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<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/04/17/97688826/nintendoswitch2_mariokartworld_character_scrn_26.jpg" width="800" height="450" alt="Mario Kart World" typeof="foaf:Image" class="image-style-body-default" /></p> <p>Mario Kart World makes a strong first impression. As any prior player of the franchise would expect, the vibrant and action-packed world is immediately fun and engaging. It only takes a few minutes of play to see that, beyond a bevy of new courses and some fancier graphical flourishes, there’s also a lot of new features under the hood that help the game make strides. While my early uation of the open world structure suggests that it lags behind other racing games that have tried similar feats, there’s no doubt after several hours of racing that this is a strong and worthy follow-up for the franchise. </p><p>We’ll have a complete scored review in the coming days. In the meantime, here are some big takeaways.</p><p>Drop straight into a sequence of Grand Prix races, and any kart racing enthusiast is likely to start having a great time. The courses are varied and fantastical, filled with strange and sudden twists on expectation, rocketing you high into the sky one minute only to splash you down into rocky ocean waves the next. The music also deserves a special call-out. I’ve sometimes found prior entries in Mario Kart to lean too heavily into pure frantic speed in musical tracks (especially on final laps) in an almost annoying way. The new installment is still high energy, but there’s more variation to the musical score, and is far more listenable.</p><p>I’ve always enjoyed playing Mario Kart with friends or the kids in my family, but it was never a game I turned to for an especially compelling racing feel beyond simple fun. This is the first time I recall finding the controls explore a level of depth that makes me dig in and truly develop my karting skills to the next level. New rail riding, increased focus on jumps and wall rides, more natural gliding while in the air – I’m really enjoying the flow of races. Especially on the higher CC runs, I have to pay close attention to snag the win.</p><p>Does this version of Mario Kart look profoundly better than what came before? I don’t think so. Some of the character models (I’m looking at you, Princess Peach) have an exaggerated facial modeling that I’m having a hard time adjusting to. But over time, there’s no doubt that Mario Kart World offers an impressive sense of speed and some exciting visual splendor. Light flashing off moving water, the sense of speed for incoming projectiles, the rich variance to the color palette – it’s an arresting game to look at, even if I haven’t encountered any graphical personal highlights that sell me on Switch 2 as a powerhouse, despite the attached buzzwords of HDR or higher FPS counts. </p><p class="inline-rich-content-placeholder"> </p><p>Mario Kart World’s most significant innovation from prior entries is the free-roaming map. I love how this structure naturally creates an array of new courses that interconnect the primary locations around the map. And I like dropping into free roam and getting to navigate a vast Mario-themed landscape while trying to find hidden pick-ups and take on scattered challenge missions. </p><p>However, Mario Kart World arrives at the free-roaming race model many years behind other racing competitors. At least based on the hours I’ve played, it lags behind most of them, including titles like the Forza Horizon series, or even other family-friendly fare like LEGO 2K Drive. The approach to accessing one’s map in Mario Kart World is confusing and unhelpful, seemingly only easily reachable from the top-end menu (though I do like dropping straight into the driving location shown on screen). There are too few activities to keep me engaged as I explore. It’s a beautiful game world, but it feels a bit barren. Perhaps I’ll change my mind on that front as I spend more time driving, but it’s one trouble spot in my early engagement. </p><p>Even with a less-than-stellar free-roaming experience so far, Mario Kart World is the most fun I’ve had playing solo with a game in the franchise. And the multiplayer sessions I’ve tackled with friends and family so far have the same frenetic energy and fun you’d expect. It’s energetic, family-friendly, and approachable, but it flirts with some greater depth than we’ve seen from the series in the past. </p><p>Is it a game that’s going to change your opinion on Mario Kart one way or the other? Almost certainly not. But is this a game that you can feel good buying on day one, with the knowledge that everyone at home will have a blast? Absolutely. </p> <section class='type:slideshow'><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/04/17/ce49c2ef/nintendoswitch2_mariokartworld_item_scrn_09.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/04/17/3eaf71c6/nintendoswitch2_mariokartworld_scrn_freerun_03.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/04/17/d754f4c2/nintendoswitch2_mariokartworld_item_scrn_16.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/04/17/92fec649/nintendoswitch2_mariokartworld_scrn_15.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/04/17/d39479ae/nintendoswitch2_mariokartworld_item_scrn_12.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/04/17/8d09cccd/nintendoswitch2_mariokartworld_freeroam_scrn_12.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/04/17/7cbe3150/nintendoswitch2_mariokartworld_item_scrn_05.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/04/17/0439c28e/nintendoswitch2_mariokartworld_character_scrn_33.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/04/17/bd1c285c/nintendoswitch2_mariokartworld_character_scrn_25.jpg'></figure></section>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/05/2dede8d7/switch2header.jpg" width="800" height="450" alt="" typeof="foaf:Image" class="image-style-body-default" /></p> <p>I am not quite ready to render a final, official review synopsis of Nintendo’s Switch 2 console. I haven’t spent enough time with it yet. <a href="https://www.twitch.tv/videos/2477145577?filter=archives&sort=time">I streamed Mario Kart World yesterday</a>, <a href="https://www.tiktok.com/@game_informer/video/7512154615463283998">tried putting a Switch 2 game in a Switch 1 console</a>, and <a href="https://bsky.app/profile/kylehilliard.bsky.social/post/3lquywjf4o22n">have spent most of my day today becoming someone who knows what’s what when it comes to HD rumble 2 in Welcome Tour</a>. I may not be ready to give it a grade, but I, along with some of the other editors here at Game Informer who have been spending time with the system, can at least share some of our early impressions.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/05/3a3f73d6/bafkreiarivf6gip5qnl35zrf77dbtuqnzfy7vknge4gtm5yazwtdmuyaua.jpg" typeof="foaf:Image" alt class="image-style-body-default"> Nintendo Switch 2 Welcome Tour (2025) <p>Nintendo sent us a console to start reviewing yesterday, and I booted it up and was instantly charmed by the fact that there was music during the startup screen. We’ve all come to revere the Wii Shop Channel music, and it always made me sad that Wii U and Switch abandoned the soundtrack for various menus. The Switch 2 is still generally a silent platform, but it was nice to hear some original music at least while getting signed in.</p><p>One of my favorite initial hardware elements is the magnetized Joy-Cons. I used to nervously eject the Switch’s Joy-Cons on and off during load times, and while I still do that here (and worry about long-term wear), I do find the process more satisfying. Feeling them lock back into place is nice, and tearing them away from the magnet feels good.</p><p>There is obviously lots more to say about Switch 2, but the zoomed-out larger picture is that the system feels good, if safe. I love when Nintendo takes big swings with its hardware, but it has led to some undeniable stumbles. Switch 2 feels like a bunt, but a very confident bunt that feels good in your hands. It’s not the Nintendo Revolution (famously the Wii’s codename prior to launch) we’ve come to expect from Nintendo, but may be exactly what I wanted. – Kyle Hilliard, executive editor</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/04/17/ff2b8b8e/nintendoswitch2_mariokartworld_character_scrn_43.jpg" alt="Mario Kart World" title="Mario Kart World" typeof="foaf:Image" class="image-style-body-default"> Mario Kart World (2025) <p>After spending several hours with the new system, I'm impressed with what I've encountered. The interface is familiar but tweaked for usability. Transitioning from my old Switch to the new console was relatively straightforward, but I did feel compelled to create new linked Nintendo accounts for my other family members, as there's some weirdness there with what gets erased from your old console otherwise.</p><p>I've had time to update at least one older game to the new Nintendo Switch 2 version – Tears of the Kingdom. It seems to run well, and I can notice some increase in fidelity, but nothing is world-shaking at first glance.</p><p>Most of my time has been with Mario Kart World (as I expect will be the case for most people who bring a unit home in the coming days). Our review is forthcoming, but the short version is that it's got some great courses, fun updates to controls and driving, and a more fully considered approach to solo play than prior Mario Kart releases. It's definitely fun, and should welcome all members of the family, regardless of age. – Matt Miller, editor-in-chief</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/05/9c702094/img_6003.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>Though booting up the Switch 2 for the first time was underwhelming, as it does little to differentiate itself from the Switch in significant ways from an OS perspective, I was pleasantly surprised by the eShop. The Switch eShop started pretty straightforward before years of shovelware, an unusually large amount of AI hentai-forward games, and an abysmal load rate turned it into my least favorite video game software anything ever. I despised using the eShop. That’s why I’m so thrilled with the Switch 2 eShop. It’s easier to use, clean, and loads fast. Scrolling doesn’t feel like trudging through oatmeal anymore, and the visibility of games is nice. Here’s hoping it remains that way. – Wesley LeBlanc, senior associate editor</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/05/b4cc2b5a/nintendoswitch2_hw_09.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>While I haven't spent much time playing the console yet, I've immediately fallen in love with the improved Joy-Cons. As fun as the gimmick of detaching controllers is, it always felt a little stressful on the base Switch. It's especially stressful to accidentally attach a Joy-Con 1 upside down, forcing you to do an uncomfortably forceful ejection that I was sure would destroy my handheld forever. The new magnets on the Joy-Con 2, however, feel fantastic. It's more secure than I expected and even more intuitive than the last iteration. Also, magnets are just fun to play with! There aren't many instances in my day-to-day life when magnets are relevant, so the sheer sensation of attaching and removing the controllers fills me with an odd childlike wonder. I've no clue how durable they'll be over time – I especially hope Nintendo has fixed the notorious drift problem – but for now, they are a welcome improvement. – Charles Harte, associate editor</p>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/05/f0f144a0/the_game_informer_show_web_right_color.jpg" width="800" height="450" alt="" typeof="foaf:Image" class="image-style-body-default" /></p> <p><a href="https://www.gameinformer.com/letter-from-the-editor/2025/03/25/game-informer-is-back">Alongside the rest of the magazine and website</a>, The Game Informer Show podcast took an unexpected hiatus last year. We've been hard at work getting our feet back under us, making lots of behind-the-scenes efforts on the website, and working toward bringing back the physical magazine. It's kept us busy!</p><p>But ahead of the magazine officially returning, Summer Game Fest activities, and the launch of Switch 2, we wanted to make sure we had an outlet to share our conversations and have you listen in. Alex Van Aken, Marcus Stewart, Charles Harte, and I have the first episode in the can where we talk about the shutdown and how it affected us, what we've been playing, and lots more.</p><p>That episode isn't available <em>quite</em> yet, but we wanted to make sure you know where to subscribe to the show when the first episode drops on Friday, June 6.</p><p><iframe width="560" height="315" frameBorder="0" style="border-radius:10px;max-width:660px;overflow:hidden;width:100%;" allow="autoplay *; encrypted-media *; fullscreen *; clipboard-write" frameborder="0" height="175" sandbox="allow-forms allow-popups allow-same-origin allow-scripts allow-storage-access-by-user-activation allow-top-navigation-by-user-activation" src="https://embed.podcasts.apple.com/us/podcast/the-game-informer-show-returns-tomorrow/id335246945?i=1000711693262"></iframe></p><p>You can find some direct links below or <a href="https://www.youtube.com/c/gameinformer">watch a video version of the podcast on our YouTube channel</a>. You can also search for The Game Informer Show wherever you listen to podcasts.</p><p>We're looking forward to your feedback!</p><ul><li><a href="https://podcasts.apple.com/us/podcast/the-game-informer-show/id335246945">Apple Podcasts</a></li><li><a href="https://open.spotify.com/show/2EWTEHrbZpNRAboYLimAhu">Spotify</a></li></ul> <a class="spreaker-player optanon-category-C0004" href="https://www.spreaker.com/episode/the-game-informer-show-returns-tomorrow--66408040" data-resource="episode_id=66408040" data-width="100%" data-height="200px" data-theme="light" data-playlist="false" data-playlist-continuous="false" data-chapters-image="true" data-episode-image-position="right" data-hide-logo="true" data-hide-likes="true" data-hide-comments="true" data-hide-sharing="false" data-hide-download="true" data-title="The Game Informer Show Returns Tomorrow" data-color="3c59e0">Listen to "The Game Informer Show Returns Tomorrow" on Spreaker.</a>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/04/829c1b7b/ghost_of_yotei_1.jpg" width="800" height="450" alt="Ghost of Yotei Sucker Punch Productions PlayStation 5 State of Play July " typeof="foaf:Image" class="image-style-body-default" /></p> <p>PlayStation has announced that it will hold a Ghost of Yōtei gameplay deep dive State of Play next month. It did so at the end of a quick cinematic trailer for the game shown during <em>today's</em> State of Play showcase. </p><p>During the cinematic trailer, we see protagonist Atsu overlooking a village, talking to someone. A few seconds later, she asks that person if they're ready, and we learn she was talking to a fearsome wolf. It seems this wolf will be Atsu's companion throughout her journey in Ghost of Yōtei. </p><p>You can check out the teaser below: </p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/qRiTEkU3Utg" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p>While waiting for July's Ghost of Yōtei State of Play showcase, read up on the <a href="https://www.gameinformer.com/2025/04/23/ghost-of-yotei-release-date-set-for-october-collectors-edition-revealed">Ghost of Yōtei preorder details.</a></p><p><a href="https://www.gameinformer.com/product/ghost-of-yotei"> Ghost of Yōtei</a> launches exclusively on PlayStation 5 on October 2. </p><p><em>What do you hope to see in next month's State of Play? Let us know in the comments below!</em></p>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/04/065b6ea7/MARVEL%20T%C5%8Dkon_%20Fighting%20Souls%20_%20Announce%203.jpg" width="800" height="450" alt="Marvel Tōkon: Fighting Souls" typeof="foaf:Image" class="image-style-body-default" /></p> <p>Arc Systems Works is teaming with Marvel for its next fighting game. Dubbed Marvel Tōkon: Fighting Souls, players can throw down as their favorite Marvel heroes and villains next year.</p><p>Marvel Tōkon: Fighting Souls raises the tag team stakes by pitting two teams of four characters against each other, who can be tagged in and out of combat on the fly. That makes for a whopping eight characters flying in and out of action each round. Fighting Souls features fast-paced action in titles such as Dragon Ball: FighterZ and BlazBlue, including flashy special attacks and cinematic finishing moves. Aesthetically, Marvel’s most popular characters are reimagined in Arc’s signature cel-shaded style and have distinctly Japanese flair, such as Iron Man’s more mecha-inspired suit.</p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/6fbfrV5qqnU" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p>We don't know the full roster yet, but the trailer confirmed the following characters: </p><ul><li>Spider-Man</li><li>Captain America</li><li>Iron Man</li><li>Storm</li><li>Doctor Doom</li><li>Star-Lord</li><li>Ms. Marvel</li><li>Ghost Rider (Robbie Reyes)</li></ul><p>Marvel Tōkon: Fighting Souls is being published by PlayStation Studios and is coming to PlayStation 5 and PC in 2026. </p>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/04/17723102/bond5.jpg" width="800" height="450" alt="" typeof="foaf:Image" class="image-style-body-default" /></p> <p>We now have a closer look at the new Bond Game, which appears to take us back to the earliest days of the world’s most famous spy. </p><p>Today’s State of Play finally gave us a close-up look at 007: First Light, the upcoming James Bond game coming to us from iO Interactive. </p><p>At the risk of veering into hyperbole, it looks pretty amazing. </p><p>Many longtime Hitman players have highlighted how well-suited the developer might be for tackling the James Bond mythology, and today’s trailer certainly backed up that suspicion. The third-person action title seems to borrow liberally from what we’ve seen in the Hitman games, but definitely has an active and fast-moving pace that establishes a unique identity. </p><p class="inline-rich-content-placeholder"> </p><p>From a storytelling perspective, this new installment takes us back to Bond’s earliest days in the spy service, and the tagline “Earn the number” suggests he won’t even have that familiar 007 designation as the game begins. We see a handsome younger version of Bond offering up plenty of swagger and confidence with the ladies, but the trailer also shows off some high-octane action sequences. </p><p>We also learned that 007: First Light is on track for a release in 2026. We don’t have full details yet on platforms, but its prior announcement appearance confirmed the game for Switch 2, and today’s appearance during State of Play confirms we’ll also see the game on PS5. We’d be surprised if the game didn’t also make an appearance on Xbox and PC, but that remains to be confirmed.</p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/J4qY9DYE184" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe> <section class='type:slideshow'><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/04/1fca295f/bond4.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/04/e107914f/bond2.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/04/96f6a903/bond1.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/04/ca67afd7/bond3.jpg'></figure></section>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/04/cfbad885/nioh1.jpg" width="800" height="450" alt="" typeof="foaf:Image" class="image-style-body-default" /></p> <p>Nioh, the intense action RPG from Team Ninja and Koei Tecmo, is getting a third entry. Unlike the last two games, this one includes a split combat style, allowing you to swap between samurai and ninja styles. You can get a look for yourself with the trailer below.</p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/KXGm-JaxY54" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p>The ninja style looks to be more fluid and acrobatic than the game's standard style, and in one shot, we can even see the player swap mid-battle. Stages have also expanded into open fields, which general producer Fumihiko Yasuda says will significantly increase player freedom and exploration in the game.</p><p>The trailer shows off lots of what we've come to expect from the series, including flashy attacks, elaborate boss designs, and a whole lot of swords. If it looks interesting, you're in luck – there's a demo for the game's alpha out today on the PlayStation store, complete with a character creator, but it will only be available until June 18, <a href="https://blog.playstation.com/2025/06/04/nioh-3-announced-for-ps5-limited-time-demo-available-today/">according to the PS Blog</a>. Otherwise, you can play the game when it comes out early next year for PlayStation 5 and PC via Steam.</p><p>For more from today's State of Play, you can check out <a href="https://www.gameinformer.com/state-of-play/2025/06/04/lumines-arise-gives-the-popular-puzzler-the-tetris-effect-this-fall">the reveal of the new Lumines game from the Tetris Effect developers</a> or <a href="https://www.gameinformer.com/state-of-play/2025/06/04/pragmata-capcoms-new-sci-fi-action-game-launches-next-year">our first look at gameplay of Pragmata</a>, Capcom's new IP.</p>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/04/2f424a77/fftactics.jpg" width="800" height="450" alt="Final Fantasy Tactics – The Ivalice Chronicles" typeof="foaf:Image" class="image-style-body-default" /></p> <p>Square Enix has revealed Final Fantasy Tactics – The Ivalice Chronicles, a remaster package that includes a new and enhanced version of the original Final Fantasy Tactics and the classic version with the War of the Lions translation. It launches on September 30. </p><p>The enhanced version features fully voiced dialogue, an optimized and updated UI, graphical improvements, and a number of other quality-of-life features. The classic version unites the gameplay and visuals of the original Final Fantasy Tactics with the War of the Lions translation alongside convenient features like auto-save and more. </p><p>You can check out the Final Fantasy Tactics – The Ivalice Chronicles reveal trailer for yourself below. The game is coming to all platforms: PlayStation 5, Xbox Series X/S, Switch 2, PlayStation 4, Xbox One, Switch, and PC.</p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/sSC0eQdzM20" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p><em>Do you like the new look of Final Fantasy Tactics in this remaster? Let us know in the comments below!</em></p>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/04/45382e03/silenthill1.jpg" width="800" height="450" alt="" typeof="foaf:Image" class="image-style-body-default" /></p> <p>We finally got a closer look at what to expect from the next installment of the horror series. </p><p>Today’s PlayStation Sate of Play gave us a deeper look at Silent Hill f, the new mainline entry for the long-running horror franchise. Silent Hill f returns players to the same style of creepy vibes they’ve come to expect, but centers the action and terror in a significantly more Japanese-inspired setting and tone. </p><p>The game follows protagonist Hinako Shimizu, a high schooler who is exploring the town of Ebisugaoka, Japan, which has been consumed by fog, and dealing with horrific monsters and puzzles in equal measure. We saw her having to navigate through an array of frightening monsters, including mannequins wielding blades. </p><p>Alongside the new glimpse of gameplay, we also finally got a release date for the game. Silent Hill f is set to arrive on September 25 for PlayStation 5, Xbox Series X/S, and PC. </p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/l38Q1XJ2HO8" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/04/e021a3bf/bloodstained1.jpg" width="800" height="450" alt="Bloodstained: The Scarlet Engagement Trailer" typeof="foaf:Image" class="image-style-body-default" /></p> <p>2019’s Bloodstained: Ritual of the Night was a well-received spiritual successor to Castlevania: Symphony of the Night by that game's mastermind, Koji Igarashi. It’s been five years since that game launched, but we’re finally getting a true follow-up with the reveal of Bloodstained: The Scarlet Engagement.</p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/-de45inSnWg" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p>This prequel to Ritual of the Night retains the 2D Castlevania-inspired action of its predecessor. In terms of story, the game's synopsis states, "Leo and the fearless Black Wolves as they prepare to storm the cursed Ethereal Castle and confront the rising darkness. Under the command of Lord Theodore, the warriors face horrific beasts and the malevolent Demon Lord Elias in a brutal battle for humanity’s survival." The trailer also shows how a single player can control two characters to battle supernatural threats in a new mechanic called the Buddy System. </p><p>Bloodstained: The Scarlet Engagement is coming to PlayStation 5, Xbox Series X/S, and PC in 2026. </p>
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Fixed some players not being able to start Friends Only servers
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Re-enabled all players to be able to use voice commands and party chatAdded more detailed options for server visibility and privacy when creating a serverThe "Use Steam Networking" checkbox has been replaced with a dropdown, allowing the creation of Local, Friends Only, Unlisted and Listed servers -- defaulting to UnlistedUsing map command by default will no longer create a join-able gameFixed a crash on exit under Linux
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Fixed HUD scope animation exploit (GitHub fix from mastercoms)Fixed case where the door model for Match Status HUD wasn't initialized before setting the submodel (GitHub fix from rabscootle)Fixed money not automatically being collected in Mann vs. Machine respawn rooms (GitHub fix from mastercoms)Fixed stuck Mann vs. Machine bots sometimes causing spawn softlocks (GitHub fix from Mentrillum)Fixed Mann vs. Machine ammo canteens not affecting energy weapons (GitHub fix from Mentrillum)Fixed 'Shell Extension' achiemevent not working for energy weapons (GitHub fix from Mentrillum)Fixed not being able to deploy parachute after landing and becoming airborne without jump button (GitHub fix from FlaminSarge)Fixed some heap allocated KeyValues leaks (GitHub fix from Dmitry Tsarevich)Relaxed in-game chat restrictions for certain accounts
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Added missing string for the PNG filter when using the Decal ToolAdded missing newline to the 'Unable to initialize sound capture' console messageAdded IsNextBot() method (GitHub fix from Bitl)Added support for custom mission briefings in vsh and zi game modes (GitHub fix from Gamer_X)Added convar to control max Mann vs. Machine robots (GitHub fix from ficool2)Added prediction for Thermal Thruster + self-stun (GitHub fix from wgetJane)Fixed crash with game_round_win in KOTH (GitHub fix from doclic)Fixed Mann vs. Machine status HUD not using the mini boss background for enemies in the Support groupFixed Medi Mode Auto-RP not matching lowercase input unless it begins with an 'a'Fixed backpack page buttons putting the 'New' label behind the buttonFixed character info panel not being positioned correctlyFixed The Front Runner using the wrong team color for the headset on the Stylin' styleFixed Announcer VO with static at the end of the sound (community fix from Lindon)Fixed missing lightwarp setting for the Conniver's Kunai and The Half-Zatoichi (community fix from Lindon)Fixed The Bazaar Bargain's scope being painted when using the Elfin Enamel war paintFixed commentary text not displayingFixed TFBot VScript methods SetBehaviorFlag, ClearBehaviorFlag, IsBehaviorFlagSet, SetMission, SetPrevMission, GetMission, GetPrevMission, and HasMission using 'unsigned int' by mistakeFixed overlapping internal font names causing one font to overwrite the other for Linux clients (GitHub fix from RoseyLemonz)Fixed Casual late-joiners seeing Competitive logo on Match Status HUD doors (GitHub fix from rabscootle)Fixed Spy bots using human voice lines in Mann vs. Machine (GitHub fix from John Kvalevog)Fixed crash on VGUI menu bar button cursor entrance (GitHub fix from RGBACatlord)Fixed Mann vs. Machine bomb carrier voice line playing during normal CTF with bots (GitHub fix from mastercoms)Fixed organ props spawning from non-Vita-Saw damage (GitHub fix from Thomas Kain)Fixed uninitialized field use in CParticleEffectBinding (GitHub fix from Thomas Kain)Fixed type cast warning caused by pointer size mismatch (GitHub fix from SanyaSho)Fixed typo in Mann vs. Machine score calculation (GitHub fix from HalfMatt)Fixed missed break in logging character field save data causing incorrect logging (GitHub fix from Dmitry Tsarevich)Fixed Engineer bots soft locking on CTF maps (GitHub fix from AwfulRanger)Fixed middle mouse kicking you in PASS Time (GitHub fix from ficool2)Fixed radial fog not being enabled in 3D sky on official maps (GitHub fix from ficool2)Fixed PLAYER_FLAG_BITS truncating m_fFlags sent to clients (GitHub fix from copperpixel)Fixed prediction for jumping when The Huntsman is charged/released (GitHub fix from wgetJane)Fixed prediction for Force-A-Nature jumps (GitHub fix from wgetJane)Increased PLAYER_FLAG_BITS to 32Removed temporary player jingle files if tf_delete_temp_files (GitHub fix from AndrewBetson)Removed MFC dependency in the launcher exe (GitHub fix from Slartibarty)Updated the ConTracker 'Back' button to accommodate longer localization stringsUpdated plr_hacksaw_eventFixed erroneous and asymmetric clipping across the mapFixed pumpkin bomb quota being too low
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Added missing files for Taunt: The Travel AgentAdded No Hat styles for the Cozy Cover-UpAdded VScript support for HIDEHUD_MATCH_STATUS flag to hide the Match Status panelAdded a borderless window option to video settingsAdded bicubic lightmaps (from Half-Life 2: 20th Anniversary Update)Added radial fog (from Half-Life 2: 20th Anniversary Update)Added support for Steam NetworkingMade the default server name for listen servers include the player's nameMade the game launch in native resolution by default instead of 640x480Client-side prediction fixes (these fix 'jank'/rollback in certain situations)Fixed a prediction bug where if the player was moved on the client, their input-based movement for that tick was not taken into account in non-player actionsImproved prediction for walking on props and other entitiesMade certain client-side entities only trigger local prediction errorse.g. If the viewmodel experiences a prediction error, the player will not experience a prediction errorFixed prediction of viewmodel swayFixed a prediction error regarding weapon idle animationsFixed certain breakable props not gibbing correctlyFixed an issue where certain variables like position would not be updated correctly to match the server in certain situationsFixed the player's base velocity (eg. conveyors, moving items etc.) getting subtly out of sync from client/serverFixed players being able to spam duel cancellation messages for a duel that doesn't existFixed not being able to join community servers via Steam invites or game infoFixed lighting position discrepancies for cosmetic items, weapons, and viewmodels (community fix from ficool2)Fixed Equipped label overlapping attribute icons in the loadout menu (community fix from Lindon)Fixed an issue with props and team colors when taunting with Australium weaponsFixed the Voices from Below effect not working when taunting with the Highland Hound set equippedFixed player voice commands being abruptly ended when the player enters shallow waterFixed incorrect number on the Geneva Contravention achievement iconFixed the Military Style for The Surgeon General to stay properly semi-visible at all anglesFixed some classes missing the BLU team material for That '70s ChapeauFixed the Spanish-Latin America option being displayed as English in the Settings menuFixed the MOTD dialog not working for Spanish-Latin AmericaUpdated attribute descriptions for The Scottish Resistance and the Stickybomb Jumper to use 'stickybomb' instead of 'pipebomb'Updated equip_region settings for The Little Bear, The Heavy-Weight Champ, The Grand Duchess Tutu, and the Combat Slacks to fix unnecessary conflictsUpdated the Spooky Night and Ominous Night Unusual taunt effects to fix a visual bug (Thanks Kiffy!)Updated koth_overcast_final to improve optimizationUpdated ctf_applejackAdded block bullets to some storesUnblocked a window at mid, allowing Snipers to shot across the middle hutRemoved the missing texture in BLU spawnGave a chicken a friend, because friendship is magicUpdated cp_fortezzaNew radio model for spawn roomsChanged sentry shack ammo pack on last to a mediumAdjusted health pickups throughout the mapChanged kill volume on cap A double doors to be more consistent with visualsImproved bot support (Thanks Star Bright)Detail passUpdated pl_patagonia[Stage 1]Fixed some RED bots stuck forever trying to make an impossible jump on the stairs outside spawnFixed the cart not capping the first point on extremely rare occasions[Stage 2]Improved optimizationFixed a nodraw floor near the first BLU spawn train bridge waterfallFixed 3D skybox looking pitch black for players using mat_hdr_level 2[Stage 3]Improved optimizationFixed wrap assassin baubles colliding with a solid func_brush bounding box outside BLU spawnRemoved the platform above the open choke of the last pointAdded an additional path to the window overlooking the open choke of the last pointFixed RED bots getting stuck on a solid fence outside the RED spawnFixed 3D skybox looking pitch black for players using mat_hdr_level 2
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An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Fixed the Battle Balaclava's "No Gloves" style hiding the Heavy's handsFixed broken materials for The Westcoat's "Ugly" styleAdded smoke effect to The Checkered PastUpdate the Buck's Brim's "Bad" styleFixed broken materialsAdded smoke effectUpdated cp_fortezzaDetail improvementsImproved clippingUpdated koth_cachoeiraFixed players being able to get stuck in certain displacementsVarious clipping improvements throughout the mapVarious miscellaneous fixes (Thanks Midnite!) Improved bot navigation (Thanks Katsu!)
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Updated the Brain Cane to fix problems with the texture and phong valueUpdated The Battle MusicAdded missing Hat styleFixed the models due to clipping on Heavy's ears and misalignment on EngineerImproved and strengthen the Noise CancellationUpdated the materials to fix it not being shinyUpdated the backpack icon to reflect the materials changeUpdated cp_gravelpit_snowyFixed potential incompatibility with external VScript files (thanks Le Codex!)Re-implemented cubemap reflections in ice caveFixed perch spotsUpdated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrockRestored Hale's resistance to knockback back to 75%Reduced bonus flame damage against Hale from 50% to 25%Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)Removed area-of-effect of Hale's normal punches (thanks Wendy)Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivableFixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)Fixed Hale being able to stomp while underwater (thanks Bradasparky)Fixed Sweeping Charge not working against underwater opponentsFixed the bug that prevented Quick-Fix from mirroring a patient's wall climbing (thanks Bradasparky)Fixed Hale's faulty ground detection (thanks Bradasparky)Fixed Baby Face's Blaster's loss of boost not applying correctly (thanks Whurr and MilkMaster72)Fixed the voice lines refusing to play sometimesUpdated pl_patagoniaStage 1Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked) Fixed sometimes hearing outside soundscapes inside blue spawnFixed being able to build in a very high rooftop after point AFixed being able to build in blue spawnCart elevator is no longer the glitchiest thing in the universeFixed cart not rolling back after completing the elevator descent sequenceNow, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).Stage 2Removed rollback from the train container ramp in last point (Thanks b4nny)Gave blue more high ground for last pointAdded an additional dropdown for blue for last pointFixed being able to be teleported into red spawn as blue after capping point ARemoved long hill rollback before point CFixed bots getting stuck on the closed train doors after cap BFixed being able to leave stickies inside blue last spawnFixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.Fixed a pop-in issue relating to areaportals below point BFixed being able to enter the last blue spawn as redBirdie (Thanks Explocivo808)Stage 3Added a fenced section for the long wood cover wall in last point (Thanks b4nny)Mirrored the window sniper spot in last point chokeFixed being able to build behind a displacement rock wall in last pointRemoved troll teleport spot in last point ending rampAll StagesSlightly lowered sun brightness and slightly raised skylight brightnessImproved skybox transitionsThe cart no longer tries to defy the law of physicsNinjaneers have more freedom to be ninjasThe bots have learned how to play the mapGave the cart another coronación de gloria
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Updated the Dapper Noel to fix an issue with the meshUpdated vsh_maulFixed broken areaportalsChanged some props in the upper area that could be mistaken for a large ammo pack
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:Added missing No Gloves style for the Consigliere's CoverupAdded missing Versus Saxton Hale kill iconsAdded some tournament medalsFixed Taunt: Curtain Call voice lines overlapping with other Spy voice linesFixed the Playful Aurora and Frisky Morning Unusual effects not moving correctlyUpdated Aurora Skies Unusual effect to fix a timing issueUpdated the Necroprancer to fix an issue with the materialsUpdated the Dusk Duster to fix an issue with the materialsUpdated the Dapper NoelRemade normal map to be compatible with OpenGLRe-baked Diffuse & updated backpack icon to reflect above changesRemoved misplaced ambient occlusionFixed problematic face flexesFixed an issue where Engineer's beard was protruding from his gogglesFixed an issue with the jigglebones being disabledRigged Sniper's hat to be compatible with his melee tauntUpdated Scrooge McDocTransparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glassesImproved scarf rigging and positioning to allow for better compatibility with shirt cosmeticsUpdated the backpack iconUpdated koth_overcast_finalFixed an issue with the models/materialsAdded back snow coverings (now using displacements) to some props that were missing themFixed misaligned textures in various placesFixed weird lighting bug on a wall in blue spawnFixed 'Hotel' sign not displaying properlyAdded back indicators under some health and ammo kits that were missing themUpdated cp_fortezzaRemoved sniper window leading into lastFixed Engineer being able to build in some doorsFixed some props being solidSlight art pass updateUpdated vsh_maulPlayers can no longer hide from Saxton in the darkFixed props inside other propsFixed z-fighting brushesFixed missing particle effects for the water featureFixed orientation of water feature particlesMinor lighting changes around the cinemaAdjusted LOD change distances for Cinema signUpdated VSH logicGrounded levitating propsAligned misaligned texturesFixed mis-textured wallsClipped upper metal beamsFixed clip brushes sticking out from walls that could be walked onPlayers will now be pushed off of the fire bellAdjusted cinema sign shadowUsed spell check on Saxton's Package signUpdated how music is activated and deactivatedFixed clipping on the hanging big ornaments
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