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It seems we have more members for the on the bungie group but still lacking actual clan members. If you don’t know, you can be a member of several groups in destiny, but can only select one to be your main clan or guild. Please check that you have our group as your main clan so the system counts you as a clan mate, instead of just a member. Please…[Read more]
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<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/10/93eb97c0/nintendoswitch2_mariokartworld_character_scrn_25.jpg" width="800" height="450" alt="" typeof="foaf:Image" class="image-style-body-default" /></p>
Reviewed on: Switch 2 Platform: Publisher: Nintendo Developer: Nintendo Release: <time datetime="2025-06-05T12:00:00Z" class="datetime">June 5, 2025</time>
<p>For some family and friend groups, Mario Kart is an institution – a foundational memory of competition, silliness, and fun that has endured for decades of new tracks, racers, and games. That reputation for entertainment is at no risk of being lost by the arrival of Mario Kart World, which offers tons of thrilling and bonkers courses, an intense awareness of adrenaline-fueled speed, and the best feeling controls to date. It’s also true that this new Mario Kart stumbles in some important ways as it tries to expand its scope, especially with a lackluster freeroam experience. Even with some missed opportunities to excel, the charm and vibrancy of the franchise holds up and ensures the Switch 2 launch includes an approachable and exciting racer that everyone can enjoy together.</p><p>Whether dashing through the Grand Prix or new endurance-style Knockout Tours, trying to win the day in a massive 24-player online scrum, or shouting at your family in a four-player local race down Rainbow Road, the driving of Mario Kart has never felt better. Physics are more nuanced and precise, including a much-improved approach to gliding and flight. Techniques like rocket start and drift are now even more core competencies than before, and new tricks like charge jump or rewind give you increased utility to navigate a course. Riding rails, charting shortcuts, and smart item usage (including fun additions like the hammer toss) are essential to have any chance in the cutthroat online races, but also in the elevated challenge of single-player races, which feel much more difficult now on higher CC settings. </p><p>Beyond the great driving feel, it’s the various courses that steal the show. Each location offers surprises, from sudden rocketing ascents to crashing down into a wave-wracked sea. The tracks exist as hotspots in a larger open world, so players are rewarded with greatly increased variety not only by racing the tracks, but the designated paths between the many linked destinations. The colorful characters and endless obstacles give you a real sense of touring across a Mario-themed landscape where all these unusual characters and monsters somehow coexist. </p><p>Graphics, audio, and production values are all also exceptionally high. The characters exhibit charming facial expressions, even if the cartoony vibe on some characters feels almost overexaggerated, and the game world is detailed and vast. A high frame rate and gorgeously detailed environments combine to lend a surprisingly intense perception of speed. Music in Mario Kart games has sometimes veered into annoyance, especially on those sped-up final laps, but I found the varied tunes of this installment to be toe-tapping and highly listenable. </p><p class="inline-rich-content-placeholder"> </p><p>Mario Kart World’s biggest innovation is, unfortunately, also its biggest letdown. The free roam option lets you dash about the open world, find some scattered one-off missions, and seek out hidden items. I quite like the interconnection between tracks and the intimation of a bigger game world, but the actual implementation of this open space is lacking. The large areas don’t feel curated to be a compelling open world. Too few activities pop up to justify the wandering. The map is only accessible from the frontend, so it’s easy to lose a sense of place. And rewards are profoundly lackluster and uninteresting, usually amounting to yet another sticker for the side of your kart. It’s all quite underwhelming, especially when stacked against numerous other open-world racers in the market that include more robust discovery and varied gameplay. </p><p>The other alternative to racing is also substandard. The “Battle” modes, Balloon Battle and Coin Runners, feel limited in depth and too clumsy to be enjoyable. After some hours trying to find the fun, I was happy to return to the race lines. </p><p>It’s those races that have always been the source of the real fun, and that remains the case here. I found far more joy playing solo than I have in prior Mario Kart installments, as the increased arsenal of tricks and compelling course designs demanded more focused attention. And multiplayer remains a chaotic and nail-biting good time. In all cases, you must accustom yourself to the wild and sometimes random swings between leading the pack in 1st place, and a sudden single blue shell that completely craters your win – it’s the nature of this particular beast, and that randomness might frustrate some players. Embrace that unruly element of luck, and Mario Kart World produces a lot of laughs and memorable moments. </p><p>While Mario Kart World doesn’t earn high marks across the board, it has it where it counts. As a launch title for Nintendo’s new system, this is a friendly and approachable release that will delight all members of the family, while also offering a high skill and knowledge ceiling for dedicated players who want to dig deep. And it’s just as maddening and hilarious as ever to hit your buddy with a shell and watch him spin out. At the end of the day, isn’t that the point?</p> <section class='type:slideshow'><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/10/1fa0d64b/nintendoswitch2_mariokartworld_character_scrn_16.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/10/1c445861/nintendoswitch2_mariokartworld_character_scrn_08.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/10/d5b52504/nintendoswitch2_mariokartworld_cameraplay_scrn_05.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/10/47d0bc5d/nintendoswitch2_mariokartworld_battle_scrn_06.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/10/8ea91a95/nintendoswitch2_mariokartworld_freeroam_scrn_12.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/10/5b659868/nintendoswitch2_mariokartworld_character_scrn_46.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/10/30d5bcba/nintendoswitch2_mariokartworld_item_scrn_13.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/10/8ac88b1c/nintendoswitch2_mariokartworld_battle_scrn_02.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/10/3f0da3e6/nintendoswitch2_mariokartworld_freeroam_scrn_09.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/10/f7ae830c/nintendoswitch2_mariokartworld_cameraplay_scrn_06.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/10/706c378f/nintendoswitch2_mariokartworld_character_scrn_38.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/10/9820fb43/nintendoswitch2_mariokartworld_freeroam_scrn_15.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/10/8f89f96a/nintendoswitch2_mariokartworld_item_scrn_16.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/10/cb5a40ba/nintendoswitch2_mariokartworld_character_scrn_04.jpg'></figure></section> Score: 8.25<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/10/5f4880e9/Steam%20Next%20Fest%20header.jpg" width="800" height="450" alt="Best Demos Steam Next Fest June 2025 PC Gaming Game Informer List Round Up" typeof="foaf:Image" class="image-style-body-default" /></p>
<p>Though we’re all still recovering from the recent onslaught of summer showcases and all the announcements that came with them, it’s time for another Steam Next Fest. Like every fest before it, there are hundreds (probably thousands) of great games to check out free demos for, most of them indies, too. We’re doing our best to wade through these demos and check out games we’re excited for, ones to watch, and ones we had never heard of before playing during Steam Next Fest.</p><p>Below, we have a selection of the best Steam Next Fest demos we’ve played so far, and as the week rolls on, we’ll continue to update it with new games we want to surface to our readers. The current Steam Next Fest started yesterday, Monday, June 9, and will run through Monday, June 16, so keep this page bookmarked as we’ll be updating it daily with demos you need to check out. <br> </p>
Cast n Chill
Developer: Wombat Brawler
Developer Wombat Brawler’s idle fishing game, Cast n Chill, has been on my radar since last month’s excellent Six One Indie Showcase. It’s a gorgeous pixel-art fishing game that’s less about objectives (though there are some) and more about enjoying the great outdoors, the serenity of water, great company in the form of man’s best friend, and the sport of fishing. It’s a simple game – move your boat to where you want to fish, cast your line, and reel in a fish when you land one. Fishing itself is basic, but it mixes well with the relaxed nature of Cast n Chill. Finding a spot to fish is about the types of fish you’re after (and adding them to your fishing log), but more than that, it’s about finding a beautiful place to drop a lure and chill. There are plenty of different species of fish, lures, rods, and boats, each with some fun backwoods country descriptions, and coins to collect to buy additional fishing licenses. Those licenses allow you to boat further throughout the game’s beautiful landscape, unlocking more fish to catch. Cast n Chill is, as the name implies, chill, and Wombat Brawler knows this. There’s even an Idle Mode, which lets you keep it open and running beautifully in the background. – Wesley LeBlanc
Check out the demo and wishlist here.

This top-down, twin-stick roguelike is a delightfully weird fusion of The Binding of Issac, Spelunky, and Pokémon. You play as a little mouse who can turn into Morsels, odd little creatures like a grub, pile of dung, or sunflower with abilities to help you fight back against oppressive cats. Play as a Morsel enough and it'll evolve, but if you level one up too much, it dies. Morsels also don't share health, so there are simultaneously different sets of abilities and numbers of lives. You can have up to three Morsels in your roster at once, so it's an interesting balancing act to swap between them to get a strategic team. After making it to the end and defeating the first boss, I can't wait to play the full game and collect as many weird guys as I can get my hands on. – Charles Harte
Check out the demo and wishlist here.

Reikon Games describes Metal Eden as an “adrenaline-rush sci-fi FPS,” and that’s right on the money. It reminds me of Ghostrunner, but there’s no katana here – just guns. As you advance to the objective, you dodge, jetpack, punch, and shoot through enemies in slick cyberpunk industrialist hallways. There’s wall-running, ziplines, and all the other movement tech you expect in a fast-paced FPS. While enemies are dispersed throughout each level, combat primarily happens in wave-based arenas, where you must utilize your surroundings, enemy cores you can explode, and skill cooldown management to survive. Metal Eden is tough – I played on Normal, the easiest option, and died several times in the demo’s hour of content – but definitely a game to keep an eye on if you’re into stylish futuristic shooters. – Wesley LeBlanc
Check out the demo and wishlist here.

I was shocked that I hadn’t yet heard of Davey X Jones as the games industry’s self-proclaimed number-one pirate aficionado. After roughly 40 minutes with the Davy x Jones demo available during Steam Next Fest, I’m excited to see what the final product looks like, though cautious as well. In Davy x Jones, you play as a beheaded Davy Jones, betrayed by pirate lords across the seven seas and their leader, Edward Teach aka Blackbeard. It’s Teach who is responsible for you not having a head, but fortunately, your lifeless body discovers this head once more and together, this unlikely duo heads off on a quest for revenge.
I like that Davy’s soulless body grunts his name repeatedly, while Davy's floating skull handles all the talking. But the two also amusingly interact with each other, with some nice voice acting too. Everything going on in this world, from the visuals to the storytelling and more, is great and I’m legitimately excited for more. However, I hope the team can use feedback from this demo and the time between now and its unannounced release date for polish. Of course, this is a demo of an in-development game so it naturally could use work, but so far, the first-person gun-and-swordplay feels a little floaty, lacking the weight I’d expect from the scourge of the seas. It’s not optimized well either, but again, it’s a demo, so I won’t hold developer Parasight’s feet to the fire, err, raging seas over this. Nonetheless, Davy x Jones has lots of promise and I look forward to the final release. – Wesley LeBlanc
Check out the demo and wishlist here.

Into The Grid is a run-based deckbuilder set within the virtual grid of a cyberpunk society. After a wedge is driven between a former-netrunner-turned-mother and her daughter, the daughter is driven towards working for a dangerous company. She needs a rescue, so in steps mother. After shaking off the virtual rust in a short tutorial, I played through the game’s first run. In the virtual grid, you interact with various nodes to gain currency, extract new and rare cards, or gain items that can automatically open up new rooms, take down security nodes, and more. As you interact with this virtual grid, though, the security takes notice and sends various sentinel enemies to attack.
From here, the isometric view disappears and you’re brought to a first-person combat arena with an enemy before you. To attack, you select cards that are drawn each turn. You can go on the offense to take down enemy integrity (health), use defensive cards to increase your barrier (shield), or utilize special cards that increase your VIM, which determines when you can use Commands. Commands allow you to draw additional cards, add more Clock, which determines how many cards you can use each turn, and more. It was fun synergizing my moves around what Commands I wanted to build toward. The most unique aspect of Into The Grid is that each turn, your hand is wiped and you draw a new set of cards, meaning you must build new strategies every turn. It’s a fun, if stressful, change to the traditional deckbuilder formula and one I so far enjoy. – Wesley LeBlanc
Check out the demo and wishlist here.

Playing Pirate Outlaws 2: Heritage’s new Steam Next Fest demo bummed me out… because it made me realize I completely missed out on the great deckbuilder Heritage must be a sequel, too; which is a roundabout way of saying I thoroughly enjoyed the Heritage demo. In this game, which features cute but high-quality 2D visuals reminiscent of a premium board game, you select a captain, a deck, and hit the rogue high seas searching for treasure, elite targets, and more. I found this pirate setting particularly inviting to the deckbuilder roguelite formula, as the themed cards are easy to understand and combat is quick and satisfying.
Instead of set turns, you play cards in accordance with available ammo and by paying attention to enemy clocks. When their clocks run out, they attack, but because their clocks are on-screen at all times, you can strategize around incoming offensive maneuvers they might make and react accordingly. The cards are themed around pirate maneuvers and weaponry, as are the enemies, and the map is simple but enticing enough to make each run feel unique and varied. Heritage has shot up high on my list of indies to keep an eye out for, and not just because I love pirates – it’s a really fun time. – Wesley LeBlanc
Check out the demo and wishlist here.
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/10/43adfcaa/nintendoswitch2_nintendoswitch2welcometour_scrn_01.jpeg" width="800" height="450" alt="" typeof="foaf:Image" class="image-style-body-default" /></p>
Reviewed on: Switch 2 Platform: Publisher: Nintendo Developer: Nintendo Release: <time datetime="2025-06-05T12:00:00Z" class="datetime">June 5, 2025</time>
<p>At reveal, Nintendo Switch 2 Welcome Tour seemed like a charming way to learn about the tech of the Switch 2. A lovely journey through the hardware that would feature some fun tech demos and minigames to show you what your new system could do. And then, like many others, I was shocked to learn that it would not be installed on every Switch 2, but would instead be sold as a separate game. After spending a substantial amount of time with it, I understand why Nintendo is treating it as a premium product, but I couldn’t help but feel I was sold a packet of school assignments.</p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/pfUVKXiYrpg" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p>The package offers an impressive deep dive into what makes the Switch 2 interesting, and Nintendo didn’t spare any production values. It looks great, features a substantial amount of writing, and a surprising amount of character. For all its quality, however, it hasn’t erased that initial surprise when I learned it would cost $10. Nintendo Switch 2 Welcome Tour feels like an extended tutorial, and I would have enjoyed it much more if it were just part of the experience of booting up my Switch 2 for the first time.</p><p>This should come as no surprise, but Nintendo has a track record of making good video games that run well and have inviting art styles. Welcome Tour looks amazing, and getting to play as a little avatar to walk on top of a Switch 2 is adorable. Playing the game, however, isn’t particularly fun. Making your way through the experience feels like homework. The homework assignments are for a class you enjoy and want to learn more about, but you’re doing homework nonetheless.</p><p>Welcome Tour is primarily made of four elements: quizzes, stamps, tech demos, and minigames. Quizzes are the most academic of the activities as you read about how the Switch 2 works and how it was made and then take quizzes on what you learned. The facts are interesting, especially if you want to know more about Switch 2 (which I do), but they can be exhausting as there are many and they will sometimes repeat similar topics.</p><p>Stamps are hidden throughout and usually correspond to specific elements like buttons. Finding these is the primary way to advance to new areas and I mostly found the activity unobtrusive at best and a little annoying at worst. On a few occasions, I got stuck trying to find the last one so I could move to a new area.</p><p class="inline-rich-content-placeholder"> </p><p>Minigames are often self-explanatory. They showcase the Switch 2’s new mechanics with little games that are frequently surprisingly challenging. I was usually satisfied with defeating the lowest tier of these games, then would be shocked at how difficult the next tier would be, and walk away. These games are primarily used to show off the new mouse controls, and there were none that stood out to me as games that I would want to revisit, but as a portent of the potential future games that might come to Switch 2 one day, I mostly appreciated them.</p><p>The tech demos are highlights and Welcome Tour sets expectations well by explaining they are not meant to be high-score chasing minigames. These are low-stakes, interactive boxes that best show off the Switch 2. I was particularly impressed by the demos designed to show off the Switch 2’s built-in speakers and HD Rumble 2.</p><p>Welcome Tour’s efforts to make you consider the work and thought that went into creating the Switch 2 is effective. I absolutely have a greater appreciation for the Switch 2 and its myriad little details, like that one of the tiny legs on Switch 2 dock is shaped differently to prevent it from tipping forward if you tug on it from the HDMI or power cable. When the game goes into great detail to tell you how many things the designers thought of, you can’t help but feel like they truly did think of everything.</p><p>The minigames may have been generally underwhelming, and there are some tech demos that feel magical… but it’s just not particularly fun to play. It all feels like after-school study when you just want to be entertained. All the hallmarks of a first-party Nintendo release – overflowing charm and impressive technical aptitude – are here. A lot of thoughtful work went into Welcome Tour to make me understand and acknowledge its $10 price tag, but it’s just not a tour I would recommend taking.</p> <section class='type:slideshow'><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/10/be0f9acd/nintendoswitch2_nintendoswitch2welcometour_scrn_09.jpeg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/10/8c7b2604/nintendoswitch2_nintendoswitch2welcometour_scrn_13.jpeg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/10/458ff3bf/nintendoswitch2_nintendoswitch2welcometour_scrn_05.jpeg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/10/bb1a3c79/nintendoswitch2_nintendoswitch2welcometour_scrn_06.jpeg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/10/36b375a7/nintendoswitch2_nintendoswitch2welcometour_scrn_14.jpeg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/10/35274380/nintendoswitch2_nintendoswitch2welcometour_scrn_07.jpeg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/10/3199e08e/nintendoswitch2_nintendoswitch2welcometour_scrn_12.jpeg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/10/4a087e1d/nintendoswitch2_nintendoswitch2welcometour_scrn_11.jpeg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/10/fa5ec414/nintendoswitch2_nintendoswitch2welcometour_scrn_04.jpeg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/10/55266cbf/nintendoswitch2_nintendoswitch2welcometour_scrn_02.jpeg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/10/34f0a5ee/nintendoswitch2_nintendoswitch2welcometour_scrn_08.jpeg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/10/43adfcaa/nintendoswitch2_nintendoswitch2welcometour_scrn_01.jpeg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/10/59e99960/nintendoswitch2_nintendoswitch2welcometour_scrn_10.jpeg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/10/3117da7c/nintendoswitch2_nintendoswitch2welcometour_scrn_03.jpeg'></figure></section> Score: 6<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/07/41b36593/cinematiccombat_markbp.jpg" width="800" height="450" alt="" typeof="foaf:Image" class="image-style-body-default" /></p>
Platform: PlayStation 5, Xbox Series X/S, PC Publisher: Skybound Games Release: 2026
<p>Over the weekend, the <a href="https://www.gameinformer.com/2025/06/08/invincible-vs-is-a-new-fighting-game-from-skybound-based-on-the-popular-series">reveal of Invincible VS</a> got fans of the long-running comic and ongoing Amazon Prime Video series excited for frantic 3v3 fighting action. The trailer showcased the same brutality that fans of the series have come to expect, which predictably caused it to draw comparisons to Mortal Kombat. However, I recently had the opportunity to travel to Skybound Entertainment's Los Angeles offices to get my hands on the game and speak with the development team. It turns out there's much more reason to compare it to another well-liked fighting game.</p><p>In 2013, a development studio called Double Helix Games released Killer Instinct for Xbox One. Though it was initially criticized for its lack of content and monetization methods, the core gameplay, which emphasized combo-based tactics above all else, and the first season of content Double Helix provided were praised by fans and critics alike. However, after developing the title, Amazon acquired Double Helix and merged it into Amazon Game Studios. Now, several of those veteran developers who worked on Killer Instinct are back together under Quarter Up, a studio under Skybound.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/07/d6e4d36b/taunt_mark.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>The team pitched a fighting game based on the Invincible franchise, of which many development team members were fans, and Invincible VS was the result. "We really wanted to get back to fighting games," game director Dave Hall says. "We've been talking about this for about a decade behind the scenes, and once this came around, we were just like, 'We've got to get this. This is amazing. This is the perfect thing for us.' Bringing together Invincible, which is an incredible IP just made for fighting games with all these characters, and then being able to bring this destruction and the gore and the blood and all this fun stuff into it was just so exciting." </p><p>Hall says that, as fighting game fans, the studio looked at the landscape and noticed a 3v3-shaped hole in the genre. "<a href="https://www.gameinformer.com/games/dragon_ball_fighterz/b/playstation4/archive/2018/01/26/dragon-ball-fighterz-review.aspx">Dragon Ball FighterZ</a> was probably the last main 3v3 to come out there; We wanted to bring that hype back," he says. "We love the hype of a 3v3 game. It's kind of what we used to do with Killer Instinct with the combo breakers, counter combo breakers, and all that stuff. We just love having the crowd erupt when we play, so we're trying to bring the same thing back in our game right now."</p><p>The 3v3 approach is fitting, as the roster has three main archetypes: Grappler, Striker, and Ranged, before other subsets are introduced under those umbrellas. The build I played only had four characters – Invincible, Atom Eve, Bulletproof, and Thula – but several other empty tiles were on the character select screen, hinting at a large launch roster. I made up a team of Invincible, Eve, and Thula and took to the city streets to duke it out. </p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/07/3859ee40/tagcombat_markeve_vs_thula.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>Quarter Up challenged itself to deliver a diverse roster of characters with distinct abilities while remaining true to the source material. As it turns out, that was more difficult than initially expected. "Some of the characters took a little more time, just because a lot of them punch a lot in the universe, and that's totally cool, but in a fighting game, you don't want everybody just punching," Hall says. "It's really important for us to have those distinct differences in our characters, so then, when you're making your team, you get to play and have the characters that you want to play and the styles that you want to play." </p><p>The result was noticeable balance across the four fighters available in the build I played. Invincible is a rushdown character that is great at getting in his opponent's face, while Eve works best at range. Meanwhile, Bulletproof feels more technical with high-low offense, and Thula uses her hair blade to be highly effective at mid-range. </p><p>The fighting mechanics are approachable, whether you want to use the auto-combo functionality or not. Chaining together strikes of different severities into a combo is simple, and punctuating your assault with a Special feels great. True to the tag nature of a 3v3 fighter, you can call in assists, including directionals that bring different cooldowns depending on their power, and active tags in the middle of your combo. </p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/07/912a43b4/combat_thulabp.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>Invincible VS has two types of stages: Devastation Arenas and Destination Arenas. Each time a new character comes into the match, they clash with the preexisting fighter, resulting in a shockwave of destruction that progresses in the background as the match goes on. If you pull off a certain attack, your opponent briefly falls to their knees, giving you an opening to land an attack that sends them flying to a Destination Stage, which appears to be randomized. </p><p>On top of damage in the arenas, characters also wear the effects of battle on their faces and bodies. Even the victor will be covered in blood spatter by the end of the bout; Quarter Up and Skybound are <em>not </em>toning down the gore for this adaptation. There are even Overkill moves, which can dismember the character on the receiving end. </p><p>The Invincible series, whether through the long-running comic or the relatively young show, has displayed enduring popularity, which Skybound hopes will encourage non-fighting game fans to check this game out. "I hope that this game is a lot of people's first fighting game," Skybound Games executive vice president and general manager Chris Paulson says. "A lot of those people come through the IP because they love Invincible and want to experience what it's like to be Mark and to punch someone's head off. There's something in there for comic fans, for people who entered from the show, and for people who haven't heard of Invincible yet, but will through the game. We've talked to a lot of people, and I think there's a surprising overlap between Invincible fans and fighting game fans."</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/07/96d0b5bc/ult_bulletproof.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>But it's not just Skybound higher-ups saying it. Quarter Up designed the game to be played by a wide range of players, from the most skilled members of the fighting game community (FGC) all the way to first-time fighters, an initiative other franchises like <a href="https://www.gameinformer.com/review/tekken-8/aggressively-absurd">Tekken</a> and <a href="https://www.gameinformer.com/review/street-fighter-6/a-clean-reversal">Street Fighter</a> have implemented with recent entries. "We really want everybody to be able to play it," Hall says. "We don't want the control scheme to be something that holds you back from having a good time. So this is also why we put in the auto-combos and things like that for people to just get in, press some buttons, and have some fun. And there's so much depth behind that with the people that really know how to play fighting games are going to be able to excel. It's just one of those things we've always wanted to do."</p><p>Hall says that Quarter Up worked closely with highly skilled fighting gamers to ensure the game rewards even the best players. "We do constant testing with the FGC," he says. "It's one of our biggest things that we do; it's just part of our process. We're always making sure we cater to the FGC, and make sure our game is competitive. We build in a lot of different intricacies, even with the combo meter and things of that nature, the meter management, when to do something, when not to do something. We're very competitive. We love competitive games. That's our primary goal, but we wanted to make sure everybody else could jump in and play it and have fun too."</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/07/e8d3ef45/tagcombat_markeve_vs_bp.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>Though the team remains tight-lipped on the story mode, the developers insist it will be an Invincible story within the universe, written by the team working on the popular show. "The unique thing about Skybound is that we have all the parts of the circle under one roof," Paulson says. "We're actively working with the animation studio here to build content for the game. We're going to have an authentic Invincible story as part of the game. We're not talking specifics right now; we want to make sure it's great before we say what it is, but you can even see as you're playing, all the little interactions and the quips that happen throughout and before and after a match are all in the universe. All that was written by the creative team behind the show. Every piece of art has been looked at by Robert [Kirkman], Cory [Walker], and Ryan [Ottley], the co-creators of the comic, just to make sure that we're getting it right." </p><p>I got into the Invincible franchise through the Prime Video animated series, so I don't know much about the comic. However, everything I saw, heard, and felt with Invincible VS was authentic to the show I'm more enthralled by each passing season. Invincible VS is an incredibly fun fighter I can't wait to learn more about. </p><p>Invincible VS is set to arrive on PlayStation 5, Xbox Series X/S, and PC in 2026.</p><p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2023/09/26/3d64e721/sag_aftra_video_game_strike_logo.jpg" width="800" height="450" alt="SAG-AFTRA strike video game union voice actors A.I. Artificial Intelligence" typeof="foaf:Image" class="image-style-body-default" /></p> <p>The <a href="https://www.gameinformer.com/news/2023/09/26/sag-aftra-members-vote-yes-to-authorize-video-game-strike">video game actors' strike that began last July over AI concerns and more</a> may end soon. SAG-AFTRA has announced it has reached a tentative agreement with signatory game companies, including Activision Productions Inc., Blindlight LLC, Disney Character Voices Inc., Electronic Arts Productions Inc., Epic Games Inc., Formosa Interactive LLC, Insomniac Games Inc., Take 2 Productions Inc., and WB Games Inc. </p><p>The agreement is subject to review and approval by the National Board and ratification by members in the coming weeks, and it is expected that the terms of a strike suspension agreement will be finalized with employers soon, according to SAG-AFTRA. When that agreement is finalized, the strike that began July 16 last year will end. However, until that agreement is finalized, the strike will continue. </p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/10/387f90cc/sag_aftra.jpg" alt="SAG-AFTRA Actors Guild Union Logo" typeof="foaf:Image" class="image-style-body-default"> <p>"Everyone at SAG-AFTRA is immensely grateful for the sacrifices made by video game performers and the dedication of the Interactive Media Agreement Negotiating Committee throughout these many months of the video game strike," SAG-AFTRA national executive director and chief negotiator Duncan Crabtree-Ireland writes in a press release. "Patience and persistence have resulted in a deal that puts in place the necessary AI guardrails that defend performers' livelihoods in the AI age, alongside other important gains." </p><p>In the same press release, SAG-AFTRA president Fran Drescher wrote, "Our video game performers stood strong against the biggest employers in one of the world's most lucrative industries. Their incredible courage and persistence, combined with the tireless work of our negotiating committee, has at last secured a deal. The needle has been moved forward and we are much better off than before. As soon as this is ratified, we roll up our sleeves and begin to plan the next negotiation. Every contract is a work in progress and progress is the name of the game." </p><p>The aforementioned strike began last July after <a href="https://www.gameinformer.com/news/2023/09/26/sag-aftra-members-vote-yes-to-authorize-video-game-strike">SAG-AFTRA members approved a strike authorization in September of 2023</a> with a 98.32% yes vote. Though SAG-AFTRA executives sound happy about the agreement, we won't know how it specifically addresses AI and other concerns that led to the strike until the ratification materials are officially released in the coming weeks. </p>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/10/9b687d0d/splatoon_raiders_key_art.jpg" width="800" height="450" alt="Splatoon Raiders Reveal Trailer Nintendo Switch 2 3 Version 10 Update Resolution" typeof="foaf:Image" class="image-style-body-default" /></p> <p>Nintendo has announced Splatoon Raiders, the series' first-ever spin-off game, and it's coming exclusively to Switch 2. Splatoon Raiders is the first game announced for <a href="https://gameinformer.com/tech/2025/06/09/switch-2-review-a-safe-but-effective-bet">Switch 2</a> by Nintendo since <a href="https://www.gameinformer.com/impressions/2025/06/05/game-informer-editors-share-their-early-nintendo-switch-2-impressions">the launch of the console last week</a>, and it was revealed in the <a href="https://www.gameinformer.com/2025/03/28/nintendos-day-old-app-reveals-the-release-date-for-the-live-action-zelda-movie">Nintendo Today app</a>. </p><p>Playing as a mechanic, you'll adventure to the mysterious Spirhalite Islands alongside Deep Cut, the idol trio of <a href="https://www.gameinformer.com/product/splatoon-3">Splatoon 3</a> that consists of Shiver, Frye, and Big Man. Though the reveal trailer doesn't show too much, it seems players will be exploring a set of islands while chasing after a mysterious yellow beam shooting into the sky within a tornado or water cyclone. </p><p><strong>Check out the Splatoon Raiders reveal trailer for yourself below: </strong></p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/d7ve2zWmkEA" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p>The trailer teases that "research" is still underway on Splatoon Raiders, likely indicating there's some time to go before the game is ready for launch. Nonetheless, considering that Splatoon 3 has surpassed 10 million units sold and <a href="https://gameinformer.com/2022/09/12/splatoon-3-had-the-best-launch-ever-for-a-switch-game-in-japan">had the best launch for a Switch game in Japan</a>, a new Splatoon game is exciting. </p><p>There's no word on when to expect Splatoon Raiders, but Nintendo says it will launch exclusively on Switch 2. </p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/10/e31db9d2/splatoon_raiders_2.jpg" alt="Splatoon Raiders Reveal Trailer Nintendo Switch 2 3 Version 10 Update Resolution" typeof="foaf:Image" class="image-style-body-default"> <p>Elsewhere in today's Squid Research Lab Report, Nintendo revealed that version 10 of Splatoon 3 is on its way. It will feature the Splatlands Collection, which consists of 30 weapons from the series' past but refreshed for the game. Plus, weapon freshness caps will be raised, and players can earn new in-game badges. And in the Anarchy Battle Series, players can utilize the Series Weapon Power, a new stat that tracks your effectiveness with a weapon based on your win-loss ratio in battles. It will also be used in matchmaking to put you up against players with similar stats. </p><p>That's not all, though. Nintendo also revealed that Urchin Underpass, a map from the first Splatoon game, will return to the rotation of Splatoon 3. And for Switch 2 players, an upgrade will bring improved visuals, including better resolution and more. The company says this update won't affect play capabilities between Switch and Switch 2 players when it launches this week on June 12. </p><p>While waiting for this update, read <a href="https://www.gameinformer.com/review/splatoon-3/multicolored-mayhem"><em>Game Informer's </em>Splatoon 3 review</a>. </p><p><em>What do you hope Splatoon Raiders is? 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/2025/06/09/2bba0688/nintendoswitch2_hw_25.jpg" width="800" height="450" alt="" typeof="foaf:Image" class="image-style-body-default" /></p> <p class="toc-anchor">Introduction</p><p>The Nintendo Switch, launched in 2017, is the third best-selling game system of all time, right behind the PlayStation 2 and Nintendo’s own DS handheld. Nintendo has sold more than 152 million Switch consoles, which goes a long way toward explaining why, for the first time in its history, Nintendo released a follow-up console and added a sequential number to its name instead of coming up with something wholly new. In many ways, the Switch 2 feels like a safe sequel to a previous success.</p><p>The basic functionality of the Switch is present for Switch 2; its Joy-Con 2 controllers, though they have been redesigned and include new functionality, are very similar to the Switch’s Joy-Cons; the Switch 2’s menus look a lot like the Switch’s. The new hardware is all very familiar, and as a result, it does lack much of the excitement that usually accompanies a new Nintendo console. But there is no denying that Nintendo is among the best at making video game hardware, and Switch 2 lives up to the high standard the company has been setting for itself since the launch of the Famicom in 1983.</p><p class="toc-anchor">SPECS</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/09/341a8569/nintendoswitch2_hw_20.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <h2>SPECS</h2><ul><li>Size: 4.5 inches tall x 10.7 inches wide x .55 inches thick</li><li>Screen: 7.9-inch wide color gamut LCD capacitive touch screen</li><li>Weight: 0.88 lbs, 1.18 lbs with Joy-Con 2 controllers</li><li>CPU: Custom processor by NVIDIA</li><li>Storage: 256 GB, compatible only with microSD Express cards up to 2 TB</li><li>Resolution: 1920x1080 pixels, HDR10 support, VRR up to 120 Hz</li><li>USB: Two USB-C ports</li><li>Battery: Lithium-ion battery/5220mAh, 2-6.5 hours</li><li>Communication: Wireless LAN (Wi-Fi 6) and Bluetooth</li></ul><p class="toc-anchor">Scrutinizing The Hardware</p><h2>Scrutinizing The Hardware</h2><p>There is an argument to be made that the Switch is one of the best consoles of all time. It was never the most powerful, and even if it was often the worst place to play multiplatform games, it had one of the most impressive libraries in gaming. It was also the only place to play some of Nintendo’s best games. Most importantly, however, its hybrid handheld/home console compatibility is a feature all the major players in the industry are now chasing with the Steam Deck, Xbox’s recently announced ROG Ally device, and the PlayStation Portal. The Switch made an undeniable, major impact on how players play and enjoy games.</p><p>The Switch 2 smartly retains that core selling point. It is both a handheld gaming machine and a home console, and all the affiliated parts surrounding that feel good and work well. Dropping the system into the Switch 2 dock immediately and seamlessly converts it to a television signal. It is no faster or slower than Switch, which is a compliment.</p><p>A small, but significant upgrade is that there are now USB-C Ports on both the top and bottom of the system. This means plugging in external devices like the Switch 2 camera is smoother, and you can now charge the device in tabletop mode – a baffling shortcoming of the original Switch.</p><p>The slot to insert game cartridges is also now easier to open. No more breaking a nail just to swap in a new game.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/09/280ba73e/nintendoswitch2_hw_18.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>Other elements of the system are subtle, but welcome. The stand is slender and sturdy. The original Switch stand felt like it was always on the verge of breaking, and the OLED model Switch’s stand was excessive. The Switch 2 found a good middle ground.</p><p>The sound from the built-in speakers is also impressive. It’s not the primary way many will be listening to audio when playing Switch 2 games, but its ability to mimic surround sound is shockingly good. I went into the audio with zero expectations and was surprised by the tech demos that truly made it feel like it was presenting three-dimensional sound.</p><p>Nintendo reports that the Switch 2’s battery is about 1.2 times better than the original, but I admit skepticism. Across my hours of playtime since the Switch 2 launch, the battery seems to drain faster in handheld and tabletop play. Thankfully, the two USB-C port options make charging easier while playing, but this may be the primary, potentially only, disappointment between Switch and Switch 2.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/09/893d7380/nintendoswitch2_hw_06.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>One area where I expected to be disappointed and have not been is with the screen quality. Having spent so much time with the OLED model of the Switch, I feared Switch 2 would feel like a downgrade. The Switch 2 does not have an OLED screen, but you could have fooled me. The screen is vibrant and colorful, and the HDR options do make a positive difference with certain games. The refresh rate is also strong, and the games that take advantage of it benefit tremendously. Playing Zelda with its Switch 2 frame-rate upgrades is incredible and makes me wish I could play them again for the first time with these improved visuals.</p><p class="toc-anchor">Using The Interface</p><h2>Using The Interface</h2><p>The Switch 2’s menus, much like the original Switch, are sterile. Compared to the TV screens approach of the Wii, the customizable options of the 3DS, or the town square filled with Miis of the Wii U, scrolling through games on Switch 2 is quiet and boring. I was hoping using the Switch 2’s menu would feel new and novel.</p><p>Shopping online, however, is not a letdown. By the end of its life, trudging through the Switch’s storefront was a chore. It was slow and difficult to find anything worthwhile, even if you knew exactly what you were looking for. The Switch 2’s store looks similar, but it is snappy and quick, making everything feel so much better.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/09/bb41ced7/nintendoswitch2_joy-con_05.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p class="toc-anchor">The Joy Of Controllers</p><h2>The Joy Of Controllers</h2><p>Like much of the rest of the system, the upgrades to the Joy-Cons (officially retitled Joy-Con 2s) are subtle, but they are better. The control sticks feel smoother, the buttons are a little bigger, and the magnetic system holding the controllers in place is an upgrade compared to the button and rails system of the original Switch. Pulling the detach buttons to rip the Joy-Con 2s from the side of the system feels good, and the magnet pulling them back into place delivers a satisfying snap. I do worry about the long-term durability of the magnets and if they will weaken over time, but for now, I vastly prefer the magnets.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/09/390999b1/nintendoswitch2_playstyleshots_15.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>The controllers also feel better on my palms, and the elongated L and R buttons make more of a difference than I thought they would. The mouse functionality of the Joy-Con 2s is also impressive, though I don’t think I will ever actively choose mouse over control sticks. But that’s more a matter of personal preference than functionality. The mouse options work as promised on every surface I tried and I look forward to how developers will take advantage of the option, but I would be surprised if many games require mouse controls on Switch 2.</p><p>I react to the upgraded HD Rumble 2 options similarly to the way I did to HD Rumble of the original Switch: it’s all very neat, but I don’t know that it ever has or ever will fundamentally improve the way a game feels. I do admit being impressed, however, by its ability to mimic sounds (it apparently uses similar tech to standard speaker technology). It’s a wonderful magic trick.</p><p class="toc-anchor">The C Button</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/09/341a8569/nintendoswitch2_hw_20.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <h2>The C Button</h2><p>A small mystery leading up to the Switch 2 reveal was its C button, which we eventually learned stood for “chat.” Its functionality works well, offering Discord-like communication options like being able to be on camera and share gameplay footage. Connecting to a friend using the button is shockingly easy (for a Nintendo platform), and its voice filtering options are impressive.</p><p>I tested the functionality by blowing up an air mattress next to me while playing Mario Kart World with fellow Game Informer editor Brian Shea, and he could hear me fine. And I could hear him, as well, despite the onboard mic on Switch 2 being placed behind Brian’s TV. We didn’t sound amazing to each other, but the clarity was there and we could understand each other without issue. I was also impressed by the built-in transcription accessibility options that you can turn on to track your conversation in live text.</p><p>One downside to the new chat options is that if you’re using old controller hardware on your Switch 2 (an option I am grateful exists), getting to the extra chat options takes a few extra steps and requires leaving the game running in the background while you open the options from the home screen.</p><p class="toc-anchor">The Launch Line-Up</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/04/17/70d152c1/nintendoswitch2_mariokartworld_scrn_freerun_02.jpg" alt="Mario Kart World" title="Mario Kart World" typeof="foaf:Image" class="image-style-body-default"> Mario Kart World (2025) <h2>The Launch Line-Up</h2><p>The Switch 2’s early, truly exclusive options are pitiful. There is very little that you can only play on Switch 2. That being said, the available ports generally work well, and it’s nice to have games like Cyberpunk 2077 on a handheld Nintendo platform. Playing Zelda: Breath of the Wild and Tears of the Kingdom and Pokémon Scarlet and Violet with higher framerates is wonderful, and Mario Kart World is an excellent sequel to one of the best-selling games of all time. There are undeniably good games to play. There just aren’t many good new games to play.</p><p class="toc-anchor">Virtual Game Cards And GameShare</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/09/545f8992/nintendoswitch2_hw_17.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <h2>Virtual Game Cards And GameShare</h2><p>Virtual Game Cards are a new approach to keeping track of your games across both Switch and Switch 2, but it does change how you track your library somewhat on the new system. I found it confusing at first. I missed just having my list of games I owned and choosing to download them or not.</p><p>Virtual Game Cards do not change that idea on a basic level – you can still download the games you own when you want – but it does feel like there is the added step of acknowledging the game card, virtually inserting it, and then downloading it. The benefit of this system, other than making it feel a little more tactile (which I kind of like), is you can loan your digital games to family members. And as someone who takes advantage of Nintendo’s family subscription, I love this added option to the point where I don’t mind that it is a little confusing. For a solo player who just wants access to their library, however, it will feel like unnecessary extra steps.</p><p>GameShare is not a new idea for Nintendo. As far back as the DS, there have been options to play local multiplayer across multiple systems with one game cartridge. I am annoyed that it is not a standard across all games (you cannot do it with Mario Kart World, for example), but I am glad it does exist for some games. It lets more people play more games together.</p><p class="toc-anchor">The Verdict</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/09/5f7efd20/nintendoswitch2_hw_13.jpg" typeof="foaf:Image" alt class="image-style-body-default"> BThe Verdict<p>The Switch 2 feels safe. Arguably too safe. The video game public often cries foul when Nintendo goes too far into the realm of experimentation, but I am one of those off to the side shouting, “Be weirder! More Ring Fit Adventures and Alarmos!” I like when Nintendo tries something new in an attempt to give me something I didn’t know I wanted. It didn’t do that with Switch 2. For Switch 2, it improved on basically every element of Switch (except for battery life), made it backwards compatible, and made it look and feel better. My primary complaint is that I have not been surprised. Rather, I have been nodding appreciatively, grateful that I have a version of one of my favorite consoles of all time that looks sharper, plays some of my favorite games at a higher quality, and is presenting me with an impressive new Mario Kart. It’s what I wanted as opposed to what I didn’t know I wanted, and I am happy with that.</p>Release<p>June 5, 2025</p>Price<p>$449.99 / $499.99 (Mario Kart World Bundle)</p>More Information<p><a href="https://www.nintendo.com/us/gaming-systems/switch-2" target="_blank">nintendo.com/us/gaming-systems/switch-2</a></p>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/04/1c30e970/sds_key_art.jpg" width="800" height="450" alt="The Seven Deadly Sins Origin Grand Cross Netmarble 2025 PS5 PC Mobile" typeof="foaf:Image" class="image-style-body-default" /></p> <p>Developer Netmarble has unveiled The Seven Deadly Sins: Origin, an open-world RPG based on the hit manga and anime, and it’s coming to PlayStation 5, PC, and mobile. The team debuted the game during last week’s Summer Game Fest and Future Game Show: Summer Showcase 2025, and <a href="https://7origin.netmarble.com/en/">global pre-registration</a> is available now.</p><p>Origin follows the release of 2019’s The Seven Deadly Sins: Grand Cross on PC and Mobile, which has surpassed 70 million downloads worldwide. The Netmarble team behind Grand Cross is returning for Origin, which will feature “a multiverse storyline original to the game and an expansive open world across the continent of Britannia, allowing players to collect heroes from The Seven Deadly Sins and Four Knights of the Apocalypse to customize their combat style and shape their own adventure,” according to a press release.</p><p>You can check out the latest Origin trailers below:</p><p>ADD TRAILERS WHEN AVAILABLE</p><p>Netmarble says those who <a href="https://7origin.netmarble.com/en/">pre-register</a> for Origin will receive exclusive in-game rewards and opportunities to participate in upcoming closed beta tests.</p><p>Origin follows the journey of Tristan and Tioreh as they traverse Britannia on land and underwater while encountering familiar characters from The Seven Deadly Sins series, including Meliodas and more. Netmarble is developing the game in Unreal Engine 5, and it will launch on PlayStation 5, PC, iOS, and Android sometime later this year. </p><p>Here are some more screenshots from the game: </p><p class="inline-rich-content-placeholder"><br> </p> <section class='type:slideshow'><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/04/d16aa0a5/sds_4.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/04/42e0b54d/sds_1.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/04/e8db53bd/sds_6.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/04/054d0a73/sds_5.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/04/e954546c/sds_2.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/04/1e149b1c/sds_3.jpg'></figure></section>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2023/12/15/c660b4cc/totk_3rd_28_png_jpgcopy.jpg" width="800" height="450" alt="The Legend of Zelda: Tears of the Kingdom Live Action Movie Delayed" typeof="foaf:Image" class="image-style-body-default" /></p> <p>Nintendo revealed that its <a href="https://www.gameinformer.com/2025/03/28/nintendos-day-old-app-reveals-the-release-date-for-the-live-action-zelda-movie">live-action Legend of Zelda film</a> would hit theaters on March 27, 2027. Now, the company has delayed its release date by a few weeks, to May 7, 2027. </p><p>The company revealed this with a <a href="https://x.com/Nintendo/status/1932075229901451445">post</a> on X from Shigeru Miyamoto citing "production reasons" and the need for extra time. It's a short delay—roughly five weeks—but a delay nonetheless, meaning you'll have to wait a little bit longer to see how Nintendo adapts one of its most popular franchises. </p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/txYZoQtXPxM" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p>"This is Miyamoto," a <a href="https://x.com/Nintendo/status/1932075231885382103">post</a> on X from the official Nintendo account reads. "For production reasons, we are changing the release date of the live-action film of The Legend of Zelda to May 7, 2027. It will be some weeks later than the release timing we originally announced, and we will take the extra time to make the film as good as it can be. Thank you for your patience." </p><p>Though we know this movie is happening, we have no idea who its stars will be, what Zelda storyline it will adapt (if any), who the villain will be, or virtually anything else. Fortunately, with nearly two years until its release, there's still plenty of time to learn more about what Nintendo has in store for its first live-action video game adaptation. </p><p>In the meantime, read <a href="https://www.gameinformer.com/review/the-legend-of-zelda-tears-of-the-kingdom/such-great-heights"><em>Game Informer's </em>review of The Legend of Zelda: Tears of the Kingdom</a>, and then check out <a href="https://www.gameinformer.com/review/the-legend-of-zelda-echoes-of-wisdom/pulled-in-two-directions">our thoughts on The Legend of Zelda: Echoes of Wisdom</a>. </p><p><em>Who do you hope is cast as Zelda and Link in this movie? 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/2025/06/04/4091cfa5/silenthill2.jpg" width="800" height="450" alt="Konami Press Start Event Showcase Silent Hill F Metal Gear Solid Delta Snake Eater June 12" typeof="foaf:Image" class="image-style-body-default" /></p> <p>Though <a href="https://gameinformer.com/2025/06/03/the-2025-summer-showcase-schedule">last week was packed with showcases</a> like the PlayStation State of Play, Geoff Keighley's Summer Games Fest, the Xbox Games Showcase 2025, <a href="https://www.gameinformer.com/sgf-2025/2025/06/06/every-game-shown-during-the-2025-summer-game-fest-day-of-the-devs-digital">Day of the Devs</a>, and plenty more, there's still some summer fun on the horizon. Konami has revealed it will host a Press Start showcase this week on Thursday, June 12, at 6 a.m. PT/9 a.m. ET, where it will highlight roughly 37 minutes of <a href="https://gameinformer.com/product/metal-gear-solid-delta-snake-eater">Metal Gear Solid Delta: Snake Eater</a>, <a href="https://gameinformer.com/product/silent-hill-f">Silent Hill f</a>, and more. </p><p>"Join Konami for a broadcast of the latest information on new, upcoming titles like Silent Hill f and Metal Gear Solid Delta: Snake Eater, and more," the show's description reads. </p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/NXaDgU72gRI" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p>Though that's not much to go on, fans excited for Konami's upcoming Metal Gear Solid 3 remake and the latest Silent Hill, which brings players to Japan, should tune in when Press Start airs on Thursday. </p><p>In the meantime, check out <a href="https://gameinformer.com/state-of-play/2025/06/04/silent-hill-f-gets-release-date-alongside-creepy-new-gameplay">the latest Silent Hill f gameplay trailer</a>, where we also learned it is launching this September, and then check out <a href="https://gameinformer.com/2025/05/23/check-out-metal-gear-solid-deltas-remade-version-of-the-iconic-snake-eater-opening-movie">Metal Gear Solid Delta: Snake Eater's remade version of the original game's iconic opening movie</a>. </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
Foundation is Now Available on Steam and is 25% off!*Foundation is a grid-less, laidback medi city-building game with a focus on organic development, monument construction and resource management.*Offer ends February 7 at 10AM Pacific Time
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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