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<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/12/88221efe/sgf_spine_01.jpg" width="800" height="450" alt="Spine preview Summer Game Fest" typeof="foaf:Image" class="image-style-body-default" /></p>
Platform: PlayStation 5, Xbox Series X/S, PC Publisher: Nekki Developer: Nekki Release: TBA Rating: Mature
<p>The Batman Arkham series has arguably the most satisfying melee combat ever. The John Wick movies may have the most entertaining hand-to-hand action in all of film. Spine takes both of these influences and smashes them together to form what it hopes to be an inspired blend of free-flowing counter-focused “gun fu”, and after playing the game during Summer Game Fest Play Days, it’s trending in the right direction.</p><p>This single-player action game is set in a cyberpunk world with players controlling Redline, a rebellious graffiti artist who can fight as well as she can paint. She’s implanted with a Spine, essentially a metallic device on her back that also houses a sentient AI. Together, they’ll push back against an oppressive AI-powered regime and will look pretty cool doing it.</p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/pZbHDdd5drA" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p>As I enter the first room full of goons, my Batman Arkham instincts immediately kick in as I throw a haymaker at the nearest target. I wail on them with a simple combo until a button prompt appears, signaling the trigger of a cinematic takedown. With one down, I’m on another guy in the blink of an eye, and the free-flow combat design means I can easily interrupt my combos to quickly dodge incoming gunfire (indicated by a laser sight) before resuming my beatdown. Whenever someone else tries to cut into my dance, telltale signals over their heads tip me off to perform a smooth counter, in which I flip over them. Redline can also perform a melee parry, allowing her to punish attackers with a debilitating counter.</p><p>I can’t stress enough how similarly Spine plays like Batman, and that’s a compliment. Although this alpha build still has some early rough edges surrounding some animations and parry timing, zipping around the battlefield to systematically dismantle entire mobs feels fluid and incredibly cool. Though unavailable in my demo, developer Nekki tells me that combat will also incorporate the environment. Attacking foes near interactable objects will allow Redline to automatically integrate them into her attacks. This description gives Spine’s combat the added vibe of a classic Jackie Chan film, and I’m hoping it winds up being as cool as it sounds.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/12/8193e84e/sgf_spine_03.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>The big difference between Redline and the Dark Knight, however, is her willingness to blast foes using guns. Redline uses pistols to keep foes at bay or interrupt their attacks. She’ll also just blast people’s heads in mid-melee combo à la John Wick. Pistols aren’t super powerful when simply aiming and shooting – if they were, you would never punch anyone. However, pistols deal helpful chip damage, and enough concentrated fire can drop a target. Larger firearms, such as shotguns, pack a bigger punch and end foes in one shot, but unlike pistols, shotguns and other weapons have limited ammo.</p><p>After punching, kicking, and flipping my way through grimy cyberpunk bars and alleyways, I encounter the demo’s boss, Edda Kopp. This nimble, ninja-like warrior is as quick on her feet as I am, if not faster, and she can also cloak herself to become invisible. If that’s not enough, she regularly sics several spider-like drones that double as proximity mines, exploding if I enter their radius. This battle becomes a frantic dance of parrying Edda’s combo strings while regularly flipping out of the way of an incoming spider-bot, waiting for the brief windows of opportunity to get some hits in. The fight is functionally fine, though it’s also the roughest section of my demo. The lack of polish is most evident in a loose camera that wildly spins during melee exchanges, often obscuring my view. But I can see what Nekki is going for, and hopefully, more time in the oven will help this battle reach its full potential.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/12/600449e6/sgf_spine_02.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>Although previous trailers showed off parkour-style traversal, I didn't get to sample this aspect of the game in my demo. That's okay, because combat is Spine’s bread and butter. While the jury’s out on whether the story is engaging, I’m not coming to this game for a compelling narrative. I’m there to kick ass and chew bubble gum, and I’m all out of the latter. Spine has a lot of promise to fill the bat-sized hole in the action genre formed in the decade since the last Arkham game. Here’s hoping it can rise to the occasion. </p><p>Spine has no release window, but it's slated to launch for PlayStation 5, Xbox Series X/S, Switch 2, and PC.</p><p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/12/d30e19c7/thelegendofzeldatearsofthekingdomnintendoswitch2edition_06.jpg" width="800" height="450" alt="Other Nintendo Switch 2 Games To Play Reviews Impressions Mario Kart World" typeof="foaf:Image" class="image-style-body-default" /></p>
<p>The Nintendo Switch 2 is finally here, and <a href="https://www.gameinformer.com/tech/2025/06/09/switch-2-review-a-safe-but-effective-bet">you can read our full thoughts on the console here</a>! Second to the excitement of a new Nintendo console is the anticipation around Mario Kart World, the Switch 2’s marquee launch title and Nintendo’s first open-world approach to its fabled kart racing franchise. <a href="https://www.gameinformer.com/review/mario-kart-world/roam-if-you-want-to">You can read our full review of it here</a>, but in short, it’s very good. But what else should you play on your fancy new console when your time with Mario Kart World ends (or rather, when you need a break because let’s be honest, we’ll be racing around this Mushroom Kingdom for years to come)?</p><p>While my colleagues put the Switch 2 and Mario Kart World through their paces, I tackled the objective of finding the best games to play on Switch that don’t feature everyone’s favorite Italian plumber. So, without further ado, here are the other games you should check out on Switch 2. </p>
The Legend of Zelda: Breath of the Wild and Tears of the Kingdom
Let’s begin with the Divine Beast in the room: Nintendo’s open-world Legend of Zelda games, Breath of the Wild and Tears of the Kingdom, are already two of the most superb games ever created. The definitive experience of both is now exclusive to Switch 2, thanks to the $9.99 upgrade (free with Nintendo Switch Online + Expansion Pack) that brings a gorgeous 60 frames per second to both games alongside improved resolution and textures. Put simply, 60 FPS is transformative for these games. Factor in the new Zelda Notes app, which includes voice notes from Zelda, player-specific navigational guides, and more in Tears of the Kingdom, and you have two of the best Zelda experiences ever on Switch 2. – Wesley LeBlanc

The most recent mainline Pokémon games delivered on Game Freak’s promise to give us a true open-world RPG, and it did so admirably from a content and design perspective. However, the terrible technical performance of those 2022 releases poisoned their reputations forever. Now, three years later, these open-world entries in the Pokémon franchise are finally worth returning to thanks to free Switch 2 upgrades. The steady 60 frames-per-second performance, improved resolution, and reduced pop-in make the games feel new. But actually, it’s just the experience that should have launched in 2022. Still, those who stuck with the original version despite its technical hitches will tell you that buried beneath all of those problems is one of the best Pokémon adventures to date. It’s still not perfect, but now that those technical issues are largely resolved, we can wholeheartedly recommend this as a top-tier Pokémon game without that massive qualifier. – Brian Shea

If you missed out on the original Bravely Default on Nintendo 3DS back in 2012 and are a fan of classic JRPGs, you owe it to yourself to check out this excellent remaster. It’s probably the number one “new” game I’d recommend to Switch 2 players because Flying Fairy HD Remaster, like the original game it’s based on, is a nostalgic great time. There are crystals, unique turn-based battles, and a loveable (if trope-y) cast of characters to meet and control – sound familiar? This remaster brings a gorgeous update to the painterly visuals, improved framerate, and additional optional content. It’s not one to miss. – Wesley LeBlanc

I’m not sure what wizardry CD Projekt Red and Nintendo performed – beyond Nvidia’s custom DLSS – but Cyberpunk 2077 on Switch 2 is a sight to behold. The entire Cyberpunk 2077 package, including its great Phantom Liberty expansion, is a delight on Switch 2. Though its 1080p/30 FPS handheld mode isn’t the most stable, the 720p/40 FPS handheld mode works great – and trust me, on the Switch 2’s vibrant LCD screen, 720p is satisfactory. It all runs even better docked, too, and thanks to the new mouse features of the Joy-Con 2 and Switch 2 specific gyro motion control, Cyberpunk 2077 offers players plenty of unique on-the-go action you can’t get any other way. You can also transfer your save from another platform with little hassle, so you won’t have to start over (unless you want to). It’s worth checking out for the sight of it running on Switch 2 alone, but it helps that Cyberpunk 2077 is now, after years of many updates, an excellent game in its own right. – Wesley LeBlanc

Hitman: World of Assassination consists of three excellent immersive-sim sandbox games from IO Interactive, and surprise! Playing these on the Switch 2 is a dream. The frame rates fluctuate between the range of 30 FPS and higher (rarely dipping below 30 FPS), and there are some clear texture downscales, especially in the Hitman 3 levels, but having these games on the go is a fair tradeoff. I love these games, and see myself making my way through these fantastic hand-crafted sandboxes once more on Switch 2. – Wesley LeBlanc

I loved Kunitsu-Gami: Path of the Goddess when I played it on Steam Deck last year. Unfortunately, I’m a bit spoiled by that version of the game, which runs at a smooth 60 FPS. There’s a noticeable downgrade on Switch 2, with 30 FPS and some blurry visuals, and it can be a little hard to get past that. But, even so, Kunitsu-Gami is still a sleeper hit from 2024 and one everyone should check out. It blends tower defense strategy with fun and flowy action combat in a gorgeous Japanese setting. It’s far too overlooked. Though Switch 2 isn’t the ideal place to play it, if you haven’t yet and are looking for a unique game on the console, look no further than Capcom’s Kunitsu-Gami. – Wesley LeBlanc

If you missed this combo package last year, which combines a remastered version of Sonic Generations and a new Shadow the Hedgehog-focused campaign, Switch 2 is an excellent place to give it a go. With 60 FPS gameplay in Performance Mode, a noticeable increase from the Switch’s 30 FPS, and improved visuals, these games have never looked better on the go – especially Sonic Generations. Just make sure to switch to Performance Mode, because it defaults to Quality Mode, which isn’t ideal. – Wesley LeBlanc

The original Survival Kids launched on the Game Boy Color in 1999 (and was recently added to the Game Boy Switch Online library). It received a number of sequels, but the Switch 2 launch game is the first time Konami has revisited the franchise in some time. This entry feels different than the past with its focus on fast-paced co-op, but it offers quick and satisfying gameplay sessions and is an early adopter of Switch 2’s GameShare feature. That means playing with a friend who has their own Switch 2, but doesn’t own the game, is a totally viable option. You and your friends must work together to explore small islands to gather food and materials in order to survive and move on to the next island. The game is not overcomplicated, and you won’t feel the sting of starvation and exhaustion as you watch the sun set, as is typical for the survival genre, but it’s a charming and vibrant game to play on your new Switch 2 with friends that isn’t called Mario Kart. – Kyle Hilliard

With the Switch 2 comes the GameCube library for Nintendo Switch Online + Expansion Pack subscribers, and though the launch lineup is small, it packs a punch. There’s The Legend of Zelda: The Wind Waker, F-Zero GX, and Soulcalibur II. Though Wind Waker isn’t the massively improved HD remaster version that launched back on Wii U, playing through this island adventure on a handheld console is still a treat. F-Zero GX remains a GameCube hit, and maybe if enough people check it out, Nintendo will finally make a brand new F-Zero (one can hope). And finally, there’s Soulcalibur II. As someone who adored the PlayStation 2 version, it was fun jumping into the GameCube version, and this will likely be the first GameCube game on Switch 2 I will roll credits on. Playing as Link, this version’s guest fighter, is awesome. Back on PS2, I only got Tekken’s Heihachi Mishima (cool, but he ain’t no Link). – Wesley LeBlanc

If you’re tired of losing your lead to poorly timed Blue Shells, Fast Fusion from Shin’en might be exactly what you’re looking for. The sequel to Switch launch title Fast RMX racers, you compete in high-speed, adrenaline-fueled races around the world where your futuristic vehicle can scream down the track at several hundred miles per hour. The ability to jump and lean complements the extraordinarily tight handling as you collect boost tokens, search for shortcuts, and bounce between two vehicle phases to correspond with the boost pad you’re hoping to use. Fast Fusion outputs at 4K and 60 frames per second in HDR, taking full advantage of the extra oomph Switch 2 brings to the table. It may not have the bells, whistles, or grand scale of Mario Kart World, but it delivers a technically impressive and mechanically sound racer that fans of F-Zero and Wipeout should not miss. – Brian Shea

Technically the sixth entry released in the franchise, Yakuza 0 is a fan-favorite for many reasons, the most important being that it is a good game. Developer Ryu Ga Gotoku Studio had become very practiced at making Yakuza games by the time it released, but it is also, arguably, the best entry point for the series since it is a prequel that takes place in the ‘80s and follows long-time series protagonist Kazuma Kiryu’s earliest adventure. To have a dedicated version for Switch 2 is welcome, but it is a port of a 10-year-old game, and sometimes you can tell. It just feels a little outdated in the face of the series’ recent entries. But the essential parts are here. The game looks good and runs well on Switch 2, and there are new cutscenes and an online cooperative brawling mode. Those bonuses are probably not enough to justify a replay for those familiar with the game, but for newcomers late to the series who want something good for Switch 2, you can’t go wrong hanging out with Kiryu. – Kyle Hilliard
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/12/6565a76e/wuchang_sgf25_3.jpg" width="800" height="450" alt="Wuchang: Fallen Feathers preview" typeof="foaf:Image" class="image-style-body-default" /></p>
Platform: PlayStation 5, Xbox Series X/S, PC Publisher: 505 Games Developer: Leenzee Games Release: <time datetime="2025-07-24T12:00:00Z" class="datetime">July 24, 2025</time> Rating: Mature
<p>During a hands-on demo during Summer Game Fest Play Days, publisher 505 Games describes Wuchang: Fallen Feathers to me as “Chinese Bloodborne," a lofty comparison but not completely unwarranted. This Souls-like action game’s focus on aggression and evasion, rather than blocking, is certainly reminiscent of From Software’s 2016 classic. Still, developer Leenzee Games is striving to carve out a unique identity for the title. </p><p>The titular Wuchang is a pirate living in China during the waning years of the Ming Dynasty, while the country is ravaged by a supernatural ailment known as the Feathering. She becomes infected, which causes her to sprout feathers on her left arm, hence the game’s name. The Feathering slowly transforms infected into mindless, man-eating beasts, and those bearing the telltale feathers are ostracized or attacked on sight by the frightened populace. But in Wuchang’s case, the Feathering bestows otherworldly abilities she utilizes to battle human and demonic enemies in search of a cure and the truth behind the phenomenon.</p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/5WahZ_6pcU4" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p>The core of Wuchang’s combat will be familiar to Souls fans, with light and heavy attacks mapped to the right shoulder buttons and a stamina meter to monitor. However, evading damage builds up points called Skyborn Might, a limited mana pool spent to activate magic spells, such as firing dagger-like energy blasts or conjuring a fiery spectral hammer. This creates a fun strategy where evasion rewards repeated access to spells, and 505 states skilled players can topple bosses simply by dodging and firing spells from afar without raising their weapon. You don't have to encourage me to get out of the way of incoming attacks, but this perk makes successful evasions feel even more rewarding. </p><p>Not that you shouldn’t swing Wuchang’s absurdly long katana, or other weapons, including short swords, clubs, axes, and polearms. Combat feels fine but is more deliberate than I expected, and my initially small stamina meter meant I couldn’t execute many successive strikes before backing off to recover. Every weapon has a unique style and skills tied to the left shoulder buttons. For example, you can’t block inherently, as that’s an ability only a large hammer provides. Left bumper executes a weapon skill, such as a graceful dance of wide-reaching slashes in the case of Wuchang’s starting katana. </p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/12/1d7bd3de/wuchang_sgf25_2.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>Taking damage and dying builds a status called Madness. The higher your Madness, the more damage you both deal and absorb. If you die when this meter is full, you can’t recover your fallen XP, called Red Mercury; instead, you must face off against Wuchang’s inner demon, a spectral swordswoman who spawns where you last died. This entity attacks you and any surrounding enemies indiscriminately, and defeating it allows you to recover your fallen Red Mercury. However, failing means losing it for good. It’s an interesting risk/reward system that 505 Games teases will gradually build towards Wuchang obtaining and mastering new special powers. I only encountered the inner demon once and defeated it somewhat easily, so it proved to be little more than a minor nuisance. </p><p>Wuchang gains new abilities by unlocking skills from a massive tree. 505 compares the size of the skill tree to Path of Exile’s, meaning it has dozens of passive upgrades, special moves, and more to let you build highly specialized builds. Some skills can be earned the old-fashioned way by grinding and spending XP, but others require specific items to unlock, often found in chests or by defeating more formidable adversaries. Needless to say, I barely scratched the surface of these upgrades during my hour-long demo, so I have no idea how many abilities players can expect to sift through.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/12/b5681042/wuchang_sgf25_4.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>Wuchang: Fallen Feathers is a very competent, good-looking action game entering an increasingly crowded genre. While it’s got a few neat ideas, it’s tough to tell if it has the long-term depth and originality to stand out. Nothing about the game blew my mind during the hour I spent with it, but it also didn't offend me; it's sitting firmly in the "solid good time" camp. With its July 24 release just around the corner, I’m hoping it proves to be more than just “another good one of those” and something that sets its sights much higher. </p><p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/12/2893614e/razer_header.jpg" width="800" height="450" alt="Razer Kishi V3 Pro Available June 12 Price Mobile Gaming Controller" typeof="foaf:Image" class="image-style-body-default" /></p> <p>I’ve always admired the attempts to make mobile gaming feel comparable to my experience gaming on consoles with a controller in hand. I have the Riot PWR controller that mimics the Xbox gamepad, a couple of Backbones, and some other random ones, but none have ever given me the impression I was doing anything more than just making it work. I’m always left wanting something better, something more premium. With Razer’s latest controller, the Kishi V3 Pro, I finally have the controller I’ve always wanted when gaming on my iPhone.</p><p>Let’s get some caveats out of the way before I dive into what I love about the Kishi V3 Pro: It is far and away the most expensive mobile gaming controller out there, closer in price to PlayStation’s DualSense Edge and more costly than PlayStation, Xbox, and Nintendo’s baseline controllers. It’s available worldwide today for a whopping $149.99. It is also only available with a USB-C connection, meaning you’ll need one of Apple’s newer iPhones (if you have an Android phone, you’re likely set) or an iPad Mini to use it. There’s a non-Pro version lacking some of the better features of the Pro for $99.99, and Pro XL version for $199.99, if you want to use a full-sized iPad with it.</p><p>While that price is exorbitant for a mobile controller, once you bite the bullet, you will not regret it.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/12/57fc61f1/kishi_promoted.jpg" alt="Razer Kishi V3 Pro Available June 12 Price Mobile Gaming Controller" typeof="foaf:Image" class="image-style-body-default"> <p>Immediately upon opening the box, you’re greeted with premium packaging with a blocky foam insert to ensure the controller stays secure. With the controller I received – the Pro – there was another set of analog sticks to connect to the controller: rounded bump sticks and traditional concave sticks. I like the latter on the left side for movement and the former on the right side for faster aiming. Swapping these sticks is as easy as pulling them off with a little bit of force, but it doesn’t feel terrifying to as though you’re breaking the device. You’ll also find a couple of gummy plastic inserts that provide different bumper sizes to the top of your phone, the left side (or top), which isn’t connected to the USB-C connection port. The box is so lovely that I’ve been using it as the controller’s “case” when not in use, and I appreciate Razer’s Apple-like presentation with the packaging. If people are expected to pay $150, every aspect, including the box, needs to feel worth that price tag.</p><p>Prompted to download the Razer Nexus app, I do so and am happyit’s free, because it’s a really nice game launcher that groups together mobile games, ones available in the App Store (which pairs nicely with the free 3 months of Apple Arcade the controller includes), and Xbox PC games available for cloud streaming or remote play. In my briefing with the Razer team before actually receiving a Kishi V3 Pro, it emphasized that Nexus is free and will remain free, making sure to subtly shade “other” mobile controller apps that aren’t free, cough cough, Backbone+, which costs $50 a year after a free year trial.</p><p class="inline-rich-content-placeholder"> </p><p>Even if Nexus didn’t exist, the Kishi V3 Pro is still an excellent controller. Its design feels most similar to an Xbox controller and has enough girth to feel premium, versus something that feels like it’s doing its best to mimic a standard controller but missing the mark. Razer says the USB-C connection promises little to no latency, though admittedly, I’ve never had latency issues on any of the mobile controllers I’ve used.</p><p>There’s much customization under the hood, too, even beyond the swappable thumbsticks and phone bumpers. The triggers can be switched to an Analog or Digital mode, allowing you to customize their feel, how much you need to press before registering an input, and more. The two back “pedal” buttons are circles that your hands grip around the controller, and they feel similar to clicking a mouse. I haven’t used them too much, but I can imagine the possibilities with shooters, strategy games, and other genres where a mouse click is often more competitive than triggers.</p><p>The Tunnel Magnetoresistance (or TMR) thumbsticks are apparently longer-lasting and more precise than other types, including Hall Effect thumbsticks, according to Razer, and while I’ll need more time to put these to the test, I can say they feel incredible. The same goes for the Hall Effect triggers, 8-way d-pad, and face buttons. There are even two additional buttons up top by the bumpers for more customization. The entire package is lifted by Razer’s Sensa HD Haptics, which do feel quite premium, especially for a mobile controller. Though haptics have never been the gamechanger controller makers boast them to be, I would compare the Sensa HD haptics with Nintendo’s Joy-Con and PlayStation’s DualSense haptics technology.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/12/8aa22ba2/kishi_v3_pro_6.jpg" alt="Razer Kishi V3 Pro Available June 12 Price Mobile Gaming Controller" typeof="foaf:Image" class="image-style-body-default"> <p>If you aren’t familiar with the mobile gaming controller market, these are features you won’t find in other controllers. Instead of taking the more casual approach to designing a controller for use with phones, Razer has treated this device like something for the market of gamers the DualSense Edge or Xbox Elite controllers appeals to – it’s for the gamers who want to tinker and toy with small customizable options, the players who don’t want caveats just because they’re using their phone to game. The Riot PWR controller works, the Backbone works, and so do all of my other random devices, but none feel as intentional as the Kishi V3 Pro. It feels like a controller that will become an integral piece of my gaming rotation rather than something I only use on planes or as a quick fix, which is what the Backbone has been for me as of late. Admittedly, this is my first Kishi, so perhaps this line of controllers has always been this way. Still, I imagine this is the company’s best swing yet.</p><p>At the end of the day, though, it’s still a mobile gaming controller. If you play a lot of mobile games, there is no better controller than the Kishi V3 Pro, unless you believe fake gamer and also my boss, Kyle Hilliard. If the feeling of gaming via your mobile device has always hampered your desire to do so, this controller could change that, but if mobile gaming just isn’t for you, this controller likely won’t. Nonetheless, the Kishi V3 Pro blows every other mobile controller I’ve tried out of the water. It is the best controller for my iPhone I’ve ever used, and I look forward to taking more of my games (and this controller) with me on the go.</p><p>The Razer Kishi V3 Pro is available starting today for $149.99. </p> <section class='type:slideshow'><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/12/b4771b66/kishi_v3_pro_claw_grip.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/12/6f873acb/kishi_v3_pro_wired_pc_play.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/12/553de06f/kishi_v3_pro_3.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/12/e37c3c7a/kishi_v3_pro_5.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/12/e5bcafb8/kishi_v3_pro_2.jpg'></figure></section>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/12/c97ec907/KONAMI_bloober_SH%20%281%29.jpg" width="800" height="450" alt="Silent Hill remake " typeof="foaf:Image" class="image-style-body-default" /></p> <p>The big news from Konami’s Press Start presentation today is the tease of a new Silent Hill remake. Bloober Team, the developer behind last year’s <a href="https://www.gameinformer.com/review/silent-hill-2/engrossing-and-unsettling">Silent Hill 2 remake</a>, is back at the helm and appears to be tackling the first entry in the series. </p><p>Konami announced the game was in development with nothing more than a simple graphic. Although the publisher doesn’t specify which entry is being remade, all signs point to the first Silent Hill, released for the PlayStation in 1999, given that the game’s main theme song plays during the teaser. You can see the teaser at the tail end of the Press Start presentation at the 35:28 mark. </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>This is likely exciting news for fans; Bloober Team’s remake of Silent Hill 2 was generally well-received, earning an 8.75 out of 10 from <em>Game Informer</em>. It’s unclear when this remake will arrive, given that Bloober Team is currently developing <a href="https://www.gameinformer.com/xbox-games-showcase/2025/06/08/bloober-teams-sci-fi-horror-cronos-the-new-dawn-launches-this-fall">Cronos: The New Dawn</a>, slated to launch this fall. </p><p>The first Silent Hill centers on Harry Mason, who searches for his missing adopted daughter in the foggy streets of the eponymous town. The game has no direct narrative connection to its recently remade sequel beyond the setting. If you've never seen Silent Hill in action, you can watch GI editors Kyle Hilliard and Marcus Stewart play the entire game in our six-episode <a href="https://www.gameinformer.com/super-replay/2023/01/20/super-replay-silent-hill">Silent Hill Super Replay</a>. Be sure also to check out the latest trailer for <a href="https://www.gameinformer.com/state-of-play/2025/06/04/silent-hill-f-gets-release-date-alongside-creepy-new-gameplay">Silent Hill f</a>, the series' next mainline entry, which launches on September 25. </p>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/11/669b2f30/hideo%20kojima%20interview%20game%20informer.jpg" width="800" height="450" alt="Hideo Kojima and translator Aki Saito on the Death Stranding 2 red carpet" typeof="foaf:Image" class="image-style-body-default" /></p> <p>We recently interviewed Hideo Kojima by way of Kojima Productions' Aki Saito at the Death Stranding 2 red carpet premiere in Los Angeles. The famed creator describes his worry after hearing early praise for the upcoming sequel and how he wants to avoid appealing to blockbuster tastes with his projects. Additionally, Kojima says he wants to reach the next level by using new technology when developing his future video games. </p><h2><strong>Watch Our Red Carpet Interview with Hideo Kojima:</strong></h2><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/kOygCKsTMP0" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p>Thanks for watching. Subscribe to <em>Game Informer's </em><a href="https://www.youtube.com/gameinformer">YouTube channel</a> if you enjoy this video interview. </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><em><strong>Update: </strong>6/11/25</em></p><p>Following yesterday's news that SAG-AFTRA had reached a tentative agreement with signatory game companies such as Activision, Disney, EA, Epic Games, and more, the union has announced its ongoing video game actor strike will end today at Noon PT/3 p.m. ET. The strike began last July after months of failed negotiations. </p><p>"All SAG-AFTRA members are instructed to return to work on productions under the IMA (Interim Interactive Media Agreement), including work promoting or publicizing projects produced under the IMA," a press release reads. "The SAG-AFTRA National Board will meet in special session tomorrow, June 12, 2025, to consider the tentative agreement. If approved, it will be sent out for ratification by the union's membership in accordance with established policy. Details of the agreement will be released at that time." </p><p>A spokesperson for the video game producers party to the Interactive Media Agreement provided the following statement to <em>Game Informer</em>: </p><p>"We are pleased to have reached a tentative contract agreement that reflects the important contributions of SAG-AFTRA-represented performers in video games. This agreement builds on three decades of successful partnership between the interactive entertainment industry and the union. It delivers historic wage increases of over 24% for performers, enhanced health and safety protections, and industry-leading AI provisions requiring transparency, consent and compensation for the use of digital replicas in games. We look forward to continuing to work with performers to create new and engaging entertainment experiences for billions of players throughout the world."</p><p><em>The original story continues below...</em></p><p><em><strong>Original story: </strong>6/10/25</em></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/2025/06/11/09988bfa/resident_evil_requiem_-_1.jpg" width="800" height="450" alt="Resident Evil Requiem preview" typeof="foaf:Image" class="image-style-body-default" /></p>
Platform: PlayStation 5, Xbox Series X/S, PC Publisher: Capcom Developer: Capcom Release: 2026
<p>Resident Evil Village felt like a celebration of the franchise, an homage to the many forms the series has taken over the years. From exploring a giant mansion to pumping a monster full of lead in more action-oriented firefights, Village had it all. But its dollhouse section, which evoked the overwhelming dread and helplessness of Resident Evil 7: Biohazard, stole the show. This specific direction seemingly shapes Resident Evil Requiem, the ninth mainline game in the series, led by RE7 director Koshi Nakanishi. More crucially, Requiem also takes players back to one of the iconic locations where all the trouble began: Raccoon City.</p><p>During Summer Game Fest Play Days in Los Angeles, I watched a special hands-off presentation for the game at Capcom's booth before playing a behind-closed-doors 30-minute demo of the same segment. As a long-time fan of the franchise, Requiem feels identical to the recent mainline entries. But after waiting over four years since Village, Capcom's potent survival horror formula hasn't shown signs of waning. </p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/POz1-EmLsTY" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p>Requiem stars Grace Ashcroft, a young FBI technical analyst and the daughter of Alyssa Ashcroft, an investigative reporter who last appeared in 2003’s Resident Evil Outbreak. My gameplay demo begins immediately after the conclusion of the reveal trailer. Grace, who has been mysteriously captured, awakens upside down, strapped to a bed, and understandably scared out of her mind. She manages to escape, but she’s out of the frying pan and into the fire. Capcom tells me Grace has little combat expertise, and my session features zero action. That means relying on my wits to survive the derelict Wrenwood Hotel, the site of Grace’s mother’s murder. </p><p>The game defaults to the now-standard first-person perspective, but Requiem allows players to switch to third-person at any time by toggling an option in the Pause menu. Fans have begged for the inclusion of a third-person mode in the mainline games at launch for years, so I'm happy to see Capcom oblige. I played the demo using both modes, and although Capcom labels first-person view as the “recommended” experience (meaning it's scarier, not that the gameplay is better), my time with Requiem proved terrifying regardless of perspective. </p><p>Opening the first door gives way to an oppressively pitch-black hallway; it almost feels mean-spirited to tell players this is what they must walk into right off the bat. Creaks and bumps amplify the tension as it's tough to gauge what’s merely the sounds of a rickety old building or a sign that Grace is not alone. This is where the game feels most like RE7, as I bump around in the dark spaces searching for open doors, every step producing a heart-stopping creak as I fear alerting whatever may be lurking. Despite being labeled a hotel, Wrenhood seems more like some kind of clinic. Several rooms have hospital beds, and I find remnants of medical staff, such as messages and, more horrifying, the bodies of doctors. I don't know what purpose this place once served, and the more I explore, the more I begin to believe the answer probably isn't positive. </p><p class="inline-rich-content-placeholder"> </p><p>The game immediately slips into the classic RE formula, as I find a locked door bearing a cherub icon over the lock indicating the necessary key. A lit hallway sits behind a gate powered by a fuse box missing one of its fuses. I find the fuse in one room, but it’s locked behind a case. Another room has a note stating the fuse box requires a screwdriver to open it, which should be located in the nurse’s office. As I begin solving this puzzle in reverse order, searching drawers yields items like a health-regenerating shot and a classic green herb. The closest thing I find to a weapon is a bottle used to distract threats rather than deter them. But what I need first and foremost is the lighter, which I soon locate, allowing me to illuminate my shrouded surroundings, albeit just slightly.</p><p>After finding the office, Grace opens a door that causes a dead body to fall onto her in my first jump scare. The corpse, wearing a doctor’s lab coat, clearly looks infected, though that doesn’t stop Grace from checking his pulse and asking if he’s dead in an unintentional funny bit. Suddenly, a large mutated arm emerges from the darkness to seize the body, slowly lifting it towards a grey, bloodstained maw of seemingly once-human teeth that takes a massive bite. Grace can hardly speak as the camera pans up to reveal what I can best describe as a towering, humanoid hag-like creature sporting stringy grey hair, a bulbous eye, and a tattered rag masquerading as clothing. </p><p class="inline-rich-content-placeholder"> </p><p>Whether this creature is a former patient or something else, it’s enormous, barely fitting in the room. I run for my life, and the beast pursues, squeezing its large, mutated form down the narrow corridors. At one point, it grabs me, lifting Grace to take a big, debilitating bite out of her, necessitating a quick heal. I retreat into a nearby room, closing the door behind me. Curiously, though, the monster doesn't follow. After waiting a minute, I carefully open the door and look up to find a gaping hole above the doorway. So that's how this thing is getting around the hotel. As the creature crawls inside the ceiling, hanging light fixtures shake and creak to indicate the monster's proximity. </p><p>Meet Requiem's new persistent enemy, following in the terrifying footsteps of Mr. X and Lady Dimitrescu. The rest of my demo is spent trying to avoid and evade this threat as it periodically resurfaces, at one point crashing through a wall to cut me off à la Jack Baker in RE7. This entire sequence reminds me of RE Village's horrifying dollhouse section in the best and most unsettling ways. Sneaking silently helps me find my fuse box, triggering a race to the gate with the creature in hot pursuit. Sadly, seeing how this chase ends will have to wait until the full release. </p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/11/70e77c14/resident_evil_requiem_-_5.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>My time with Resident Evil Requiem didn’t yield any revolutionary ideas or surprises; it feels familiar and terrifying in the ways I’ve come to love since 1996. The big questions are Grace’s role in this story, what new threat she’s facing, and when this event occurs: are we in the decade-plus future when Resident Evil Village’s Shadows of Rose DLC took place, or a different period? I can’t wait to answer these questions and more when Resident Evil Requiem releases on February 27. </p> <section class='type:slideshow'><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/11/0bdc9235/resident_evil_requiem_-_8.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/11/0ab2b01d/resident_evil_requiem_-_6.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/11/a48dfff5/resident_evil_requiem_-_4.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/11/c526c427/resident_evil_requiem_-_9.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/11/f0914ba9/resident_evil_requiem_-_7.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/11/0fe67390/resident_evil_requiem_-_11.jpg'></figure></section><p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2021/10/21/ceed320b/haunted_chocolatier_bakery.jpg" width="800" height="450" alt="Haunted Chocolatier Screenshot Stardew Valley update concerned ape" typeof="foaf:Image" class="image-style-body-default" /></p> <p><a href="https://gameinformer.com/2024/03/19/stardew-valley-16-patch-drops-today-heres-what-to-expect">Stardew Valley is still receiving updates</a> while developer ConcernedApe chips away at developing his next game, <a href="https://www.gameinformer.com/product/haunted-chocolatier">Haunted Chocolatier</a>. Still, he's full speed ahead on the latter, and early this morning, ConcernedApe dropped a short and sweet but promising update about Haunted Chocolatier. </p><p>"The world of Haunted Chocolaiter is larger than Stardew Valley," ConcernedApe writes on <a href="https://x.com/ConcernedApe/status/1932705089283895458">X</a>. </p><p>Okay, we told you it was short... but it is also promising because Stardew Valley is a massive game. It's one people are still sinking hundreds of hours into each year. That Haunted Chocolatier's world is bigger than Stardew Valley is both concerning (for our time) and exciting (for our time). </p><p class="inline-rich-content-placeholder"> </p><p>While waiting to learn more about the game, read <a href="https://www.gameinformer.com/2022/07/05/haunted-chocolatier-feed-that-eerie-craving-with-what-we-know-so-far"><em>Game Informer's </em>exclusive interview feature with ConcernedApe about Haunted Chocolatier</a>, and then read about how he said <a href="https://www.gameinformer.com/2025/05/08/i-might-eventually-make-a-stardew-valley-2-says-stardew-valleys-creator">he might eventually make Stardew Valley 2</a>. After that, read <a href="https://www.gameinformer.com/games/stardew_valley/b/pc/archive/2016/03/24/stardew-valley-review.aspx"><em>Game Informer's </em>Stardew Valley review</a>. </p><p><em>What do you hope to see in Haunted Chocolatier? Let us know in the comments below!</em></p> <section class='type:slideshow'><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2021/10/21/98fb1067/haunted_chocolatier_hunted_house.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2021/10/21/a54a20ee/haunted_chocolatier_fire_watch.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2021/10/21/1923e517/haunted_chocolatier_ingredients.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2021/10/21/ceed320b/haunted_chocolatier_bakery.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2021/10/21/fbca1c54/haunted_chocolatier_interior.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2021/10/21/e9cc663d/haunted_chocolatier_adventure_forest.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2021/10/21/ceadfd33/haunted_chocolatier_ghosts.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2021/10/21/c9ed0a98/haunted_chocolatier_snowy_woods.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2021/10/21/91e4f99a/haunted_chocolatier_bakery_interior.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2021/10/21/b769075a/haunted_chocolatier_stick_combat.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2021/10/21/50378116/haunted_chocolatier_burk_character.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2021/10/21/23807f80/haunted_chocolatier_screen_2.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2021/10/21/aa83c901/haunted_chocolatier_trailer_screen_1.jpg'></figure></section>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2019/03/05/d8b1084e/dg_wt_screens-9.jpg" width="800" height="450" alt="Days Gone Bend Studio Developer Layoffs 2025 June" typeof="foaf:Image" class="image-style-body-default" /></p> <p><a href="https://gameinformer.com/product/days-gone">Days Gone</a> developer Bend Studio has confirmed layoffs at the company. Yesterday, <em>Bloomberg </em>reporter Jason Schreier <a href="https://bsky.app/profile/jasonschreier.bsky.social/post/3lrbil2zvis2q">posted on Bluesky</a> that Bend was laying off 30% of its staff, or roughly 40 people. Later that day, Bend confirmed the news on <a href="https://x.com/BendStudio/status/1932547248313033104">X</a>, stopping short of revealing how many employees had been affected. </p><p>"Today, we said goodbye to some incredibly talented teammates as we transition to our next project," the post on X reads. "We're deeply thankful for their contributions as they've shaped who we are, and their impact will always be part of our story. This is a difficult moment for our team, but we hold immense respect for everyone who got us here. As we move forward, we remain committed to building the future of Bend Studio with creativity, passion, and innovation in the titles we craft." </p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/pOmLMQbopDk" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p>Bend helped developer Climax Studios release <a href="https://www.gameinformer.com/product/days-gone-remastered">Days Gone Remastered</a> back in April, roughly <a href="https://gameinformer.com/review/days-gone/surviving-in-a-divided-world">six years after the launch of the original game</a>. Earlier this year, PlayStation canceled two live-service multiplayer games in development, one being a game from Bend (thanks, <a href="https://www.eurogamer.net/sony-cancels-two-more-live-service-games-including-one-based-on-god-of-war-report"><em>Eurogamer</em></a>). The studio is <a href="https://www.gameinformer.com/2022/06/07/playstations-bend-studio-still-working-on-new-ip-introduces-new-logo">now working on a new IP.</a> </p><p>The hearts of the <em>Game Informer </em>staff go out to everyone affected by these layoffs. </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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