really on you to choose not to do that, or else accept that you've opted to make the game worse for yourself. This is where it shares the most in common with more typical friendslop games like Peak and Lethal Company. The element of proximity chat does a lot of heavy lifting to make Big Walk shine brightly, so refusing to engage with that feature would be like playing a horror game with the lights on; you can still enjoy it, but you'll be holding it back from reaching the height of its powers. The journey each group goes on will feature similar puzzles, but very different experiences overall. Big Walk's incredible focus culminates in a final stretch of puzzles that encapsulates everything you'll have seen and done until that point in a genuinely mind-blowing way. My kids and I spent over a dozen hours together solving many difficult puzzles and inventing a language which we often relied on, only for the final iteration of the game's core concepts to be so slight in its adjustments yet so awesomely rewarding in its execution. It dared us to put together everything we've taught each other, recalling our entire journey. I was utterly floored by the way this area masterfully fuses the game's repeated actions of experimenting and exploring with the undercurrent of its emotional beats that purposely rise to the surface toward the very end of the game. I loved every second of Big Walk, and this final act cemented it as one of the best co-op games I've played in years.  As if that weren't enough to land Big Walk as an obvious Game of the Year contender, the very last scene of the game sneak-attacked me with a surprisingly bittersweet moment that left me glossy-eyed. I wouldn't dare spoil this part for you, but I'm sure it'll have a similar effect even if you're not playing with your kids. Big Walk takes fundamental and timeless video game concepts--obstacles and incentives for clearing them--and, through an intensely focused co-op experience, shapes them into something singularly rewarding, supremely mysterious, and totally unforgettable.
Title: Cody Rhodes Went Full Street Fighter For SummerSlam Date: Mon, 03 Aug 2026 12:51:31 +0000 Link: https://www.gamespot.com/articles/cody-rhodes-went-full-street-fighter-for-summerslam/ Summerslam weekend saw several new champions emerge, but Cody Rhodes wasn't one of them. While the American Nightmare failed in his bid to dethrone CM Punk as the WWE Undisputed Champion, at least he managed to turn heads with his ring outfit, which went all in with Street Fighter influences. Rhodes--who plays Guile in the upcoming Street Fighter movie--hit the ring with a mask that captured the absurdity of Guile's signature hairdo and M. Bison's Shadaloo organization. Given that the Street Fighter film was one of Summerslam's sponsors, it wasn't too surprising to see Rhodes geared up to help promote the upcoming movie. Just before he appeared, the PPV featured a character select screen in the same style as Street Fighter 2, with WWE performers like Seth Rollins, Danhausen, and Becky Lynch subbing in for Capcom's brawlers. You can see the entrance for yourself, in the timestamped video below: https://youtu.be/ZgFWYMrAnNQ?t=279 In the ring, Rhodes' costume consisted of tights that mixed white with camouflage patterns similar to what Guile wears in his default Street Fighter costume, and on his entrance coat, you could spot Rhodes' name stitched on in the familiar Street Fighter font. Sadly, the former WWE champion didn't use a single Sonic Boom or Flash Kick attack against Punk. It's worth noting that Street Fighter wasn't the only video game-related sponsor for Summerslam, as Gears of War: E-Day was also prominently displayed on the ring mat. Rhodes--and the rest of the ensemble cast--will hit theaters soon when Street Fighter arrives on October 16. Ahead of its release, the marketing for Street Fighter has begun to start up, and last week saw a sneak peek at one of the film's fight scenes. In case you missed it, you can click the link to see an imprisoned Ryu (Andrew Koji) take on a beastly incarnation of Blanka (Jason Momoa). Street Fighter Movie Cast Revealed, Including An Unexpected Eric Andre Role View Images
Title: Spider-Man: Brand New Day Wins Over Hideo Kojima, Then Conquers The Box Office Date: Mon, 03 Aug 2026 12:50:25 +0000 Link: https://www.gamespot.com/articles/spider-man-brand-new-day-wins-over-hideo-kojima-then-conquers-the-box-office/ Spider-Man: Brand New Day came out swinging at the box office on the weekend, as the new Spidey movie took in a Hulk-sized $927 million at the global box office. In the US, the domestic box office take clocked in at an impressive $355 million, which works out to 38.3% of the opening weekend haul. Once again starring Tom Holland as the webhead, Spider-Man: Brand New Day earned the biggest opening of the year so far--and by a comfortable margin when compared to other 2026 blockbusters like The Super Mario Galaxy Movie. In the US, it opened in 4,487 theaters. It's a big start to the first Spider-Man movie since 2021's No Way Home, but Brand New Day was a few million short of breaking the record set by 2019's Avengers: Endgame, which opened to $357 million back then. It's also comfortably ahead of Christopher Nolan's The Odyssey, that other movie featuring Brand New Day stars Holland, Zendaya, and Jon Bernthal. The new Marvel movie is doing well on the critical front, as GameSpot's sister site Metacritic has recorded a "generally favorable" metascore of 66 for the film from 56 reviews. Legendary game director and cinephile Hideo Kojima also found time to go watch it, and on his social media account, he commented on the film's themes of loneliness and isolation. "A lonely hero. A lonely Spidey. A lonely Peter Parker," Kojima wrote. "It felt fresh, and I really enjoyed it. Genuine, heartfelt filmmaking is becoming increasingly challenging. Because of that, this is a film that puts the 'Brand' in 'Brand New Day' to the test, as part of a blockbuster franchise that simply cannot afford to fail." While the movie does examine emotional withdrawal and self-imposed seclusion, it also features some inspiration from Insomniac's Spider-Man games. The new "Fresh Start" suit was added to Marvel's Spider-Man 2 last month, and director Destin Daniel Cretton also spoke about how the game's high-energy combat finishers made their way into the movie. All Spider-Man 2 Suits And How To Get Them View Images

https://www.polygon.com/rss/index.xml

Title: Big Walk review: 2026’s best multiplayer game tested all of us Date: Mon, 03 Aug 2026 13:00:12 GMT Link: https://www.polygon.com/big-walk-review/ Today, I take my first steps into a new digital world! I have been tasked with exploring Big Walk, a new co-op game from Untitled Goose Gamedeveloper House House. Unlike a recent wave of multiplayer hits that center around shared frustration, Big Walk instead aims to foster chill hangouts in a world full of gentle puzzles that demand close communication between friends. I will not be alone on this expedition. I am joined by my colleagues Julia Lee and Johnny Yu, two navigational experts who have spent hours in the Peak mines. Will the three of us be able to work together and solve the mysteries of a strange world? I’m sure it will go just fine. —Giovanni Colantonio
Title: Divinity fan discovers massive secret hiding in the game's trailer Date: Mon, 03 Aug 2026 09:51:05 GMT Link: https://www.polygon.com/divinity-lord-of-chaos-hidden-runes-trailer/ Divinity is the next game coming from Larian Studios, the team behind the award-winning, genre-defining Baldur's Gate 3, and confusingly, it'll actually be the seventh game in the Divinity series. Divinity was revealed during The Game Awards 2025 after a mysterious tease with a statue (that we now know to be the hellstone) in the Mojave Desert, but all we've seen so far is a three-minute-long cinematic trailer.
Title: There will be nudity in Marvel's Wolverine — but there's a catch Date: Mon, 03 Aug 2026 09:35:56 GMT Link: https://www.polygon.com/marvel-wolverine-nudity-ps5/ It's undeniable how much Marvel's Wolverine pivots from Insomniac's Spider-Man games. There's a lot more swearing, an incredible amount of blood and gore that'll make even Mortal Kombat fans wince, and now, according to the Entertainment Software Rating Board (ESRB), there's a chance we'll see more of Logan Howlett, aka Wolverine, than just his yellow-spandex suit.
Title: Fortnite teases upcoming Gaming Legends season with hidden Easter egg Date: Mon, 03 Aug 2026 09:09:58 GMT Link: https://www.polygon.com/fortnite-gaming-legends-season-teaser/ The final update of this Fortnite season went live last Thursday. Patch v41.30 brought back The Simpsons for an exciting yet unexpected crossover event with John Wick. Spider-Man was another big part of the update; new cosmetics became available, and fan-favorite items, such as the Web-Shooters, were unvaulted to celebrate the launch of Spider-Man: Brand New Day. New sprites and gizmos were added as well to make it easier for fans to finish their in-game sprite collection.
Title: Palworld is getting an MMO spin-off coming in 2026 Date: Mon, 03 Aug 2026 09:01:34 GMT Link: https://www.polygon.com/palworld-online-announcement/ Palworld Online, a massively multiplayer online spin-off from the 2024 creature-collecting megahit Palworld, has been announced today by developer Pocketpair.

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Title: Best in Class: Stream PC Games and Study on the Same Laptop With GeForce NOW Date: Thu, 30 Jul 2026 13:00:20 +0000 Link: https://blogs.nvidia.com/blog/geforce-now-thursday-back-to-school-2026/ Back to school means balancing assignments, deadlines and downtime. GeForce NOW makes it easy to have it all. With cloud gaming, everyday laptops used for class can also become GeForce RTX-powered gaming setups.  When it’s time to switch from studying to gaming, members can jump into Halo: Campaign Evolved, as GeForce NOW is bringing one of the gaming world’s most celebrated titles to nearly any device through the cloud, alongside eight total games joining the GeForce NOW library this week. From A+ to AAA Gaming  This back-to-school season, the easiest upgrade isn’t replacing laptops in backpacks. It’s unlocking even more from these same laptops, from creating to gaming. With a GeForce NOW membership, Chromebooks, Macs and Surface devices can become GeForce RTX-powered gaming PCs in the cloud. The GeForce NOW library features thousands of supported PC games, letting members stream titles they already own from digital stores like Steam, Xbox PC Game Pass and Epic Games Store in just a few clicks. The cloud keeps games up to date and ready to play, making it easy to jump into a match between classes, after homework or whenever there’s free time. Time spent waiting on downloads, patches and installs becomes time spent in game instead. The Ultimate membership enables best-in-class experiences by delivering 5080-class performance in the cloud with NVIDIA DLSS, ray tracing and NVIDIA Reflex technologies for responsive, visually rich gameplay — all on the hardware gamers already own. A creator known as “Menguiny” recently put this to the test after picking up a MacBook Neo. GeForce NOW turned the laptop — usually the creator’s go-to for editing videos and everyday work — into a top-notch gaming machine, too. Another creator, “TechWithSeong” highlighted that same versatility GeForce NOW offers. Rather than juggling separate devices for work and gaming, he used GeForce NOW Ultimate to stream supported PC games across the devices he already owns — from a MacBook used for editing to gaming on the go with handheld devices. Gamers can start with a day pass and experience all the premium benefits without a monthly commitment. Plus, the cost of a day pass can be applied toward a first membership purchase — it’s like earning a little extra credit along the way. Everyone, at Their Stations Needlers never looked so sharp. Experience the Master Chief’s iconic journey on GeForce NOW in Halo: Campaign Evolved — a modernized remake of Halo: Combat Evolved’s campaign — rebuilt with high-definition visuals, updated cinematics and refined gameplay. Whether discovering Halo for the first time or returning after 25 years to finish the fight, it’s as the Master Chief says: “We’re just getting started.” Crash-land on the mysterious ringworld alongside Cortana and uncover great secrets while battling overwhelming Covenant forces. Fight through the rebuilt campaign, then continue the adventure with three brand-new missions featuring the Master Chief and Sergeant Johnson. Expanded weapons, iconic vehicles, hijackable Wraith tanks and optional Skull modifiers offer even more ways to play. Suit up across PCs, Macs, Chromebooks, handhelds, mobile devices, TVs and more with GeForce NOW Ultimate, powered by GeForce RTX 5080-class performance in the cloud. Experience Halo with NVIDIA DLSS, ray tracing and NVIDIA Reflex technologies delivering higher frame rates and ultralow latency that keep every firefight feeling responsive and worthy of a Spartan. From solo gaming to online co-op modes, GeForce NOW cloud saves let members log in and pick up exactly where they left off across supported devices — no lengthy downloads, extra storage space or expensive hardware upgrades required. The only thing left to carry is the mission. Let’s Play Today In addition, members can stream the following games this week: Halo: Campaign Evolved (New release on Steam and Xbox, available on Game Pass July 28) Mistfall Hunter (New release on Steam July 29) Call of Duty: Black Ops 6 (New release on Ubisoft Connect July 30) Sudden Attack Zero Point (New release on Steam, July 30) The Ranchers (New release on Steam, available July 30) Corsair Cove (New release on Steam and Xbox, available on Game Pass July 31) Funnel Runners (Steam) Pathogenic (Steam) What are you planning to play this weekend? Let us know on X or in the comments below. Which game lore are you so familiar with that you can give a school presentation on it? — NVIDIA GeForce NOW (@NVIDIAGFN) July 29, 2026
Title: GeForce NOW Sets Sail With ‘Path of Exile: Curse of the Allflame’ Joining the Cloud Date: Thu, 23 Jul 2026 13:00:16 +0000 Link: https://blogs.nvidia.com/blog/geforce-now-thursday-path-of-exile-allflame/ Lock in and load up the cloud. GFN Thursday brings fresh updates and new adventures, all ready to play without waiting for downloads. Set sail in Path of Exile: Curse of the Allflame and charge in Battlefield 6 Season 4 both launching major content for members this week. Then revisit Capcom legends like Breath of Fire IV, Dino Crisis and Dino Crisis 2, jump into Halo: Campaign Evolved Advanced Access and discover nine titles arriving on GeForce NOW. The Curse Calls Prepare to brave the unforgiving waters of Wraeclast. Path of Exile: Curse of the Allflame launches Friday, July 24, sending Exiles into the perilous Frozen Seas. Guided by formidable corsair captain Valerie and her cursed navigator Vesper, gamers must piece together scattered treasure charts, board the legendary vessel — the Sovereign — and chart a course into the abyss. Descend into the depths using Allflame Lanterns to uncover valuable relics while surviving the dangers lurking beneath the waves. The update introduces sweeping changes, including a complete rework of sockets and links. The Scion also gains the all-new Luminary Ascendancy, the Mercenaries of Trarthus return alongside mysterious Atlas Anomalies, and the preexisting Abyss, Legion and Talisman mechanics receive revitalized gameplay and exclusive rewards. GeForce NOW members can dive in the moment it launches across their devices, no downloads needed. Learn more about the latest additions on the Path of Exile website. Rise Through the Ranks The next operation begins. Battlefield 6 takes the fight further with Season 4, bringing new battlegrounds, expanded progression and new ways to play.  Take to the land, air and sea with the massive Tsuru Reef and the return of the fan-favorite Wake Island, coming in phase two. Both feature aircraft carriers with operational flight decks, new naval vehicles and a dynamic wave system that helps move every match. The update also introduces Custom Lobbies and Spectator Mode, delivering more ways to play. From large-scale multiplayer battles to intense vehicle combat, GeForce NOW lets members deploy across nearly any device. Ultimate members can stream with GeForce RTX 5080-powered performance across PCs, Macs, handhelds, mobile devices, TVs and more. Whether returning to the frontlines or enlisting for the first time, members can leap into the latest Battlefield update the moment it arrives on GeForce NOW — without waiting for patches. Dragons and Dinosaurs — on Any Device Classic adventures, now in the cloud. Three iconic Capcom adventures arrive on GeForce NOW this week, ready for longtime fans to revisit and new players to discover. Journey through the rich fantasy world of Breath of Fire IV, a role-playing game following the intertwining stories of Ryu and Fou-Lu. Master an array of skills and magic to unlock strategic victories in battle and go head to head with unique enemies using powerful Dragon Transformations.  Raw instinct takes over in Dino Crisis and Dino Crisis 2, the survival-horror series that combines pulse-pounding action, resource management and thrilling dinosaur encounters. Pursued by a relentless prehistoric terror, players fight to survive from the facility to the world of the Cretaceous Period. Whether reliving unforgettable moments or discovering these legendary titles for the first time, gamers on GeForce NOW can experience gaming history on supported devices like Chromebooks, Fire TV and Steam Deck — no legacy hardware required. Spartans — Start Early Spartans don’t have to wait. Players who prepurchase the Premium Edition of Halo: Campaign Evolved can suit up for Advanced Access before the game’s global launch on Tuesday, July 28.  Start the weekend with all the new games arriving on GeForce NOW: ZeroSpace (New release on Steam, available July 20) The Life and Suffering of Prince Jerian (New release on Steam, available July 20) The Planet Crafter (New release on Xbox, available on Game Pass July 21) Carnival Hunt (New release on Steam, available July 23) Dinoblade (New release on Steam, available on July 23) Breath of Fire IV (Steam) CloverPit (Xbox, available on Game Pass) Dino Crisis (Steam) Dino Crisis 2 (Steam) The last word goes to the Community Corner. One GeForce NOW member recently shared they found themselves back on GeForce NOW Ultimate because they missed the flexibility of gaming across devices like Steam Deck. Their post sparked a discussion about why members tap into cloud gaming, whether as a backup, a travel companion or their primary way to play. What are you planning to play this weekend? Let us know on X or in the comments below.
Title: Sharpen the Sword, Skip the Downloads — ‘Onimusha: Way of the Sword’ Is Coming to GeForce NOW Date: Thu, 16 Jul 2026 13:00:34 +0000 Link: https://blogs.nvidia.com/blog/geforce-now-thursday-onimusha-coming/ Onimusha: Way of the Sword is coming to GeForce NOW at launch, with the playable demo available this week. It’s joined by Denshattack! rolling in with five new games arriving in the cloud. Plus, GeForce NOW officially launches in India, moving from beta to public availability — meaning gamers can sign up without a waitlist. Pick Up the Oni Gauntlet Cloud-powered. Samurai-approved. Capcom’s next legendary action adventure is coming to GeForce NOW. Onimusha: Way of the Sword will arrive on the cloud at launch on Thursday, Sept. 3.  Members can jump into the action even sooner with the demo now available to stream. Set in a dark fantasy vision of Edo Japan, follow a lone samurai wielding the legendary Oni Gauntlet against relentless demonic Genma. Master precise swordplay, unleash powerful abilities and absorb the souls of fallen enemies as supernatural battles unfold across a haunting world filled with mystery and danger. Ultimate members can experience every clash with GeForce RTX 5080-class performance in the cloud across PCs, Macs, handhelds, mobile devices and TVs. From the first swing in the demo through launch day, GeForce NOW lets members step into battle the moment it’s available — no downloads, storage space or expensive hardware required. Gamers can find the demo in the GeForce NOW app demo row and add the title to their wishlists today to be ready when the blade is drawn.  India Levels Up The wait is over. GeForce NOW has officially exited beta in India, bringing the world’s highest-performance cloud gaming service to more gamers across the country.  This week, gamers can choose from monthly Performance and Ultimate memberships, flexible day passes or the basic, free offering — making it easier than ever to experience GeForce RTX-powered cloud gaming. GeForce NOW now supports UPI payments, giving gamers across India a fast, secure and convenient way to purchase memberships and day passes.  Premium memberships unlock GeForce RTX-powered features like ray tracing, NVIDIA DLSS and NVIDIA Reflex, along with higher resolutions, faster frame rates and priority access to streaming. With thousands of supported games — from blockbuster releases and free-to-play favorites to indie hits — members can enjoy PC games they already own without the cost of upgrading to high-end gaming hardware. Join the conversation with the GeForce NOW community on Reddit.  Go Off the Rails This Weekend “Denshattack!” is pulling into the cloud. Denshattack! — the off-the-rails, train‑wrecking action game — is now available to stream on GeForce NOW, letting members embrace pure chaos from almost any device.  Take control of runaway trains and send them barreling through crowded tracks, explosive obstacles and delightfully destructive layouts, chaining spectacular crashes with just the right mix of precision and pandemonium. Its colorful, tongue‑in‑cheek presentation and physics‑driven mayhem turn every run into a highlight reel of derailments — perfect for quick sessions, score‑chasing and laughing at just how wrong a single turn can go when the throttle never lets up. In addition, members can look for the following to play this week: Denshattack! (New release on Steam and Xbox, available on Game Pass on July 15) The Mound: Omen of Cthulhu (New release on Steam, available July 15) Heave Ho 2 (New release on Steam, available July 16) Fogpiercer (New release on Steam and Xbox, available on Game Pass on July 17) Onimusha: Way of the Sword DEMO (Steam) The GeForce NOW community keeps discovering new games to play, with members discussing the most beautiful games on the service. What game has impressed you most on GeForce NOW? Let us know on X or in the comments below.
Title: GeForce NOW Turns Up the Heat With New GeForce RTX 5080-Powered Toronto Server Date: Thu, 09 Jul 2026 13:00:55 +0000 Link: https://blogs.nvidia.com/blog/geforce-now-thursday-toronto-expansion/ This GFN Thursday brings more games, more power and more ways to play on GeForce NOW.  The cloud gaming service is expanding with a new GeForce RTX 5080-powered server in Toronto, bringing dedicated high performance in the cloud closer to members across the region. NTE: Neverness to Everness also gets an update in the cloud, making it even easier to jump into the latest content from the supernatural adventure without a single download or more storage space needed. It leads the way for GeForce NOW bringing native touch control to the game, coming soon. There’s even more to explore with three new games joining the GeForce NOW library this week.  Take It to the Next Level in Toronto The forecast is looking cloudy in Canada. A new GeForce RTX 5080-powered GeForce NOW server is coming to Toronto, expanding service in the region and bringing dedicated cloud gaming performance closer to local members. The new server will roll out within days, giving more players access to top-tier cloud gaming across Canada. Ultimate members can stream across PCs, Macs, handhelds, mobile devices, TVs and more with GeForce RTX 5080-class power in the cloud. Enjoy up to 4K resolution and beyond on supported ultrawide displays, up to 120 frames per second, plus NVIDIA DLSS, ray tracing and NVIDIA Reflex technologies.  Bring on the ‘999 Nights’ Reality bends — on any device. Step into the surreal world of NTE: Neverness to Everness with the NTE Version 1.2 “999 Nights” update.  This version introduces a massive gameplay evolution, plunging players into an immersive, tabletop-inspired fantasy role-playing game on the Warren Continent — a new permanent game mode featuring its own dedicated progression system. This narrative and mechanical expansion is elevated by the debut of two powerful characters, Shinku and Iroi, alongside an unprecedented fashion upgrade featuring a sweeping collection of 19 new character outfits. To top it off, exploration gets a high-octane upgrade with Draco, a revolutionary new motorcycle vehicle, making this version an absolute playground for combat strategy, stylish customization and high-speed urban traversal.  Plus, GeForce NOW will soon be rolling out native touch controls to NTE: Neverness to Everness, which will make it even easier to explore the city’s mysteries from supported mobile devices. Look for the game in the GeForce NOW app to seamlessly jump between devices and continue the adventure — no downloads, storage space or expensive additional hardware required. Embark on Expanded Adventures The journey continues in Granblue Fantasy: Relink with the Endless Ragnarok expansion. Known for its dynamic combat, diverse roster of Skyfarers and thrilling online co-op, Relink returns with fresh story content as mysterious beings known as the Ragnalia threaten the Zegagrande Skydom. Strange gateways, powerful new foes — including the mighty Beelzebub — and fresh challenges await across the skies. The expansion also introduces additional ways to play, including summon abilities that add another layer of combat strategy, co-op quest tiers and a solo mode filled with unpredictable encounters. Master traits offer more opportunities to customize favorite characters, giving both longtime Skyfarers and newcomers plenty of reasons to take flight. Jump into the latest action with the following games to play this week: Esports Manager 2026 (New release on Steam, available July 6) Assassin’s Creed Black Flag Resynced (New release on Steam and Ubisoft Connect, available July 9) Granblue Fantasy: Relink – Endless Ragnarok Demo (Steam) As GeForce NOW continues to expand, so does the community discovering cloud gaming. One new Ultimate member summed up their first impressions: “Finally caved and got GFN Ultimate… and wow.” Another longtime PC gamer shared how GeForce NOW completely changed their perspective after years of skepticism, calling it “a good alternative” for casual players and encouraging others to “try the one month and upgrade to the yearly before the sale ends.” What are you planning to play this weekend? Let us know on X or in the comments below.
Title: Joyride Through July With 12 Games Coming to GeForce NOW Date: Thu, 02 Jul 2026 13:00:23 +0000 Link: https://blogs.nvidia.com/blog/geforce-now-thursday-july-2026-games-list/ Summer is heating up — and GeForce NOW is taking players along for the ride. Start the month with Monopoly: Star Wars Heroes vs. Villains, bringing a galaxy far, far away to the iconic board-game franchise, alongside 12 new games joining the cloud this month.  Plus, don’t let the sun set on the biggest GeForce NOW savings of the year. Level up for less before the deals disappear. Light Side, Dark Side, Cloud Side  The Force is strong with this one. Rule the board, you must. Choose a side in Monopoly: Star Wars Heroes vs. Villains, the classic property-trading board game reimagined with legendary characters, locations and rivalries from across the Star Wars universe. Play as iconic heroes or infamous villains — each with unique abilities — to assemble a team and experience cinematic moments while competing with family and friends across locations from every era of the saga. Every roll of the dice brings new opportunities to build an empire and claim victory. GeForce NOW makes it easy to take the battle between the light and dark sides across nearly any device. Jump into a match on a low-powered PC, Mac, phone, TV, tablet or handheld device and keep the fun going across the galaxy. Check out what’s available this week: Monopoly: Star Wars Heroes vs. Villains (New release on Steam and Ubisoft, available June 30) Meccha Chameleon (Steam) And look forward to the games coming throughout the month: Assassin’s Creed Black Flag Resynced (New release on Steam and Ubisoft Connect, available July 9) Denshattack! (New release on Steam and Xbox, available on Game Pass July 15) The Mound: Omen of Cthulhu (New release on Steam, available July 15) Heave Ho 2 (New release on Steam, available July 16) Fogpiercer (New release on Steam and Xbox, available on Game Pass July 17) ZeroSpace (New release on Steam, available July 20) The Planet Crafter (New release on Xbox, Available on Game Pass July 21) Carnival Hunt (New release on Steam, available July 23) The Ranchers (New release on Steam, available July 30) Corsair Cove (New release on Steam and Xbox, available on Game Pass July 31) Juicy Extras From June In addition to the 18 games announced last month, 10 more came to the cloud.  Deer & Boy (Steam) DOOM Eternal (Epic Games Store) Embers of the Uncrowned Demo (Steam) EMPULSE (Steam) The Elder Scrolls Online (Xbox, available on Game Pass) NBA THE RUN (Steam) SAND: Raiders of Sophie (Steam) Voidling Bound (Steam) Witchspire (Steam) World of Tanks: HEAT (Wargaming) Last Call for Cloud Summer Savings The clock is ticking. Get gaming at the best price of the year. The final days of the GeForce NOW Summer Sale are here. Before the savings disappear, gamers can save $35 on a 12-month Performance membership or $70 on a 12-month Ultimate membership — unlocking GeForce RTX-powered gaming in the cloud across devices they already own. The Performance membership delivers smooth, high-quality gaming with RTX-powered servers, making it easy to jump into favorite titles across PCs, Macs, phones, handhelds and TVs. The Ultimate membership takes cloud gaming to the max with RTX 4080‑ or 5080‑class performance. Experience cinematic visuals, ultralow latency and responsive gameplay powered by technologies like NVIDIA DLSS, ray tracing and NVIDIA Reflex — all without the cost of a new gaming rig. Hear directly from the GeForce NOW Community. One GeForce NOW member recently called the Summer Sale “quite significant” after realizing the savings were even larger than expected in their local currency. By locking in a year of Ultimate, they calculated their monthly cost dropped from roughly 29 CAD to 17 CAD – showcasing how GeForce NOW continues to help gamers around the world enjoy the games they love, wherever they choose to play. Plus, check out this spreadsheet, made by a community member, featuring discounted games streaming on GeForce NOW  and build out a bigger library at the best bargains during the Steam Summer Sale. What are you planning to play this weekend? Let us know on X or in the comments below.

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Title: Beast of Reincarnation hands-on: parry-rich combat and the cutest mutant pup Date: Mon, 03 Aug 2026 08:00:10 +0000 Link: https://blog.playstation.com/2026/08/03/beast-of-reincarnation-hands-on-parry-rich-combat-and-the-cutest-mutant-pup/ Even from its first full reveal in 2025, Beast of Reincarnation was making all the right noises. Roaring through the crowd of impressive action role-playing games, Game Freak’s trek into a post-apocalyptic Japan blends the mythological with the mechanized into something fresh – helped by a “one woman and her dog saving the world”’ narrative. But that’s not everything Beast of Reincarnation brings to the PlayStation 5 wilds. After spending a lot of time with the full game ahead of its August 4 release, I experienced a touching story, in-depth game mechanics, intense Souls-like combat, and quite possibly the most adorably blighted giant dog companion anyone could wish for.  A world of mutated mystery 4026 Japan is not a place we would recognize. Plants, birds, beasts, and even humans have been overwhelmingly corrupted by a strange cataclysm called the Blight. Entire Blight forests have spread their poison far and wide, pushing the remnants of humanity into scattered settlements. And chief of all the mutates are the Nushi, powerful and often colossal beings who spread fear and destruction wherever they roam. The cause of all this is said to be the fabled Beast of Reincarnation, which resurrects every 100 years. And so one person is tasked to end this cycle of doom… Humanity’s last hope Blighted from birth, Emma is an outcast with no memory of her origins. She’s initially stoic and near emotionless, punished by her colony for her affliction. But her condition also makes her valuable, able to absorb the powers of each defeated Nushi to herself, with the aim of using that power to kill the Beast. Of course, as the game progresses you discover it’s not that simple, but for us as players it makes Emma the perfect character to explore beautiful but sinister forests, the crumbling ruins of civilization, water logged underground bases, and mysterious habitats. Parry or die Emma is an incredibly versatile protagonist, feeling light and agile on the DualSense controller. She’s equipped with swift sword swipes via R1 that can be chained into a combo, projectile weapons including bolts and arrows that can offer a tinge of resistance when pulled on an adaptive trigger, a nimble dodge with a tap of the Circle button, and a block and parry using L1. And this is where Souls fans will rejoice – because that parry is the key to survival. Fighting against early beasts and basic corrupted golems – humans who escaped the Blight by trapping their souls inside a machine – was fun and easy enough but hacking away on R1 won’t get you very far against the smarter, tougher, or larger foes. My first encounter with Chapter One’s tricky boss, a colossal deer-like Nishi, was just a hint of what was to come, its vicious and repeated antler attacks requiring parries to open up a counterattack. Later in the game, mini-bosses and enemies with more complex unblockable assaults required pin-point parries and counters to win. Timing is everything. Wielding the power of corrupted nature  Thankfully, that’s not everything to Beast of Reincarnation’s layered combat system. Antagonists can be staggered by reducing their relevant meter with multiple attacks and leaving them open to a finisher using R1. I was also able to perform instant kills on grunts by sneaking up on them or taking satisfying headshots with a projectile. While the Square button unleashes Emma’s devastatingly effective Nushi Skills and Blade Arts combos. But mastering Emma’s Blight abilities is the real game changer. Tapping R2 when a jump point is highlighted in the environment fires out root-like tendrils of her hair to yank Emma to higher areas. Similarly, holding down R2 creates a temporary hair platform that Emma can walk across, and the Cross button raises Emma high into the air with her locks. Using her verticality as a distancing technique was not only valuable in combat, but it meant I could utilize a ‘death from above’ assassination with R1. This levelled the field against multiple enemies who have a cone of vision I could exploit and led to a rewarding victory in a particular fight against a tough pike-wielding golem and his small army. And then there’s Emma’s best boy by her side… Genuinely, Koo is the bestest of boys The large wolf-like Koo is the perfect battle companion, able to be directed to attack enemies, or utilising his powerful Bloom Arts, a turn-based menu style special attack which you select using Triangle. If I was able to time my following button press correctly during the short corresponding mini-game, Koo’s Bloom Arts skills were invaluable, especially as the Fluorescence Points used to unleash them are earned via successful parries. When combined with Emma’s time slowing Entanglement Overdrive after pressing L3 and R3 together, the duo quickly became a formidable force in my hands. Koo also guides you to objectives with a visual pheromone indicator, barks when he finds something of interest, and even brings back items to Emma. While Koo has his own life bar, he’s hardy and capable, and you can expand his skill slots by increasing Emma’s rapport with him via petting him (creating a pleasing tremble of the DualSense controller haptics), giving him treats, and keeping him clean via a shower available in the Cleanse Walker, Emma’s mobile base. Food, systems, and skill trees There’s a lot of hidden depth in Beast of Reincarnation, too. Multiple weapons can be found and enhanced, skill trees for both Emma and Koo meant I was unlocking more abilities as I progressed, different enemy types fought each other on sight making combat even more entertaining, and the presence of the mysterious Violet – who only Emma can see and hear – offered intriguing questions to the narrative. And that’s not even mentioning the importance of food. Emma and Koo will only naturally heal from their wounds if their hunger gauge isn’t empty. But food also offers bonuses to stats like HP, Attack, and Defense, so they’re not just another resource check. And better yet, Emma’s surrogate little sister Kagura can cook meals from ingredients you find on the field, her culinary skills increasing the more you engage with her, and her meals becoming more expansive and beneficial based on the recipes you bring back. I was even able to raise a chicken for eggs and grow crops on the Cleanse Walker to give Kagura more food options, with different seedlings having various harvest times. A beastly battle Emma and Koo’s adventure is a lengthy one, full of intrigue and tender narrative beats to accompany its rousing and challenging combat. So if you’re game for the hunt, you better sharpen your sword skills ahead of Beast of Reincarnation’s PS5 release on August 4.
Title: Silent Hill: Townfall Developers discuss the Scottish setting, retro technology, first-person combat Date: Thu, 30 Jul 2026 15:00:00 +0000 Link: https://blog.playstation.com/2026/07/30/silent-hill-townfall-developers-discuss-the-scottish-setting-retro-technology-first-person-combat/ Launching September 24 on PlayStation 5, Silent Hill: Townfall marks the latest entry in the iconic psychological horror franchise. In this article, we bring you insights from Motoi Okamoto, producer for the Silent Hill series at Konami and Jon McKellan, writer and director at Scotland-based developer Screen Burn Interactive.   Could you share why you chose Screen Burn as the development team for this title? Motoi Okamoto: We were introduced to Screen Burn by Annapurna Interactive, who co-published the title with us. Annapurna has an incredible track record of success with narrative and art-driven indie games, so we fully trusted their taste. I had personally played Screen Burn’s previous titles Stories Untold and Observation, and both were fantastic, so I felt confident leaving the project in their hands. When asking Jon to handle the narrative, were there any specific requirements or guidelines regarding what makes a game “Silent Hill?” Okamoto: While Konami does have an internal “bible” or storyline guidelines, I believe the most crucial part of the process is for the developers and writers themselves to analyze the Silent Hill series and build their own bible. Handing over a thick manual from our end wouldn’t necessarily resonate with a team. That’s why we ask every development team we collaborate with to go through that personal discovery process. What were your thoughts on setting the game in Scotland? Jon McKellan: Scotland is where we grew up; it’s the environment most familiar and natural for us to depict. To create a meticulous, persuasive setting, we felt it was essential to build a world we knew inside and out. That’s why we chose Scotland. On top of that, Scotland is naturally a very foggy region, making it a perfect fit for Silent Hill. There were times when we’d take photos outside and think, “We’re literally standing in Silent Hill right now…” Okamoto: Silent Hill frequently collaborates with development studios worldwide. Through these partnerships, we can blend diverse regional cultures and perspectives to deliver fresh, innovative horror experiences. This title marks the first full-length Silent Hill game to adopt a first-person perspective. While Silent Hill: The Short Message (released in 2024) also used first-person viewpoint, it was a smaller standalone experience. Despite being developed by different teams, did that title influence Silent Hill: Townfall? Okamoto: Beyond having different developers, the production timelines were completely different, so there was no direct exchange of technical know-how. The fact that both Silent Hill: Townfall and Silent Hill: The Short Message ended up in first-person was purely coincidental. McKellan: Since there was no overlap, our team at Screen Burn was able to play Silent Hill: The Short Message with a completely fresh perspective. For Silent Hill: Townfall, a first-person viewpoint was an indispensable foundation for integrating the mechanics around the CRTV device. Honestly, the CRTV couldn’t work from any other perspective. While the first-person view brings many changes compared to traditional titles in the series, we took great care to maintain that distinct, atmospheric Silent Hill feel and presentation. What was the motivation behind evolving the series’ iconic radio into the CRTV? McKellan: The concept of changing the radio to the CRTV was there from the very start of development. In the earliest stages, it was a standard radio, but we set a challenge for ourselves: how could we make the radio an active tool rather than a passive one? By turning it into a visual device where you can watch video signals in addition to hearing audio, the possibilities exploded—from how we handle narrative presentation to how it integrates into gameplay, like stealth. Plus, as you might be able to tell from Screen Burn’s past games, figuring out how to manipulate slightly outdated analog technology is right up our alley. Are there scenes that simply couldn’t exist without the CRTV? McKellan: So much of the presentation and gameplay was designed around the premise of the CRTV. Rather than asking “Which scenes couldn’t exist without it?”, we approached development by asking, “How can we best leverage this device to its fullest potential in every moment?” Could you tell us more about your meticulous, almost obsessive, dedication to recreating retro gadgets and environments? How do you feel that enhances the Silent Hill experience? McKellan: Older analog tech and gadgets mean a lot to us, and we have a real fondness for them. Nostalgic elements like these are things that not just us, but players everywhere have touched and experienced, evoking a sense of familiarity. We deliberately designed moments that play against those nostalgic feelings. In a modern context, analog technology feels a bit unstable, unreliable, or hard to trust completely. We wanted to create a situation where players have to rely on this device to survive, even while feeling uneasy about relying on it too much. As for our environmental design, we take pride in saying it borders on obsession. Believing that a place actually exists is what makes players truly care about it, and making players care is the most important thing of all. Red and black are used very prominently in this game. What was the intention behind this color palette? McKellan: Part of it is simply that they are a striking pair of colors, but as you progress through the game, players will discover that these two colors hold a deeply symbolic and vital significance for our protagonist, Simon. The creatures in Silent Hill: Townfall feel tougher than in previous entries. Is the game balanced to favor stealth over combat? McKellan: We’ve provided players with multiple options to handle encounters. Rather than forcing a single playstyle, we want players to experiment and discover which approach feels most effective or suitable for each situation as they fight to survive. How did you approach the concept of multiple endings? McKellan: The endings in Silent Hill: Townfall aren’t determined by a simple binary choice at the end. Instead, the culmination of the player’s actions throughout their playthrough dictates which ending they reach. We designed this freedom so that the ending feels genuinely earned based on the player’s unique journey. Okamoto: All three main endings can be reached right from your first playthrough, whereas the secret ending becomes accessible after clearing the game once. It follows a structure similar to the original Silent Hill and Silent Hill 2, meaning players won’t be forced to replay the game two or three times just to see all primary endings. Could you share how PS5 features like haptic feedback and adaptive triggers enhance the game’s presentation? McKellan: Through the DualSense wireless controller’s adaptive triggers, players won’t just feel the weight of firearms—haptics allow you to literally feel the footsteps of certain approaching creatures right in your hands. Motion control (gyro) also enables intuitive aiming. Early in development, I was actually a bit skeptical about how well motion controls would fit, but once we implemented them in-game, it felt so natural that I couldn’t go back to traditional controls. Using motion controls, you can also manipulate the map as if holding it directly in your hands. Additionally, certain puzzles require you to physically tilt the CRTV—mimicking the everyday motion of holding up a phone to search for a signal, which is another fun way we’ve integrated the motion controls. As a producer, how do you feel about the DualSense controller’s adaptive triggers and haptic feedback? Okamoto: The Silent Hill series has historically been praised for its visuals and sound, but with the PS5, being able to bring the sense of touch into the horror experience feels like a massive step forward. 3D Audio is another crucial element for modern horror. How have you used sound design to heighten the terror in Silent Hill: Townfall? McKellan: Because Silent Hill: Townfall is played in first-person, your visual field of view is naturally restricted, making audio far more important. We intentionally created situations in which players must rely heavily on subtle noises and audio cues to perceive threats lurking beyond what their eyes can see. Silent Hill: Townfall launches on PS5 September 24. 
Title: Silent Hill: Townfall hands-on report Date: Wed, 29 Jul 2026 07:00:24 +0000 Link: https://blog.playstation.com/2026/07/29/silent-hill-townfall-hands-on-report/ The line between supernatural horrors and the psychological struggles of characters is often blurred between Silent Hill games, but it might never have been as hazy as it is in Silent Hill: Townfall. I recently played about four hours of the first-person survival-horror game, in which protagonist Simon finds himself in a foggy Scottish town full of horrors, but seemingly can’t quite make out what’s real and what’s only in his mind. My preview began at the start of Townfall, with Simon apparently responding to a letter asking him to return to the mysterious town of St. Amelia. One moment it appears Simon is drifting towards the dock aboard a boat. The next, he bursts out of the water and pulls himself ashore as if he’s just awoken there. The details of Simon’s arrival to St. Amelia seems intentionally ambiguous. He sets off into St. Amelia, trying to find out what’s going on, but it seems to be abandoned. As you make your way down the city streets, he hears shouting and sees flashes, implying there’s a protest or a riot — only to discover the town square is empty of people. Is Simon hallucinating, or are dark forces leading him on in St. Amelia? It’s impossible to say, especially after Simon answers a ringing pay phone and hears a cryptic voice pushing him to find a woman named Zoe. He’s suddenly transported into an underground structure hued in red light, which indicates it as part of Silent Hill’s twisted version of the real world, known as the Otherworld. Exploring the structure leads Simon, impossibly, to an apartment, where you discover the hand-held TV that is Townfall’s most important item. Tuning signals on the TV provides hints about how to solve puzzles, and you’ll need it to access an elevator that somehow returns you to the streets of St. Amelia. A foggy past As writer and director Jon McKellen explained, the puzzles you’ll face in Townfall are also direct hints about the story. The signals you find on the CRTV are directly related to St. Amelia’s and Zoe’s pasts, providing clues about who she was and where she might have gone. Visiting Zoe’s empty apartment reveals that she’s a nurse, leading to the clinic where she worked. A set of three scales sits in her office, each awaiting an object that was important to her — but which she felt symbolized her failures, which led her to disappear from her job. In Zoe’s apartment, you find her ID badge, and in the nearby pharmacy, you can find a prescription Zoe ordered, but discover that she mistakenly called in the wrong dosage. When you make your way to the apartment of Zoe’s coworker, you collect her medical bag with a broken stethoscope inside, the symbol of her inability to truly hear her patients. Zoe’s story is inextricably linked with that of the town, which seemed to have suffered some sort of medical outbreak, and with Simon, even though he doesn’t know who she is. Verify your age to view this content. Verify your age to view this content. This town is full of monsters Townfall is the first Silent Hill game in which you’ll fight creatures in first-person, and compared to other recent titles like Silent Hill 2 or Silent Hill f, the change in perspective makes for some harrowing moments. A third-person camera makes it a little more viable to potentially dodge attacks and move around enemies, but in first-person, your options narrow to facing the threat head-on, or making a run for it. That adds an intensity to every battle, especially since it can be easy for Simon to get overwhelmed. While following in Zoe’s footsteps, Simon learns that St. Amelia isn’t completely empty. Marauding the streets are faceless, writhing creatures, wrapped in industrial straps and sporting axe blades for faces. Luckily, you can sometimes find pieces of wood to use as clubs to defend yourself, although these aren’t plentiful. If a monster sees you and attacks, you can block its vicious charges and swings with your melee weapon by holding L2. The trick is then to strike back with R2 when you see an opening. But combat is fast and frenetic, and enemies don’t go down easily. What’s more, your makeshift club can only survive the onslaught for a couple of battles. Combat in Townfall is only something to resort to if you have no other choice. A much better option is to avoid enemies altogether. Turning the CRTV to certain signals allows you to see monsters through walls and fog, and you can duck behind walls, cars, and fences gives you a chance to stay out of sight. Hold L1, and you can peek over or around objects to see what’s awaiting you. If something does spot you and give chase, the town has small spaces like closets, sheds, and half-opened doors where you can duck in and hopefully hide yourself until the danger passes. Verify your age to view this content. Verify your age to view this content. A later section of the preview, in which the Otherworld invades the streets, sends you through the yards and alleys of a neighborhood. Here, I faced a new type of creature, which fires vicious tentacles from its chest to attack at range, or can grab and overpower you almost instantly, especially if your health is low. Verify your age to view this content. Verify your age to view this content. Luckily, I also had a new weapon: a revolver. It might be more of a liability than a real defense, though. The gun is powerful but incredibly loud, and while it was good for quickly killing enemies, it always made the situation worse by drawing more. It also reloads slowly when you hit Square as Simon presses each cartridge into the cylinder individually. Stealth is, again, the best option here, and you can pick up small objects like bottles and bricks to throw as distractions, or use machines you come across, such as radios or TVs, to draw an enemy away so you can slip around them. A PS5 Pro-enhanced experience Townfall channels an uncanny realism in St. Amelia, thanks to making heavy use of the PS5’s features. Its visuals are enhanced by the PS5 Pro, and it leans on aspects of the DualSense controller to create a singular experience. The game uses a 2.35:1 aspect ratio to create a cinematic experience, and sports both a 30FPS Quality setting and 60FPS Performance setting. The developers at Screen Burn visited and photographed real coastal towns in Scotland in order to recreate their look and feel, and Townfall uses PS5 Pro’s upgraded PSSR to create a town that looks incredibly realistic at high resolution. Ray tracing to create hauntingly beautiful environments, whether they’re full of fog in the regular world, or bathed in oppressive red light in the Otherworld. Haptics feedback with the DualSense controller adds a lot of intensity to combat, from the smash of a wood plank against an enemy, to the blast of blocking a counter-attack. Townfall also makes use of the DualSense’s gyroscope for certain controls, making them feel more tactile. With motion controls enabled, when you use the CRTV to hunt for signals in radios or other devices, you’ll need to physically move and twist the controller to tune in. You can also use motion controls with firearms, moving the whole controller to carefully adjust your aim and land headshots at key moments. Though my time with Silent Hill: Townfall left me with plenty of questions and a lot of mysteries, its twisting psychological machinations captured exactly what I like about the series. Its emphasis on tough combat and stealth mechanics also give it plenty of ways to make you jump out of your seat. You can try to keep your cool when Silent Hill: Townfall launches on September 24 on PlayStation 5.
Title: Ball x Pit final update The Naturalist arrives August 6 Date: Tue, 28 Jul 2026 16:00:14 +0000 Link: https://blog.playstation.com/2026/07/28/ball-x-pit-final-update-the-naturalist-arrives-august-6/ Hello PlayStation Blog community! I’m back for the last time (…maybe) to share what to expect in the latest and final, free Ball x Pit update. Titled The Naturalist Update, players can expect more of what they love when it releases next week on August 6 and I’m here to share a brand new trailer, gameplay clips, and give you some content details of what to expect in the next update. Play Video To give a little backstory, it turns out we couldn’t stop making content for this game. We had a little breathing room before release and a pile of ideas we didn’t want to waste, so we honestly just… kept going. Which would explain all of that extra chaos making its way to you as free content. We’ve been so excited to see what new ball combinations the community has been cooking up after each and every update, tuning into your videos and content on social channels has been amazing. So for that, we thank you! 2 new characters Players of Ball x Pit: The Naturalist Update will come across two new unlockable characters, each with opposite personalities. The Ballbearer doubles down on firepower (literally), giving you double the amount of ball slots to build an arsenal at the cost of giving up passive items entirely. The Hoary Hoarder takes the opposite approach, lugging around an oversized backpack stuffed with gear. They only have room for two ball slots, but make up for it with twice as many passive slots, letting powerful item Evolutions do the heavy lifting. 11 New Balls Lightning Bug lights up the battlefield by spawning a firefly with every bounce. Each one seeks out the strongest enemy before zapping nearby targets with a burst of lightning. Mosquito Kingdom slowly builds a buzzing swarm, spawning one or two mosquitoes whenever it hits an enemy. The mosquitoes hunt down the weakest target on the field, dealing between 100-150 damage with each attack, and if one lands the killing blow, well, you simply recover a small amount of health back. Drill tears through enemies from behind, piercing straight through them and dealing extra damage along the way. Flesh starts off weak, dealing only half damage, but it rapidly increases in speed with every bounce until it becomes a blur tearing across the screen. Armageddon calls down a destructive meteor shower the moment it hits an enemy. The first impact marks the target, then flaming meteors rain across the area, dealing heavy damage to every enemy caught within a three-tile radius. 5 New Passives Platinum Dumbbell rewards clean shots, giving your balls a damage boost that lasts until they finally collide with the back wall. Inglorious Hammer keeps the pressure on after a bounce, causing balls that hit a wall or the back of the arena to immediately strike a random enemy for reduced damage. Remote Detonator turns every kill into another explosive opportunity. Whenever an enemy goes down, it spawns a level 1 Bomb Ball whenever an enemy dies, keeping the chain reaction going and filling the battlefield with even more booms. ..aaand of course there’s more that we don’t want to spoil! The team and I appreciate your time for reading and all the support surrounding the game since launch, and we hope you’re excited as we are to finally jump into the final free content update! Ball x Pit: The Naturalist Update will be available for all PS5 players next week on August 6.
Title: PlayStation Plus Monthly Games for August – Dying Light 2 Stay Human: Reloaded Edition, Big Walk, Signalis Date: Tue, 28 Jul 2026 15:30:11 +0000 Link: https://blog.playstation.com/2026/07/28/playstation-plus-monthly-games-for-august-dying-light-2-stay-human-reloaded-edition-big-walk-signalis/ Be fleet of foot to survive a post-apocalyptic cityscape alone or with pals, buddy up to walk and talk your way through a pleasant puzzle-filled world, or take a solo trip into a dystopian future for a brooding slice of psychological survival horror with the PlayStation Plus Monthly Games for August. Dying Light 2 Stay Human: Reloaded Edition, Big Walk and Signalis will all be available to PlayStation Plus members* from Tuesday August 4 until Monday August 31.  Let’s take a closer look at each of the games.  View and download image Download the image close Close Download this image Dying Light 2 Stay Human: Reloaded Edition | PS5, PS4 In Dying Light 2, survival meets action adventure as you attempt to endure a hostile, post-apocalyptic world. Rival factions across The City aren’t the only enemy – a virus has turned a vast majority of the human population into monsters. Take on the role of Aiden Caldwell, a wanderer with the power to change the fate of The City, but your exceptional abilities come at a price. Haunted by memories you cannot decipher, you set out to learn the truth – and find yourself in a combat zone. Hone your skills to defeat your enemies and make allies. Unravel the dark secrets behind those that wield power, choose sides and decide your destiny. Play in up to four-player co-op: host your own games or join others and see how their choices have played out differently than yours.  View and download image Download the image close Close Download this image Big Walk | PS5 Big Walk is a cooperative multiplayer adventure about teamwork and talking. Set out with your friends through a wide-open world full of challenges, puzzles, and discoveries. You’ll need to work together to find your way around, stay in contact using an assortment of tools and toys, and figure out new ways to communicate when you suddenly find yourself speechless. Adventuring aside, there’s plenty of time to just hang out. Sit and watch the sunset, or steal your friend’s binoculars and kick them into the ocean. Spending time with friends is the best part of a big walk. View and download image Download the image close Close Download this image Signalis | PS4 Awaken from slumber and explore a surreal retrotech world as Elster, a technician Replika searching for her lost partner and her lost dreams. Discover terrifying secrets, challenging puzzles, and nightmarish creatures in a tense and melancholic experience of cosmic dread and classic psychological survival horror. View and download image Download the image close Close Download this image MARVEL Tōkon: Fighting Souls PlayStation Plus Pack   Starting August 6**, all PlayStation Plus members can acquire a MARVEL Tōkon: Fighting Souls PlayStation Plus Pack from PlayStation Store. This pack contains two sets of items: Five Avatars inspired by characters from MARVEL Tōkon: Fighting Souls, featuring Captain America, Storm, Spider-Man, Doctor Doom, and Ghost Rider.  A set of in-game Result Screen Character Poses featuring 20 characters, including Spider-Man, Ms. Marvel, Star-Lord, Peni Parker and more.  The pack will be available in the PlayStation Plus section of PlayStation Store on your PS5 or PS4 console or PlayStation Plus web page, starting August 6*. PlayStation Plus members need to redeem and download the pack to access its contents. The Avatars will appear in the Avatar section of your profile page on your PS5 or PS4 console. The Result Screen Character Poses are accessible and selectable in the PS5 version of MARVEL Tōkon: Fighting Souls once the game and pack are downloaded onto your PS5 console.  *PlayStation Plus Monthly Games lineup may differ by region. Please check PlayStation Store on release day for more information.  **MARVEL Tokon: Fighting Souls PlayStation Plus Pack is available until August 6, 2027. 

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Title: The Soulslike genre has grown stale after Elden Ring, and only FromSoftware can take it to strange new places Date: Mon, 03 Aug 2026 12:59:49 +0000 Link: https://www.rockpapershotgun.com/the-soulslike-genre-has-grown-stale-after-elden-ring-and-only-fromsoftware-can-take-it-to-strange-new-places Sometimes I have to remind myself that I’m a cliché, a person first compelled to write about games because I slew Dark Souls’ Gwynn, Lord Of Cinder and sat quietly for a moment before thinking to myself, “Hit me, come on, hit me!”. No, I was not okay. But my understanding of games shifted in that tiny university room: they could be overcome, not just completed. FromSoftware’s dark fantasy lands, with their puzzle-box intricacy and dribbly residents, ushered in the "Soulslike" as other developers sought to cash in on masochists like me. Here I am, still a masochist, still someone who adores a Souls and/or ‘like, but who stares at the offerings nowadays and thinks, "Please, someone hit me". These games have stagnated, to the point where it feels like we’re all waiting for FromSoftware to emerge from the fog and beat our asses in a way we’ve not quite seen before. Read more
Title: Making Baldur’s Gate 4 would be "a great challenge" for Rogue Trader devs Owlcat, co-founder says, as the studio reiterate their commitment to CRPGs Date: Mon, 03 Aug 2026 11:52:09 +0000 Link: https://www.rockpapershotgun.com/making-baldurs-gate-4-would-be-a-great-challenge-for-rogue-trader-devs-owlcat-co-founder-says-as-the-studio-reiterate-their-commitment-to-crpgs I'm not saying you've got to be making a vaguely Mass Effecty RPG starting with Ex to be considered as a successor to Larian on the Baldur's Gate series, but it certainly doesn't seem to hurt. Exodus devs Archetype Entertainment were offered such a chance according to former studio head James Ohlen, and while The Expanse: Osiris Reborn devs Owlcat might not have been yet, their co-founder has said it would be a "great honour" if they were. Read more
Title: This week in PC games: Beast of Reincarnation, Big Walk, and Marvel Tōkon, plus a round table RPG, some flammable robots, and a flock of lovestruck pigeons Date: Mon, 03 Aug 2026 10:48:17 +0000 Link: https://www.rockpapershotgun.com/this-week-in-pc-games-beast-of-reincarnation-big-walk-and-marvel-tokon-plus-a-round-table-rpg-some-flammable-robots-and-a-flock-of-lovestruck-pigeons Ugh, morning has come again. The sultry undergrowth of night has yielded to the obnoxious leaf blower of wakefulness. Another week tumbles pendulously from the unzipped flies of the future. My bed beseeches me: Son of Man, do not waste your time in the upright world. Crawl back under the covers. Embrace your pillow. Forget the sun. But I can't do that, bed, because I have already checked my inbox in a fit of self-loathing, and would you believe there are new PC games to write about??? Read more
Title: American Truck Simulator trundles off to a land of enchanted highways and giant bovines with a freshly announced North Dakota expansion Date: Mon, 03 Aug 2026 09:26:03 +0000 Link: https://www.rockpapershotgun.com/american-truck-simulator-trundles-off-to-a-land-of-enchanted-highways-and-giant-bovines-with-a-freshly-announced-north-dakota-expansion Fresh off a trip to Illinois back in May, American Truck Simulator devs SCS Software have revealed another expansion they've got in the works. North Dakota's on the way as the big rig roadtrip continues to gradually make its way eastwards. Read more
Title: The Sunday Papers Date: Sun, 02 Aug 2026 06:13:39 +0000 Link: https://www.rockpapershotgun.com/the-sunday-papers-821 Sundays are for looking back at the week and honestly just thinking, yeesh, what are you doing, working in an industry that’s succumbed so deeply and so wilfully to moral decay. The publishers sold to executioners. The naked attempts at thought manipulation. The constant, miserable hum of distrust and paranoia produced by a technology that even bedroom modders, once the poster children of earnest DIY enthusiasm, are now using to cut corners and mislead players. God, it's awful. Thus, in honour of my dire need to spend this weekend thinking about something else – hopefully that being enough time to reset and rediscover some of the medium’s lingering pleasures – here are some quality reads from the past week, absolutely none of which concern games. Read more
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