Zleeper wrote a new post, Warframe 6 years ago
So while waiting for Anthem, I started playing this game. It’s so good, that after playing Anthem for a weekend, I decided to go back to it.
For a long time I never gave it a try cause it was free-to-play, and […]
Zleeper wrote a new post, Fallout 4 10 years ago
Join the Forum discussion on this post
Zleeper wrote a new post, Star Wars Battlefront: Multiplayer Gameplay 10 years ago
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Zleeper wrote a new post, Final Fantasy VII – Remake 10 years ago
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Zleeper wrote a new post, Steam Summer Sale! 10 years ago
Steam Summer Sale from June 11th to the 21st.
Zleeper wrote a new post, Star Wars Battlefront Reveal Trailer! 10 years ago
Zleeper posted an update in the group
Destiny 11 years ago
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]
Zleeper posted an update in the group
Destiny 11 years ago
To join our guild for Destiny, use the following link to apply for the group.
http://www.bungie.net/en/Clan/Detail/137292
or you can just search for “Thought Bludgeon” on the groups page.
Once you are a member of the group, make sure you click the option of “Set as a PS Clan” or “Set as an Xbox Clan”, depending on what console your playing, to…[Read more]
Zleeper created the group
Destiny 11 years ago
Zleeper wrote a new post, Destiny Launch Day! 11 years ago
Destiny launched today, go play!
Zleeper and
Volken are now friends 11 years ago
Zleeper wrote a new post, Galactic Strongholds Early Access 11 years ago
Galactic Strongholds early access has started! Get online…
Zleeper wrote a new post, Quakecon Starts Today! 11 years ago
Zleeper wrote a new post, Firefall Live July 29th 11 years ago
Firefall launches as free to play on July 29th, or you can buy your early access if you want to play it right now with some goodies attached. I will probably give wait till it opens to everyone to play it. Let me know what you think of it…
Zleeper wrote a new post, Steam Summer Sale 11 years ago
Seems the Steam Summer Sale could begin tomorrow June 19th. So keep and eye on it… http://store.steampowered.com/
Zleeper wrote a new post, Destiny Official E3 Gameplay Trailer 11 years ago
I want…. time to save up for a PS4.
Zleeper wrote a new post, Alien: Isolation 11 years ago
Zleeper wrote a new post, Dreadnought 11 years ago
I think Edgey is going to play this…
https://www.youtube.com/user/DEpcgames
Join the Forum discussion on this postZleeper wrote a new post, Open Beta WildStar® 11 years ago
It’s finally here! Open Beta will be starting on May 8th and we have all of the details how you can jump in on the action. From May 8th to May 18th, you will be able to visit our Open Beta page to request a key, and then hop into WildStar to experience content up to level 30. If you have already participated in any other WildStar beta event, including beta weekends and stress tests, you don’t need a new key. Just patch up, and you’re good to go!
http://www.wildstar-online.com/en/news/open-beta-is-coming-may-8/
Join the Forum discussion on this postZleeper wrote a new post, SWTOR: May the Fourth Pet and Double XP! 11 years ago
Celebrate May the Fourth with a new Astromech Droid™ and Double XP!
We’re excited to announce that in honor of Star Wars™ Day and as a thank you to you, our players, we’re giving away the new MT-4T Astromech Droid™ Mini-Pet to the entire Star Wars™: The Old Republic™ community!* Your adventurous Astromech Droid is ready to courageously follow you as you join with friends to fight for the light or dark side of the Force™!Already a player? Starting Tuesday, April 29th, log in to claim your new mini-pet.
Or, join the battle at http://www.swtor.com/play-free by May 4, 2014 at 11:59PM PDT / May 5, 2014 at 6:59AM GMT to get yours.
Also, don’t forget to jump into our “May the Fourth” Double XP Weekend!
STARTS: Friday, May 2 2014, 11AM PDT / 6PM GMT
ENDS: Monday, May 5, 2014, 12AM PDT / 7AM GMT
For more details, visit http://www.swtor.com/may-the-fourth.Thanks for your support and May the Fourth be with you!
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<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/02/c474155b/io_showcase_header.jpg" width="800" height="450" alt="IO Interactive IOI Showcase 007 First Light Hitman World of Assassination MindsEye" typeof="foaf:Image" class="image-style-body-default" /></p> <p><a href="https://www.gameinformer.com/2023/01/03/hitman-3-becomes-hitman-world-of-assassination-includes-access-to-1-and-2">Hitman: World of Assassination</a> developer IO Interactive revealed earlier today that <a href="https://www.gameinformer.com/2025/06/02/io-interactive-reveals-007-first-light-full-trailer-out-this-week">its in-development James Bond game is titled “007 First Light.”</a> Now, the studio has announced its first-ever IOI Showcase. It will air this Friday, June 6, and feature Hitman, 007 First Light, <a href="https://www.gameinformer.com/2025/03/28/the-gta-like-mindseye-gets-new-story-trailer-and-june-release-date">Leslie Benzies’ MindsEye</a>, and more.</p><p>“IO Interactive, the independent video game developer and publisher behind, among others, the internationally acclaimed Hitman franchise, has announced its first IOI Showcase, a live-streamed and in-person event revealing details from the celebrated game creator’s properties and its publishing branch, IOI Partners, including Hitman, MindsEye, and 007 First Light,” the <a href="https://ioi.dk/?panel=careers%2Fnews%2F2025%2Fioi-showcase-announcement">announcement</a> reads. “The event will be live-streamed from Los Angeles on IOI’s Twitch, YouTube, and TikTok channels starting Friday, June 6th, at [6 p.m. PT/9 p.m. ET].”</p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/slAhuh21ii8" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p>IO Interactive says the broadcast will feature trailers, announcements, gameplay demos, a live Q&A with key figures from the studio and Build A Rocket Boy, and more. In addition to game-related announcements, IO Interactive will also share a look at its proprietary game engine, Glacier.</p><p>Elsewhere in the announcement, IO Interactive CEO Hakan Abrak says, “IOI Showcase celebrates our 25-year history with the Hitman franchise and shares an in-depth look at the diverse future of our studio. We’ve prepared some truly exciting surprises.”</p><p>While waiting for the IOI Showcase, check out <a href="https://www.gameinformer.com/2025/05/26/the-2025-summer-showcase-schedule"><em>Game Informer’s</em> schedule of summer gaming showcases</a>, and then check out the name reveal of <a href="https://www.gameinformer.com/2025/06/02/io-interactive-reveals-007-first-light-full-trailer-out-this-week">007 First Light</a>. After that, read <a href="https://www.gameinformer.com/review/hitman-3/hitman-3-review-a-killer-conclusion"><em>Game Informer’s</em> Hitman 3 review</a>. </p><p><em>Are you going to turn into the IOI Showcase this Friday? 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/2025/06/02/e955f2ce/pokemon_scarlet_and_violet_1.jpg" width="800" height="450" alt="Pokemon Scarlet and Violet Nintendo Switch 2 " typeof="foaf:Image" class="image-style-body-default" /></p> <p>Last month, Nintendo detailed <a href="https://www.gameinformer.com/2025/05/16/nintendo-details-free-resolution-framerate-and-hdr-updates-for-select-switch-games-on">several Switch 2 updates coming to select Switch games</a>, including <a href="https://www.gameinformer.com/product/pokemon-scarlet">Pokémon Scarlet and Violet</a>. At the time, it said the games would get an update to increase resolution and frame rates on Switch. We later learned players can expect the games to run at 4K/60 FPS, and now, thanks to a new video uploaded on <a href="https://gameinformer.com/nintendo-direct/2025/03/27/future-nintendo-and-switch-2-news-will-arrive-via-new-nintendo-today-app">the Nintendo Today news app</a>, we can see it in action.</p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/jqQG2xco8eI" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p>Though we can’t embed the video here – it’s locked into the Nintendo Today! App – Wario64 on Bluesky posted a recording of the video that you can check out <a href="https://bsky.app/profile/wario64.bsky.social/post/3lqn4deix3u2a">here</a>.</p><p>As you can see, it’s quite transformative to see Pokémon Scarlet and Violet running at 60 FPS, especially if you’re familiar with how they run on Switch. The Switch 2 update has seemingly taken these games, <a href="https://www.gameinformer.com/2022/12/01/pokemon-scarlet-and-violet-patch-arrives-with-bug-fixes-nintendo-apologizes-for-games">which often dip well below 30 FPS in busier areas of Paldea</a>, and given them the power to run at a seemingly stable 60 FPS. Despite the higher frame rate, the games still largely look the same, as you can’t rework an art style with increased resolution and 60 FPS gameplay.</p><p>Still, if you haven’t yet journeyed through Paldea, Switch 2 looks to be the best place to explore this region.</p><p>The Switch 2 launches this week, on Thursday, June 5. If you couldn’t secure a preorder, check out <a href="https://www.gameinformer.com/2025/05/28/here-are-the-retailers-selling-nintendo-switch-2-on-launch-day-without-preorders"><em>Game Informer’s</em> list of all the retailers selling Switch 2 on launch day</a>. After that, check out <a href="https://www.gameinformer.com/2025/05/29/2025-nintendo-switch-2-game-release-schedule">Game Informer’s 2025 Switch 2 game release schedule</a>, and then read our round-up of <a href="https://www.gameinformer.com/nintendo-direct/2025/04/02/everything-you-need-to-know-about-switch-2">everything you need to know about Switch 2</a>.</p><p><em>Will you dip back into Pokémon Scarlet and Violet on Switch 2? 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/2025/06/02/6c7b952e/007%20first%20light%20reveal%20tease.jpg" width="800" height="450" alt="" typeof="foaf:Image" class="image-style-body-default" /></p> <p>April's Nintendo Switch 2 Direct revealed many details about the upcoming console, but the most unexpected portion of the showcase was the <a href="https://www.gameinformer.com/nintendo-direct/2025/04/02/from-silksong-to-elden-ring-heres-every-third-party-game-from-the">sweeping announcements of games coming to the platform</a>, which included a lot of surprising titles. <a href="https://youtu.be/_t34cyaGjJA?t=333">Among those was Project 007</a>, a James Bond game we hadn't heard an update on in years from IO Interactive, the developers behind the Hitman series. Today, we learned the game's proper name and that a full reveal will drop this week, presumably during one of the summer's major showcases.</p>https://x.com/007GameIOI/status/1929553749963350144<p>The title is 007 First Light, and while details are scarce, a description of the game has appeared on IO Interactive's official site. "007 First Light is a brand new James Bond video game developed and published by IO Interactive," the description reads. "Featuring a wholly original Bond origin story, players will step into the shoes of the world's favorite Secret Agent to earn their 00 status." The second sentence gives context to the hashtag "EarnTheNumber," which appeared today in social media posts about the game. This description also <a href="https://www.gameinformer.com/2021/04/05/io-interactive-sheds-more-light-on-its-approach-to-creating-its-own-james-bond">confirms what we learned in 2021</a> – that the story would be a completely original take on the character.</p><p>A press release states that the trailer will include "never-before-seen footage," though it's unclear if this means gameplay, cutscenes, or some other CG-based teaser.</p><p>To catch the reveal live, be sure to <a href="https://www.gameinformer.com/2025/05/26/the-2025-summer-showcase-schedule">bookmark our list of the summer's biggest showcases</a>. For more IO Interactive, you can <a href="https://www.gameinformer.com/review/hitman-3/hitman-3-review-a-killer-conclusion">read our Hitman 3 review</a>, though the game has much more content now, <a href="https://www.gameinformer.com/2023/01/03/hitman-3-becomes-hitman-world-of-assassination-includes-access-to-1-and-2">thanks to the additions it gained when it rebranded as Hitman: World of Assassination</a>.</p>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/06/02/f3994908/thewitcher4_ciriattack.jpg" width="800" height="450" alt="The Witcher 4 State of Unreal 2025" typeof="foaf:Image" class="image-style-body-default" /></p> <p>Epic has announced its annual State of Unreal, a showcase detailing upcoming updates about its Unreal Engine and Epic in general. The presentation airs tomorrow, June 3, and the big news is that The Witcher IV will make an appearance.</p><p>CD Projekt Red confirmed on <a href="https://bsky.app/profile/thewitcher.com/post/3lqmwrffams2d">social media</a> that it's bringing The Witcher IV to the event to show off the technology and features powering the game. The upcoming fourth title, which was first revealed during The Game Awards last December, is being developed using Unreal Engine 5 instead of the studio's proprietary REDengine 4. You can catch the State of Unreal tomorrow morning starting at 6:30 a.m. PT/9:30 a.m. PT on Epic's <a href="https://www.youtube.com/live/AjikvaR0i34">YouTube </a>and <a href="https://www.twitch.tv/unrealengine">Twitch</a> channels.</p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/54dabgZJ5YA?rel=0&controls=0" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p>We don’t know much about The Witcher IV other than it stars Ciri and unfolds after the events of <a href="https://www.gameinformer.com/games/the_witcher_3_wild_hunt/b/playstation4/archive/2015/05/12/the-witcher-3-wild-hunt-review-game-informer.aspx">The Witcher III: Wild Hunt</a>. The cinematic reveal trailer also provided glimpses of Ciri’s magic spells and a new chain weapon. CD Projekt Red describes The Witcher IV as a single-player open-world RPG and “the most immersive and ambitious open-world Witcher game to date.” The Witcher IV does not have a release window or announced platforms. </p><p>Be sure to keep up with every video game showcase airing during the Summer Game Fest season with our evolving <a href="https://www.gameinformer.com/2025/05/26/the-2025-summer-showcase-schedule" target="_blank">schedule of events</a>. </p>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/04/02/4ff429a2/nintendoswitch2_playstyleshots_03.jpg" width="800" height="415" alt="Nintendo Switch 2 protective film layer warning peel " typeof="foaf:Image" class="image-style-body-default" /></p> <p>Nintendo of Europe has released the <a href="https://www.nintendo.com/eu/media/downloads/legal_1/information_for_online_retailers_and_distributors/nintendo_switch_20/MXAS_BEE_S_E5G_WWWBooklet1_1.pdf?srsltid=AfmBOopj06AUurNsqng3fsM-fo4gVZcWaQzeOp-xw5d5CVw6DOYpi5wb">Nintendo Switch 2 safety manual</a> online for viewing, and it warns players not to remove a protective film layer attached to the screen, something it also did for the Nintendo Switch OLED launch back in 2021. Though we don’t yet know how obvious or not this film layer is on the Switch 2 screen, it’s something to look out for when you get your hands on one starting this Thursday, June 5.</p><p>As reported by <a href="https://nintendosoup.com/nintendo-tells-users-not-to-remove-the-film-layer-from-the-switch-2-screen/"><em>NintendoSoup</em></a>, on page 2 of the Switch 2 safety manual, a bullet point under the Careful Usage section reads, “The screen is covered with a film layer designed to prevent fragments scattering in the event of damage. Do not peel it off.”</p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/jqQG2xco8eI" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p>This is a straightforward note of caution, and we wanted to pass it along to our readers in anticipation of the Switch 2 launch this Thursday. As for the bullet point’s mention of fragments, this film layer isn’t unique to the Switch 2. It’s often used on pieces of technology that feature a glass screen or layer – if it shatters, the film layer holds the broken glass in place, preventing it from being scattered about, which poses even more danger.</p><p>If you haven’t yet secured a preorder, check out our guide of <a href="https://www.gameinformer.com/2025/05/28/here-are-the-retailers-selling-nintendo-switch-2-on-launch-day-without-preorders">all the retailers selling Switch 2 on launch day</a>, and then check out <a href="https://www.gameinformer.com/2025/05/29/2025-nintendo-switch-2-game-release-schedule"><em>Game Informer’s</em> 2025 Switch 2 release schedule</a>. After that, check out this feature detailing <a href="https://www.gameinformer.com/nintendo-direct/2025/04/02/everything-you-need-to-know-about-switch-2">everything you need to know about Switch 2</a>.</p><p><em>Are you getting a Switch 2 this Thursday? 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/2025/06/02/322878c4/D%26D%20x%20Giant%20Skull.jpg" width="800" height="257" alt="" typeof="foaf:Image" class="image-style-body-default" /></p> <p style="line-height:1.38;margin-bottom:10pt;margin-top:10pt;" dir="ltr">In March of 2024, <a style="text-decoration:none;" href="https://www.gameinformer.com/news/2024/03/12/former-star-wars-jedi-survivor-director-forms-new-studio-giant-skull-to-create">Stig Asmussen revealed Giant Skull</a>, a new developer he founded after leaving Respawn, where he directed both games in the Star Wars Jedi series. While the studio claimed it was working on an action adventure game, we didn't have any more details until today, when Wizards of the Coast announced its partnership with the developer on a Dungeons & Dragons game via a press release.</p><p style="line-height:1.38;margin-bottom:10pt;margin-top:10pt;" dir="ltr">The statement includes a quote from John Hight, who is currently the president of Wizards of the Coast and digital gaming, but worked with Asmussen on the God of War series in the late '00s. "I’m so happy to be reuniting with him on this new project,” Hight says of Asmussen. “In our time working together on God of War I got to see firsthand Stig’s artistry and expertise, and he and the Giant Skull team are the perfect fit for our new game."</p> <a class="linkoriginal" data-featherlight="image" href> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/30/3d9eea0c/stig_headshot_-_2.jpg" typeof="foaf:Image" alt class="image-style-body-default"> </a> Giant Skull Founder Stig Asmussen <p style="line-height:1.38;margin-bottom:10pt;margin-top:10pt;" dir="ltr">Details on the game itself are scant, but it's confirmed to be a single-player action-adventure title in development for PC and console. Given Asmussen's experience with the Star Wars: Jedi and God of War series, it seems firmly in his comfort zone. While it's just speculation, we would not be surprised to see a game starring D&D legend Drizzt Do'Urden and his twin scimitars a la Cal Kestis or Kratos. Regardless, it seems likely that this will be Asmussen's second game series involving force damage.</p><p style="line-height:1.38;margin-bottom:10pt;margin-top:10pt;" dir="ltr">While there are other D&D games in production, Wizards of the Coast is likely seeking a new long-term partnership after it and Larian parted ways following the success of Baldur's Gate 3. While there's no telling how the development cycle will shake out, we were huge fans of <a style="text-decoration:none;" href="https://www.gameinformer.com/review/star-wars-jedi-fallen-order/star-wars-jedi-fallen-order-review-a-turbulent-thrill-ride">Star Wars Jedi: Fallen Order</a> and even bigger fans of <a style="text-decoration:none;" href="https://www.gameinformer.com/review/star-wars-jedi-survivor/capturing-the-fantasy">Star Wars Jedi: Survivor</a>, <a style="text-decoration:none;" href="https://www.gameinformer.com/2023/12/19/game-informers-top-10-games-of-2023#:~:text=6-,Star%20Wars%20Jedi%3A%20Survivor,-In%20many%20ways">one of our favorite games of 2023</a>, so this seems like a promising collaboration. </p>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/27/9e0cf1d8/er8.jpg" width="800" height="450" alt="Elden Ring Nightreign Game Informer Review 8 10 " typeof="foaf:Image" class="image-style-body-default" /></p> <p>Developer From Software has released a new <a href="https://www.gameinformer.com/product/elden-ring-nightreign">Elden Ring Nightreign</a> patch that should make playing the game single-player easier, alongside some balance changes that will make the game better for everyone. Plus, the patch features a large list of bug fixes, too.</p><p>Nightreign launched last week, <a href="https://www.gameinformer.com/2025/05/30/elden-ring-nightreign-hits-2-million-players-in-just-one-day">bringing in an impressive 2 million players in less than 24 hours</a>. It didn’t take long for players to realize embarking on solo expeditions is incredibly difficult, <a href="https://www.gameinformer.com/review/elden-ring-nightreign/encapsulating-efficiency">something I noted in my Nightreign review</a>. Publisher Bandai Namco announced last week that <a href="https://www.gameinformer.com/2025/05/30/elden-ring-nightreign-patch-coming-next-week-to-make-solo-expeditions-easier">an upcoming patch would address that</a>, and now that <a href="https://en.bandainamcoent.eu/elden-ring/news/elden-ring-nightreign-patch-notes-version-1011">patch</a> is live.</p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/pRhcXR-1SeY" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p>For solo players, the patch adds the “Automatic Revival Upon Defeat” effect, which allows revival once per night boss battle, to the game and increases the amount of runes gained.</p><p>General balance adjustments that all players will feel are an increase in the number of high-rarity Relics that can be obtained as a reward when reaching Day 3 of any expedition, and an increase in the probability of obtaining high-rarity Relics from Scenic Flat stones purchased at the Small Jar Bazaar in the Roundtable Hold.</p><p>Elsewhere in the patch, From Software has fixed a large number of bugs, which you can view below:</p><ul><li>Adjusted camera behavior when activating the Guardian's Ultimate Art, “Wings of Salvation.”</li><li>Fixed a bug in the Duchess's Character Skill “Restage” where Status Ailments would not trigger when built up from other players' attacks.</li><li>Fixed a bug where some attacks of Raider with Greataxe and Great Hammer weapon types had higher damage than intended.</li><li>Fixed a bug where some “Those Who Live in Death “ enemies would revive when defeated with the “Sacred Blade” skill.</li><li>Fixed a bug where the “Bleeding” Status Ailment would not build up when the Skill “Bloody Slash” hit an enemy.</li><li>Fixed a bug where the “Ghostflame Ignition” attack would not occur under certain circumstances.</li><li>Fixed a bug where the status ailment “Frostbite” would not build up when the light wave released by a strong attack hit an enemy while the “Moonlight Greatsword” skill was active.</li><li>Fixed a bug where the speed of arrows fired with the “Mighty Shot” and “Enchanted Shot” skills was slower than expected.</li><li>Fixed a bug where the attack range of the magic spell “Rock Sling” was longer than expected when using it with a staff equipped in the left hand.</li><li>Fixed a bug where the effect of reducing the maximum HP of enemies when the incantation “Black Blade” hit them was not activated.</li><li>Fixed a bug where the Passive Effect "Successive Attacks Negate Damage" would stack when successive attacks were made while the Effect was active.</li><li>Fixed a bug where some Passive Effects were not displaying their effects at the correct values.</li><li>Fixed a bug where the Relic Special Effect “[Guardian] Become the target of enemy aggression when ability is activated” would not activate under certain situations.</li><li>Fixed a bug where certain effects were not being applied to Relics obtained from Expedition Rewards or purchased from the Small Jar Bazaar.</li><li>Fixed a bug where items that could be obtained upon completing a Remembrance in the Remembrance world when the scenario conditions were met could not be obtained when changing characters and concluding a Remembrance.</li><li>Fixed bugs in the behavior and specifications of certain attacks and actions of specific enemies.</li><li>Fixed a bug that caused the game to become unstable under certain conditions during battles with specific enemies.</li><li>Fixed a bug in the graphics rendering during battles with specific enemies.</li><li>Fixed some incorrect information in the staff credits.</li><li>Fixed some text.</li><li>Fixed a bug where some sound effects were not playing correctly.</li><li>Fixed a bug where the “Exit Remembrance” effect was not displayed during a “Wylder” Remembrance on some platforms.</li><li>Fixed a bug where the HUD was not displayed on some platforms.</li><li>Fixed a bug where the game would crash under certain circumstances on some platforms.</li><li>Fixed a bug where Expeditions and reconnecting to sessions would fail under certain circumstances on some platforms.</li><li>Fixed a bug where background music would not play properly under certain circumstances on some platforms.</li><li>Fixed a bug where some graphics were not rendered correctly when “Low” was selected in “Quality Settings” under “Graphics” (Steam only).</li><li>Fixed a bug where the Climb up action sometimes failed when using the keyboard (Steam only).</li><li>Fixed a bug where the Climb up action was difficult to perform when using a gamepad (Steam only).</li></ul><p>This update, Ver. 1.01.1, is available now and is required for anyone wishing to play Nightreign online.</p><p>While waiting for the game to update, read <a href="https://www.gameinformer.com/review/elden-ring-nightreign/encapsulating-efficiency"><em>Game Informer’s</em> Elden Ring Nightreign review</a>, and then check out <a href="https://www.gameinformer.com/tips-tricks/2025/05/29/elden-ring-nightreign-beginner-tips-and-tricks"><em>Game Informer’s</em> Elden Ring Nightreign beginner tips and tricks</a>. After that, read about how a <a href="https://www.gameinformer.com/2025/05/23/elden-ring-live-action-movie-in-the-works-with-ex-machina-annihilation-director-alex">live-action Elden Ring movie in development</a> is circling <a href="https://www.gameinformer.com/2025/05/29/alex-garlands-elden-ring-film-will-reportedly-star-heartstoppers-kit-connor"><em>Heartstopper’s</em> Kit Connor as its lead</a>.</p><p><em>Did you play Nightreign this weekend? Let us know your thoughts so far in the comments below!</em></p>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2020/05/28/647b0578/j_c0rg1q.jpg" width="800" height="450" alt="Outriders studio People Can Fly layoffs project Gemini Bifrost suspended" typeof="foaf:Image" class="image-style-body-default" /></p> <p>Sebastian Wojciechowski, CEO of <a href="https://www.gameinformer.com/product/outriders">Outriders</a> studio People Can Fly, has announced on LinkedIn that the studio is laying off staff due to having to suspend two in-development games known as projects Gemini and Bifrost. Wojciechowski lays the blame for Gemini’s suspension on an unnamed publisher.</p><p>“The Suspension of the Gemini project is a consequence of the fact that the Publisher has not presented us with a draft of the subsequent content rider to the Publishing Agreement covering the terms and conditions of further milestones on project Gemini and the lack of communication from the Publisher as to its willingness to continue or terminate the Gemini project,” Wojciechowski writes in the <a href="https://www.linkedin.com/posts/people-can-fly_important-update-from-sebastian-wojciechowski-activity-7334906069715972096-lZaD/?utm_medium=ios_app&rcm=ACoAAAYfKcgBmkwkz8uDkAWf33eVkUhw6ZP7Mco&utm_source=social_share_send&utm_campaign=copy_link">update</a> on LinkedIn.</p><iframe width="560" height="315" frameBorder="0" width="640" height="360" src="https://www.youtube.com/embed/sBALmH4BkQA" frameborder="0" allow="autoplay" allowfullscreen="true"> </iframe><p>The CEO then explains that a second project, Bifrost, has also been suspended due to the same publisher issue that caused Gemini’s suspension, adding that an “analysis of the Group’s cash flow, which showed a lack of prospects for securing organizational resources and funds necessary to continue this production and release of this project,” is also behind Bifrost’s suspension.</p><p>“As a result, we have to significantly regroup as a studio and scale down our teams, which hurts the most,” Wojciechowski writes. “We wish to express our deepest regret and sadness over how these events have unfolded and our sincere gratitude for everyone’s contribution up to this point.”</p><p>People Can Fly has been around for over two decades, with credits on games like Gears of War, Bulletstorm, and Gears of War: Judgment. It also developed 2021’s <a href="https://www.gameinformer.com/review/outriders/outriders-review-chaos-that-surprises-in-the-best-way">Outriders</a>, a third-person looter shooter published by Square Enix. It is unclear which publisher Wojciechowski is referencing in today’s update, as projects Gemini and Bifrost were unannounced games the studio was working on.</p><p>Elsewhere, People Can Fly is co-developing The Coalition’s upcoming prequel, <a href="https://gameinformer.com/xbox-showcase/2024/06/09/gears-of-war-e-day-is-a-prequel-set-14-years-before-the-first-game">Gears of War: E-Day</a>, and first-person survival shooter Lost Rift.</p><p><em>The hearts of the Game Informer staff are with everyone who’s been affected by these layoffs.</em></p>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/30/fa901e9b/deliveratallcosts-2.jpg" width="800" height="450" alt="" typeof="foaf:Image" class="image-style-body-default" /></p> <p>Believe it or not, we play a lot of games here at Game Informer, but it isn’t always easy getting our hands on everything, let alone finishing them and writing a proper review. We’re always looking for more ways to point readers towards the most interesting games available – especially those that could easily slip through the cracks – so we’ve created Spotlight to highlight the cool games we’ve been dabbling with recently that we believe may be worth your time. We love chatting with each other about the games we check out each day, and we want to add you to the conversation. Here is a selection of noteworthy titles some of the editors have been sampling and want to shout out.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/30/a45c2222/to_a_t_class.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <h2>To a T</h2><p><em>Release: May 28 - Platforms: Xbox Series X/S, Xbox One, PC</em></p><p>To a T (pronounced ‘To-a-Tee”) is the goofy brainchild of Katamari creator Keita Takahashi. It stars a child whose arms are permanently extended sideways, giving him a T-pose. The crux of the story revolves around the challenges of living a normal life this way and attending public school for the first time.</p><p>Many interactions are simple dexterity tests, such as holding down different button combinations while using the analog stick to independently control the protagonist’s arms to grip and move objects. Interactions range from inoffensive to mundane to tedious, and you’ll spend each day doing basic exercises like getting dressed and brushing your teeth to playing simple rhythm or Simon Says mimic games. These diversions are usually quick, but they’re not the most exciting offerings. The humor overall has been hit and miss, and the conversations range from charming to incomprehensible in an absurdist way.</p><p>The game is presented as a TV show, divided into episodes bookended by the same beginning and end theme song, and the protagonist regularly addresses the player like they’re Dora the Explorer. I’m a few episodes in, but my biggest disappointment is that, thus far, it doesn’t seem like living life in a T-pose is all that difficult for the character. While it’s interesting to see how he writes with an extra long pencil and is occasionally picked on in school, they largely have life figured out. I hoped the fun of the game would be “how does this kid get through doors?”, but they’ve already solved these simple issues long before the game begins. I’d hoped for more interesting puzzles exploring that concept, but from what I’ve seen so far, you’re doing basic interactions with more inconvenient mechanics. I’ll stick with the game just for the weird vibes, but I’m lukewarm on it for now. – Marcus Stewart</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/30/125c578f/cattlecountry1.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <h2>Cattle Country</h2><p><em>Release: May 27 - Platforms: PS5, Xbox Series X/S, Switch, PC</em></p><p>Stardew Valley continues to be supported with new content, but if you’re looking for something with a similar vibe, Cattle Country from Castle Pixel (the studio behind the strong Zelda-like series Blossom Tales) might be up your alley. Your character escapes the hustle and bustle of city life to start a cattle ranch in the countryside. While early hours see you introducing yourself to your new neighbors and planting beginner crops, the story eventually opens up to include raising cattle, developing relationships with romanceable characters, diving deep into mines in search of precious minerals, casting your line in hopes of landing a big fish, hunting for food, and even fighting off bandits with your trusty pistol.</p><p>There’s still so much for me to see in Cattle Country, so I’m hesitant to give it a whole-hearted recommendation, but I’m enjoying the fledgling experiences Castle Pixel has delivered to me in the first few gameplay sessions. My ranch may still be modest at this juncture, but I’m fully invested in seeing where this journey takes my character and his new town. – Brian Shea</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/30/db8a4b81/deliveratallcosts-1.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <h2>Deliver At All Costs</h2><p><em>Release: May 22 - Platforms: PS5, Xbox Series X/S, and PC</em></p><p>With Grand Theft Auto VI on everyone’s mind, Deliver At All Costs feels like a modern throwback to that series’ early days, specifically GTA and GTA II. As a newly hired delivery driver in the late 1950s, you’re tasked with fulfilling absurd and dubious delivery requests. This includes transporting a live marlin that you must first paint white to give it a false albino appearance, or carrying fireworks that ignite as you drive, turning you into a mobile Fourth of July celebration. Driving controls feel great, and the overhead view provides a good look at the absolute carnage you’ll wreak.</p><p>Deliver At All Costs shines most in its impressive destructibility. Everything in the city can be smashed to smithereens; I love leveling multi-story buildings by plowing through them in my truck, or sending the invincible ragdoll citizens flying into light poles and through fences. Driving around the open sandbox is dumb fun in its purest form. Collecting money, resources, and blueprints to craft upgrades to your car, like a crane to pick up objects, spices up the chaotic action. I have plenty left to play before giving it a full recommendation, but so far I’m reveling in my new gig as the world’s most destructive delivery boy – Marcus Stewart.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/30/45a02e5c/despelote-1.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <h2>Despelote</h2><p><em>Release: May 1 - Platforms: PS5, Xbox Series X/S, PS4, Xbox One, PC</em></p><p>One of the best things a game can do is expose me to places I previously had limited knowledge of. As someone largely unfamiliar with the culture of Ecuador, Despelote offers an enlightening slice-of-life look at the country in 2001 through the lens of soccer. As a young soccer-obsessed child, you’ll experience life during an exciting few months for Ecuador as its national soccer team makes a surprise run to qualify to compete in its first World Cup.</p><p>As you explore your neighborhood in first-person, often kicking around a soccer ball, you’ll disobey your parents, goof off with friends, and annoy your teachers as your fantasies of becoming a star soccer player override your responsibilities. Seeing how the mere hope of a World Cup appearance uplifts an entire society is fascinating, even for someone like me who isn’t into sports at all. Although I enjoyed the narrative, the gameplay falls short due to vague objectives, making it tricky to know what to do next or how to proceed. But Despelote’s brevity (around 90 minutes) makes a breezy playthrough, and combined with the striking art direction, I’m glad I took the time to enjoy this interactive semi-autobiographical tale. - Marcus Stewart</p>
<p><img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/30/1e708b8f/hiu_presstour_2025_1.jpg" width="800" height="450" alt="Hell is Us preview" typeof="foaf:Image" class="image-style-body-default" /></p>
Platform: PlayStation 5, Xbox Series X/S, PC Publisher: Nacon Developer: Rogue Factor Release: <time datetime="2025-09-04T12:00:00Z" class="datetime">September 4, 2025</time> Rating: Mature
<p>“Often people ask me, ‘How would you describe the game? What kind of game is it?’”, muses Rogue Factor creative and art director Jonathan Jacques Belletête. “It's just a good old adventure game like back in the days, you know? It's like [when] you booted up Zelda: Link to the Past. You didn't question it.”</p><p>After playing a few hours of Hell is Us, in which I explored contemporary-looking European villages and countrysides laden with seemingly alien ancient temples and inhuman monstrosities, I think players will raise quite a few questions. And those mysteries are what make this upcoming action-adventure game so alluring.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/30/389b3bb5/hiu_presstour_2025_18.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>Hell is Us is the debut title from Rogue Factor, a small Montreal-based studio led by Jonathan Jacques Belletête, who previously spent years working at Ubisoft as the art director for the Deus Ex franchise. The game stars Rémi, a soldier born in Hadea, a fictional European nation torn apart by war. For years, the country has isolated itself from the world, meaning no one can enter, and its inhabitants can’t leave. However, Rémi’s parents managed to smuggle him out of the country as a baby, hoping he could live a better life abroad. Rémi is sent to Canada and grows up living in a variety of foster homes. While he’s had it objectively better than his people in Hadea, he’s grown up with a sense of abandonment without his family, which has plagued him with questions. Who were his parents? Where are they now? Are they even still alive?</p><p>Fast forward to 1993, and this yearning for answers burns a hole in the now-adult Rémi large enough to spur him to accept a peacekeeping mission in a country neighboring Hadea. He uses this opportunity to go AWOL and sneak into his homeland. While he manages to get in, he jumps from the frying pan into the fire. First off, he has next to no information on his parents to go on, so tracking them down will be extremely difficult. Moreover, Hadea is in the grip of a brutal civil war that has raged for two years at this point. But the most unexpected and terrifying development is the presence of a powerful, otherworldly threat that has seemingly swept the nation.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/30/ff108951/hiu_presstour_2025_14.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>Rémi’s lack of information means he’ll need to glean details wherever he can find them. This search for answers represents the core of Hell is Us; handing players the reins to figure things out on their own. Belletête and his team grew up loving adventure games from the ‘90s, particularly in how they tended to trust players to solve problems without holding their hands too much. Belletête believes many modern triple-A games have become so obsessed with attracting a broad player base that they’ve become overly guided in their approach.</p><p>Belletête calls this approach “silver plattering”, describing how modern games hand-deliver the answers with minimal effort from the player. As a result, he believes truly great level design is less emphasized; why bother when an omnipresent arrow tells players exactly where to go? “If you think about visuals in most games, they're there to be pretty and to support the themes, right?” says Belletête. “But they're not really there to tell you what you're supposed to do or how to decipher certain things.”</p><p>With Hell is Us, Belletête wants to emphasize what he calls “player plattering”: trusting that players are smart and savvy enough to figure things out on their own. That means designing strong levels and puzzles that encourage careful observation, creating a greater sense of immersion in the space. Pushing players to rely more on their wits highlights Hell is Us’ primary mantra: Knowledge is power, but it has to be earned.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/30/6438f25e/hiu_presstour_2025_19.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <h2>Searching For Answers</h2><p>My demo begins in Senedra Forest, one of Hadea’s several large open hubs. Hell is Us is not a true open-world game, but you’d be fooled into thinking so, looking at the map, which features many locations. There are no map markers, no quest journals telling you exactly what you should be doing. Rémi’s only tip is a keepsake pointing to a village called Jova, but he has no clue where that is. After taking a short stroll on a forest road, I locate a small house owned by an elderly farmer. I don’t know his name; he hasn’t told me that yet. I have to ask him for such details, highlighting one of the game’s most prominent elements: investigations.</p><p>During conversations, you can ask characters questions about a specific investigation and more general inquiries, such as their insights on Hadea as a whole or the civil war. These answers may yield new information on these subjects, so it's worth getting their perspectives. Each investigation has a flow chart in the menu, which tracks various mysteries tied to it. Clues, whether a person, item, or event, have a section on the chart updated with new info as you learn more about them. A person, for example, has categories that gradually fill out, such as their location, a general description of them, a list of key facts, and the investigation they’re tied to.</p><p>The old timer introduces himself as Ernest Caddell. I ask Ernest if he knows how to reach Jova, and he replies by stating it’s in Acasca Marshes, “quite a ways” from where we are. Ernest also mentions that I’ll need a vehicle to reach it. He doesn't have one, but a group of soldiers who recently arrived in an APC vehicle might. When I ask where the APC is parked, Ernest says it’s “just beyond the woods to the North”; I just need to follow the wind chimes, which lead the way through.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/30/5ac1eeac/hiu_presstour_2025_screenshot_13.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>In most games, this information would generate a map icon that I would simply follow. This would result in me staring at a waypoint on a minimap instead of observing my surroundings, which can detract from the immersion. The opposite is true in Hell is Us. Ernest’s directions are not flavor text trivialized by a magic arrow. You literally need to follow his instructions, meaning I have to determine which direction was north (Rémi thankfully has a compass) and head that way until I encounter the first wind chime, which I hear before I see. The subsequent chimes aren’t far apart, so it doesn’t take long to find my way to my destination. Even this simple exercise is far more engaging than watching my character icon inch closer to another dot on a minimap. It is a small example of how you can expect to explore Hadea.</p><p>Gleaning information like this makes Hell is Us feel reminiscent of a classic point-and-click adventure game. For example, you collect clues and key items that, in addition to adding new information to your investigation flowcharts, can also be equipped to your hotkey item wheel for easy reference in-game. Speaking to NPCs is as much interrogation as conversation and becomes a lengthy affair as you wring as many leads out of them as possible. Belletête tells me the design similarities are intentional, as one of the primary inspirations for the investigative element is the 1997 Blade Runner adventure game by Westwood Studios, a game he describes as a “masterpiece.” That game features a complex system of following clues and leads, so Rogue Factor distilled that approach into a comparatively simplified format for Hell is Us to avoid the pitfalls of the adventure genre. Belletête may want players to flex their brains more, but he and Rogue Factor are conscious about ensuring the experience doesn’t become too obtuse or frustrating.</p><p class="inline-rich-content-placeholder"> </p><p>While searching for leads, exploration can also uncover special items that trigger side quests called Good Deeds. One example is a gold watch I find that belongs to someone named Otis, whose name is engraved on the back. This adds a note to my log, though, like everything else, saying you’ll need to gather more intel to learn who and where Otis is, presenting another puzzle to chew on.</p><p>Puzzle-solving is a significant element of Hell is Us. You can find puzzles all over the map, whether as smaller trials or more elaborate exercises, the latter of which I often encounter in the game’s dungeons. One optional riddle involves using a child’s message to locate a hidden stash of goodies by finding a path of landmarks that match the writer’s descriptions. A more involved exercise involves opening a door by rotating circular rings of symbols that are lined up in a specific order. Solving this conundrum requires studying carvings around my environment, with subtle clues pointing toward the appropriate sequence in which the rings must be organized.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/30/d060a1e1/hiu_presstour_2025_17.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <p>Belletête describes the puzzles on the main story path as manageable, except for two later game exercises he says “get pretty spicy.” Riddles off the beaten run the gamut of difficulty levels, which Belletête says are labeled internally as Very Easy, Normal, Very Hard, and “Reddit.” That last tier refers to puzzles so involved that they will likely require the player community to work out the solution together. Rogue Factor is still tuning and refining the difficulty of puzzles, but I’m curious to see just how demanding they can be.</p><p>Exploring dungeons involves the standard fare of battling enemies, finding keys to open locked passages, and discovering critical and optional quest items. The dungeons I explore have an ancient alien vibe to their design; old, and very much not designed by human hands. Dungeons can be found all over the map, both big and small, and some require solving a riddle just to discover them. The reveal of one particular dungeon in an open marshland was especially impressive due to its cinematic nature and how its emergence transformed the surrounding environment. I can’t wait to poke around and find more hidden structures like these, sometimes right under players’ noses.</p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/30/c60bb398/hiu_presstour_2025_12.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <h2>Combat Isn’t What It Looks Like</h2><p>Belletête describes Hell is Us as roughly an even split between exploration (which includes puzzle-solving) and combat. The third-person melee combat feels deliberate, with players using weapons such as a sword, polearm, or, my favorite, dual axes. Every swing forces you to commit to attack animations, meaning timing is key. Holding the attack button charges your weapon, unleashing a more powerful attack. The combat is solid but didn’t wow me initially, though unlocking skills allows you to perform fun special attacks, such as unleashing a whirlwind assault where Rémi spins frantically, mowing down everyone in his path. You can dodge or parry attacks, and actions are dictated by a stamina meter. Despite his average frame, Rémi feels like a tank; his weighty dodge rolls remind me of playing bulkier classes in a Souls game. Based on this description, you’d be forgiven for assuming Hell is Us is a Soulslike, especially when seeing it in action, but Belletête stresses this is not the case.</p><p>“Making a third-person melee combat system nowadays, it's difficult to ignore certain vibes that From Software have brought to the table in the past 15 years,” says Belletête. “So there's some similarities there. Are we edging the line sometimes in some places? Maybe. But no, the intention is to be a lot more mid-core.”</p><p class="inline-rich-content-placeholder"> </p><p>Combat can be tough, but a helpful assist can keep you in the fight. When attacking enemies, a glowing white ring will briefly appear around Rémi. Hitting a button when this happens allows you to regain a portion of lost health. Functionally, it works like an Active Reload in certain shooters (e.g., Gears of War), but instead of reloading ammo, you’re replenishing health, and the amount of which varies. Nioh 2 fans may recognize this as a take on the Ki Pulse stamina recovery system from that game, which Belletête confirms as a direct influence. It took a while to get accustomed to this system; in the heat of combat, I often forgot to use it and lost a lot of health I could have recovered. But it’s a helpful assist that adds another fun wrinkle to the often challenging melee duels.</p><p>The primary enemies are otherworldly humanoid beings sporting milky white skin and gaping holes where a face or abdomen would be. They look like living abstract art sculptures. They come in various types, including one with giant wavy flaps on its back like it's wearing a fleshy wingsuit. Some also have the nasty habit of expelling bizarre kaleidoscopic entities of energy that double as standalone threats. These take many abstract shapes and sizes, often resembling living blown glass sculptures that vibrate as they emit spine-tingling shrieks and howls. They’re a stark contrast to their comparatively mundane-looking hosts.</p><p>In my session, combat was generally more intimate, often pitting me against a single foe. Encounters become notably tougher when two or three threats enter the fray, so it helps that Rémi has a sidekick in the form of a drone. Although Hell is Us unfolds in the early ‘90s, drones exist in this alternate timeline, though this one does more than fly around. In combat, Rémi can command the drone to distract targeted foes, allowing players to flank them or to isolate them from a mob. This becomes extremely useful the further I venture in the game as I become increasingly ganged up on. Outside of battle, the drone aids exploration by acting as a flashlight in dark areas and scanning environmental elements for details, like deciphering mysterious wall symbols. </p> <img loading="lazy" src="https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/30/6afcb7e8/hiu_presstour_2025_11.jpg" typeof="foaf:Image" alt class="image-style-body-default"> <h2>Keeping Players Engaged</h2><p>Hell is Us is a promising confluence of ideas. I enjoy the blend of Zelda-like dungeons, Elden Ring’s sense of discovery, and detective-style investigations and puzzle-solving. Despite the game’s emphasis on providing a less guided experience, I felt little friction figuring out where to go and what to do. I chalk that up to playing an earlier section of the roughly 20-hour main story path (thorough players can expect to spend around 40 hours overall), but it also speaks to how Rogue Factor has carefully shaved opaqueness from its intentionally challenging puzzle design. This makes even the simplest problem-solving feel more rewarding.</p><p>After spending the last five years bringing Hell is Us to life, Belletête feels like he’s created the adventure of his dreams and is confident the team has at least a good game on its hands. Whether it’s a great game is up to players. But perhaps more than anything else, Belletête hopes Rogue Factor creates a consistently memorable and engaging experience.</p><p>“It seems like it might be the type of game, and these are the ones that I really cherish, that once you're done with a session – not done with the game itself, just the session's finished – you turn off your console, you turn off your PC, it stays in your mind,” says Belletête. “...it seems that maybe it's a game that seems to have that aspect, that when people stop playing, it lingers with them a little bit. And if it really does that, to me, it's amazing.”</p><p>Hell is Us launches on September 4 for PlayStation 5, Xbox Series X/S, and PC. </p> <section class='type:slideshow'><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/30/8a0ce819/hiu_presstour_2025_16.jpg'></figure><figure><img src='https://www.gameinformer.com/sites/default/files/styles/body_default/public/2025/05/30/6b2d58dc/hiu_presstour_2025_9.jpg'></figure></section>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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