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                            <title><![CDATA[ Latest from GamesRadar+ in Pc-gaming ]]></title>
                <link>https://www.gamesradar.com/platforms/pc-gaming</link>
        <description><![CDATA[ All the latest pc-gaming content from the GamesRadar+ team ]]></description>
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                                                            <title><![CDATA[ Warlock is "building on the shoulders of giants" as a D&D game, but just like Baldur's Gate 3 you don't need to know any D&D to get it ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Warlock, the next big D&D game after 2023's Baldur's Gate 3, made a big splash at this week's<a href="https://www.gamesradar.com/news/live/gamescom-opening-night-live-live-coverage-2026-everything-announced/"> Gamescom Opening Night Live 2026</a>, straight-up spoiling RPG nerds with <a href="https://www.gamesradar.com/games/open-world/warlock-the-next-big-d-and-d-game-to-come-after-baldurs-gate-3-just-showed-off-nearly-10-minutes-of-its-dragons-dogma-style-gameplay-and-i-cant-wait-to-play-next-year/">a nearly ten-minute showcase</a> including breathtaking cinematics as well as combat and exploration-focused gameplay. And while there's zero doubt Warlock is a D&D game through and through, featuring an original story pulled from established lore, developer Invoked Studios is very much designing the game as a standalone RPG bearing the developer's unique trademark.<br><br>"We're working really closely with the TTRPG folks as well as Wizards of the Coast to try and see how we can bring our own secret sauce to the game," Warlock creative director Jeffrey Hattem tells GamesRadar+ during <a href="https://www.gamesradar.com/games/events-conferences/gamescom-2026-schedule/">Gamescom 2026</a>. </p><p>"We're not just there, right? We respect the brand of D&D. We're building on the shoulders of giants, obviously. It's a 50-plus year game that has a collaboration of many storytellers, writers, artists, and we're looking to put our own contribution to the world of D&D as well. We're adding new spells as well. It's not just what you're typically expecting."</p><p>In the same interview, <a href="https://www.gamesradar.com/games/open-world/baldurs-gate-3-is-a-great-game-but-warlock-devs-say-their-own-virtual-d-and-d-experience-is-very-different-from-larians-rpg/">Hattem made a point to distance Warlock from Baldur's Gate 3</a> despite calling Larian's award-winning RPG "a great game" and expressing anticipation for Divinity. He also confirmed you'll be able to enjoy Warlock completely without any previous knowledge of D&D, which is great to hear as someone whose only experience with the franchise is Baldur's Gate.</p><p>"We're building a game that is intended for players that could have never played Dungeons and Dragons," he says. "It's not required to come in. [Protagonist] Kaatri is a stranger in a strange land ... players can go along that journey with her as well at the same time and learn what they need to know, but if you're a fan of D&D, I hope that you're going to find a lot of Easter eggs and secrets and realizations of things that you would expect and find familiar as well."</p><p><a href="https://www.gamesradar.com/games/action-rpg/warlock-escapes-baldurs-gate-3s-long-shadow-with-a-very-different-take-on-d-and-d-that-im-happy-to-roll-my-dice-on/"><em>Warlock escapes Baldur's Gate 3's long shadow with a very different take on D&D that I'm happy to roll my dice on</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-WQwrGX"></div>                            </div>                            <script src="https://kwizly.com/embed/WQwrGX.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/open-world/warlock-is-building-on-the-shoulders-of-giants-as-a-d-and-d-game-but-just-like-baldurs-gate-3-you-dont-need-to-know-any-d-and-d-to-get-it/</link>
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                            <![CDATA[ "We're looking to put our own contribution to the world of D&D" ]]>
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                                                                        <pubDate>Thu, 27 Aug 2026 23:21:50 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Open World Games]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Xbox Series X]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[Tabletop Gaming]]></category>
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                                                                                                <author><![CDATA[ jordan.gerblick@futurenet.com (Jordan Gerblick) ]]></author>                    <dc:creator><![CDATA[ Jordan Gerblick ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/WFriTGcW9frGoBHGKfkQxV.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Jasmine Gould-Wilson ]]></dc:contributor>
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                                                            <media:credit><![CDATA[Wizards of the Coast]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A close-up of Kaatri in Warlock: Dungeons &amp; Dragons who has heterochromia and a scarred eye, and another woman who appears to be whispering over her shoulder, cropped for a header image]]></media:description>                                                            <media:text><![CDATA[A close-up of Kaatri in Warlock: Dungeons &amp; Dragons who has heterochromia and a scarred eye, and another woman who appears to be whispering over her shoulder, cropped for a header image]]></media:text>
                                <media:title type="plain"><![CDATA[A close-up of Kaatri in Warlock: Dungeons &amp; Dragons who has heterochromia and a scarred eye, and another woman who appears to be whispering over her shoulder, cropped for a header image]]></media:title>
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                            <![CDATA[
                            <article>
                                <p>Warlock, the next big D&D game after 2023's Baldur's Gate 3, made a big splash at this week's<a href="https://www.gamesradar.com/news/live/gamescom-opening-night-live-live-coverage-2026-everything-announced/"> Gamescom Opening Night Live 2026</a>, straight-up spoiling RPG nerds with <a href="https://www.gamesradar.com/games/open-world/warlock-the-next-big-d-and-d-game-to-come-after-baldurs-gate-3-just-showed-off-nearly-10-minutes-of-its-dragons-dogma-style-gameplay-and-i-cant-wait-to-play-next-year/">a nearly ten-minute showcase</a> including breathtaking cinematics as well as combat and exploration-focused gameplay. And while there's zero doubt Warlock is a D&D game through and through, featuring an original story pulled from established lore, developer Invoked Studios is very much designing the game as a standalone RPG bearing the developer's unique trademark.<br><br>"We're working really closely with the TTRPG folks as well as Wizards of the Coast to try and see how we can bring our own secret sauce to the game," Warlock creative director Jeffrey Hattem tells GamesRadar+ during <a href="https://www.gamesradar.com/games/events-conferences/gamescom-2026-schedule/">Gamescom 2026</a>. </p><p>"We're not just there, right? We respect the brand of D&D. We're building on the shoulders of giants, obviously. It's a 50-plus year game that has a collaboration of many storytellers, writers, artists, and we're looking to put our own contribution to the world of D&D as well. We're adding new spells as well. It's not just what you're typically expecting."</p><p>In the same interview, <a href="https://www.gamesradar.com/games/open-world/baldurs-gate-3-is-a-great-game-but-warlock-devs-say-their-own-virtual-d-and-d-experience-is-very-different-from-larians-rpg/">Hattem made a point to distance Warlock from Baldur's Gate 3</a> despite calling Larian's award-winning RPG "a great game" and expressing anticipation for Divinity. He also confirmed you'll be able to enjoy Warlock completely without any previous knowledge of D&D, which is great to hear as someone whose only experience with the franchise is Baldur's Gate.</p><p>"We're building a game that is intended for players that could have never played Dungeons and Dragons," he says. "It's not required to come in. [Protagonist] Kaatri is a stranger in a strange land ... players can go along that journey with her as well at the same time and learn what they need to know, but if you're a fan of D&D, I hope that you're going to find a lot of Easter eggs and secrets and realizations of things that you would expect and find familiar as well."</p><p><a href="https://www.gamesradar.com/games/action-rpg/warlock-escapes-baldurs-gate-3s-long-shadow-with-a-very-different-take-on-d-and-d-that-im-happy-to-roll-my-dice-on/"><em>Warlock escapes Baldur's Gate 3's long shadow with a very different take on D&D that I'm happy to roll my dice on</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-WQwrGX"></div>                            </div>                            <script src="https://kwizly.com/embed/WQwrGX.js" async></script>
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                                                            <title><![CDATA[ Final Fantasy 7 Revelation boss says The Witcher 3 "inspired me for so many years," and it was "a great honor" to share the stage at Gamescom ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Final Fantasy 7 remake trilogy overlord Naoki Hamaguchi can't believe he got to share the Gamescom stage with his hero, Geralt of Rivia – in spirit, at least, since developer CD Projekt Red used <a href="https://www.gamesradar.com/news/live/gamescom-opening-night-live-live-coverage-2026-everything-announced/">Opening Night Live 2026</a> to announce its unexpected The Witcher 3 refresh and expansion. And <a href="https://www.gamesradar.com/games/the-witcher/the-witcher-4-guide/">The Witcher 4</a> lead level designer Miles Tost feels the same way. </p><p>"The pleasure was ours," Tost writes in <a href="https://x.com/tostspender/status/2092658699982520331" target="_blank">an August 26 Twitter reply</a> to Hamaguchi. "Final Fantasy, especially 7 have a special place in my heart and I'm so happy I get to relive that through your and your team's hard work!"</p><p>Originally, Hamaguchi <a href="https://x.com/nhamaguc/status/2092386533198483658" target="_blank">wrote on Twitter</a> after Opening Night Live (ONL), "Sharing the final spotlight at ONL alongside The Witcher 3, one of my favorite games of all time, was a truly special moment for me. It was a great honor to stand on the same stage as a game that has inspired me for so many years."</p><p>It's rare that you see developers as seemingly untouchable as Square Enix's Hamaguchi show that, in the cocoon of their living rooms, they're still fans who feel that knot of excitement forming each time a certain title screen comes up. It's nice!</p><p>Hamaguchi has always been generous in sharing his love for The Witcher franchise, though, spending the past few years emphasizing that <a href="https://www.gamesradar.com/final-fantasy-7-rebirths-open-world-is-inspired-by-the-witcher-3-and-horizon/">The Witcher 3 is one of his major Final Fantasy 7 remake inspirations</a>. In 2024, <a href="https://www.gamesradar.com/games/final-fantasy/hes-just-like-us-final-fantasy-7-rebirth-director-was-so-excited-about-the-witcher-4-when-ciri-removed-her-hood-he-almost-stood-up/">Final Fantasy producer Yoshinori Kitase even told fans</a> that, while watching that year's Witcher 4 trailer at The Game Awards, "Hamaguchi was so excited when Ciri removed her hood, he almost stood up!"</p><p>So I'm especially glad for him to be at <a href="https://www.gamesradar.com/tag/gamescom/">Gamescom</a> this year, where he was also recently able to meet CD Projekt Red joint CEO Michał Nowakowski and show him some of Square Enix's upcoming <a href="https://www.gamesradar.com/final-fantasy-7-revelation-guide/">Final Fantasy 7 Revelation</a>. Hamaguchi <a href="https://x.com/nhamaguc/status/2093026330669699498" target="_blank">says on Twitter about the experience</a>, "It was a great honor to have Michał Nowakowski, Joint CEO of CD PROJEKT RED, stop by the Square Enix booth.</p><p>"Sharing the stage at ONL alongside The Witcher 3, one of my all-time favorite games, was already a special moment. Having Michał come by in person made it even more memorable.</p><p>"I was also very happy to tell him directly that The Witcher 3 continues to be one of the biggest inspirations for me as a game creator." Let us pray, now, for Hamaguchi's sake, that the new <a href="https://www.gamesradar.com/games/the-witcher/nobody-was-more-surprised-by-the-witcher-3-songs-of-the-past-than-geralt-and-dandelions-actors-they-announced-the-expansion-pack-before-we-knew-what-we-were-doing/">The Witcher 3 expansion Songs of the Past</a> is just as sweet as he probably thinks it is when it launches in 2027.<br><br><em>Keep up with the entire </em><a href="https://www.gamesradar.com/games/events-conferences/gamescom-2026-schedule/"><em>Gamescom 2026 schedule</em></a><em>. </em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-ePaGVW"></div>                            </div>                            <script src="https://kwizly.com/embed/ePaGVW.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/final-fantasy/final-fantasy-7-revelation-boss-says-the-witcher-3-inspired-me-for-so-many-years-and-it-was-a-great-honor-to-share-the-stage-at-gamescom/</link>
                                                                            <description>
                            <![CDATA[ Friendship! ]]>
                                                                                                            </description>
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                                                                        <pubDate>Thu, 27 Aug 2026 18:57:57 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Final Fantasy]]></category>
                                                    <category><![CDATA[The Witcher]]></category>
                                                    <category><![CDATA[PS4]]></category>
                                                    <category><![CDATA[Xbox Series X]]></category>
                                                    <category><![CDATA[Xbox One]]></category>
                                                    <category><![CDATA[Nintendo Switch 2]]></category>
                                                    <category><![CDATA[Nintendo Switch]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[JRPGs]]></category>
                                                    <category><![CDATA[RPGs]]></category>
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                                                    <category><![CDATA[PlayStation]]></category>
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                                                    <category><![CDATA[Nintendo]]></category>
                                                                                                <author><![CDATA[ ashley.bardhan@futurenet.com (Ashley Bardhan) ]]></author>                    <dc:creator><![CDATA[ Ashley Bardhan ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/XLhHUVZSAcPehPBc9sGz8e.jpeg ]]></dc:source>
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                                                            <media:credit><![CDATA[CD Projekt Red]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[The Witcher 3 Songs of the PAst]]></media:description>                                                            <media:text><![CDATA[The Witcher 3 Songs of the PAst]]></media:text>
                                <media:title type="plain"><![CDATA[The Witcher 3 Songs of the PAst]]></media:title>
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                            <![CDATA[
                            <article>
                                <p>Final Fantasy 7 remake trilogy overlord Naoki Hamaguchi can't believe he got to share the Gamescom stage with his hero, Geralt of Rivia – in spirit, at least, since developer CD Projekt Red used <a href="https://www.gamesradar.com/news/live/gamescom-opening-night-live-live-coverage-2026-everything-announced/">Opening Night Live 2026</a> to announce its unexpected The Witcher 3 refresh and expansion. And <a href="https://www.gamesradar.com/games/the-witcher/the-witcher-4-guide/">The Witcher 4</a> lead level designer Miles Tost feels the same way. </p><p>"The pleasure was ours," Tost writes in <a href="https://x.com/tostspender/status/2092658699982520331" target="_blank">an August 26 Twitter reply</a> to Hamaguchi. "Final Fantasy, especially 7 have a special place in my heart and I'm so happy I get to relive that through your and your team's hard work!"</p><p>Originally, Hamaguchi <a href="https://x.com/nhamaguc/status/2092386533198483658" target="_blank">wrote on Twitter</a> after Opening Night Live (ONL), "Sharing the final spotlight at ONL alongside The Witcher 3, one of my favorite games of all time, was a truly special moment for me. It was a great honor to stand on the same stage as a game that has inspired me for so many years."</p><p>It's rare that you see developers as seemingly untouchable as Square Enix's Hamaguchi show that, in the cocoon of their living rooms, they're still fans who feel that knot of excitement forming each time a certain title screen comes up. It's nice!</p><p>Hamaguchi has always been generous in sharing his love for The Witcher franchise, though, spending the past few years emphasizing that <a href="https://www.gamesradar.com/final-fantasy-7-rebirths-open-world-is-inspired-by-the-witcher-3-and-horizon/">The Witcher 3 is one of his major Final Fantasy 7 remake inspirations</a>. In 2024, <a href="https://www.gamesradar.com/games/final-fantasy/hes-just-like-us-final-fantasy-7-rebirth-director-was-so-excited-about-the-witcher-4-when-ciri-removed-her-hood-he-almost-stood-up/">Final Fantasy producer Yoshinori Kitase even told fans</a> that, while watching that year's Witcher 4 trailer at The Game Awards, "Hamaguchi was so excited when Ciri removed her hood, he almost stood up!"</p><p>So I'm especially glad for him to be at <a href="https://www.gamesradar.com/tag/gamescom/">Gamescom</a> this year, where he was also recently able to meet CD Projekt Red joint CEO Michał Nowakowski and show him some of Square Enix's upcoming <a href="https://www.gamesradar.com/final-fantasy-7-revelation-guide/">Final Fantasy 7 Revelation</a>. Hamaguchi <a href="https://x.com/nhamaguc/status/2093026330669699498" target="_blank">says on Twitter about the experience</a>, "It was a great honor to have Michał Nowakowski, Joint CEO of CD PROJEKT RED, stop by the Square Enix booth.</p><p>"Sharing the stage at ONL alongside The Witcher 3, one of my all-time favorite games, was already a special moment. Having Michał come by in person made it even more memorable.</p><p>"I was also very happy to tell him directly that The Witcher 3 continues to be one of the biggest inspirations for me as a game creator." Let us pray, now, for Hamaguchi's sake, that the new <a href="https://www.gamesradar.com/games/the-witcher/nobody-was-more-surprised-by-the-witcher-3-songs-of-the-past-than-geralt-and-dandelions-actors-they-announced-the-expansion-pack-before-we-knew-what-we-were-doing/">The Witcher 3 expansion Songs of the Past</a> is just as sweet as he probably thinks it is when it launches in 2027.<br><br><em>Keep up with the entire </em><a href="https://www.gamesradar.com/games/events-conferences/gamescom-2026-schedule/"><em>Gamescom 2026 schedule</em></a><em>. </em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-ePaGVW"></div>                            </div>                            <script src="https://kwizly.com/embed/ePaGVW.js" async></script>
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                                                            <title><![CDATA[ Pocketpair lead thought if Palworld 1.0 hit 200k concurrent players, "that'd be party time" – then it passed 900k on Steam alone ]]></title>
                                                                                                <dc:content><![CDATA[ <p>After recovering from the "supernatural" success of Palworld's early access launch, Pocketpair comms and publishing lead John Buckley had more modest expectations for the 1.0 update. </p><p>If the game had hit 200,000 concurrent players with 1.0, less than 10% of Palworld's launch peak, "that'd be party time," he says. Instead, Palworld 1.0 rocketed straight to 960,000 concurrents on Steam alone, and about five times Buckley's expectations globally. Before 1.0, the game was hovering around the 45,000 CCU mark on Steam. </p><p>Speaking with GamesRadar+ at Gamescom, Buckley examines the "huge success" of Palworld 1.0. "Thank you, gamers," he says. "As cliche as it might sound, we didn't expect it to go that well. Genuinely. 900,000 CCU, insane amount of sales yet again. We're really, really happy. Again, very life changing for the studio."  </p><p>When we spoke to Buckley earlier in the year at GDC, he described Palworld's launch as an <a href="https://www.gamesradar.com/games/survival/we-hit-this-disgusting-number-that-makes-me-feel-sick-palworld-devs-dont-know-why-their-survival-game-was-so-successful-if-we-knew-how-to-do-it-wed-do-it-again/">anomaly that he couldn't explain</a>. So, the folks at Pocketpair didn't want to bank on lightning striking twice. </p><p>He still seems perplexed by it. "The early access release was supernatural," he reiterates. "It's the only word you can use. It shouldn't exist, that kind of level."</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="4XPofY5ng55BeXD5pEF6TN" name="palworld sekhmet" alt="Sekhmet grins with her claws out" src="https://cdn.mos.cms.futurecdn.net/4XPofY5ng55BeXD5pEF6TN.png" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Pocketpair)</span></figcaption></figure><p>Buckley says Pocketpair was confident that update 1.0 would see a healthy wave of returning players who "haven't played in two years" coming back to check out the new stuff. What he and the team didn't expect was for the wave of players buying and playing the game for the first time to be so large. </p><p>"I really don't want to use the word market cap because it sounds awful, but you do at some point think Palworld's kind of reached the audience now," he reasons. "We expected it to go quite well. Personally, I was like, if we can hit about 200k, it's a crazy CCU. 200k, that'd be party time. And again, it's five times that." </p><p>Buckley examines the Palworld audience in a little more detail, with Pocketpair actively expanding into spinoffs and other genres like cuter farm sim <a href="https://www.gamesradar.com/games/simulation/palworld-devs-announce-palfarm-a-multiplayer-farming-life-sim-with-less-survival-game-grit-and-more-stardew-valley-energy-days-after-nintendo-reveals-pokemon-farming-and-crafting-game-pokopia/">Palfarm</a> and <a href="https://www.gamesradar.com/games/survival/palworld-is-officially-getting-an-mmo-spin-off-that-introduces-original-story-elements-but-itll-only-be-playable-on-mobile/">a third-party Palworld MMO</a>. "I think the end goal is not that there's a Palworld for everyone, but a Palworld for lots of people," he says. "If there's peoples' ideal version of Palworld. </p><p>"The reason we're making the farming game [Palfarm] is because one of the very, very earliest things people were asking for was Palworld but just a bit cozier. Palworld with a bit less of the guns or making bases and stuff. 'I don't want to grind resources, I just want to hang out with my Pals.' That's Palfarm. That's the intention of Palfarm. I think if we can start doing things like this, Palworld can become its own thing."</p><p><a href="https://www.gamesradar.com/games/survival/palworld-devs-not-planning-to-spend-a-year-making-a-massive-1-1-update-publishing-lead-clarifies-after-quickly-regretting-asking-fans-for-ideas/"><em>Palworld devs "not planning to spend a year" making a "massive" 1.1 update, publishing lead clarifies.</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-OKBb7W"></div>                            </div>                            <script src="https://kwizly.com/embed/OKBb7W.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/survival/pocketpair-lead-thought-if-palworld-1-0-hit-200k-concurrent-players-thatd-be-party-time-then-it-passed-900k-on-steam-alone/</link>
                                                                            <description>
                            <![CDATA[ "Very life changing for the studio" ]]>
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                                                                        <pubDate>Thu, 27 Aug 2026 18:49:35 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Survival Games]]></category>
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                                                                                                <author><![CDATA[ austin.wood@futurenet.com (Austin Wood) ]]></author>                    <dc:creator><![CDATA[ Austin Wood ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/aFSperWAifMjMjLcLpsNad.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Ali Jones ]]></dc:contributor>
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                                                            <media:credit><![CDATA[Pocketpair]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Palworld trainer pointing]]></media:description>                                                            <media:text><![CDATA[Palworld trainer pointing]]></media:text>
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                                <p>After recovering from the "supernatural" success of Palworld's early access launch, Pocketpair comms and publishing lead John Buckley had more modest expectations for the 1.0 update. </p><p>If the game had hit 200,000 concurrent players with 1.0, less than 10% of Palworld's launch peak, "that'd be party time," he says. Instead, Palworld 1.0 rocketed straight to 960,000 concurrents on Steam alone, and about five times Buckley's expectations globally. Before 1.0, the game was hovering around the 45,000 CCU mark on Steam. </p><p>Speaking with GamesRadar+ at Gamescom, Buckley examines the "huge success" of Palworld 1.0. "Thank you, gamers," he says. "As cliche as it might sound, we didn't expect it to go that well. Genuinely. 900,000 CCU, insane amount of sales yet again. We're really, really happy. Again, very life changing for the studio."  </p><p>When we spoke to Buckley earlier in the year at GDC, he described Palworld's launch as an <a href="https://www.gamesradar.com/games/survival/we-hit-this-disgusting-number-that-makes-me-feel-sick-palworld-devs-dont-know-why-their-survival-game-was-so-successful-if-we-knew-how-to-do-it-wed-do-it-again/">anomaly that he couldn't explain</a>. So, the folks at Pocketpair didn't want to bank on lightning striking twice. </p><p>He still seems perplexed by it. "The early access release was supernatural," he reiterates. "It's the only word you can use. It shouldn't exist, that kind of level."</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="4XPofY5ng55BeXD5pEF6TN" name="palworld sekhmet" alt="Sekhmet grins with her claws out" src="https://cdn.mos.cms.futurecdn.net/4XPofY5ng55BeXD5pEF6TN.png" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Pocketpair)</span></figcaption></figure><p>Buckley says Pocketpair was confident that update 1.0 would see a healthy wave of returning players who "haven't played in two years" coming back to check out the new stuff. What he and the team didn't expect was for the wave of players buying and playing the game for the first time to be so large. </p><p>"I really don't want to use the word market cap because it sounds awful, but you do at some point think Palworld's kind of reached the audience now," he reasons. "We expected it to go quite well. Personally, I was like, if we can hit about 200k, it's a crazy CCU. 200k, that'd be party time. And again, it's five times that." </p><p>Buckley examines the Palworld audience in a little more detail, with Pocketpair actively expanding into spinoffs and other genres like cuter farm sim <a href="https://www.gamesradar.com/games/simulation/palworld-devs-announce-palfarm-a-multiplayer-farming-life-sim-with-less-survival-game-grit-and-more-stardew-valley-energy-days-after-nintendo-reveals-pokemon-farming-and-crafting-game-pokopia/">Palfarm</a> and <a href="https://www.gamesradar.com/games/survival/palworld-is-officially-getting-an-mmo-spin-off-that-introduces-original-story-elements-but-itll-only-be-playable-on-mobile/">a third-party Palworld MMO</a>. "I think the end goal is not that there's a Palworld for everyone, but a Palworld for lots of people," he says. "If there's peoples' ideal version of Palworld. </p><p>"The reason we're making the farming game [Palfarm] is because one of the very, very earliest things people were asking for was Palworld but just a bit cozier. Palworld with a bit less of the guns or making bases and stuff. 'I don't want to grind resources, I just want to hang out with my Pals.' That's Palfarm. That's the intention of Palfarm. I think if we can start doing things like this, Palworld can become its own thing."</p><p><a href="https://www.gamesradar.com/games/survival/palworld-devs-not-planning-to-spend-a-year-making-a-massive-1-1-update-publishing-lead-clarifies-after-quickly-regretting-asking-fans-for-ideas/"><em>Palworld devs "not planning to spend a year" making a "massive" 1.1 update, publishing lead clarifies.</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-OKBb7W"></div>                            </div>                            <script src="https://kwizly.com/embed/OKBb7W.js" async></script>
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                                                            <title><![CDATA[ Fable’s combat shows a lot of promise, but I'm glad it's not launching this year ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Warhammers have never been my thing in RPGs, and I expected the same to be said of my approach to <a href="https://www.gamesradar.com/fable-4-release-date-news-rumours/">Fable</a>. But, loading into my hands-on combat demo, I found myself falling for a hefty hammer over my usual go-to dagger.</p><p>I try out two loadouts during the session: one with a bow and arrow in addition to my hammer, and another with a more rapid-fire, SMG-like crossbow. Each comes with four requisite spells, from levitation to thunder spears and huge floating swords to pin my prey down before finishing them with a big hammer swipe. Most excitingly, I get to polymorph wraiths into little ghost chickens and boot them across the screen.</p><h2 id="hammering-home">Hammering home</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="zsDeCMA6QLpFtdTnMHoo4c" name="PR_FABLE_Gamescom2026_OfficialCombatGameplay_Screenshot_02_4K_NoLogo_1080" alt="The Hero mashes undead with a big hammer in Fable (2027) for Xbox Series X in a foggy cave" src="https://cdn.mos.cms.futurecdn.net/zsDeCMA6QLpFtdTnMHoo4c.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Xbox Game Studios)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Key info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Developer:</strong> Playground Games<br><strong>Publisher:</strong> Xbox Game Studios<br><strong>Platform(s):</strong> PC, PS5, Xbox Series X<br><strong>Release date:</strong> February 23, 2027</p></div></div><p>For Playground Games' first <em>stab</em> at third-person combat (the Forza Horizon developer has been more comfortable behind the wheel until now), Fable absolutely impresses. There’s irreverent delight in experimenting with the two systems, seeing which spells synergize with my weapon as I discover powerful new ways to beat up baddies. </p><p>Slaughtering a skeleton makes a spirit burst out of its crumpled form, which spawns even more deadly foes until you beat it to undeath all over again with a well-timed arrow to the head, fire bolt to the face, or wallop with my beloved hammer. Combat here can feel more inventive than typical hack and slash fare.</p><p>But, there are a few areas that still need smoothing. My character model's head and neck feel stiffer than expected while breaking into a run, and a seemingly automatic enemy lock-on can get frustrating when I'm swarmed out the gate. The rapid-fire crossbow also seems to break for me now and then – holding RT on my Xbox controller <em>should </em>send out a barrage of arrows, but every so often I need to hammer the button to make it fire instead. I'm not sure if it's meant to feel like it's jamming or not, but it's not the most pleasant experience when angry skeletons have a bone to pick.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="yrkAeF38f3MjpMxuz2uUPB" name="PR_assets_2026_06_1780856135_04_Fable_Balverine_4K_NoLogo_1080" alt="The Hero encounters a Balverine in a forest at night, lit by the moon in Fable (2027) for Xbox Series X" src="https://cdn.mos.cms.futurecdn.net/yrkAeF38f3MjpMxuz2uUPB.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Xbox Game Studios)</span></figcaption></figure><p>There are also moments where I wish enemies would feel more reactive and aggressive. Even on the hard 'Legend' difficulty, crossbow-wielding skeletons and their lengthy reload animations leave ample time for me to close the gap and finish them off. I don't feel overly challenged at the moment. Obviously, early demos can still be a ways off final balance, but in Fable I want to earn the right to call myself a Hero.</p><p>Thankfully, the stiffness never distracts from how spells facilitate some truly magical moments. My personal favorite spell lets me disappear and dash behind a group of enemies before knocking them flying with a heavy melee spin attack – which is also how I manage to finish off a huge wraith boss, spawning legions of ghostly minions to his aid.</p><p>Beyond these kits that make up my hands-on, I'm told there will be other weapons to choose from in the full game, and that new spells acquired through narrative progression can be swapped out any time you fancy, all in the name of player choice and experimentation.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="sGeNdUY5Uv87WawaiJpTmc" name="PR_FABLE_Gamescom2026_OfficialQuestGameplay_Screenshot_Clocktower_4K_NoLogo_1080" alt="The Hero walks through a quirky, fairytale-looking town in Fable (2027) for Xbox Series X filled with citizens, with a big clocktower in the distance" src="https://cdn.mos.cms.futurecdn.net/sGeNdUY5Uv87WawaiJpTmc.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Xbox Game Studios)</span></figcaption></figure><p>I'm torn. There's an argument to be made that Playground should delay Fable once more. The next six months running up to launch will certainly be crucial for Playground to refine its work.</p><p>The ingredients are there for a sharp, dynamic combat system that packs a mean punch as well as a crackling bolt of lightning. But, so far, I feel like I'm reading a fable that still has notes in its margins. It's just about making sure everything connects to deliver an RPG worthy of Albion's legend. We've waited long enough as it is, and I can be patient if it means getting it right.</p><p><em>Looking to spin more fables of your own? Our </em><a href="https://www.gamesradar.com/best-rpg-games/"><em>best RPGs</em></a><em> and </em><a href="https://www.gamesradar.com/best-story-driven-rpgs/"><em>best story-driven RPGs</em></a><em> rankings are filled with recommendations for tales that'll stick with you!</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/rpg/fables-combat-shows-a-lot-of-promise-but-im-glad-its-not-launching-this-year/</link>
                                                                            <description>
                            <![CDATA[ Magic and melee systems soar with zappy combos, even if Fable still needs a spit and polish to make it shine ]]>
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                                                                        <pubDate>Thu, 27 Aug 2026 17:00:21 +0000</pubDate>                                                                                                                                <updated>Thu, 27 Aug 2026 17:04:08 +0000</updated>
                                                                                                                                            <category><![CDATA[RPGs]]></category>
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                                                    <category><![CDATA[PC Gaming]]></category>
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                                                                                                <author><![CDATA[ jasmine.gouldwilson@futurenet.com (Jasmine Gould-Wilson) ]]></author>                    <dc:creator><![CDATA[ Jasmine Gould-Wilson ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/rZBfbSkCwFPyDodBEj5dKD.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Jasmine is a Senior Staff Writer at GamesRadar+. Raised in Hong Kong and having graduated with an English Literature degree from Queen Mary, University of London, she started her games journalism career as a freelancer with TheGamer and Tech Radar Gaming before joining GamesRadar+ full-time in 2023. (You might also have seen a few of her shorter reviews printed in SFX Magazine!)&lt;/p&gt;&lt;p&gt;As part of the Features team, her duties include attending game previews and key international conferences such as Gamescom and Digital Dragons in between regular interviews, opinion pieces, and the occasional news or guides stint. In her spare time, you&#039;ll likely find Jasmine thinking/talking about Resident Evil, purchasing another book she&#039;s unlikely to read, or complaining about the weather.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[The hero aims a bow and arrow at a cockatrice in a lush forest in Fable (2027) for Xbox Series X]]></media:description>                                                            <media:text><![CDATA[The hero aims a bow and arrow at a cockatrice in a lush forest in Fable (2027) for Xbox Series X]]></media:text>
                                <media:title type="plain"><![CDATA[The hero aims a bow and arrow at a cockatrice in a lush forest in Fable (2027) for Xbox Series X]]></media:title>
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                            <article>
                                <p>Warhammers have never been my thing in RPGs, and I expected the same to be said of my approach to <a href="https://www.gamesradar.com/fable-4-release-date-news-rumours/">Fable</a>. But, loading into my hands-on combat demo, I found myself falling for a hefty hammer over my usual go-to dagger.</p><p>I try out two loadouts during the session: one with a bow and arrow in addition to my hammer, and another with a more rapid-fire, SMG-like crossbow. Each comes with four requisite spells, from levitation to thunder spears and huge floating swords to pin my prey down before finishing them with a big hammer swipe. Most excitingly, I get to polymorph wraiths into little ghost chickens and boot them across the screen.</p><h2 id="hammering-home">Hammering home</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="zsDeCMA6QLpFtdTnMHoo4c" name="PR_FABLE_Gamescom2026_OfficialCombatGameplay_Screenshot_02_4K_NoLogo_1080" alt="The Hero mashes undead with a big hammer in Fable (2027) for Xbox Series X in a foggy cave" src="https://cdn.mos.cms.futurecdn.net/zsDeCMA6QLpFtdTnMHoo4c.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Xbox Game Studios)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Key info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Developer:</strong> Playground Games<br><strong>Publisher:</strong> Xbox Game Studios<br><strong>Platform(s):</strong> PC, PS5, Xbox Series X<br><strong>Release date:</strong> February 23, 2027</p></div></div><p>For Playground Games' first <em>stab</em> at third-person combat (the Forza Horizon developer has been more comfortable behind the wheel until now), Fable absolutely impresses. There’s irreverent delight in experimenting with the two systems, seeing which spells synergize with my weapon as I discover powerful new ways to beat up baddies. </p><p>Slaughtering a skeleton makes a spirit burst out of its crumpled form, which spawns even more deadly foes until you beat it to undeath all over again with a well-timed arrow to the head, fire bolt to the face, or wallop with my beloved hammer. Combat here can feel more inventive than typical hack and slash fare.</p><p>But, there are a few areas that still need smoothing. My character model's head and neck feel stiffer than expected while breaking into a run, and a seemingly automatic enemy lock-on can get frustrating when I'm swarmed out the gate. The rapid-fire crossbow also seems to break for me now and then – holding RT on my Xbox controller <em>should </em>send out a barrage of arrows, but every so often I need to hammer the button to make it fire instead. I'm not sure if it's meant to feel like it's jamming or not, but it's not the most pleasant experience when angry skeletons have a bone to pick.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="yrkAeF38f3MjpMxuz2uUPB" name="PR_assets_2026_06_1780856135_04_Fable_Balverine_4K_NoLogo_1080" alt="The Hero encounters a Balverine in a forest at night, lit by the moon in Fable (2027) for Xbox Series X" src="https://cdn.mos.cms.futurecdn.net/yrkAeF38f3MjpMxuz2uUPB.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Xbox Game Studios)</span></figcaption></figure><p>There are also moments where I wish enemies would feel more reactive and aggressive. Even on the hard 'Legend' difficulty, crossbow-wielding skeletons and their lengthy reload animations leave ample time for me to close the gap and finish them off. I don't feel overly challenged at the moment. Obviously, early demos can still be a ways off final balance, but in Fable I want to earn the right to call myself a Hero.</p><p>Thankfully, the stiffness never distracts from how spells facilitate some truly magical moments. My personal favorite spell lets me disappear and dash behind a group of enemies before knocking them flying with a heavy melee spin attack – which is also how I manage to finish off a huge wraith boss, spawning legions of ghostly minions to his aid.</p><p>Beyond these kits that make up my hands-on, I'm told there will be other weapons to choose from in the full game, and that new spells acquired through narrative progression can be swapped out any time you fancy, all in the name of player choice and experimentation.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="sGeNdUY5Uv87WawaiJpTmc" name="PR_FABLE_Gamescom2026_OfficialQuestGameplay_Screenshot_Clocktower_4K_NoLogo_1080" alt="The Hero walks through a quirky, fairytale-looking town in Fable (2027) for Xbox Series X filled with citizens, with a big clocktower in the distance" src="https://cdn.mos.cms.futurecdn.net/sGeNdUY5Uv87WawaiJpTmc.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Xbox Game Studios)</span></figcaption></figure><p>I'm torn. There's an argument to be made that Playground should delay Fable once more. The next six months running up to launch will certainly be crucial for Playground to refine its work.</p><p>The ingredients are there for a sharp, dynamic combat system that packs a mean punch as well as a crackling bolt of lightning. But, so far, I feel like I'm reading a fable that still has notes in its margins. It's just about making sure everything connects to deliver an RPG worthy of Albion's legend. We've waited long enough as it is, and I can be patient if it means getting it right.</p><p><em>Looking to spin more fables of your own? Our </em><a href="https://www.gamesradar.com/best-rpg-games/"><em>best RPGs</em></a><em> and </em><a href="https://www.gamesradar.com/best-story-driven-rpgs/"><em>best story-driven RPGs</em></a><em> rankings are filled with recommendations for tales that'll stick with you!</em></p>
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                                                            <title><![CDATA[ It's a good thing GTA 6 isn't on PC yet, says Helldivers 2 boss: "It means Helldivers 2 gets to keep crushing it in our own space" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The collective industry is bracing itself for the launch of <a href="https://www.gamesradar.com/gta-6-guide/">GTA 6</a> in November. It's going to be tectonic, and soak up a lot of people's attention for some time afterward. <a href="https://www.gamesradar.com/uk/helldivers-2/">Helldivers 2</a> developer Arrowhead Studios is remarkably calm about Rockstar's oncoming storm, mostly because of the crime sandbox's staggered rollout.</p><p>"Rockstar makes ridiculous, high-effort stuff and it's awesome that games like this get made," Arrowhead CEO Shams Jorjani says in a statement. "On a selfish level I'm happy it’s not hitting PC right away, and that online isn’t dropping at launch."</p><p>We actually don't know for certain what (if any) online features GTA 6 will sport at launch, but <a href="https://www.gamesradar.com/games/grand-theft-auto/gta-6-online-looks-unlikely-for-launch-as-rockstar-refers-to-the-game-as-a-single-player-experience/">Rockstar has certainly hinted that it'll be a single-player-focused game</a>, at least at first. GTA Online notably did not launch until a few weeks after GTA 5.</p><p>Either way, these factors offer some breathing room for Jorjani's game about smooshing bugs and dismantling cyborgs in an unending space war. "It means Helldivers 2 gets to keep crushing it in our own space, and is also why it won’t be the all consuming behemoth everyone’s worried about," he adds.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="high" data-lazy-src="https://www.youtube-nocookie.com/embed/VQRLujxTm3c" allowfullscreen></iframe></div></div><p>That much is a salient point. While we're all waiting for the next Grand Theft Auto to take over pop culture, it's only launching on PS5 and Xbox Series X. PC-exclusive players have to wait, and those who are more concerned about the online aspects will likely have to remain seated for an unspecified amount of time, too.</p><p>This won't slow down the advertising and news segments, mind - you can expect to see GTA 6 headlines right up through Christmas, at the very least. And Jorjani gives credit where credit's due in the fact that none of this is unusual for Rockstar, who's just doing what it's been doing for decades.</p><p>"Everyone in the industry right now is constantly pivoting strategies and obsessing over early player feedback just to survive," he comments. "But Rockstar has the brand power to confidently take their time and run their classic play."</p><p>This is a developer and publisher that's been in this position going right back to Grand Theft Auto 3. These releases are events, they've become tougher and tougher competition over the years, and Jorjani believes the benchmark will once again shift this go around.</p><p>"They have the confidence and freedom to spend a decade doing things the old-school way because they know the core game will deliver," he adds in closing. "It’s going to raise the bar for sure."</p><p><a href="https://www.gamesradar.com/games/grand-theft-auto/gta-6-promises-big-consequences-for-your-actions-that-go-beyond-red-dead-redemption-2s-honor-system/"><em>GTA 6 promises big consequences for your actions that go beyond Red Dead Redemption 2's honor system</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-XbQn6O"></div>                            </div>                            <script src="https://kwizly.com/embed/XbQn6O.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/grand-theft-auto/its-a-good-thing-gta-6-isnt-on-pc-yet-says-helldivers-2-boss-it-means-helldivers-2-gets-to-keep-crushing-it-in-our-own-space/</link>
                                                                            <description>
                            <![CDATA[ Rockstar's giving PC devs a little breathing room ]]>
                                                                                                            </description>
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                                                                        <pubDate>Thu, 27 Aug 2026 16:44:04 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Grand Theft Auto]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Xbox Series X]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Action Games]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                    <category><![CDATA[Xbox]]></category>
                                                    <category><![CDATA[PlayStation]]></category>
                                                                                                                    <dc:creator><![CDATA[ Anthony McGlynn ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/Ho98fjFoKZx5B8fUtAtzdW.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Anthony is an Irish entertainment and games journalist, now based in Glasgow. He previously served as Senior Anime Writer at Dexerto and News Editor at The Digital Fix, on top of providing work for Variety, IGN, Den of Geek, PC Gamer, and many more. Besides Studio Ghibli, horror movies, and The Muppets, he enjoys action-RPGs, heavy metal, and pro-wrestling. He interviewed Animal once, not that he won’t stop going on about it or anything.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Rockstar]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[GTA 6]]></media:description>                                                            <media:text><![CDATA[GTA 6]]></media:text>
                                <media:title type="plain"><![CDATA[GTA 6]]></media:title>
                                                    </media:content>
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                                <p>The collective industry is bracing itself for the launch of <a href="https://www.gamesradar.com/gta-6-guide/">GTA 6</a> in November. It's going to be tectonic, and soak up a lot of people's attention for some time afterward. <a href="https://www.gamesradar.com/uk/helldivers-2/">Helldivers 2</a> developer Arrowhead Studios is remarkably calm about Rockstar's oncoming storm, mostly because of the crime sandbox's staggered rollout.</p><p>"Rockstar makes ridiculous, high-effort stuff and it's awesome that games like this get made," Arrowhead CEO Shams Jorjani says in a statement. "On a selfish level I'm happy it’s not hitting PC right away, and that online isn’t dropping at launch."</p><p>We actually don't know for certain what (if any) online features GTA 6 will sport at launch, but <a href="https://www.gamesradar.com/games/grand-theft-auto/gta-6-online-looks-unlikely-for-launch-as-rockstar-refers-to-the-game-as-a-single-player-experience/">Rockstar has certainly hinted that it'll be a single-player-focused game</a>, at least at first. GTA Online notably did not launch until a few weeks after GTA 5.</p><p>Either way, these factors offer some breathing room for Jorjani's game about smooshing bugs and dismantling cyborgs in an unending space war. "It means Helldivers 2 gets to keep crushing it in our own space, and is also why it won’t be the all consuming behemoth everyone’s worried about," he adds.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="high" data-lazy-src="https://www.youtube-nocookie.com/embed/VQRLujxTm3c" allowfullscreen></iframe></div></div><p>That much is a salient point. While we're all waiting for the next Grand Theft Auto to take over pop culture, it's only launching on PS5 and Xbox Series X. PC-exclusive players have to wait, and those who are more concerned about the online aspects will likely have to remain seated for an unspecified amount of time, too.</p><p>This won't slow down the advertising and news segments, mind - you can expect to see GTA 6 headlines right up through Christmas, at the very least. And Jorjani gives credit where credit's due in the fact that none of this is unusual for Rockstar, who's just doing what it's been doing for decades.</p><p>"Everyone in the industry right now is constantly pivoting strategies and obsessing over early player feedback just to survive," he comments. "But Rockstar has the brand power to confidently take their time and run their classic play."</p><p>This is a developer and publisher that's been in this position going right back to Grand Theft Auto 3. These releases are events, they've become tougher and tougher competition over the years, and Jorjani believes the benchmark will once again shift this go around.</p><p>"They have the confidence and freedom to spend a decade doing things the old-school way because they know the core game will deliver," he adds in closing. "It’s going to raise the bar for sure."</p><p><a href="https://www.gamesradar.com/games/grand-theft-auto/gta-6-promises-big-consequences-for-your-actions-that-go-beyond-red-dead-redemption-2s-honor-system/"><em>GTA 6 promises big consequences for your actions that go beyond Red Dead Redemption 2's honor system</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-XbQn6O"></div>                            </div>                            <script src="https://kwizly.com/embed/XbQn6O.js" async></script>
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                                                            <title><![CDATA[ Nobody was more surprised by The Witcher 3 Songs of the Past than Geralt and Dandelion's actors: "They announced the expansion pack before we knew what we were doing" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>A couple of days ago, <a href="https://www.gamesradar.com/news/live/gamescom-opening-night-live-live-coverage-2026-everything-announced/">Gamescom Opening Night Live 2026</a> provided us with our first-ever look at both <a href="https://www.gamesradar.com/games/the-witcher/the-witcher-3-remastered-is-coming-next-month-as-a-free-upgrade-for-all-players-and-everyones-getting-free-expansions-today/">The Witcher 3 Remastered</a> and CD Projekt Red's new expansion for the RPG, <a href="https://www.gamesradar.com/games/the-witcher/the-witcher-3s-songs-of-the-past-dlc-includes-a-nod-to-cd-projekt-reds-original-2007-rpg-and-its-source-books-as-geralt-wields-a-new-silver-chain/">Songs of the Past</a> – an expansion the voice actors didn't even know was happening.</p><p>Well, not at first, anyway. Geralt actor Doug Cockle and voice of Dandelion John Schwab reveal as much in a <a href="http://youtube.com/live/bvw7Kor87ro?si=qse7mbRIFDGaTwaP" target="_blank">new live stream</a> with CD Projekt Red, explaining that they had no idea <em>why</em> the studio wanted them back in for more lines. <br><br>In fact, Schwab wasn't even in the loop at all until after Songs of the Past was public knowledge. "They announced the expansion pack before we knew what we were doing," he admits.</p><p>"So, I was like, 'They've announced it, I haven't got called… oh well, it was fun being Dandelion – good luck to whoever does it now!" <br><br>Thankfully, Schwab did indeed return as everyone's favorite bard. On the other hand, Cockle says he <em>did</em> know he's be coming back to voice more Geralt… but he wasn't sure why he got the call. "I had a little bit more of a headstart on John," as the actor describes.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/SB3siHVCHpY" allowfullscreen></iframe></div></div><p>"I got a little heads up from someone at CDPR – they were like, 'Are you available around these times for something that might be happening?' So, that's kind of how I found out… but I didn't know exactly what it was until it was actually announced officially on social media." <br><br>That's honestly amusing and, well, a bit mind-boggling, seeing as Songs of the Past was first unveiled online in May of <em>this</em> year.</p><p>Even more interestingly, CD Projekt Red first <a href="https://www.gamesradar.com/games/the-witcher/the-witcher-3-songs-of-the-past-features-a-new-country-and-completely-original-story-cd-projekt-red-came-up-with-years-ago-but-never-used/">conceptualized Songs of the Past "years" ago</a>, only for Fool's Theory to step in and breathe life back into it later on down the line. <br>As for when it's set to release, though, Songs of the Past is coming sometime in 2027.</p><p><em>Excited for </em><a href="https://www.gamesradar.com/games/the-witcher/the-witcher-4-guide/"><em>The Witcher 4</em></a><em>? Be sure to browse through our roundup of all the </em><a href="https://www.gamesradar.com/upcoming-cd-projekt-red-games/"><em>upcoming CD Projekt Red games</em></a><em> for even more to look forward to.</em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-evLN6O"></div>                            </div>                            <script src="https://kwizly.com/embed/evLN6O.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/the-witcher/nobody-was-more-surprised-by-the-witcher-3-songs-of-the-past-than-geralt-and-dandelions-actors-they-announced-the-expansion-pack-before-we-knew-what-we-were-doing/</link>
                                                                            <description>
                            <![CDATA[ CD Projekt Red really had us all in the dark ]]>
                                                                                                            </description>
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                                                                        <pubDate>Thu, 27 Aug 2026 16:30:24 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[The Witcher]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Xbox Series X]]></category>
                                                    <category><![CDATA[Xbox One]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[PS4]]></category>
                                                    <category><![CDATA[Nintendo Switch 2]]></category>
                                                    <category><![CDATA[Nintendo Switch]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[RPGs]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                    <category><![CDATA[Xbox]]></category>
                                                    <category><![CDATA[PlayStation]]></category>
                                                    <category><![CDATA[Nintendo]]></category>
                                                                                                                    <dc:creator><![CDATA[ Anna Koselke ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/rPsFZZHBK6mZT7G9AXWhv4.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;&lt;br&gt;&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[CDPR]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[The Witcher 3: Songs of the Past expansion screenshot]]></media:description>                                                            <media:text><![CDATA[The Witcher 3: Songs of the Past expansion screenshot]]></media:text>
                                <media:title type="plain"><![CDATA[The Witcher 3: Songs of the Past expansion screenshot]]></media:title>
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                            <article>
                                <p>A couple of days ago, <a href="https://www.gamesradar.com/news/live/gamescom-opening-night-live-live-coverage-2026-everything-announced/">Gamescom Opening Night Live 2026</a> provided us with our first-ever look at both <a href="https://www.gamesradar.com/games/the-witcher/the-witcher-3-remastered-is-coming-next-month-as-a-free-upgrade-for-all-players-and-everyones-getting-free-expansions-today/">The Witcher 3 Remastered</a> and CD Projekt Red's new expansion for the RPG, <a href="https://www.gamesradar.com/games/the-witcher/the-witcher-3s-songs-of-the-past-dlc-includes-a-nod-to-cd-projekt-reds-original-2007-rpg-and-its-source-books-as-geralt-wields-a-new-silver-chain/">Songs of the Past</a> – an expansion the voice actors didn't even know was happening.</p><p>Well, not at first, anyway. Geralt actor Doug Cockle and voice of Dandelion John Schwab reveal as much in a <a href="http://youtube.com/live/bvw7Kor87ro?si=qse7mbRIFDGaTwaP" target="_blank">new live stream</a> with CD Projekt Red, explaining that they had no idea <em>why</em> the studio wanted them back in for more lines. <br><br>In fact, Schwab wasn't even in the loop at all until after Songs of the Past was public knowledge. "They announced the expansion pack before we knew what we were doing," he admits.</p><p>"So, I was like, 'They've announced it, I haven't got called… oh well, it was fun being Dandelion – good luck to whoever does it now!" <br><br>Thankfully, Schwab did indeed return as everyone's favorite bard. On the other hand, Cockle says he <em>did</em> know he's be coming back to voice more Geralt… but he wasn't sure why he got the call. "I had a little bit more of a headstart on John," as the actor describes.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/SB3siHVCHpY" allowfullscreen></iframe></div></div><p>"I got a little heads up from someone at CDPR – they were like, 'Are you available around these times for something that might be happening?' So, that's kind of how I found out… but I didn't know exactly what it was until it was actually announced officially on social media." <br><br>That's honestly amusing and, well, a bit mind-boggling, seeing as Songs of the Past was first unveiled online in May of <em>this</em> year.</p><p>Even more interestingly, CD Projekt Red first <a href="https://www.gamesradar.com/games/the-witcher/the-witcher-3-songs-of-the-past-features-a-new-country-and-completely-original-story-cd-projekt-red-came-up-with-years-ago-but-never-used/">conceptualized Songs of the Past "years" ago</a>, only for Fool's Theory to step in and breathe life back into it later on down the line. <br>As for when it's set to release, though, Songs of the Past is coming sometime in 2027.</p><p><em>Excited for </em><a href="https://www.gamesradar.com/games/the-witcher/the-witcher-4-guide/"><em>The Witcher 4</em></a><em>? Be sure to browse through our roundup of all the </em><a href="https://www.gamesradar.com/upcoming-cd-projekt-red-games/"><em>upcoming CD Projekt Red games</em></a><em> for even more to look forward to.</em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-evLN6O"></div>                            </div>                            <script src="https://kwizly.com/embed/evLN6O.js" async></script>
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                                                            <title><![CDATA[ Rockstar is "at least 10 years ahead" of other games with GTA 6's NPC crowd technology, says dev behind 007: First Light's incredible crowds ]]></title>
                                                                                                <dc:content><![CDATA[ <p><a href="https://www.gamesradar.com/how-to-watch-the-gta-6-extended-look-netflix/">GTA 6: An Extended Look</a> debuts in a few hours still, but a developer who worked on 007: First Light's incredible crowds says Rockstar Games' NPC tech is already miles ahead of the competition based on the <a href="https://www.gamesradar.com/games/grand-theft-auto/new-gta-6-leak-takes-to-the-streets-of-vice-city-for-a-chaotic-nighttime-police-chase-and-teases-a-cutscene-featuring-lucia/">huge leaks</a> we've been privy to so far.</p><p>The hacker known online as Cyberleek has been sharing early looks at the open-world game for a couple of weeks now, and some of those videos have given fans a peek at <a href="https://www.gamesradar.com/gta-6-guide/">GTA 6</a>'s bustling crowds enjoying themselves <a href="https://www.gamesradar.com/games/grand-theft-auto/latest-gta-6-leak-heads-to-the-beach-and-it-looks-like-rockstar-is-delivering-on-the-crowd-density-it-promised-3-years-ago/">at the beach</a> or at the strip club, say. But the early clips have also left cheeky onlookers a bit divided - whether Rockstar's achieved the crowd density it showed off in GTA 6's first trailer is up for debate.</p><p>In the eyes of Berkay Dursun, an IO Interactive AI programmer who worked on the under-the-hood tech powering the new James Bond game, GTA 6's bustling flocks of people aren't even in the same league as other games. </p><p>In response to a tweet that was disparaging GTA 6's crowd density by comparing it to Hitman's also really impressive rabble of people, Dursun explains that "every character is simulated individually" in Rockstar's upcoming game - or, at least, that's how it seems based on what's been shown. That's different to the way games like Hitman and Assassin's Creed handle crowds, where most NPCs don't actually have any AI programming, schedules, or behaviors running underneath. They're essentially repeating movements to make crowds look as busy as possible.</p><p>"And achieving simulations on this scale puts them at least 10 years ahead of the industry," Dursun continues, per a machine-translated <a href="https://x.com/BerkayDrsn/status/2092540186181644499" target="_blank">tweet</a> that's been fact-checked by GamesRadar+. "The closest game that does simulation on this level might Mount & Blade 2: Bannerlord" - a game Dursun also had a hand in creating. </p><p><em></em><a href="https://www.gamesradar.com/games/grand-theft-auto/gta-6-promises-big-consequences-for-your-actions-that-go-beyond-red-dead-redemption-2s-honor-system/"><em>GTA 6 promises big consequences for your actions that go beyond Red Dead Redemption 2's honor system</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-XbQn6O"></div>                            </div>                            <script src="https://kwizly.com/embed/XbQn6O.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/grand-theft-auto/rockstar-is-at-least-10-years-ahead-of-other-games-with-gta-6s-npc-crowd-technology-says-dev-behind-007-first-lights-incredible-crowds/</link>
                                                                            <description>
                            <![CDATA[ Based on the early leaks we've seen so far, anyway ]]>
                                                                                                            </description>
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                                                                        <pubDate>Thu, 27 Aug 2026 16:17:35 +0000</pubDate>                                                                                                                                <updated>Thu, 27 Aug 2026 21:00:32 +0000</updated>
                                                                                                                                            <category><![CDATA[Grand Theft Auto]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Xbox Series X]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Action Games]]></category>
                                                    <category><![CDATA[Platforms]]></category>
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                                                    <category><![CDATA[PlayStation]]></category>
                                                                                                                    <dc:creator><![CDATA[ Kaan Serin ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/sGugSGSVEwEHNDBh3fjF98.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Kaan freelances for various websites including Rock Paper Shotgun, Eurogamer, and this one, Gamesradar. He particularly enjoys writing about spooky indies, throwback RPGs, and anything that&#039;s vaguely silly. Also has an English Literature and Film Studies degree that he&#039;ll soon forget.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Rockstar Games]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[GTA 6]]></media:description>                                                            <media:text><![CDATA[GTA 6]]></media:text>
                                <media:title type="plain"><![CDATA[GTA 6]]></media:title>
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                                <p><a href="https://www.gamesradar.com/how-to-watch-the-gta-6-extended-look-netflix/">GTA 6: An Extended Look</a> debuts in a few hours still, but a developer who worked on 007: First Light's incredible crowds says Rockstar Games' NPC tech is already miles ahead of the competition based on the <a href="https://www.gamesradar.com/games/grand-theft-auto/new-gta-6-leak-takes-to-the-streets-of-vice-city-for-a-chaotic-nighttime-police-chase-and-teases-a-cutscene-featuring-lucia/">huge leaks</a> we've been privy to so far.</p><p>The hacker known online as Cyberleek has been sharing early looks at the open-world game for a couple of weeks now, and some of those videos have given fans a peek at <a href="https://www.gamesradar.com/gta-6-guide/">GTA 6</a>'s bustling crowds enjoying themselves <a href="https://www.gamesradar.com/games/grand-theft-auto/latest-gta-6-leak-heads-to-the-beach-and-it-looks-like-rockstar-is-delivering-on-the-crowd-density-it-promised-3-years-ago/">at the beach</a> or at the strip club, say. But the early clips have also left cheeky onlookers a bit divided - whether Rockstar's achieved the crowd density it showed off in GTA 6's first trailer is up for debate.</p><p>In the eyes of Berkay Dursun, an IO Interactive AI programmer who worked on the under-the-hood tech powering the new James Bond game, GTA 6's bustling flocks of people aren't even in the same league as other games. </p><p>In response to a tweet that was disparaging GTA 6's crowd density by comparing it to Hitman's also really impressive rabble of people, Dursun explains that "every character is simulated individually" in Rockstar's upcoming game - or, at least, that's how it seems based on what's been shown. That's different to the way games like Hitman and Assassin's Creed handle crowds, where most NPCs don't actually have any AI programming, schedules, or behaviors running underneath. They're essentially repeating movements to make crowds look as busy as possible.</p><p>"And achieving simulations on this scale puts them at least 10 years ahead of the industry," Dursun continues, per a machine-translated <a href="https://x.com/BerkayDrsn/status/2092540186181644499" target="_blank">tweet</a> that's been fact-checked by GamesRadar+. "The closest game that does simulation on this level might Mount & Blade 2: Bannerlord" - a game Dursun also had a hand in creating. </p><p><em></em><a href="https://www.gamesradar.com/games/grand-theft-auto/gta-6-promises-big-consequences-for-your-actions-that-go-beyond-red-dead-redemption-2s-honor-system/"><em>GTA 6 promises big consequences for your actions that go beyond Red Dead Redemption 2's honor system</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-XbQn6O"></div>                            </div>                            <script src="https://kwizly.com/embed/XbQn6O.js" async></script>
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                                                            <title><![CDATA[ New Tides of Annihilation lead "deeply honored" to take over from Clair Obscur: Expedition 33's Jennifer English, who was "generous, kind, and supportive throughout this whole journey" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Resident Evil Requiem star Angela Sant'Albano has commented on the announcement that she has replaced Jennifer English in the upcoming Tides of Annihilation.</p><p>In an Instagram reel, Sant'Albano says, "I am so incredibly excited and deeply, deeply honored to finally officially announce that I will be stepping into the role of Gwendolyn in Tides of Annihilation." While many had figured out the <a href="https://www.gamesradar.com/resident-evil-9-requiem/"><u>Resident Evil Requiem</u></a> star had taken over after <a href="https://www.gamesradar.com/games/rpg/baldurs-gate-3-and-clair-obscur-expedition-33s-jennifer-english-pulls-out-of-fantasy-rpg-tides-of-annihilation-recently-ive-found-myself-needing-to-slow-down/"><u>Baldur's Gate 3 and Clair Obscur: Expedition 33 star Jennifer English previously stepped away from the role</u></a> earlier this year, it was officially confirmed at <a href="https://www.gamesradar.com/news/live/gamescom-opening-night-live-live-coverage-2026-everything-announced/"><u>Gamescom Opening Night Live</u></a>.</p><div class="instagram-embed"><blockquote class="instagram-media"  data-instgrm-version="6" style="width:99.375%; width:-webkit-calc(100% - 2px); width:calc(100% - 2px);"><p><a href="https://www.instagram.com/p/Dcgx6GXRyZ6/" target="_blank">A post shared by Angela Sant’Albano (@angelasantalbano)</a></p><p>A photo posted by </p></blockquote></div><p>"Gwen is the kind of character that I really love," Sant'Albano adds, explaining, "she's full of self-doubt, constantly questions whether she's good enough, but she doesn't let that make her stand still in fear," which somewhat echoes Grace Ashcroft, the Resident Evil role which Sant'Albano is no doubt going to take home countless best performance awards for later this year. </p><p>Sant'Albano also mentions English, saying, "Thank you for being so generous, kind, and supportive throughout this whole journey." When she stepped away from the game, it was confirmed that English would stay on the project in an advisory role. Sant'Albano adds in the caption, "I'm honored to carry Gwen's story forward."</p><p>Tides of Annihilation still doesn't have a release date, so it'll be a while yet before we get to see Sant'Albano's performance in full, but based on her work and Resident Evil and the latest trailer, I think it's in good hands. </p><p><em></em><a href="https://www.gamesradar.com/games/action/tides-of-annihilation-devs-are-continuously-monitoring-new-developments-in-ai-technology-but-will-be-using-the-techniques-they-are-the-best-at-in-development-instead/"><u><em>Tides of Annihilation devs are "continuously monitoring new developments" in AI technology, but will be using the techniques they "are the best at" in development instead</em></u></a><em></em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-egKJKe"></div>                            </div>                            <script src="https://kwizly.com/embed/egKJKe.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/action/new-tides-of-annihilation-lead-deeply-honored-to-take-over-from-clair-obscur-expedition-33s-jennifer-english-who-was-generous-kind-and-supportive-throughout-this-whole-journey/</link>
                                                                            <description>
                            <![CDATA[ "Gwen is the kind of character that I really love" ]]>
                                                                                                            </description>
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                                                                        <pubDate>Thu, 27 Aug 2026 16:13:20 +0000</pubDate>                                                                                                                                <updated>Thu, 27 Aug 2026 16:13:58 +0000</updated>
                                                                                                                                            <category><![CDATA[Action Games]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Xbox Series X]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                    <category><![CDATA[PlayStation]]></category>
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                                                                                                <author><![CDATA[ scott.mccrae9512@gmail.com (Scott McCrae) ]]></author>                    <dc:creator><![CDATA[ Scott McCrae ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/hBpeSny3X6g4JAGcNhKPRQ.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Eclipse Glow Games]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Tides of Annihilation protagonist Gwendolyn, a woman with long brown hair and glowing blue eyes, looks to the camera.]]></media:description>                                                            <media:text><![CDATA[Tides of Annihilation protagonist Gwendolyn, a woman with long brown hair and glowing blue eyes, looks to the camera.]]></media:text>
                                <media:title type="plain"><![CDATA[Tides of Annihilation protagonist Gwendolyn, a woman with long brown hair and glowing blue eyes, looks to the camera.]]></media:title>
                                                    </media:content>
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                                <p>Resident Evil Requiem star Angela Sant'Albano has commented on the announcement that she has replaced Jennifer English in the upcoming Tides of Annihilation.</p><p>In an Instagram reel, Sant'Albano says, "I am so incredibly excited and deeply, deeply honored to finally officially announce that I will be stepping into the role of Gwendolyn in Tides of Annihilation." While many had figured out the <a href="https://www.gamesradar.com/resident-evil-9-requiem/"><u>Resident Evil Requiem</u></a> star had taken over after <a href="https://www.gamesradar.com/games/rpg/baldurs-gate-3-and-clair-obscur-expedition-33s-jennifer-english-pulls-out-of-fantasy-rpg-tides-of-annihilation-recently-ive-found-myself-needing-to-slow-down/"><u>Baldur's Gate 3 and Clair Obscur: Expedition 33 star Jennifer English previously stepped away from the role</u></a> earlier this year, it was officially confirmed at <a href="https://www.gamesradar.com/news/live/gamescom-opening-night-live-live-coverage-2026-everything-announced/"><u>Gamescom Opening Night Live</u></a>.</p><div class="instagram-embed"><blockquote class="instagram-media"  data-instgrm-version="6" style="width:99.375%; width:-webkit-calc(100% - 2px); width:calc(100% - 2px);"><p><a href="https://www.instagram.com/p/Dcgx6GXRyZ6/" target="_blank">A post shared by Angela Sant’Albano (@angelasantalbano)</a></p><p>A photo posted by </p></blockquote></div><p>"Gwen is the kind of character that I really love," Sant'Albano adds, explaining, "she's full of self-doubt, constantly questions whether she's good enough, but she doesn't let that make her stand still in fear," which somewhat echoes Grace Ashcroft, the Resident Evil role which Sant'Albano is no doubt going to take home countless best performance awards for later this year. </p><p>Sant'Albano also mentions English, saying, "Thank you for being so generous, kind, and supportive throughout this whole journey." When she stepped away from the game, it was confirmed that English would stay on the project in an advisory role. Sant'Albano adds in the caption, "I'm honored to carry Gwen's story forward."</p><p>Tides of Annihilation still doesn't have a release date, so it'll be a while yet before we get to see Sant'Albano's performance in full, but based on her work and Resident Evil and the latest trailer, I think it's in good hands. </p><p><em></em><a href="https://www.gamesradar.com/games/action/tides-of-annihilation-devs-are-continuously-monitoring-new-developments-in-ai-technology-but-will-be-using-the-techniques-they-are-the-best-at-in-development-instead/"><u><em>Tides of Annihilation devs are "continuously monitoring new developments" in AI technology, but will be using the techniques they "are the best at" in development instead</em></u></a><em></em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-egKJKe"></div>                            </div>                            <script src="https://kwizly.com/embed/egKJKe.js" async></script>
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                                                            <title><![CDATA[ Halo co-creator praises Witcher 3 Songs of the Past, wonders "what it would have been like if we’d kept building on Halo 3 with ODST-like expansions" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Former Halo series lead and Halo 3 ODST creative director Joseph Staten has praised <a href="https://www.gamesradar.com/witcher-3-guide/"><u>The Witcher 3</u></a>'s new expansion, reflecting on what the team could've done with more expansions for Halo games. </p><p><a href="https://x.com/joestaten/status/2092700184803524751?s=20" target="_blank"><u>Over on Twitter</u></a>, Staten posted the Songs of the Past trailer, saying that it's "super inspiring to see CD Projekt Red deliver new Witcher 3 adventures," with the next expansion set to release 12 years after The Witcher 3 first released in 2015. He adds, "I often think about what it would have been like if we’d kept building on Halo 3 with ODST-like expansions – new stories, innovative mechanics, etc." Saying that it "Would have been great fun."</p><p>Halo 3 ODST is one of the most beloved games in the franchise for many. Originally starting as DLC for Halo 3, it took a different approach to campaign design than the main series had at the time, trading a lot of the spectacle for a film-noir-inspired title that's a bit smaller scale than the threat of world-ending catastrophes found in Halo 3. </p><p>When asked if this would've potentially been a smaller team within <a href="https://www.gamesradar.com/uk/tag/bungie/"><u>Bungie</u></a> working on Halo side stories while the main team was focused on Destiny, <a href="https://x.com/joestaten/status/2092709925084680657?s=20" target="_blank"><u>Staten responded</u></a>, "In theory, this only would have happened if we never left Microsoft, which likely means Destiny never existed." </p><p>While spinoffs aren't exactly rare, Halo 3 ODST is exactly the type of project I'd love to see from devs more often, smaller scale stories that perhaps focus on side-characters to bridge the gap between major sequels, Marvel's Spider-Man Miles Morales being another great example of this. And who knows, perhaps more titles like ODST could get Halo back on track.</p><p><a href="https://www.gamesradar.com/games/halo/give-master-chief-a-break-i-want-more-halo-games-like-odst-and-reach/"><em>Give Master Chief a break – I want more Halo games like ODST and Reach</em></a><em>.</em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-eMqN7e"></div>                            </div>                            <script src="https://kwizly.com/embed/eMqN7e.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/halo/halo-co-creator-praises-witcher-3-songs-of-the-past-wonders-what-it-would-have-been-like-if-wed-kept-building-on-halo-3-with-odst-like-expansions/</link>
                                                                            <description>
                            <![CDATA[ "Super inspiring to see CD Projekt Red deliver new Witcher 3 adventures" ]]>
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                                                                        <pubDate>Thu, 27 Aug 2026 16:09:47 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Halo]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[Xbox Series X]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[FPS Games]]></category>
                                                    <category><![CDATA[Platforms]]></category>
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                                                                                                <author><![CDATA[ scott.mccrae9512@gmail.com (Scott McCrae) ]]></author>                    <dc:creator><![CDATA[ Scott McCrae ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/hBpeSny3X6g4JAGcNhKPRQ.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Microsoft]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Halo 3: ODST screenshot of a Spartan fighting another soldier in the Security Zone]]></media:description>                                                            <media:text><![CDATA[Halo 3: ODST screenshot of a Spartan fighting another soldier in the Security Zone]]></media:text>
                                <media:title type="plain"><![CDATA[Halo 3: ODST screenshot of a Spartan fighting another soldier in the Security Zone]]></media:title>
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                            <article>
                                <p>Former Halo series lead and Halo 3 ODST creative director Joseph Staten has praised <a href="https://www.gamesradar.com/witcher-3-guide/"><u>The Witcher 3</u></a>'s new expansion, reflecting on what the team could've done with more expansions for Halo games. </p><p><a href="https://x.com/joestaten/status/2092700184803524751?s=20" target="_blank"><u>Over on Twitter</u></a>, Staten posted the Songs of the Past trailer, saying that it's "super inspiring to see CD Projekt Red deliver new Witcher 3 adventures," with the next expansion set to release 12 years after The Witcher 3 first released in 2015. He adds, "I often think about what it would have been like if we’d kept building on Halo 3 with ODST-like expansions – new stories, innovative mechanics, etc." Saying that it "Would have been great fun."</p><p>Halo 3 ODST is one of the most beloved games in the franchise for many. Originally starting as DLC for Halo 3, it took a different approach to campaign design than the main series had at the time, trading a lot of the spectacle for a film-noir-inspired title that's a bit smaller scale than the threat of world-ending catastrophes found in Halo 3. </p><p>When asked if this would've potentially been a smaller team within <a href="https://www.gamesradar.com/uk/tag/bungie/"><u>Bungie</u></a> working on Halo side stories while the main team was focused on Destiny, <a href="https://x.com/joestaten/status/2092709925084680657?s=20" target="_blank"><u>Staten responded</u></a>, "In theory, this only would have happened if we never left Microsoft, which likely means Destiny never existed." </p><p>While spinoffs aren't exactly rare, Halo 3 ODST is exactly the type of project I'd love to see from devs more often, smaller scale stories that perhaps focus on side-characters to bridge the gap between major sequels, Marvel's Spider-Man Miles Morales being another great example of this. And who knows, perhaps more titles like ODST could get Halo back on track.</p><p><a href="https://www.gamesradar.com/games/halo/give-master-chief-a-break-i-want-more-halo-games-like-odst-and-reach/"><em>Give Master Chief a break – I want more Halo games like ODST and Reach</em></a><em>.</em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-eMqN7e"></div>                            </div>                            <script src="https://kwizly.com/embed/eMqN7e.js" async></script>
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                                                            <title><![CDATA[ Fable 4 is missing "a whole myriad of combat system basics," says head of Ori studio, who offers Playground Games a call "to point you in the right direction" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The combat in the upcoming <a href="https://www.gamesradar.com/fable-4-release-date-news-rumours/">Fable</a> is causing the wrong kind of stir - oh dear. The CEO of Moon Studios has thrown in his two cents, and let's just say he's not a fan of what Playground Games is up to.</p><p><a href="https://www.gamesradar.com/news/live/gamescom-opening-night-live-live-coverage-2026-everything-announced/">Gamescom 2026</a> has brought a wealth of new insights into the new Fable, since it's playable at the show. Among these has been deeper looks at what fighting will be like, and sadly, clips are being torn apart on social media.</p><p>A post involving a stand-off against a gang leader started gaining some traction on Twitter. "Xbots said Fable combat will be better than <a href="https://www.gamesradar.com/marvels-wolverine-guide/">Wolverine</a>… Yikes," says the original poster.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2092918197120831811"><p lang="en" dir="ltr">You really have to wonder how something like this even gets shown to the public...?There's a whole myriad of combat system basics that aren't at work here. Even if this is supposed to be a boss, you never ever resort to enemies not having any hit reacts at all.… https://t.co/uQfotiDTG0<a href="https://twitter.com/cantworkitout/status/2092918197120831811">August 27, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>Thomas Mahler, head of Moon Studios, the company behind the Ori games and No Rest for the Wicked, decided to chime in. "You really have to wonder how something like this even gets shown to the public," he <a href="https://x.com/thomasmahler/status/2092918197120831811" target="_blank">starts</a>.</p><p>"There's a whole myriad of combat system basics that aren't at work here," he continues. "Even if this is supposed to be a boss, you never ever resort to enemies not having any hit reacts at all."</p><p>These are quite barbed comments to make, seemingly unprompted. Whatever you might think of the Fable 4 previews going around, you should keep in mind it's a work-in-progress. I should also add that Fable's combat has always been a little clumsy. It's part of the charm! It's not meant to feel like Gears of War or something.</p><p>In a particularly stabbing move, Mahler then extends an offer to Playground Games. "Happy to have a quick call with you folks to point you in the right direction," he says.</p><p>In the replies, he clarifies "it wasn't meant as a dig at all," and rather "a 'Hey, if you folks need some quick tips on how to make this feel better, I can help out!' kinda thing." I don't know, man - I'm sure the intentions were pure, but unsolicited advice has a tendency to come across as patronizing.</p><p>Fable 4 is due to arrive on February 23, 2027.</p><p><a href="https://www.gamesradar.com/games/persona/persona-4-revival-is-a-faithful-jrpg-remake-because-the-originals-only-gotten-more-relevant-we-live-in-an-age-where-information-is-everywhere/"><em>Persona 4 Revival is a faithful JRPG remake because the original's only gotten more relevant: "We live in an age where information is everywhere"</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-ODqx0X"></div>                            </div>                            <script src="https://kwizly.com/embed/ODqx0X.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/action-rpg/fable-4-is-missing-a-whole-myriad-of-combat-system-basics-says-head-of-ori-studio-who-offers-playground-games-a-call-to-point-you-in-the-right-direction/</link>
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                            <![CDATA[ Somehow, I don't think the devs will take him up on that ]]>
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                                                                        <pubDate>Thu, 27 Aug 2026 16:01:57 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Action RPGs]]></category>
                                                    <category><![CDATA[Xbox Series X]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                    <category><![CDATA[Xbox]]></category>
                                                                                                                    <dc:creator><![CDATA[ Anthony McGlynn ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/Ho98fjFoKZx5B8fUtAtzdW.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Anthony is an Irish entertainment and games journalist, now based in Glasgow. He previously served as Senior Anime Writer at Dexerto and News Editor at The Digital Fix, on top of providing work for Variety, IGN, Den of Geek, PC Gamer, and many more. Besides Studio Ghibli, horror movies, and The Muppets, he enjoys action-RPGs, heavy metal, and pro-wrestling. He interviewed Animal once, not that he won’t stop going on about it or anything.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Fable screenshot showing a hero aiming an arrow at a giant bird]]></media:description>                                                            <media:text><![CDATA[Fable screenshot showing a hero aiming an arrow at a giant bird]]></media:text>
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                                <p>The combat in the upcoming <a href="https://www.gamesradar.com/fable-4-release-date-news-rumours/">Fable</a> is causing the wrong kind of stir - oh dear. The CEO of Moon Studios has thrown in his two cents, and let's just say he's not a fan of what Playground Games is up to.</p><p><a href="https://www.gamesradar.com/news/live/gamescom-opening-night-live-live-coverage-2026-everything-announced/">Gamescom 2026</a> has brought a wealth of new insights into the new Fable, since it's playable at the show. Among these has been deeper looks at what fighting will be like, and sadly, clips are being torn apart on social media.</p><p>A post involving a stand-off against a gang leader started gaining some traction on Twitter. "Xbots said Fable combat will be better than <a href="https://www.gamesradar.com/marvels-wolverine-guide/">Wolverine</a>… Yikes," says the original poster.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2092918197120831811"><p lang="en" dir="ltr">You really have to wonder how something like this even gets shown to the public...?There's a whole myriad of combat system basics that aren't at work here. Even if this is supposed to be a boss, you never ever resort to enemies not having any hit reacts at all.… https://t.co/uQfotiDTG0<a href="https://twitter.com/cantworkitout/status/2092918197120831811">August 27, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>Thomas Mahler, head of Moon Studios, the company behind the Ori games and No Rest for the Wicked, decided to chime in. "You really have to wonder how something like this even gets shown to the public," he <a href="https://x.com/thomasmahler/status/2092918197120831811" target="_blank">starts</a>.</p><p>"There's a whole myriad of combat system basics that aren't at work here," he continues. "Even if this is supposed to be a boss, you never ever resort to enemies not having any hit reacts at all."</p><p>These are quite barbed comments to make, seemingly unprompted. Whatever you might think of the Fable 4 previews going around, you should keep in mind it's a work-in-progress. I should also add that Fable's combat has always been a little clumsy. It's part of the charm! It's not meant to feel like Gears of War or something.</p><p>In a particularly stabbing move, Mahler then extends an offer to Playground Games. "Happy to have a quick call with you folks to point you in the right direction," he says.</p><p>In the replies, he clarifies "it wasn't meant as a dig at all," and rather "a 'Hey, if you folks need some quick tips on how to make this feel better, I can help out!' kinda thing." I don't know, man - I'm sure the intentions were pure, but unsolicited advice has a tendency to come across as patronizing.</p><p>Fable 4 is due to arrive on February 23, 2027.</p><p><a href="https://www.gamesradar.com/games/persona/persona-4-revival-is-a-faithful-jrpg-remake-because-the-originals-only-gotten-more-relevant-we-live-in-an-age-where-information-is-everywhere/"><em>Persona 4 Revival is a faithful JRPG remake because the original's only gotten more relevant: "We live in an age where information is everywhere"</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-ODqx0X"></div>                            </div>                            <script src="https://kwizly.com/embed/ODqx0X.js" async></script>
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                                                            <title><![CDATA[ GTA 6 extended look live coverage – All the news as it happens from Netflix's deep dive stream ]]></title>
                                                                                                <dc:content><![CDATA[ <div class="live-content"><p><a href="https://www.gamesradar.com/uk/gta-6/" target="_blank"><u>GTA 6</u></a> is closer than it has ever been as its tantalizing November 19 release date approaches, but we've still not seen that much about how Grand Theft Auto 6 is going to actually play. Trailers so far have established a mood and tone well so far, but it's GTA 6 Trailer 3, airing in mere hours, that we're expecting to finally reveal more about what our time in Leonida and Vice City will entail this time around. For everything else, our <a href="https://www.gamesradar.com/gta-6-guide/" target="_blank">GTA 6 guide</a> details everything already announced.</p><p>As our <a href="http://www.gamesradar.com/games/grand-theft-auto/countdown-to-gta-6/" target="_blank"><u>Countdown to GTA 6</u></a> coverage continues, tonight's GTA 6 extended look is set to lift the lid on Lucia Caminos and Jason Duval's Bonnie and Clyde-style escapades across the sunny state. This Netflix deep dive stream is an odd one, as for six hours the event will be exclusive to the streaming service, arriving on YouTube and other platforms later in the day. But, we'll be here to follow every second as it happens, detailing our live reactions and breaking down every detail so you don't miss a thing. Even if you're watching, bookmark this page so you can look back and ensure you take it all in. This is Rockstar Games, after all, so expect this to be detailed, focused, and packed with information for those who know where to look.</p><p><strong>Stay tuned below as the GTA 6 extended look happens, and jot down everything you need to keep on your radar for this year's biggest </strong><a href="https://www.gamesradar.com/video-game-release-dates/" target="_blank"><u><strong>new releases</strong></u></a><strong>.</strong></p><section class="article__schema-question"><h3>How do I watch the GTA 6 extended look?</h3><article class="article__schema-answer"><p>Wondering <a href="https://www.gamesradar.com/how-to-watch-the-gta-6-extended-look-netflix/" target="_blank"><u>how to watch the GTA 6 extended look Netflix showcase</u></a>? That's fair enough, as it's a bit more obtuse than recent gaming events, available <em>only</em> on Netflix for six hours before it comes to other services like YouTube.</p><p><strong>The GTA 6 Netflix extended look</strong> kicks off at the following times:</p><ul><li>12pm PT</li><li>3pm ET</li><li>8pm BST</li><li>9pm CEST</li></ul><p><strong>The GTA 6 extended look on YouTube and other platforms</strong>, meanwhile, kicks off later at the following times, with the same content:</p><ul><li>6pm PT</li><li>9pm ET</li><li>2am BST</li><li>3am CEST</li></ul></article></section><section class="article__schema-question"><h3>How long is the GTA 6 extended look?</h3><article class="article__schema-answer"><p>A recent update to the event's Netflix page has <a href="https://www.gamesradar.com/games/grand-theft-auto/gta-6-an-extended-look-will-be-26-minutes-long-and-features-gameplay-captured-on-a-ps5/" target="_blank">confirmed the GTA 6 extended look showcase will be 26 minutes long</a>. It'll also be captured entirely on PS5.</p></article></section></div><div class="live-content"><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="yNasCMyjoHKGwFrMXLrzVa" name="GR+ Countdown to GTA6 Populated6" alt="Countdown to GTA 6 composite image showing GTA 6 artwork" src="https://cdn.mos.cms.futurecdn.net/yNasCMyjoHKGwFrMXLrzVa.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p><a href="https://www.gamesradar.com/games/grand-theft-auto/predicting-the-5-biggest-gta-6-reveals-that-we-should-see-in-the-next-100-days/" target="_blank"><u>We're now within 100 days of GTA 6's release, which means Rockstar Games are ready to kick things into high gear</u></a>. We've got plenty of predictions for what to expect over this period – just over 80 days still remain – including more details on how Leonida's living world will operate, what to expect from traversal and combat, and maybe some <a href="https://www.gamesradar.com/gta-online-guide/" target="_blank"><u>GTA Online</u></a> details for its new era. Some of these are bound to be answered today.</p></div><div class="live-content"><time datetime="2026-08-27T16:16:06+00:00">August 27, 2026 – 12:16 PM</time><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="wYyxDH6CWLpr6uXNjiEPFF" name="GTA 6" alt="Someone sunbathing in a pink flamingo float on a pool, beside a copy of GTA 6" src="https://cdn.mos.cms.futurecdn.net/wYyxDH6CWLpr6uXNjiEPFF.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar North)</span></figcaption></figure><p><a href="https://www.gamesradar.com/games/grand-theft-auto/where-to-pre-order-gta-6/" target="_blank"><u>Wondering where you can pre-order GTA 6?</u></a> It's no surprise Rockstar Game's latest has been such an explosive success already when it comes to securing copies – even without physical boxes coming with a disc. Our guide to availability breaks down prices across regions to ensure you get the best deal possible, as well as the different <a href="https://www.gamesradar.com/games/grand-theft-auto/gta-6-versions/" target="_blank"><u>GTA 6 versions</u></a> out there.</p></div><div class="live-content"><time datetime="2026-08-27T16:40:03+00:00">August 27, 2026 – 12:40 PM</time><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="j5KSEoTEyL4WJAEEQUM35n" name="GTA 6 screenshot Leonida Keys 1" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/j5KSEoTEyL4WJAEEQUM35n.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>GTA 6 is set in Leonida, Rockstar Games' take on Florida (and yes, expect more than a few 'Florida Man' type gags), which includes Vice City which we last visited in the '80s through <a href="https://www.gamesradar.com/uk/grand-theft-auto-vice-city/" target="_blank"><u>GTA Vice City</u></a>. What's the actual scope of the new map, though? <a href="https://www.gamesradar.com/gta-6-map/" target="_blank"><u>We've pieced together the GTA 6 map via all the information we know so far</u></a>, so you can get an early look at the scope of this era-defining open world.</p></div><div class="live-content"><time datetime="2026-08-27T17:00:05+00:00">August 27, 2026 – 1:00 PM</time><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="oKNXYgqLF33NViKnRQHztm" name="GTA 6 screenshot Ambrosia 3" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/oKNXYgqLF33NViKnRQHztm.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>Two hours out from the new showcase, we all know Grand Theft Auto is a huge deal in gaming – but how did we get here? <a href="https://www.gamesradar.com/games/grand-theft-auto/countdown-to-gta-6/" target="_blank"><u>We've put together a detailed look at the series' legacy, charting the crime caper's 30 year evolution to becoming the GTA we know and love today</u></a>. With GTA 6 pulling from aspects throughout this whole history – San Andreas and Vice City in particular – what else can we expect to get a nod in tonight's deep dive?</p></div><div class="live-content"><time datetime="2026-08-27T17:20:02+00:00">August 27, 2026 – 1:20 PM</time><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="wbHUESLuprZGDdT4t55WzQ" name="gta 6 jason and lucia key art" alt="Key art of GTA 6's Jason and Lucia." src="https://cdn.mos.cms.futurecdn.net/wbHUESLuprZGDdT4t55WzQ.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p><a href="https://www.gamesradar.com/games/grand-theft-auto/gta-6-promises-big-consequences-for-your-actions-that-go-beyond-red-dead-redemption-2s-honor-system/" target="_blank"><u>GTA 6 promises plenty of consequences for the choices you make as you engage with Leonida's underbelly</u></a>, apparently going even further than those Rockstar Games experimented with in <a href="https://www.gamesradar.com/red-dead-redemption-2-100-completion-guide/" target="_blank"><u>Red Dead Redemption 2</u></a>. While we know this will feature, I still have a lot of questions around what this will mean in play. Perhaps this is one of GTA 6's many new features that tonight's showcase will spotlight.</p></div><div class="live-content"><time datetime="2026-08-27T17:39:51+00:00">August 27, 2026 – 1:39 PM</time><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Se9BZFD5s9Au3L5p7hhTzm" name="GTA 6 character art Cal Hampton" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/Se9BZFD5s9Au3L5p7hhTzm.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>Like <a href="https://www.gamesradar.com/uk/grand-theft-auto-san-andreas/" target="_blank"><u>GTA: San Andreas</u></a> and Red Dead Redemption 2, <a href="https://www.gamesradar.com/games/grand-theft-auto/gta-6-brings-back-a-fan-favorite-san-andreas-feature-youll-get-chubby-if-you-eat-a-lot/" target="_blank"><u>you can get chubby in GTA 6 if you eat a lot of food</u></a> – marking a return of simulation-style RPG features that will potentially define how this Grand Theft Auto sets itself apart from the rest. Likewise, exercise a lot and Lucia and Jason will get toned, or they can get tired out if you push them too hard. Again, I have a lot of questions around how this won't be annoying, but I am certainly intrigued to find out more tonight.</p></div><div class="live-content"><time datetime="2026-08-27T17:55:51+00:00">August 27, 2026 – 1:55 PM</time><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="QYKDvqJjo2aGCFbPTjDbDg" name="SS_GTA_5_trevor-oneill-3" alt="Trevor walks away from the exploding O'neill house in Grand Theft Auto 5" src="https://cdn.mos.cms.futurecdn.net/QYKDvqJjo2aGCFbPTjDbDg.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>Are you a CJ or a Trevor? With only an hour and change left before we find out more about Lucia and Jason, <a href="https://www.gamesradar.com/games/grand-theft-auto/which-gta-protagonist-are-you-quiz/" target="_blank"><u>there's still time to find out which GTA protagonist you're most like with our personality quiz!</u></a> Just, don't blame us if you don't like the results – this is a world of criminals, after all.</p></div><div class="live-content"><time datetime="2026-08-27T18:07:52+00:00">August 27, 2026 – 2:07 PM</time><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="hDEpCpbkvXZtvrswTnCNom" name="GTA 6 screenshot Brian Heder 3" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/hDEpCpbkvXZtvrswTnCNom.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>It takes a lot of work to put together a game as detailed as GTA 6, and for this entry <a href="https://www.gamesradar.com/games/grand-theft-auto/for-gta-6-rockstar-has-more-than-doubled-in-size-since-red-dead-redemption-2-and-has-an-entire-los-angeles-branch-dedicated-to-realistic-npcs/" target="_blank"><u>Rockstar Games has doubled in size compared to the already hefty workforce behind Red Dead Redemption 2</u></a>. No wonder the game is able to look as impressive as it does already, and it's one of the reasons Grand Theft Auto is untouchable. This franchise is a juggernaut – and may be one of few story-heavy games that makes enough money to target fidelity like this.</p></div><div class="live-content"><time datetime="2026-08-27T18:25:33+00:00">August 27, 2026 – 2:25 PM</time><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="uqEyrnwrrUh98ZCgnJ98Cj" name="pc gaming GTA 6" alt="A screenshot of protagonist Lucia from GTA 6" src="https://cdn.mos.cms.futurecdn.net/uqEyrnwrrUh98ZCgnJ98Cj.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar)</span></figcaption></figure><p>With dual protagonists in Lucia and Jason, <a href="https://www.gamesradar.com/games/grand-theft-auto/gta-6-leaker-turns-to-story-spoilers-cyberleek-uploads-4-minute-lucia-prologue-clip-hours-after-rockstar-says-the-leaks-are-heartbreaking/" target="_blank"><u>recent leaks suggest that the former may be our entry point into GTA 6</u></a>, jumping off early looks in official trailers to her being in prison before she's released. Getting out of jail is the perfect excuse to re-introduce players to the GTA experience and into this modern take on Leonida, so it'd be a great way to frame a prologue. Tonight's showcase may reveal more details on just this.</p></div><div class="live-content"><time datetime="2026-08-27T18:38:11+00:00">August 27, 2026 – 2:38 PM</time><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="gMvYBKzqNGgwzXhZgvjq88" name="gta 6 trailer 2 lucia" alt="Lucia leaves prison in GTA 6 trailer 2" src="https://cdn.mos.cms.futurecdn.net/gMvYBKzqNGgwzXhZgvjq88.png" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p><a href="https://www.gamesradar.com/games/grand-theft-auto/oh-no-you-can-doomscroll-in-gta-6/">Yes, you can doomscroll in GTA 6</a>, marking the moment this crime sandbox maybe gets a bit too real. Or should that be... too <em>reel</em>! It's all part of the new game's sim-like elements, which means you can browse social media to your heart's content even while you make the character you're not playing as drives you around. Hopefully, we'll get more of a look at how this works tonight.</p></div><div class="live-content"><time datetime="2026-08-27T18:45:13+00:00">August 27, 2026 – 2:45 PM</time><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="y5mKvmeFWDs9KnE4hWJhak" name="GTA-6-couple.jpg" alt="GTA 6 trailer screenshots" src="https://cdn.mos.cms.futurecdn.net/y5mKvmeFWDs9KnE4hWJhak.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>Mere minutes remain until the GTA 6 extended look, and we hope the many spoilers haven't hindered your enjoyment too much – there's sure to still be plenty to get from watching the event for yourself (or, indeed, reading about it here). <a href="https://www.gamesradar.com/games/grand-theft-auto/rockstar-officially-responds-to-gta-6-leaks-this-is-obviously-not-how-we-intended-for-you-to-see-the-game-after-all-this-time/" target="_blank"><u>Rockstar </u><u><em>have</em></u><u> responded to the leaks, saying, "This is obviously not how we intended for you to see the game after all this time"</u></a>. Stick with us, and in just fifteen minutes you can see how they <em>did</em> intend it.</p></div><div class="live-content"><time datetime="2026-08-27T18:51:26+00:00">August 27, 2026 – 2:51 PM</time><p>Just a reminder that the GTA 6 extended look will first be exclusive to Netflix, so make sure you're signed in and ready to watch along. If you're unsure on that process, we have a '<a href="https://www.gamesradar.com/how-to-watch-the-gta-6-extended-look-netflix/" target="_blank"><u>How to watch the GTA 6 extended look</u></a>' that should explain everything, including when it'll be available later on other platforms.</p><p>Netflix has confirmed it will run for 26 minutes, but we don't know exactly what that will entail. Currently I'm assuming it will just appear on the GTA page like an episode of TV and I'll click watch and blog from there. If it's split up, I will just move through it sequentially.</p><p>Worried whether the Netflix servers can keep up with the sheer demand for GTA 6? A valid fear. But, the ever trustworthy <a href="https://www.gamesradar.com/author/dustin-bailey/" target="_blank">Dustin Bailey</a> has informed me that Netflix's experience running major live sporting events suggests they should be able to handle it.</p></div><div class="live-content"><time datetime="2026-08-27T19:00:05+00:00">August 27, 2026 – 3:00 PM</time><p>OK, <em>it is now time</em>! Let's load this up on Netflix and bask in our longest, deepest look at GTA 6 yet. Leonida is calling.</p></div><div class="live-content"><time datetime="2026-08-27T19:01:06+00:00">August 27, 2026 – 3:01 PM</time><p>If you got a 'Something went wrong', you are not alone! Many such reports.</p></div><div class="live-content"><time datetime="2026-08-27T19:01:22+00:00">August 27, 2026 – 3:01 PM</time><p>And we're in!</p></div><div class="live-content"><time datetime="2026-08-27T19:02:54+00:00">August 27, 2026 – 3:02 PM</time><p>Right into gameplay, which feels a long time coming. The level of fidelity is immediately unreal as Jason and Lucia stroll into what appears to be gang territory on a job for Boobie Ike. They walk right up to NPCs and interact very realistically naturally in a way that feels both like immersive play and very cinematic as they are eventually led into an elevator.</p></div><div class="live-content"><time datetime="2026-08-27T19:03:38+00:00">August 27, 2026 – 3:03 PM</time><p>The duo are here to make a 'pick up' for Boobie. They're directed through the building to do so, and Jason takes a moment to pet a dog, which comes with its own interaction buttons. Very important stuff!</p></div><div class="live-content"><time datetime="2026-08-27T19:04:48+00:00">August 27, 2026 – 3:04 PM</time><p>Knocking at a door, they ask for Rayman in pursuit of Boobie's goods. The camera immediately transitions over Jason's shoulder into a cinematic naturally as we get a look at the drug lab, with seemingly no dip in fidelity. It seems there are some disagreements between those involved in the drug dealing, and the atmosphere gets tense.</p></div><div class="live-content"><time datetime="2026-08-27T19:05:58+00:00">August 27, 2026 – 3:05 PM</time><p>Someone called Nesto rings up, letting Raymond and the crew know they're about to get hit by a task force, throwing Lucia and Jason into the middle of a very dangerous situation as guns are drawn and everyone begins to panic.</p><p>Police bust in and immediately open fire, gunning down gang members without waiting to see if they'd surrender. It's what we expect from uniforms in a Rockstar Game.</p></div><div class="live-content"><time datetime="2026-08-27T19:06:37+00:00">August 27, 2026 – 3:06 PM</time><p>Gameplay slickly transitions to controlling Jason as Lucia dynamically follows him through hallways and they shoot through the chaos covering one another. It really feels like they are operating as a unit.</p></div><div class="live-content"><time datetime="2026-08-27T19:07:29+00:00">August 27, 2026 – 3:07 PM</time><p>Jason still has the goods for Boobie, and the pair briefly take refuge in Rayman's apartment before they make their escape. It's an exciting intro, then cuts to more gameplay.</p></div><div class="live-content"><time datetime="2026-08-27T19:07:55+00:00">August 27, 2026 – 3:07 PM</time><p>We see Jason boosting a car, with a brief QTE of him cracking the window. You may need to do more than hit one button to lift cars here!</p></div><div class="live-content"><time datetime="2026-08-27T19:08:46+00:00">August 27, 2026 – 3:08 PM</time><p>After a joyride, we see Jason and Lucia getting ready for a party at Brian's. Typically, 'Jay' is awkward at giving fashion advice as he bumbles around their apartment. The living space feels lived in, and is gorgeously detailed.</p></div><div class="live-content"><time datetime="2026-08-27T19:09:40+00:00">August 27, 2026 – 3:09 PM</time><p>Angstipan medicine is advertised on the TV, shifting to a burger ad with off-kilter humor. This is a GTA game alright!</p></div><div class="live-content"><time datetime="2026-08-27T19:10:57+00:00">August 27, 2026 – 3:10 PM</time><p>The pair set out in their car to head to the party, and their convertible dynamically shift its roof off so the pair can enjoy the sun as their conversation progresses.</p><p>Then, we cut to some on-the-street moments with strange NPCs, gunplay sequences, backyard wrestling, and eating tortilla chips.</p></div><div class="live-content"><time datetime="2026-08-27T19:11:32+00:00">August 27, 2026 – 3:11 PM</time><p>Notably, Lucia wields a shotgun one-handed in one scene as her other hand is full. There are a lot of neat touches like this for specific situations.</p></div><div class="live-content"><time datetime="2026-08-27T19:13:03+00:00">August 27, 2026 – 3:13 PM</time><p>Jason and Lucia catch up with Brian Heder at his rooftop party, where he asks how they've ended up in their current situation and we get a brief flashback to how something went wrong on another job.</p><p>Brian gives the two a shady job, but it needs to be done tonight. Only one of Jason and Lucia is needed for this one however. A chance to make a choice, perhaps? Or, will some missions be dedicated to one or another? You can press R1 to smoke your cigar as Jason and Brian connect and talk about crime.</p></div><div class="live-content"><time datetime="2026-08-27T19:14:02+00:00">August 27, 2026 – 3:14 PM</time><p>We get to see Jason and Lucia with bandanas on pulling multiple gas station robberies and exchanging gunfire. The pair have Bonnie and Clyde energy for sure.</p><p>Yet, Brian promises Jason the chance to get involved in more lucrative crime than the small time.</p></div><div class="live-content"><time datetime="2026-08-27T19:14:51+00:00">August 27, 2026 – 3:14 PM</time><p>Now, Lucia calls Jason while driving, formulating a plan so the pair don't reveal too much about the 'trouble' they're dealing with, hoping to get strings-free work from Brian.</p></div><div class="live-content"><time datetime="2026-08-27T19:16:07+00:00">August 27, 2026 – 3:16 PM</time><p>The job it turns out is a surprise getaway gig, but the cinematic camera stays in the car before shooting out the window as Jason is introduced. This is easily the most immersive driving and shooting GTA has had yet, and it's genuinely exhilarating as you can feel the speed. They duck into an alley and lose the cops.</p></div><div class="live-content"><time datetime="2026-08-27T19:18:16+00:00">August 27, 2026 – 3:18 PM</time><p>Now, we shift to Lucia as she has to lose the cops once again, after Raul, who they are escorting, gives her a pep talk about how she could be a 'professional' at crime. Again, the tantalizing hook of reaching the is time is presented to Jason and Lucia.</p><p>With the heat down, they torch the car in a gameplay sequence before switching to a van. Sirens can still be heard, and it appears a Wanted meter is still somewhat active while they escape incognito without attracting more attention.</p></div><div class="live-content"><time datetime="2026-08-27T19:20:05+00:00">August 27, 2026 – 3:20 PM</time><p>Back in Bayside, the pair take time to look around and we get a sizzle reel of boating through a swamp, working out in a gym, shooting hoops, jet skis, spying on a man using VR, kayaking, race car driving, and showering strip club dancers with dollar bills.</p><p>Another sequence has Lucia dynamically hold a gun behind her as she walks into a shop to do a robbery, then eventually running out with a bag of loot around her, Jason picking them up.</p><p>Then, they end up kidnapping someone who livestreams the event. Social media seems to hang large over GTA 6.</p></div><div class="live-content"><time datetime="2026-08-27T19:20:39+00:00">August 27, 2026 – 3:20 PM</time><p>More sizzle reel, including base jumping <em>and then</em> dynamically switching to Jason like it GTA 5. That's still a feature! And it's great to see.</p></div><div class="live-content"><time datetime="2026-08-27T19:22:05+00:00">August 27, 2026 – 3:22 PM</time><p>Jason and Lucia are given a new job: to protect Andres de Leon as sort of bodyguards to a fancy party.</p><p>Getting in a car after he gives them a hug, they actually have to drive him to the night-time party.</p><p>Sizzle reel of sweaty club nights, street racing, and, of course, public transport set the scene.</p></div><div class="live-content"><time datetime="2026-08-27T19:23:20+00:00">August 27, 2026 – 3:23 PM</time><p>Escorting Andreas, the two continue to serve as his security deal. But, I have to wonder how legit this is. He arranges a sudden meeting, and Jason ends up left alone in an elevator to enjoy some smooth tunes.</p></div><div class="live-content"><time datetime="2026-08-27T19:25:21+00:00">August 27, 2026 – 3:25 PM</time><p>As Jason explores, Lucia on ear-piece informs him that her guns have been confiscated, limiting offensive options in this mission it seems. He has to escort Andreas and his friends to the main party - a corporate HQ opening - but he is too busy doing drugs.</p><p>Then, the place is hit by a gang with rifles and Jason must spring into action taking cover and popping headshots with his pistol. A text he gets from Lucia displays as an overlay as it then passes back to her.</p></div><div class="live-content"><time datetime="2026-08-27T19:26:51+00:00">August 27, 2026 – 3:26 PM</time><p>The lighting in this sequence is incredible as Lucia slips aways after Jason creates a distraction. But, she must fight with her fists.</p><p>This dark building at night is interestingly lit with colorful and dim lights, aspects like the bright elevators highlighting chunks of hallway.</p><p>Naturally, some shots freeze to display killshots. Jason, likewise, seems to be able to slow down time for focus shots.</p></div><div class="live-content"><time datetime="2026-08-27T19:27:15+00:00">August 27, 2026 – 3:27 PM</time><p>Lucia stabs a man with high heels. "Hurts, right? Try wearing them, bitch."</p></div><div class="live-content"><time datetime="2026-08-27T19:28:09+00:00">August 27, 2026 – 3:28 PM</time><p>As the extended look draws to a close, we get another sizzle reel of Leonida looking gorgeous across day and night sequences, intercutting Lucia and Jason as they think about their future criminal prospects with intriguing residents of the state.</p></div><div class="live-content"><time datetime="2026-08-27T19:28:51+00:00">August 27, 2026 – 3:28 PM</time><p>And that's that! We're given a reminder to pre-order of course. Let us know in the comments what you thought of the extended look! There's plenty to chew on here.</p></div><div class="live-content"><time datetime="2026-08-27T19:29:44+00:00">August 27, 2026 – 3:29 PM</time><p>For now, we'll continue threading articles as we pick apart what we've just seen in more detail across this huge 26-minute showcase.</p></div><div class="live-content"><time datetime="2026-08-27T19:44:58+00:00">August 27, 2026 – 3:44 PM</time><p>Right now we've started our rewatch, we'll put in some <em>thoughts</em> about the more nitty gritty details. </p><p>Firstly, the part that I thought was cute was the fact there were two nods to Phil Collins, who obviously played himself in Grand Theft Auto: Vice City Stories back in 2006.</p></div><div class="live-content"><time datetime="2026-08-27T19:45:53+00:00">August 27, 2026 – 3:45 PM</time><p>A lot of context aware menus are very similar to how Red Dead Redemption 2 functioned, which of course makes huge sense. It's a great thing to see though, as it's only going to make the world of Leonida even more immersive.</p></div><div class="live-content"><time datetime="2026-08-27T19:58:41+00:00">August 27, 2026 – 3:58 PM</time><p>The amount of side activities shown off in this 26 minutes alone is pretty mad. We've got:</p><ul><li>airboating</li><li>scooter riding</li><li>basketball</li><li>diving</li><li>going to the gym</li><li>jetskiing</li><li>swimming</li><li>VR porn (?!)</li><li>kayaking</li><li>car racing</li><li>carjacking</li><li>armed robberies</li><li>boxing</li><li>dirtbiking</li><li>basejumping</li><li>clubbing</li><li>dancing</li></ul></div><div class="live-content"><time datetime="2026-08-27T20:00:48+00:00">August 27, 2026 – 4:00 PM</time><h2 id="from-the-news-rockstar-says-gta-6-won-t-let-you-magically-hotwire-every-car">FROM THE NEWS: <a href="https://www.gamesradar.com/games/grand-theft-auto/rockstar-says-gta-6-wont-let-you-magically-hotwire-every-car-you-acquire-certain-tools-to-get-into-them/">Rockstar says GTA 6 won't let you magically hotwire every car</a></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZJJU6mDDE6joVthUNvgayh" name="GTA-6-cars-header.jpg" alt="GTA 6 cars" src="https://cdn.mos.cms.futurecdn.net/ZJJU6mDDE6joVthUNvgayh.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>There are a few ways to break into cars that we see in the Extended Gameplay alone - walking up to a car door and getting two button prompts to either smash the window or use a slim jim. But from what Rockstar is saying you're going to have layers of carjacking options depending on tools and progression in-game.</p></div><div class="live-content"><time datetime="2026-08-27T20:20:27+00:00">August 27, 2026 – 4:20 PM</time><p>Can we just take a moment for Lucia's outfits in these 26 minutes, because my god, her style!</p><p>This one is particularly stunning.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="uJmPiFm8pLSfVJ48g63QyZ" name="luciaoutfit" alt="Lucia stands next to Jason and another character, wearing a black jumpsuit in GTA 6" src="https://cdn.mos.cms.futurecdn.net/uJmPiFm8pLSfVJ48g63QyZ.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure></div><div class="live-content"><time datetime="2026-08-27T20:25:05+00:00">August 27, 2026 – 4:25 PM</time><h2 id="from-the-news-gta-6-won-t-let-you-break-up-lucia-and-jason-no-matter-how-poorly-you-treat-them">FROM THE NEWS: <a href="https://www.gamesradar.com/games/grand-theft-auto/gta-6-wont-let-you-break-up-lucia-and-jason-no-matter-how-poorly-you-treat-them-they-will-remain-partners-in-crime/" target="_blank">GTA 6 won't let you break up Lucia and Jason, no matter how poorly you treat them</a></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="vACRvbgxcfjs36QDRUgWh7" name="gtanetflixjasonlucia" alt="A screenshot of GTA 6's Extended Look on Netflix. Main character's Jason and Lucia stand in an alleyway looking toward the camera as another character walks away." src="https://cdn.mos.cms.futurecdn.net/vACRvbgxcfjs36QDRUgWh7.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p><a href="https://www.gamesradar.com/gta-6-guide/"><u>GTA 6</u></a> is led by its very own Bonnie and Clyde, but there's literally no way to break the two up, no matter how hard you try. It sounds like there's definitely going to be ebbs and flows to their relationship, depending on your choices, but you literally can't split these two. </p></div><div class="live-content"><time datetime="2026-08-27T20:42:25+00:00">August 27, 2026 – 4:42 PM</time><p>Goddamn this game is pretty</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Fp3RYePUKEbUsdLTdzMJra" name="leonida6" alt="Driving an airboat through the bayoux in GTA 6" src="https://cdn.mos.cms.futurecdn.net/Fp3RYePUKEbUsdLTdzMJra.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ikjENyz7PJzyX9JKjtrtba" name="leonida4" alt="Jetskiing in GTA 6" src="https://cdn.mos.cms.futurecdn.net/ikjENyz7PJzyX9JKjtrtba.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="YtkqnWTJPYaigBAwSg5mqa" name="leonida3" alt="Kayaking in GTA 6" src="https://cdn.mos.cms.futurecdn.net/YtkqnWTJPYaigBAwSg5mqa.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="QNkP7DeHjW6HgXoSAebqia" name="leonida5" alt="Jumping off a pier into the ocean while dolphins leap out of the water in GTA 6" src="https://cdn.mos.cms.futurecdn.net/QNkP7DeHjW6HgXoSAebqia.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="MGyUvfM8Ahaz5Hnz8Xntfa" name="leonida2" alt="A wide vista with ocean and city along with a freeway in GTA 6" src="https://cdn.mos.cms.futurecdn.net/MGyUvfM8Ahaz5Hnz8Xntfa.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="VQcEvpL75VF2r8EsKG7Uca" name="leonida1" alt="A city vista in GTA 6 with helicopter overhead" src="https://cdn.mos.cms.futurecdn.net/VQcEvpL75VF2r8EsKG7Uca.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure></div><div class="live-content"><time datetime="2026-08-27T20:55:28+00:00">August 27, 2026 – 4:55 PM</time><h2 id="from-the-news-rockstar-lead-says-gta-6-takes-npc-interactions-much-further-than-red-dead-redemption-2-and-its-system-is-returning-and-evolved">FROM THE NEWS: <a href="https://www.gamesradar.com/games/grand-theft-auto/rockstar-lead-says-gta-6-takes-npc-interactions-much-further-than-red-dead-redemption-2-and-its-system-is-returning-and-evolved/">Rockstar lead says GTA 6 takes NPC interactions "much further" than Red Dead Redemption 2, and its system is "returning and evolved"</a></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="gA2SeaEw9H3guJjLLgPpp6" name="Screenshot (429)" alt="Woman with tattoos leans over and smiles at another woman" src="https://cdn.mos.cms.futurecdn.net/gA2SeaEw9H3guJjLLgPpp6.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>NPC interactions have improved considerably with GTA 6 according to Rockstar, including the fact if you stand and listen to people talking for too long you're going to get called out for eavesdropping. GTA 6 will go further than RDR2 for NPC dialogue and spontaneous moments too. </p></div><div class="live-content"><time datetime="2026-08-27T21:09:45+00:00">August 27, 2026 – 5:09 PM</time><h2 id="from-the-news-like-red-dead-redemption-2-gta-6-is-a-whole-other-world-where-there-s-a-whole-lot-of-stuff-that-you-discover-emergently">FROM THE NEWS: <a href="https://www.gamesradar.com/games/grand-theft-auto/like-red-dead-redemption-2-gta-6-is-a-whole-other-world-where-theres-a-whole-lot-of-stuff-that-you-discover-emergently">Like Red Dead Redemption 2, GTA 6 is "a whole other world" where "there's a whole lot of stuff that you discover emergently"</a></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="MGyUvfM8Ahaz5Hnz8Xntfa" name="leonida2" alt="A wide vista with ocean and city along with a freeway in GTA 6" src="https://cdn.mos.cms.futurecdn.net/MGyUvfM8Ahaz5Hnz8Xntfa.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>It's absolutely going to be the game that the more you explore, the more you're rewarded. If you thought Red Dead Redemption 2 was massive, it sounds like GTA 6 is going to be even more diverse and immersive, with things and people to find at every turn. </p></div><div class="live-content"><time datetime="2026-08-27T21:17:27+00:00">August 27, 2026 – 5:17 PM</time><h2 id="from-the-news-gta-6-players-won-t-be-as-overpowered-as-previous-games-you-are-not-the-only-one-capable-of-violence">FROM THE NEWS: <a href="https://www.gamesradar.com/games/grand-theft-auto/gta-6-players-wont-be-as-overpowered-as-previous-games-you-are-not-the-only-one-capable-of-violence/">GTA 6 players won't be as "overpowered" as previous games: "You are not the only one capable of violence"</a></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="LvqCZm58FvUXHNciv2VXVo" name="leonida15" alt="An aerial view of the city in with the beach just at the edge in GTA 6" src="https://cdn.mos.cms.futurecdn.net/LvqCZm58FvUXHNciv2VXVo.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>You're going to have to work a lot harder to be a badass in GTA 6. Rockstar explains that in previous games it only ever felt like the cops could overpower you, but in GTA 6 you're not the only ones with weapons or a crazy streak.</p></div><div class="live-content"><time datetime="2026-08-27T21:21:06+00:00">August 27, 2026 – 5:21 PM</time><h2 id="from-the-news-how-long-is-gta-6-about-80-hours-according-to-one-rockstar-dev-s-playthrough">FROM THE NEWS: <a href="https://www.gamesradar.com/games/grand-theft-auto/how-long-is-gta-6-about-80-hours-according-to-one-rockstar-devs-playthrough/">How long is GTA 6? About 80 hours, according to one Rockstar dev's playthrough</a></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2pSZdE6TKY4gEz9haAKNMo" name="leonida12" alt="Lucia and Jason lying on sunloungers on the beach in GTA 6" src="https://cdn.mos.cms.futurecdn.net/2pSZdE6TKY4gEz9haAKNMo.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>Honestly 80 hours feels like a playtime you'd have if you just put your blinkers on and never did any side content whatsoever, based on that GTA 6 Extended Gameplay. Rockstar says GTA 6's map is three times larger than Red Dead Redemption 2, which just puts that playtime into perspective. </p></div><div class="live-content"><time datetime="2026-08-27T21:51:42+00:00">August 27, 2026 – 5:51 PM</time><h2 id="from-the-news-gta-6-s-criminal-profile-will-track-how-heinous-your-crimes-are-just-like-red-dead-redemption-2-s-honor-system">FROM THE NEWS: <a href="https://www.gamesradar.com/games/grand-theft-auto/gta-6s-criminal-profile-will-track-how-heinous-your-crimes-are-just-like-red-dead-redemption-2s-honor-system/">GTA 6's criminal profile will track how heinous your crimes are, just like Red Dead Redemption 2's honor system</a></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="rQ4FWJhDEcSQsuWfk97XuA" name="GTA6ExtendedLook-LuciaJasonRobberies" alt="A screenshot of the GTA 6 Extended Look. Jason and Lucia wear handkerchiefs to conceal their identity as they commit crimes." src="https://cdn.mos.cms.futurecdn.net/rQ4FWJhDEcSQsuWfk97XuA.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>Jason and Lucia seem like a generally likable pair, which might be at odds with the criminal freedom GTA 6 is giving us. Enter the criminal profile system which, like Red Dead Redemption 2's honor system, will subtly affect the game based on how violent you choose to be.</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/news/live/gta-6-extended-look-showcase-live-coverage-2026-everything-announced/</link>
                                                                            <description>
                            <![CDATA[ Everything you need to know about GTA 6's biggest showcase yet ]]>
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                                                                        <pubDate>Thu, 27 Aug 2026 16:00:05 +0000</pubDate>                                                                                                                                <updated>Thu, 27 Aug 2026 21:51:54 +0000</updated>
                                                                                                                                            <category><![CDATA[Grand Theft Auto]]></category>
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                                                                                                <author><![CDATA[ oscar.taylor-kent@futurenet.com (Oscar Taylor-Kent) ]]></author>                    <dc:creator><![CDATA[ Oscar Taylor-Kent ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/tAGBsLp6arrjDpz7yUPZyX.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Games Editor Oscar Taylor-Kent brings his years of Official PlayStation Magazine and PLAY knowledge to the fore. A noted PS Vita apologist, he&#039;s also written for Edge, PC Gamer, SFX, Official Xbox Magazine, Kotaku, Waypoint, and more. When not dishing out deadly combos in Ninja Gaiden 4, he&#039;s a fan of platformers, RPGs, mysteries, and narrative games. A lover of retro games as well, he&#039;s always up for a quick evening speed through Sonic 3 &amp; Knuckles or yet another Jakathon through Naughty Dog&#039;s PS2 masterpieces.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Sam Loveridge ]]></dc:contributor>
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                                                                                                                                                                                                                                    <media:description><![CDATA[GTA 6 extended look trailer 3 artwork showing protagonists Lucia and Jason masked with bandanas and walking away from a parked car]]></media:description>                                                            <media:text><![CDATA[GTA 6 extended look trailer 3 artwork showing protagonists Lucia and Jason masked with bandanas and walking away from a parked car]]></media:text>
                                <media:title type="plain"><![CDATA[GTA 6 extended look trailer 3 artwork showing protagonists Lucia and Jason masked with bandanas and walking away from a parked car]]></media:title>
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                            <article>
                                <div class="live-content"><p><a href="https://www.gamesradar.com/uk/gta-6/" target="_blank"><u>GTA 6</u></a> is closer than it has ever been as its tantalizing November 19 release date approaches, but we've still not seen that much about how Grand Theft Auto 6 is going to actually play. Trailers so far have established a mood and tone well so far, but it's GTA 6 Trailer 3, airing in mere hours, that we're expecting to finally reveal more about what our time in Leonida and Vice City will entail this time around. For everything else, our <a href="https://www.gamesradar.com/gta-6-guide/" target="_blank">GTA 6 guide</a> details everything already announced.</p><p>As our <a href="http://www.gamesradar.com/games/grand-theft-auto/countdown-to-gta-6/" target="_blank"><u>Countdown to GTA 6</u></a> coverage continues, tonight's GTA 6 extended look is set to lift the lid on Lucia Caminos and Jason Duval's Bonnie and Clyde-style escapades across the sunny state. This Netflix deep dive stream is an odd one, as for six hours the event will be exclusive to the streaming service, arriving on YouTube and other platforms later in the day. But, we'll be here to follow every second as it happens, detailing our live reactions and breaking down every detail so you don't miss a thing. Even if you're watching, bookmark this page so you can look back and ensure you take it all in. This is Rockstar Games, after all, so expect this to be detailed, focused, and packed with information for those who know where to look.</p><p><strong>Stay tuned below as the GTA 6 extended look happens, and jot down everything you need to keep on your radar for this year's biggest </strong><a href="https://www.gamesradar.com/video-game-release-dates/" target="_blank"><u><strong>new releases</strong></u></a><strong>.</strong></p><section class="article__schema-question"><h3>How do I watch the GTA 6 extended look?</h3><article class="article__schema-answer"><p>Wondering <a href="https://www.gamesradar.com/how-to-watch-the-gta-6-extended-look-netflix/" target="_blank"><u>how to watch the GTA 6 extended look Netflix showcase</u></a>? That's fair enough, as it's a bit more obtuse than recent gaming events, available <em>only</em> on Netflix for six hours before it comes to other services like YouTube.</p><p><strong>The GTA 6 Netflix extended look</strong> kicks off at the following times:</p><ul><li>12pm PT</li><li>3pm ET</li><li>8pm BST</li><li>9pm CEST</li></ul><p><strong>The GTA 6 extended look on YouTube and other platforms</strong>, meanwhile, kicks off later at the following times, with the same content:</p><ul><li>6pm PT</li><li>9pm ET</li><li>2am BST</li><li>3am CEST</li></ul></article></section><section class="article__schema-question"><h3>How long is the GTA 6 extended look?</h3><article class="article__schema-answer"><p>A recent update to the event's Netflix page has <a href="https://www.gamesradar.com/games/grand-theft-auto/gta-6-an-extended-look-will-be-26-minutes-long-and-features-gameplay-captured-on-a-ps5/" target="_blank">confirmed the GTA 6 extended look showcase will be 26 minutes long</a>. It'll also be captured entirely on PS5.</p></article></section></div><div class="live-content"><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="yNasCMyjoHKGwFrMXLrzVa" name="GR+ Countdown to GTA6 Populated6" alt="Countdown to GTA 6 composite image showing GTA 6 artwork" src="https://cdn.mos.cms.futurecdn.net/yNasCMyjoHKGwFrMXLrzVa.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p><a href="https://www.gamesradar.com/games/grand-theft-auto/predicting-the-5-biggest-gta-6-reveals-that-we-should-see-in-the-next-100-days/" target="_blank"><u>We're now within 100 days of GTA 6's release, which means Rockstar Games are ready to kick things into high gear</u></a>. We've got plenty of predictions for what to expect over this period – just over 80 days still remain – including more details on how Leonida's living world will operate, what to expect from traversal and combat, and maybe some <a href="https://www.gamesradar.com/gta-online-guide/" target="_blank"><u>GTA Online</u></a> details for its new era. Some of these are bound to be answered today.</p></div><div class="live-content"><time datetime="2026-08-27T16:16:06+00:00">August 27, 2026 – 12:16 PM</time><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="wYyxDH6CWLpr6uXNjiEPFF" name="GTA 6" alt="Someone sunbathing in a pink flamingo float on a pool, beside a copy of GTA 6" src="https://cdn.mos.cms.futurecdn.net/wYyxDH6CWLpr6uXNjiEPFF.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar North)</span></figcaption></figure><p><a href="https://www.gamesradar.com/games/grand-theft-auto/where-to-pre-order-gta-6/" target="_blank"><u>Wondering where you can pre-order GTA 6?</u></a> It's no surprise Rockstar Game's latest has been such an explosive success already when it comes to securing copies – even without physical boxes coming with a disc. Our guide to availability breaks down prices across regions to ensure you get the best deal possible, as well as the different <a href="https://www.gamesradar.com/games/grand-theft-auto/gta-6-versions/" target="_blank"><u>GTA 6 versions</u></a> out there.</p></div><div class="live-content"><time datetime="2026-08-27T16:40:03+00:00">August 27, 2026 – 12:40 PM</time><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="j5KSEoTEyL4WJAEEQUM35n" name="GTA 6 screenshot Leonida Keys 1" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/j5KSEoTEyL4WJAEEQUM35n.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>GTA 6 is set in Leonida, Rockstar Games' take on Florida (and yes, expect more than a few 'Florida Man' type gags), which includes Vice City which we last visited in the '80s through <a href="https://www.gamesradar.com/uk/grand-theft-auto-vice-city/" target="_blank"><u>GTA Vice City</u></a>. What's the actual scope of the new map, though? <a href="https://www.gamesradar.com/gta-6-map/" target="_blank"><u>We've pieced together the GTA 6 map via all the information we know so far</u></a>, so you can get an early look at the scope of this era-defining open world.</p></div><div class="live-content"><time datetime="2026-08-27T17:00:05+00:00">August 27, 2026 – 1:00 PM</time><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="oKNXYgqLF33NViKnRQHztm" name="GTA 6 screenshot Ambrosia 3" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/oKNXYgqLF33NViKnRQHztm.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>Two hours out from the new showcase, we all know Grand Theft Auto is a huge deal in gaming – but how did we get here? <a href="https://www.gamesradar.com/games/grand-theft-auto/countdown-to-gta-6/" target="_blank"><u>We've put together a detailed look at the series' legacy, charting the crime caper's 30 year evolution to becoming the GTA we know and love today</u></a>. With GTA 6 pulling from aspects throughout this whole history – San Andreas and Vice City in particular – what else can we expect to get a nod in tonight's deep dive?</p></div><div class="live-content"><time datetime="2026-08-27T17:20:02+00:00">August 27, 2026 – 1:20 PM</time><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="wbHUESLuprZGDdT4t55WzQ" name="gta 6 jason and lucia key art" alt="Key art of GTA 6's Jason and Lucia." src="https://cdn.mos.cms.futurecdn.net/wbHUESLuprZGDdT4t55WzQ.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p><a href="https://www.gamesradar.com/games/grand-theft-auto/gta-6-promises-big-consequences-for-your-actions-that-go-beyond-red-dead-redemption-2s-honor-system/" target="_blank"><u>GTA 6 promises plenty of consequences for the choices you make as you engage with Leonida's underbelly</u></a>, apparently going even further than those Rockstar Games experimented with in <a href="https://www.gamesradar.com/red-dead-redemption-2-100-completion-guide/" target="_blank"><u>Red Dead Redemption 2</u></a>. While we know this will feature, I still have a lot of questions around what this will mean in play. Perhaps this is one of GTA 6's many new features that tonight's showcase will spotlight.</p></div><div class="live-content"><time datetime="2026-08-27T17:39:51+00:00">August 27, 2026 – 1:39 PM</time><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Se9BZFD5s9Au3L5p7hhTzm" name="GTA 6 character art Cal Hampton" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/Se9BZFD5s9Au3L5p7hhTzm.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>Like <a href="https://www.gamesradar.com/uk/grand-theft-auto-san-andreas/" target="_blank"><u>GTA: San Andreas</u></a> and Red Dead Redemption 2, <a href="https://www.gamesradar.com/games/grand-theft-auto/gta-6-brings-back-a-fan-favorite-san-andreas-feature-youll-get-chubby-if-you-eat-a-lot/" target="_blank"><u>you can get chubby in GTA 6 if you eat a lot of food</u></a> – marking a return of simulation-style RPG features that will potentially define how this Grand Theft Auto sets itself apart from the rest. Likewise, exercise a lot and Lucia and Jason will get toned, or they can get tired out if you push them too hard. Again, I have a lot of questions around how this won't be annoying, but I am certainly intrigued to find out more tonight.</p></div><div class="live-content"><time datetime="2026-08-27T17:55:51+00:00">August 27, 2026 – 1:55 PM</time><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="QYKDvqJjo2aGCFbPTjDbDg" name="SS_GTA_5_trevor-oneill-3" alt="Trevor walks away from the exploding O'neill house in Grand Theft Auto 5" src="https://cdn.mos.cms.futurecdn.net/QYKDvqJjo2aGCFbPTjDbDg.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>Are you a CJ or a Trevor? With only an hour and change left before we find out more about Lucia and Jason, <a href="https://www.gamesradar.com/games/grand-theft-auto/which-gta-protagonist-are-you-quiz/" target="_blank"><u>there's still time to find out which GTA protagonist you're most like with our personality quiz!</u></a> Just, don't blame us if you don't like the results – this is a world of criminals, after all.</p></div><div class="live-content"><time datetime="2026-08-27T18:07:52+00:00">August 27, 2026 – 2:07 PM</time><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="hDEpCpbkvXZtvrswTnCNom" name="GTA 6 screenshot Brian Heder 3" alt="GTA 6" src="https://cdn.mos.cms.futurecdn.net/hDEpCpbkvXZtvrswTnCNom.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>It takes a lot of work to put together a game as detailed as GTA 6, and for this entry <a href="https://www.gamesradar.com/games/grand-theft-auto/for-gta-6-rockstar-has-more-than-doubled-in-size-since-red-dead-redemption-2-and-has-an-entire-los-angeles-branch-dedicated-to-realistic-npcs/" target="_blank"><u>Rockstar Games has doubled in size compared to the already hefty workforce behind Red Dead Redemption 2</u></a>. No wonder the game is able to look as impressive as it does already, and it's one of the reasons Grand Theft Auto is untouchable. This franchise is a juggernaut – and may be one of few story-heavy games that makes enough money to target fidelity like this.</p></div><div class="live-content"><time datetime="2026-08-27T18:25:33+00:00">August 27, 2026 – 2:25 PM</time><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="uqEyrnwrrUh98ZCgnJ98Cj" name="pc gaming GTA 6" alt="A screenshot of protagonist Lucia from GTA 6" src="https://cdn.mos.cms.futurecdn.net/uqEyrnwrrUh98ZCgnJ98Cj.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar)</span></figcaption></figure><p>With dual protagonists in Lucia and Jason, <a href="https://www.gamesradar.com/games/grand-theft-auto/gta-6-leaker-turns-to-story-spoilers-cyberleek-uploads-4-minute-lucia-prologue-clip-hours-after-rockstar-says-the-leaks-are-heartbreaking/" target="_blank"><u>recent leaks suggest that the former may be our entry point into GTA 6</u></a>, jumping off early looks in official trailers to her being in prison before she's released. Getting out of jail is the perfect excuse to re-introduce players to the GTA experience and into this modern take on Leonida, so it'd be a great way to frame a prologue. Tonight's showcase may reveal more details on just this.</p></div><div class="live-content"><time datetime="2026-08-27T18:38:11+00:00">August 27, 2026 – 2:38 PM</time><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="gMvYBKzqNGgwzXhZgvjq88" name="gta 6 trailer 2 lucia" alt="Lucia leaves prison in GTA 6 trailer 2" src="https://cdn.mos.cms.futurecdn.net/gMvYBKzqNGgwzXhZgvjq88.png" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p><a href="https://www.gamesradar.com/games/grand-theft-auto/oh-no-you-can-doomscroll-in-gta-6/">Yes, you can doomscroll in GTA 6</a>, marking the moment this crime sandbox maybe gets a bit too real. Or should that be... too <em>reel</em>! It's all part of the new game's sim-like elements, which means you can browse social media to your heart's content even while you make the character you're not playing as drives you around. Hopefully, we'll get more of a look at how this works tonight.</p></div><div class="live-content"><time datetime="2026-08-27T18:45:13+00:00">August 27, 2026 – 2:45 PM</time><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="y5mKvmeFWDs9KnE4hWJhak" name="GTA-6-couple.jpg" alt="GTA 6 trailer screenshots" src="https://cdn.mos.cms.futurecdn.net/y5mKvmeFWDs9KnE4hWJhak.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>Mere minutes remain until the GTA 6 extended look, and we hope the many spoilers haven't hindered your enjoyment too much – there's sure to still be plenty to get from watching the event for yourself (or, indeed, reading about it here). <a href="https://www.gamesradar.com/games/grand-theft-auto/rockstar-officially-responds-to-gta-6-leaks-this-is-obviously-not-how-we-intended-for-you-to-see-the-game-after-all-this-time/" target="_blank"><u>Rockstar </u><u><em>have</em></u><u> responded to the leaks, saying, "This is obviously not how we intended for you to see the game after all this time"</u></a>. Stick with us, and in just fifteen minutes you can see how they <em>did</em> intend it.</p></div><div class="live-content"><time datetime="2026-08-27T18:51:26+00:00">August 27, 2026 – 2:51 PM</time><p>Just a reminder that the GTA 6 extended look will first be exclusive to Netflix, so make sure you're signed in and ready to watch along. If you're unsure on that process, we have a '<a href="https://www.gamesradar.com/how-to-watch-the-gta-6-extended-look-netflix/" target="_blank"><u>How to watch the GTA 6 extended look</u></a>' that should explain everything, including when it'll be available later on other platforms.</p><p>Netflix has confirmed it will run for 26 minutes, but we don't know exactly what that will entail. Currently I'm assuming it will just appear on the GTA page like an episode of TV and I'll click watch and blog from there. If it's split up, I will just move through it sequentially.</p><p>Worried whether the Netflix servers can keep up with the sheer demand for GTA 6? A valid fear. But, the ever trustworthy <a href="https://www.gamesradar.com/author/dustin-bailey/" target="_blank">Dustin Bailey</a> has informed me that Netflix's experience running major live sporting events suggests they should be able to handle it.</p></div><div class="live-content"><time datetime="2026-08-27T19:00:05+00:00">August 27, 2026 – 3:00 PM</time><p>OK, <em>it is now time</em>! Let's load this up on Netflix and bask in our longest, deepest look at GTA 6 yet. Leonida is calling.</p></div><div class="live-content"><time datetime="2026-08-27T19:01:06+00:00">August 27, 2026 – 3:01 PM</time><p>If you got a 'Something went wrong', you are not alone! Many such reports.</p></div><div class="live-content"><time datetime="2026-08-27T19:01:22+00:00">August 27, 2026 – 3:01 PM</time><p>And we're in!</p></div><div class="live-content"><time datetime="2026-08-27T19:02:54+00:00">August 27, 2026 – 3:02 PM</time><p>Right into gameplay, which feels a long time coming. The level of fidelity is immediately unreal as Jason and Lucia stroll into what appears to be gang territory on a job for Boobie Ike. They walk right up to NPCs and interact very realistically naturally in a way that feels both like immersive play and very cinematic as they are eventually led into an elevator.</p></div><div class="live-content"><time datetime="2026-08-27T19:03:38+00:00">August 27, 2026 – 3:03 PM</time><p>The duo are here to make a 'pick up' for Boobie. They're directed through the building to do so, and Jason takes a moment to pet a dog, which comes with its own interaction buttons. Very important stuff!</p></div><div class="live-content"><time datetime="2026-08-27T19:04:48+00:00">August 27, 2026 – 3:04 PM</time><p>Knocking at a door, they ask for Rayman in pursuit of Boobie's goods. The camera immediately transitions over Jason's shoulder into a cinematic naturally as we get a look at the drug lab, with seemingly no dip in fidelity. It seems there are some disagreements between those involved in the drug dealing, and the atmosphere gets tense.</p></div><div class="live-content"><time datetime="2026-08-27T19:05:58+00:00">August 27, 2026 – 3:05 PM</time><p>Someone called Nesto rings up, letting Raymond and the crew know they're about to get hit by a task force, throwing Lucia and Jason into the middle of a very dangerous situation as guns are drawn and everyone begins to panic.</p><p>Police bust in and immediately open fire, gunning down gang members without waiting to see if they'd surrender. It's what we expect from uniforms in a Rockstar Game.</p></div><div class="live-content"><time datetime="2026-08-27T19:06:37+00:00">August 27, 2026 – 3:06 PM</time><p>Gameplay slickly transitions to controlling Jason as Lucia dynamically follows him through hallways and they shoot through the chaos covering one another. It really feels like they are operating as a unit.</p></div><div class="live-content"><time datetime="2026-08-27T19:07:29+00:00">August 27, 2026 – 3:07 PM</time><p>Jason still has the goods for Boobie, and the pair briefly take refuge in Rayman's apartment before they make their escape. It's an exciting intro, then cuts to more gameplay.</p></div><div class="live-content"><time datetime="2026-08-27T19:07:55+00:00">August 27, 2026 – 3:07 PM</time><p>We see Jason boosting a car, with a brief QTE of him cracking the window. You may need to do more than hit one button to lift cars here!</p></div><div class="live-content"><time datetime="2026-08-27T19:08:46+00:00">August 27, 2026 – 3:08 PM</time><p>After a joyride, we see Jason and Lucia getting ready for a party at Brian's. Typically, 'Jay' is awkward at giving fashion advice as he bumbles around their apartment. The living space feels lived in, and is gorgeously detailed.</p></div><div class="live-content"><time datetime="2026-08-27T19:09:40+00:00">August 27, 2026 – 3:09 PM</time><p>Angstipan medicine is advertised on the TV, shifting to a burger ad with off-kilter humor. This is a GTA game alright!</p></div><div class="live-content"><time datetime="2026-08-27T19:10:57+00:00">August 27, 2026 – 3:10 PM</time><p>The pair set out in their car to head to the party, and their convertible dynamically shift its roof off so the pair can enjoy the sun as their conversation progresses.</p><p>Then, we cut to some on-the-street moments with strange NPCs, gunplay sequences, backyard wrestling, and eating tortilla chips.</p></div><div class="live-content"><time datetime="2026-08-27T19:11:32+00:00">August 27, 2026 – 3:11 PM</time><p>Notably, Lucia wields a shotgun one-handed in one scene as her other hand is full. There are a lot of neat touches like this for specific situations.</p></div><div class="live-content"><time datetime="2026-08-27T19:13:03+00:00">August 27, 2026 – 3:13 PM</time><p>Jason and Lucia catch up with Brian Heder at his rooftop party, where he asks how they've ended up in their current situation and we get a brief flashback to how something went wrong on another job.</p><p>Brian gives the two a shady job, but it needs to be done tonight. Only one of Jason and Lucia is needed for this one however. A chance to make a choice, perhaps? Or, will some missions be dedicated to one or another? You can press R1 to smoke your cigar as Jason and Brian connect and talk about crime.</p></div><div class="live-content"><time datetime="2026-08-27T19:14:02+00:00">August 27, 2026 – 3:14 PM</time><p>We get to see Jason and Lucia with bandanas on pulling multiple gas station robberies and exchanging gunfire. The pair have Bonnie and Clyde energy for sure.</p><p>Yet, Brian promises Jason the chance to get involved in more lucrative crime than the small time.</p></div><div class="live-content"><time datetime="2026-08-27T19:14:51+00:00">August 27, 2026 – 3:14 PM</time><p>Now, Lucia calls Jason while driving, formulating a plan so the pair don't reveal too much about the 'trouble' they're dealing with, hoping to get strings-free work from Brian.</p></div><div class="live-content"><time datetime="2026-08-27T19:16:07+00:00">August 27, 2026 – 3:16 PM</time><p>The job it turns out is a surprise getaway gig, but the cinematic camera stays in the car before shooting out the window as Jason is introduced. This is easily the most immersive driving and shooting GTA has had yet, and it's genuinely exhilarating as you can feel the speed. They duck into an alley and lose the cops.</p></div><div class="live-content"><time datetime="2026-08-27T19:18:16+00:00">August 27, 2026 – 3:18 PM</time><p>Now, we shift to Lucia as she has to lose the cops once again, after Raul, who they are escorting, gives her a pep talk about how she could be a 'professional' at crime. Again, the tantalizing hook of reaching the is time is presented to Jason and Lucia.</p><p>With the heat down, they torch the car in a gameplay sequence before switching to a van. Sirens can still be heard, and it appears a Wanted meter is still somewhat active while they escape incognito without attracting more attention.</p></div><div class="live-content"><time datetime="2026-08-27T19:20:05+00:00">August 27, 2026 – 3:20 PM</time><p>Back in Bayside, the pair take time to look around and we get a sizzle reel of boating through a swamp, working out in a gym, shooting hoops, jet skis, spying on a man using VR, kayaking, race car driving, and showering strip club dancers with dollar bills.</p><p>Another sequence has Lucia dynamically hold a gun behind her as she walks into a shop to do a robbery, then eventually running out with a bag of loot around her, Jason picking them up.</p><p>Then, they end up kidnapping someone who livestreams the event. Social media seems to hang large over GTA 6.</p></div><div class="live-content"><time datetime="2026-08-27T19:20:39+00:00">August 27, 2026 – 3:20 PM</time><p>More sizzle reel, including base jumping <em>and then</em> dynamically switching to Jason like it GTA 5. That's still a feature! And it's great to see.</p></div><div class="live-content"><time datetime="2026-08-27T19:22:05+00:00">August 27, 2026 – 3:22 PM</time><p>Jason and Lucia are given a new job: to protect Andres de Leon as sort of bodyguards to a fancy party.</p><p>Getting in a car after he gives them a hug, they actually have to drive him to the night-time party.</p><p>Sizzle reel of sweaty club nights, street racing, and, of course, public transport set the scene.</p></div><div class="live-content"><time datetime="2026-08-27T19:23:20+00:00">August 27, 2026 – 3:23 PM</time><p>Escorting Andreas, the two continue to serve as his security deal. But, I have to wonder how legit this is. He arranges a sudden meeting, and Jason ends up left alone in an elevator to enjoy some smooth tunes.</p></div><div class="live-content"><time datetime="2026-08-27T19:25:21+00:00">August 27, 2026 – 3:25 PM</time><p>As Jason explores, Lucia on ear-piece informs him that her guns have been confiscated, limiting offensive options in this mission it seems. He has to escort Andreas and his friends to the main party - a corporate HQ opening - but he is too busy doing drugs.</p><p>Then, the place is hit by a gang with rifles and Jason must spring into action taking cover and popping headshots with his pistol. A text he gets from Lucia displays as an overlay as it then passes back to her.</p></div><div class="live-content"><time datetime="2026-08-27T19:26:51+00:00">August 27, 2026 – 3:26 PM</time><p>The lighting in this sequence is incredible as Lucia slips aways after Jason creates a distraction. But, she must fight with her fists.</p><p>This dark building at night is interestingly lit with colorful and dim lights, aspects like the bright elevators highlighting chunks of hallway.</p><p>Naturally, some shots freeze to display killshots. Jason, likewise, seems to be able to slow down time for focus shots.</p></div><div class="live-content"><time datetime="2026-08-27T19:27:15+00:00">August 27, 2026 – 3:27 PM</time><p>Lucia stabs a man with high heels. "Hurts, right? Try wearing them, bitch."</p></div><div class="live-content"><time datetime="2026-08-27T19:28:09+00:00">August 27, 2026 – 3:28 PM</time><p>As the extended look draws to a close, we get another sizzle reel of Leonida looking gorgeous across day and night sequences, intercutting Lucia and Jason as they think about their future criminal prospects with intriguing residents of the state.</p></div><div class="live-content"><time datetime="2026-08-27T19:28:51+00:00">August 27, 2026 – 3:28 PM</time><p>And that's that! We're given a reminder to pre-order of course. Let us know in the comments what you thought of the extended look! There's plenty to chew on here.</p></div><div class="live-content"><time datetime="2026-08-27T19:29:44+00:00">August 27, 2026 – 3:29 PM</time><p>For now, we'll continue threading articles as we pick apart what we've just seen in more detail across this huge 26-minute showcase.</p></div><div class="live-content"><time datetime="2026-08-27T19:44:58+00:00">August 27, 2026 – 3:44 PM</time><p>Right now we've started our rewatch, we'll put in some <em>thoughts</em> about the more nitty gritty details. </p><p>Firstly, the part that I thought was cute was the fact there were two nods to Phil Collins, who obviously played himself in Grand Theft Auto: Vice City Stories back in 2006.</p></div><div class="live-content"><time datetime="2026-08-27T19:45:53+00:00">August 27, 2026 – 3:45 PM</time><p>A lot of context aware menus are very similar to how Red Dead Redemption 2 functioned, which of course makes huge sense. It's a great thing to see though, as it's only going to make the world of Leonida even more immersive.</p></div><div class="live-content"><time datetime="2026-08-27T19:58:41+00:00">August 27, 2026 – 3:58 PM</time><p>The amount of side activities shown off in this 26 minutes alone is pretty mad. We've got:</p><ul><li>airboating</li><li>scooter riding</li><li>basketball</li><li>diving</li><li>going to the gym</li><li>jetskiing</li><li>swimming</li><li>VR porn (?!)</li><li>kayaking</li><li>car racing</li><li>carjacking</li><li>armed robberies</li><li>boxing</li><li>dirtbiking</li><li>basejumping</li><li>clubbing</li><li>dancing</li></ul></div><div class="live-content"><time datetime="2026-08-27T20:00:48+00:00">August 27, 2026 – 4:00 PM</time><h2 id="from-the-news-rockstar-says-gta-6-won-t-let-you-magically-hotwire-every-car">FROM THE NEWS: <a href="https://www.gamesradar.com/games/grand-theft-auto/rockstar-says-gta-6-wont-let-you-magically-hotwire-every-car-you-acquire-certain-tools-to-get-into-them/">Rockstar says GTA 6 won't let you magically hotwire every car</a></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZJJU6mDDE6joVthUNvgayh" name="GTA-6-cars-header.jpg" alt="GTA 6 cars" src="https://cdn.mos.cms.futurecdn.net/ZJJU6mDDE6joVthUNvgayh.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>There are a few ways to break into cars that we see in the Extended Gameplay alone - walking up to a car door and getting two button prompts to either smash the window or use a slim jim. But from what Rockstar is saying you're going to have layers of carjacking options depending on tools and progression in-game.</p></div><div class="live-content"><time datetime="2026-08-27T20:20:27+00:00">August 27, 2026 – 4:20 PM</time><p>Can we just take a moment for Lucia's outfits in these 26 minutes, because my god, her style!</p><p>This one is particularly stunning.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="uJmPiFm8pLSfVJ48g63QyZ" name="luciaoutfit" alt="Lucia stands next to Jason and another character, wearing a black jumpsuit in GTA 6" src="https://cdn.mos.cms.futurecdn.net/uJmPiFm8pLSfVJ48g63QyZ.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure></div><div class="live-content"><time datetime="2026-08-27T20:25:05+00:00">August 27, 2026 – 4:25 PM</time><h2 id="from-the-news-gta-6-won-t-let-you-break-up-lucia-and-jason-no-matter-how-poorly-you-treat-them">FROM THE NEWS: <a href="https://www.gamesradar.com/games/grand-theft-auto/gta-6-wont-let-you-break-up-lucia-and-jason-no-matter-how-poorly-you-treat-them-they-will-remain-partners-in-crime/" target="_blank">GTA 6 won't let you break up Lucia and Jason, no matter how poorly you treat them</a></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="vACRvbgxcfjs36QDRUgWh7" name="gtanetflixjasonlucia" alt="A screenshot of GTA 6's Extended Look on Netflix. Main character's Jason and Lucia stand in an alleyway looking toward the camera as another character walks away." src="https://cdn.mos.cms.futurecdn.net/vACRvbgxcfjs36QDRUgWh7.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p><a href="https://www.gamesradar.com/gta-6-guide/"><u>GTA 6</u></a> is led by its very own Bonnie and Clyde, but there's literally no way to break the two up, no matter how hard you try. It sounds like there's definitely going to be ebbs and flows to their relationship, depending on your choices, but you literally can't split these two. </p></div><div class="live-content"><time datetime="2026-08-27T20:42:25+00:00">August 27, 2026 – 4:42 PM</time><p>Goddamn this game is pretty</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Fp3RYePUKEbUsdLTdzMJra" name="leonida6" alt="Driving an airboat through the bayoux in GTA 6" src="https://cdn.mos.cms.futurecdn.net/Fp3RYePUKEbUsdLTdzMJra.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ikjENyz7PJzyX9JKjtrtba" name="leonida4" alt="Jetskiing in GTA 6" src="https://cdn.mos.cms.futurecdn.net/ikjENyz7PJzyX9JKjtrtba.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="YtkqnWTJPYaigBAwSg5mqa" name="leonida3" alt="Kayaking in GTA 6" src="https://cdn.mos.cms.futurecdn.net/YtkqnWTJPYaigBAwSg5mqa.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="QNkP7DeHjW6HgXoSAebqia" name="leonida5" alt="Jumping off a pier into the ocean while dolphins leap out of the water in GTA 6" src="https://cdn.mos.cms.futurecdn.net/QNkP7DeHjW6HgXoSAebqia.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="MGyUvfM8Ahaz5Hnz8Xntfa" name="leonida2" alt="A wide vista with ocean and city along with a freeway in GTA 6" src="https://cdn.mos.cms.futurecdn.net/MGyUvfM8Ahaz5Hnz8Xntfa.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="VQcEvpL75VF2r8EsKG7Uca" name="leonida1" alt="A city vista in GTA 6 with helicopter overhead" src="https://cdn.mos.cms.futurecdn.net/VQcEvpL75VF2r8EsKG7Uca.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure></div><div class="live-content"><time datetime="2026-08-27T20:55:28+00:00">August 27, 2026 – 4:55 PM</time><h2 id="from-the-news-rockstar-lead-says-gta-6-takes-npc-interactions-much-further-than-red-dead-redemption-2-and-its-system-is-returning-and-evolved">FROM THE NEWS: <a href="https://www.gamesradar.com/games/grand-theft-auto/rockstar-lead-says-gta-6-takes-npc-interactions-much-further-than-red-dead-redemption-2-and-its-system-is-returning-and-evolved/">Rockstar lead says GTA 6 takes NPC interactions "much further" than Red Dead Redemption 2, and its system is "returning and evolved"</a></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="gA2SeaEw9H3guJjLLgPpp6" name="Screenshot (429)" alt="Woman with tattoos leans over and smiles at another woman" src="https://cdn.mos.cms.futurecdn.net/gA2SeaEw9H3guJjLLgPpp6.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>NPC interactions have improved considerably with GTA 6 according to Rockstar, including the fact if you stand and listen to people talking for too long you're going to get called out for eavesdropping. GTA 6 will go further than RDR2 for NPC dialogue and spontaneous moments too. </p></div><div class="live-content"><time datetime="2026-08-27T21:09:45+00:00">August 27, 2026 – 5:09 PM</time><h2 id="from-the-news-like-red-dead-redemption-2-gta-6-is-a-whole-other-world-where-there-s-a-whole-lot-of-stuff-that-you-discover-emergently">FROM THE NEWS: <a href="https://www.gamesradar.com/games/grand-theft-auto/like-red-dead-redemption-2-gta-6-is-a-whole-other-world-where-theres-a-whole-lot-of-stuff-that-you-discover-emergently">Like Red Dead Redemption 2, GTA 6 is "a whole other world" where "there's a whole lot of stuff that you discover emergently"</a></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="MGyUvfM8Ahaz5Hnz8Xntfa" name="leonida2" alt="A wide vista with ocean and city along with a freeway in GTA 6" src="https://cdn.mos.cms.futurecdn.net/MGyUvfM8Ahaz5Hnz8Xntfa.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>It's absolutely going to be the game that the more you explore, the more you're rewarded. If you thought Red Dead Redemption 2 was massive, it sounds like GTA 6 is going to be even more diverse and immersive, with things and people to find at every turn. </p></div><div class="live-content"><time datetime="2026-08-27T21:17:27+00:00">August 27, 2026 – 5:17 PM</time><h2 id="from-the-news-gta-6-players-won-t-be-as-overpowered-as-previous-games-you-are-not-the-only-one-capable-of-violence">FROM THE NEWS: <a href="https://www.gamesradar.com/games/grand-theft-auto/gta-6-players-wont-be-as-overpowered-as-previous-games-you-are-not-the-only-one-capable-of-violence/">GTA 6 players won't be as "overpowered" as previous games: "You are not the only one capable of violence"</a></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="LvqCZm58FvUXHNciv2VXVo" name="leonida15" alt="An aerial view of the city in with the beach just at the edge in GTA 6" src="https://cdn.mos.cms.futurecdn.net/LvqCZm58FvUXHNciv2VXVo.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>You're going to have to work a lot harder to be a badass in GTA 6. Rockstar explains that in previous games it only ever felt like the cops could overpower you, but in GTA 6 you're not the only ones with weapons or a crazy streak.</p></div><div class="live-content"><time datetime="2026-08-27T21:21:06+00:00">August 27, 2026 – 5:21 PM</time><h2 id="from-the-news-how-long-is-gta-6-about-80-hours-according-to-one-rockstar-dev-s-playthrough">FROM THE NEWS: <a href="https://www.gamesradar.com/games/grand-theft-auto/how-long-is-gta-6-about-80-hours-according-to-one-rockstar-devs-playthrough/">How long is GTA 6? About 80 hours, according to one Rockstar dev's playthrough</a></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2pSZdE6TKY4gEz9haAKNMo" name="leonida12" alt="Lucia and Jason lying on sunloungers on the beach in GTA 6" src="https://cdn.mos.cms.futurecdn.net/2pSZdE6TKY4gEz9haAKNMo.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>Honestly 80 hours feels like a playtime you'd have if you just put your blinkers on and never did any side content whatsoever, based on that GTA 6 Extended Gameplay. Rockstar says GTA 6's map is three times larger than Red Dead Redemption 2, which just puts that playtime into perspective. </p></div><div class="live-content"><time datetime="2026-08-27T21:51:42+00:00">August 27, 2026 – 5:51 PM</time><h2 id="from-the-news-gta-6-s-criminal-profile-will-track-how-heinous-your-crimes-are-just-like-red-dead-redemption-2-s-honor-system">FROM THE NEWS: <a href="https://www.gamesradar.com/games/grand-theft-auto/gta-6s-criminal-profile-will-track-how-heinous-your-crimes-are-just-like-red-dead-redemption-2s-honor-system/">GTA 6's criminal profile will track how heinous your crimes are, just like Red Dead Redemption 2's honor system</a></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="rQ4FWJhDEcSQsuWfk97XuA" name="GTA6ExtendedLook-LuciaJasonRobberies" alt="A screenshot of the GTA 6 Extended Look. Jason and Lucia wear handkerchiefs to conceal their identity as they commit crimes." src="https://cdn.mos.cms.futurecdn.net/rQ4FWJhDEcSQsuWfk97XuA.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>Jason and Lucia seem like a generally likable pair, which might be at odds with the criminal freedom GTA 6 is giving us. Enter the criminal profile system which, like Red Dead Redemption 2's honor system, will subtly affect the game based on how violent you choose to be.</p></div>
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                                                            <title><![CDATA[ 7 Metal Gear Solid 4 tips to help you complete your final mission ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Having some Metal Gear Solid 4 tips to hand will stand you in good stead, whether you're returning to the battlefield or checking out Guns of the Patriots for the first time. After being a PS3 exclusive for over 18 years, the 2026 port that's also included in the Metal Gear Solid: Master Collection Vol. 2 has opened the game up to a brand new audience, so you may be looking for some pointers for how to get started in Kojima's epic stealth adventure. With that in mind, here are seven essential MGS4 tips to help you guide Old Snake to his destiny.<br><br><em>If you're looking for more assistance, then we also have a </em><a href="https://www.gamesradar.com/games/metal-gear/metal-gear-solid-4-boss-guide/"><em>Metal Gear Solid 4 boss guide</em></a><em> to help with those tough encounters, and a </em><a href="https://www.gamesradar.com/full-metal-gear-solid-4-walkthrough/"><em>Metal Gear Solid 4 walkthrough</em></a><em> to lead you through each act.</em></p><h3 class="article-body__section" id="section-1-remember-to-use-octocamo-and-disguises"><span>1. Remember to use OctoCamo and Disguises</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="5PLRdqHGWV2XbGFZMTTqPQ" name="06tgs_13" alt="Old Snake sneaks up on enemies using Octocamo in Metal Gear Solid 4" src="https://cdn.mos.cms.futurecdn.net/5PLRdqHGWV2XbGFZMTTqPQ.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p>In automatic mode, Snake’s OctoCamo suit will adapt to mimic the color and texture of his immediate environment. Team it with the OctoCamo mask (won by defeating Laughing Octopus) and Snake’s camouflage rating can get close to the magic 100%, making him virtually invisible. To change OctoCamo, Snake must be either lying down, or pressed up against the wall or structure you want him to blend into.</p><p>The OctoCamo suit can also be set to predefined patterns, or to patterns you have saved to its memory. In practice, though, you’re much more likely to leave OctoCamo set to ‘automatic’. In addition to OctoCamo, some of MGS4’s acts give you access to a specific disguise, such as the militia disguise in the Middle East section of the game. Rather than literally hiding Snake, these enable social stealth, freeing him to move around with impunity in certain areas of the game.</p><h3 class="article-body__section" id="section-2-pay-attention-to-the-drebin-store-and-war-economy"><span>2. Pay attention to the Drebin Store and War Economy</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="HNQh3z6rXRwGteRHnBG39Y" name="" alt="Opening shot of Drebin, portrayed by Khary Payton" src="https://cdn.mos.cms.futurecdn.net/HNQh3z6rXRwGteRHnBG39Y.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div></figure><p>Weapons launderer Drebin gives you valuable assistance, and an interesting dilemma in the game. With nanomachine technology giving guns ‘fingerprint’ access only, Drebin must launder new weapons that you find for a small fee if you want to use them. Doing this also means that Drebin will automatically buy any identical weapons that you subsequently pick up, for Drebin Points that you can then use to buy ammo or specialist, new weapons. However, the amount of money you earn for each weapon depends on the War Economy.</p><p>It works like this: if you’re employing stealth all the time, there are fewer shootouts and fewer shootouts means demand for Drebin’s stock is low, meaning you get less money. However, if you take the shooty approach, demand goes up and you get more DPs to spend on bigger and better guns. So what’s it going to be? Stealth, all-out war, or a little of both? Oh, one more thing – watch out for Drebin’s occasional sales. It’s not unusual for him to take 20% off rifles, say, for one day only. And be warned, before the final act Drebin has a half-price sale on everything, so it pays to keep those special purchases back until then.</p><h3 class="article-body__section" id="section-3-watch-your-stress-psyche-and-life-levels"><span>3. Watch your Stress, Psyche, and Life levels</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="HRjokKVRMMWUNUGeCyrcCR" name="MSG4-RES.jpg" alt="Old Snake injects himself with nanomachines" src="https://cdn.mos.cms.futurecdn.net/HRjokKVRMMWUNUGeCyrcCR.jpg" mos="" align="middle" fullscreen="" width="1280" height="720" attribution="" endorsement="" class="inline"></p></div></div></figure><p>In MGS4, Snake’s Stress, Life, and Psyche gauges are all linked. The Life gauge is self-explanatory, and can be topped up by Regain energy drinks, rations, and noodles. It will also slowly replenish itself if Snake lies low or seeks cover – a valuable bit of knowledge if you find yourself low on rations during a set-piece battle.</p><p>Taking a day’s break from playing MGS4 will also have an effect, giving you a 20% hike in life force. Psyche is represented by the four-part gauge below the Life gauge and represents Snake’s mental wellbeing. If he’s too hot, too cold, overloaded with kit, or feeling his age – because of an aching back from crouching for too long, say – this will affect his Psyche gauge, making it harder for Snake to aim accurately and generally affecting his performance.</p><p>Removing the problem will help the gauge to replenish itself, as will smoking (although this whittles away at Snake’s Life gauge) and looking at ‘gentleman’s literature’ (which doesn’t appear to make him go blind, Mum). Linked to Psyche is Snake’s Stress level. Presented as a percentage, Stress increases with sustained combat, unpleasant surroundings, and by carrying too much equipment.</p><p>When Stress exceeds 50% Psyche starts dropping, so it’s important to try and help Snake chill out when this happens. Combine a high level of Stress (80%) with the need to fire a weapon for a sustained period and Snake enters a ‘combat high’. While this lasts his Psyche does not decrease and the damage he sustains from enemy fire is reduced. However, when the ‘combat high’ ends, Snake’s body will crash leaving him very vulnerable for a while, so make the most of it while it lasts.</p><h3 class="article-body__section" id="section-4-use-your-solid-eye-to-full-effect"><span>4. Use your Solid Eye to full effect</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZbFfVsAerShkzLL2PBdPPJ" name="" alt="Old Snake uses the Solid Eye night vision setting" src="https://cdn.mos.cms.futurecdn.net/ZbFfVsAerShkzLL2PBdPPJ.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div></figure><p>Snake’s Solid Eye enhanced vision system combines binoculars (Binos), night vision (NV), and normal settings, and is a lifesaver on more than one occasion (see the boss battle against Crying Wolf). When equipped it shows tags that reveal basic info on enemies, neutrals, and friendlies, color-coded red, gold, and blue respectively. This can be particularly useful during the Middle East’s frenetic shootouts, and it also highlights special items that you might otherwise miss. Night vision mode can be used to reveal people’s footprints, enabling you to track enemies and allies.</p><h3 class="article-body__section" id="section-5-keep-an-eye-on-your-threat-ring"><span>5. Keep an eye on your Threat Ring</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="C2ZETUgZX6FfDt2UEPuDDL" name="metal-gear-solid-4" alt="Metal Gear Solid 4" src="https://cdn.mos.cms.futurecdn.net/C2ZETUgZX6FfDt2UEPuDDL.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p>The Threat Ring is a clever device that replaces the earlier games’ Soliton Radar, depicting threats in Snake’s vicinity. This translucent ring encircles Snake while he lies down, crouches still, or moves forward in a stealthy hunch. The circumference of the ring fluctuates depending on the relative location and size of a nearby threat. It’s a brilliant piece of design that’s worth its weight in gold. Be warned, though, that when Snake is stressed the reliability of the Threat Ring drops, so keep your wits about you.</p><h3 class="article-body__section" id="section-6-send-metal-gear-mk-ii-to-scout-and-sneak-attack"><span>6. Send Metal Gear Mk.II to scout and sneak attack</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="bK2Mcaq5YRkMkcoiQFTdwS" name="06tgs_09" alt="Old Snake uses the Metal Gear Mk.II to electrocute an unsuspecting enemy" src="https://cdn.mos.cms.futurecdn.net/bK2Mcaq5YRkMkcoiQFTdwS.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p>This remotely controlled robot drone is new to MGS4 and an essential item if you’re planning on using stealth over brute force to ace the game. With its stealth camo enabled – press X to turn on – the Mk.II is invisible to all but infrared sensors, but since Snake can be attacked while he’s controlling the Mk.II it’s important for you to find rock-solid cover before you send the drone out. While the Mk.II has a limited range and will drain its battery very quickly, it can be used to scout new areas, stun guards with its electric tentacle – hold L1 then press R1, disable traps, toggle light switches, and act as a decoy to draw guards away.</p><h3 class="article-body__section" id="section-7-stealth-is-key"><span>7. Stealth is key</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="QjiAyu3KN7Dhmg5fcHZg9Y" name="" alt="Old Snake smokes a cigarette while his Octocamo mimics the surrounding area" src="https://cdn.mos.cms.futurecdn.net/QjiAyu3KN7Dhmg5fcHZg9Y.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div></figure><p>MGS4 has the most refined stealth gameplay of any Metal Gear game, so initially you may fall foul of its subtlety. Sound is of massive importance, so if you can hear Snake’s footfalls (however faintly) then, potentially, so can the enemy. Even your equipment can give you away – the Solid Eye’s night vision mode makes a telltale hum, for example – so stay vigilant and use your ears. Equally, listening out for environmental clues given by enemies pays dividends wherever you are.</p><p>Entering a new area? Use the Mk.II to get the lie of the land and to identify potential threats. Find a good vantage point, get a good OctoCamo rating and just watch the world before you. This way, you reduce the risk of steaming into the path of enemies and having to ‘go loud’. Keep your tranq pistol equipped, as not only will it enable you to take down enemies silently (and non-lethally), but it also enables you to use Close Quarters Combat (CQC) moves on enemies to subdue them without raising the alarm.</p><p><strong>© GamesRadar+. Not to be reproduced without permission.</strong></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/metal-gear/metal-gear-solid-4-tips/</link>
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                            <![CDATA[ Follow these Metal Gear Solid 4 tips to guide Old Snake through the battlefield ]]>
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                                                                        <pubDate>Thu, 27 Aug 2026 15:50:02 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Metal Gear]]></category>
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                                                                                                <author><![CDATA[ iain.wilson@futurenet.com (Iain Wilson) ]]></author>                    <dc:creator><![CDATA[ Iain Wilson ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/UxYnS3Sn5bs4fBafqPm9dL.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Iain originally joined Future in 2012 to write guides for CVG, PSM3, and Xbox World, before moving on to join GamesRadar in 2013 as Guides Editor. His words have also appeared in OPM, OXM, PC Gamer, GamesMaster, and SFX. He is better known to many as ‘Mr Trophy’, due to his slightly unhealthy obsession with amassing intangible PlayStation silverware, and he now has over 1,000 Platinum pots weighing down the shelves of his virtual award cabinet. He does not care for Xbox Achievements.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Metal Gear Solid 4 screenshot showing a closeup of snake]]></media:description>                                                            <media:text><![CDATA[Metal Gear Solid 4 screenshot showing a closeup of snake]]></media:text>
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                                <p>Having some Metal Gear Solid 4 tips to hand will stand you in good stead, whether you're returning to the battlefield or checking out Guns of the Patriots for the first time. After being a PS3 exclusive for over 18 years, the 2026 port that's also included in the Metal Gear Solid: Master Collection Vol. 2 has opened the game up to a brand new audience, so you may be looking for some pointers for how to get started in Kojima's epic stealth adventure. With that in mind, here are seven essential MGS4 tips to help you guide Old Snake to his destiny.<br><br><em>If you're looking for more assistance, then we also have a </em><a href="https://www.gamesradar.com/games/metal-gear/metal-gear-solid-4-boss-guide/"><em>Metal Gear Solid 4 boss guide</em></a><em> to help with those tough encounters, and a </em><a href="https://www.gamesradar.com/full-metal-gear-solid-4-walkthrough/"><em>Metal Gear Solid 4 walkthrough</em></a><em> to lead you through each act.</em></p><h3 class="article-body__section" id="section-1-remember-to-use-octocamo-and-disguises"><span>1. Remember to use OctoCamo and Disguises</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="5PLRdqHGWV2XbGFZMTTqPQ" name="06tgs_13" alt="Old Snake sneaks up on enemies using Octocamo in Metal Gear Solid 4" src="https://cdn.mos.cms.futurecdn.net/5PLRdqHGWV2XbGFZMTTqPQ.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p>In automatic mode, Snake’s OctoCamo suit will adapt to mimic the color and texture of his immediate environment. Team it with the OctoCamo mask (won by defeating Laughing Octopus) and Snake’s camouflage rating can get close to the magic 100%, making him virtually invisible. To change OctoCamo, Snake must be either lying down, or pressed up against the wall or structure you want him to blend into.</p><p>The OctoCamo suit can also be set to predefined patterns, or to patterns you have saved to its memory. In practice, though, you’re much more likely to leave OctoCamo set to ‘automatic’. In addition to OctoCamo, some of MGS4’s acts give you access to a specific disguise, such as the militia disguise in the Middle East section of the game. Rather than literally hiding Snake, these enable social stealth, freeing him to move around with impunity in certain areas of the game.</p><h3 class="article-body__section" id="section-2-pay-attention-to-the-drebin-store-and-war-economy"><span>2. Pay attention to the Drebin Store and War Economy</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="HNQh3z6rXRwGteRHnBG39Y" name="" alt="Opening shot of Drebin, portrayed by Khary Payton" src="https://cdn.mos.cms.futurecdn.net/HNQh3z6rXRwGteRHnBG39Y.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div></figure><p>Weapons launderer Drebin gives you valuable assistance, and an interesting dilemma in the game. With nanomachine technology giving guns ‘fingerprint’ access only, Drebin must launder new weapons that you find for a small fee if you want to use them. Doing this also means that Drebin will automatically buy any identical weapons that you subsequently pick up, for Drebin Points that you can then use to buy ammo or specialist, new weapons. However, the amount of money you earn for each weapon depends on the War Economy.</p><p>It works like this: if you’re employing stealth all the time, there are fewer shootouts and fewer shootouts means demand for Drebin’s stock is low, meaning you get less money. However, if you take the shooty approach, demand goes up and you get more DPs to spend on bigger and better guns. So what’s it going to be? Stealth, all-out war, or a little of both? Oh, one more thing – watch out for Drebin’s occasional sales. It’s not unusual for him to take 20% off rifles, say, for one day only. And be warned, before the final act Drebin has a half-price sale on everything, so it pays to keep those special purchases back until then.</p><h3 class="article-body__section" id="section-3-watch-your-stress-psyche-and-life-levels"><span>3. Watch your Stress, Psyche, and Life levels</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="HRjokKVRMMWUNUGeCyrcCR" name="MSG4-RES.jpg" alt="Old Snake injects himself with nanomachines" src="https://cdn.mos.cms.futurecdn.net/HRjokKVRMMWUNUGeCyrcCR.jpg" mos="" align="middle" fullscreen="" width="1280" height="720" attribution="" endorsement="" class="inline"></p></div></div></figure><p>In MGS4, Snake’s Stress, Life, and Psyche gauges are all linked. The Life gauge is self-explanatory, and can be topped up by Regain energy drinks, rations, and noodles. It will also slowly replenish itself if Snake lies low or seeks cover – a valuable bit of knowledge if you find yourself low on rations during a set-piece battle.</p><p>Taking a day’s break from playing MGS4 will also have an effect, giving you a 20% hike in life force. Psyche is represented by the four-part gauge below the Life gauge and represents Snake’s mental wellbeing. If he’s too hot, too cold, overloaded with kit, or feeling his age – because of an aching back from crouching for too long, say – this will affect his Psyche gauge, making it harder for Snake to aim accurately and generally affecting his performance.</p><p>Removing the problem will help the gauge to replenish itself, as will smoking (although this whittles away at Snake’s Life gauge) and looking at ‘gentleman’s literature’ (which doesn’t appear to make him go blind, Mum). Linked to Psyche is Snake’s Stress level. Presented as a percentage, Stress increases with sustained combat, unpleasant surroundings, and by carrying too much equipment.</p><p>When Stress exceeds 50% Psyche starts dropping, so it’s important to try and help Snake chill out when this happens. Combine a high level of Stress (80%) with the need to fire a weapon for a sustained period and Snake enters a ‘combat high’. While this lasts his Psyche does not decrease and the damage he sustains from enemy fire is reduced. However, when the ‘combat high’ ends, Snake’s body will crash leaving him very vulnerable for a while, so make the most of it while it lasts.</p><h3 class="article-body__section" id="section-4-use-your-solid-eye-to-full-effect"><span>4. Use your Solid Eye to full effect</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZbFfVsAerShkzLL2PBdPPJ" name="" alt="Old Snake uses the Solid Eye night vision setting" src="https://cdn.mos.cms.futurecdn.net/ZbFfVsAerShkzLL2PBdPPJ.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div></figure><p>Snake’s Solid Eye enhanced vision system combines binoculars (Binos), night vision (NV), and normal settings, and is a lifesaver on more than one occasion (see the boss battle against Crying Wolf). When equipped it shows tags that reveal basic info on enemies, neutrals, and friendlies, color-coded red, gold, and blue respectively. This can be particularly useful during the Middle East’s frenetic shootouts, and it also highlights special items that you might otherwise miss. Night vision mode can be used to reveal people’s footprints, enabling you to track enemies and allies.</p><h3 class="article-body__section" id="section-5-keep-an-eye-on-your-threat-ring"><span>5. Keep an eye on your Threat Ring</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="C2ZETUgZX6FfDt2UEPuDDL" name="metal-gear-solid-4" alt="Metal Gear Solid 4" src="https://cdn.mos.cms.futurecdn.net/C2ZETUgZX6FfDt2UEPuDDL.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p>The Threat Ring is a clever device that replaces the earlier games’ Soliton Radar, depicting threats in Snake’s vicinity. This translucent ring encircles Snake while he lies down, crouches still, or moves forward in a stealthy hunch. The circumference of the ring fluctuates depending on the relative location and size of a nearby threat. It’s a brilliant piece of design that’s worth its weight in gold. Be warned, though, that when Snake is stressed the reliability of the Threat Ring drops, so keep your wits about you.</p><h3 class="article-body__section" id="section-6-send-metal-gear-mk-ii-to-scout-and-sneak-attack"><span>6. Send Metal Gear Mk.II to scout and sneak attack</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="bK2Mcaq5YRkMkcoiQFTdwS" name="06tgs_09" alt="Old Snake uses the Metal Gear Mk.II to electrocute an unsuspecting enemy" src="https://cdn.mos.cms.futurecdn.net/bK2Mcaq5YRkMkcoiQFTdwS.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p>This remotely controlled robot drone is new to MGS4 and an essential item if you’re planning on using stealth over brute force to ace the game. With its stealth camo enabled – press X to turn on – the Mk.II is invisible to all but infrared sensors, but since Snake can be attacked while he’s controlling the Mk.II it’s important for you to find rock-solid cover before you send the drone out. While the Mk.II has a limited range and will drain its battery very quickly, it can be used to scout new areas, stun guards with its electric tentacle – hold L1 then press R1, disable traps, toggle light switches, and act as a decoy to draw guards away.</p><h3 class="article-body__section" id="section-7-stealth-is-key"><span>7. Stealth is key</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="QjiAyu3KN7Dhmg5fcHZg9Y" name="" alt="Old Snake smokes a cigarette while his Octocamo mimics the surrounding area" src="https://cdn.mos.cms.futurecdn.net/QjiAyu3KN7Dhmg5fcHZg9Y.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div></figure><p>MGS4 has the most refined stealth gameplay of any Metal Gear game, so initially you may fall foul of its subtlety. Sound is of massive importance, so if you can hear Snake’s footfalls (however faintly) then, potentially, so can the enemy. Even your equipment can give you away – the Solid Eye’s night vision mode makes a telltale hum, for example – so stay vigilant and use your ears. Equally, listening out for environmental clues given by enemies pays dividends wherever you are.</p><p>Entering a new area? Use the Mk.II to get the lie of the land and to identify potential threats. Find a good vantage point, get a good OctoCamo rating and just watch the world before you. This way, you reduce the risk of steaming into the path of enemies and having to ‘go loud’. Keep your tranq pistol equipped, as not only will it enable you to take down enemies silently (and non-lethally), but it also enables you to use Close Quarters Combat (CQC) moves on enemies to subdue them without raising the alarm.</p><p><strong>© GamesRadar+. Not to be reproduced without permission.</strong></p>
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                                                            <title><![CDATA[ How to beat every Metal Gear Solid 4 boss ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The various Metal Gear Solid 4 boss fights can be particularly challenging, with each pitting you against a unique enemy that you need to defeat before you can progress further through the act. Also, with this being a Hideo Kojima game you often need to think outside the box, as you won't get far going into each battle with an all-guns-blazing approach. To help you out, we've got loadout advice and pointers to help you beat every boss in Metal Gear Solid 4.<br><br><em>If you're looking for further assistance, we also have some </em><a href="https://www.gamesradar.com/games/metal-gear/metal-gear-solid-4-tips/"><em>Metal Gear Solid 4 tips</em></a><em> to get you on the right track, plus a complete </em><a href="https://www.gamesradar.com/full-metal-gear-solid-4-walkthrough/"><em>Metal Gear Solid 4 walkthrough</em></a><em> to steer you through every act.</em></p><h2 class="article-body__section" id="section-act-two-boss-laughing-octopus"><span>Act Two Boss: Laughing Octopus</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="fZRs4Nv2GWeLhFr5PGWokH" name="MGS4-2-Laughing-Octopus.jpg" alt="Metal Gear Solid 4 boss Laughing Octopus" src="https://cdn.mos.cms.futurecdn.net/fZRs4Nv2GWeLhFr5PGWokH.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p><strong>Equip – Solid Eye (Night Vision), MK 2 Tranquilizer pistol, M4 Custom</strong><br><strong>Special item prize – OctoCamo facemask</strong><br><br>The claustrophobic South American showdown against tentacled mistress of disguise Laughing Octopus is Snake’s first encounter with MGS4’s unsettling Beauty and the Beast unit, and a master class in the series’ classic brains and brawn approach to set-piece duels. Playing out in an enclosed, prefab research station comprising of interconnected rooms, Octopus’ initial tactic is to use her full-body camouflage to hide out and taunt you before revealing herself suddenly to panic you into fatal errors.</p><p>Blending into oil paintings, wooden slatted walls, ceiling rafters, and stock room shelves, she’s visible with the naked eye if you’re sharp – but a better tactic is to use the Solid Eye’s night vision mode that lights Octopus up like a Christmas tree. Wear down her health and she starts to get more brazen, barreling after you, firing homing darts your way, and crashing through windows to send you flying. Remember to pick up rations and ammo whenever the coast is clear, and clamber up onto furniture if she starts rolling after you.</p><p>Ever the tricksy one, she alternates camouflage with a series of disguises. Are you sure that’s Dr Naomi Hunter unconscious on the floor? Where did that Haven Trooper’s body come from? Why does that medical scanner have a new, extra thick cable running up to the ceiling? And how come the Metal Gear Mk. 2 is here? If it seems wrong, it’s probably Octopus. Stay sharp, stay calm, stay alive, and eventually Laughing Octopus will be gone, replaced by the tragic beauty beneath the grotesque hardware. And she wants a hug – what could be the harm in that, right? Not so fast. Let Laughing Beauty (as she’s now known) embrace you and she’ll suck the life right out of you.</p><p>So while it feels wrong, you’re going to have to take her down a second time, but you’ve got two choices here. Kill her outright if you like, but if you quick equip Snake’s Mk.2 tranq gun and wear down Laughing Beauty’s stamina instead, you’ll leave her alive and on the road to mental and physical recovery. And for this display of mercy you’ll receive a special item from her – in this case it’s Laughing Octopus’ OctoCamo facemask, which will come in very handy later on.</p><h2 class="article-body__section" id="section-act-three-boss-raging-raven"><span>Act Three Boss: Raging Raven</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="DMJBnXcoTBb49PC64C9xvH" name="MGS4-3-Raging-Raven.jpg" alt="Metal Gear Solid 4 boss Raging Raven" src="https://cdn.mos.cms.futurecdn.net/DMJBnXcoTBb49PC64C9xvH.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p><strong>Equip – MK.2 Tranquilizer pistol, M4 Custom, P90, RPG-7, Javelin</strong><br><strong>Special item prize – MGL-140 Rapidfire grenade launcher, Raging Beauty facemask</strong><br><br>While the boss battle against Laughing Octopus was all about tension-soaked cat and mouse tactics, Raging Raven’s big fight is full-on shock and awe. Taking place in and around a substantial stone tower in MGS4’s mist-draped interpretation of Prague, you must tackle not only the missile firing winged harridan herself, but also squadrons of automated attack drones circling the skies with her.</p><p>With Raven pounding chunks of masonry out of the tower, you have to navigate between an enclosed ground floor and two balconies circling the structure, picking off the drones until Raven is enraged enough to draw near and give you a good shot with your heaviest weapons. This process can be a bit of a slog, so be sure to keep moving (to avoid becoming a sitting duck for your opponent's crippling mini-missiles) and buy in a heap of ammo for your best SMG, rifle, and grenade launcher/missile launcher.</p><p>It’s not a bad idea to equip auto aim while tackling the drones. This way you can stick with rifles and keep your heavy weapons for Raging Raven herself. As soon as she gets close, swap to either the Javelin or RPG-7 and try to get off at least two shots before she retreats. The Javelin will home in on Raging Raven so is good over distance, but if she’s getting close, the RPG-7 has a quicker reload so it’s your best bet there.</p><p>Wear her down and – as with all the members of the Beauty and the Beast unit – eventually you get the opportunity to offer the beautiful woman beneath the armored exoskeleton release or redemption. Use your Mk.2 tranq gun to send her into a dreamless sleep and you'll earn her kickass MGL-140 grenade launcher as your reward.</p><h2 class="article-body__section" id="section-act-four-boss-crying-wolf"><span>Act Four Boss: Crying Wolf</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="5MBXHXBj528LyGCooxwZuH" name="MGS4-4-Crying-Wolf.jpg" alt="Metal Gear Solid 4 boss Crying Wolf" src="https://cdn.mos.cms.futurecdn.net/5MBXHXBj528LyGCooxwZuH.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p><strong>Equip – MK. 2 Tranquilizer pistol, M4 Custom, MGL-140 grenade launcher, SVD Sniper rifle</strong><br><strong>Special item prize – Rail Gun, Crying Beauty facemask</strong><br><br>This brilliant sniping level cleverly updates the classic confrontation against Metal Gear Solid’s best boss, Sniper Wolf. You must navigate the exterior of the base while a stinging snowstorm reduces visibility almost to nil. Complicating your attempt to locate and take down the feline mech form of Sniper Wolf are squads of elite Haven Troopers.</p><p>Taking them down is hard enough, and with Crying Wolf capable of tracking you when you’re downwind of her, finding a safe vantage point from which to scope the area using your night vision is the real challenge here. First thing to do is make a sweep of the area and acquaint yourself with it, taking down any Haven Troopers you see as you go. The reason for this is that, as Crying Wolf tracks you, you’ll briefly be able to see through her eyes. Learn the location’s landmarks and when this happens you’ll be able to figure out where she is in relation to you and aim at her before she opens fire or stamps your face into the snow.</p><p>If you’re running low on rations and Regain, the best tactic is to equip a sniper rifle and full OctoCamo (face and body), scale one of the two towers and lie low, scanning the area for signs of Crying Wolf. She often prowls around the distant tree line, so keep looking there. Even if you can’t actually see her with your eyes, the Solid Eye night vision will reveal her nanomachine marker tag if your crosshairs pass over her. Spot her as she temporarily emerges from her armored exoskeleton to draw a bead on you and you can score maximum damage.</p><p>However, if you’re feeling bullish and have a lot of rations, you can forgo the stealth, equip Raging Raven’s MGL-140 grenade launcher and go hunting for Crying Wolf instead. Keep thinning out the Haven Troopers and it won’t be long before she comes at you. If you’re quick you can knock her off her feet and get a good three to five shots in before she recovers. Then it’s just a case of retreating, reloading, and repeating, but be warned – if the battery in your Solid Eye runs down, you’ll be forced to fight blind. Show Crying Wolf mercy and you’ll earn yourself her awesome Rail Gun.</p><h2 class="article-body__section" id="section-act-four-boss-vamp"><span>Act Four Boss: Vamp</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZyRogbLyUMNmPUcGR5tqkH" name="MGS4-4-Vamp.jpg" alt="Metal Gear Solid 4 boss Vamp" src="https://cdn.mos.cms.futurecdn.net/ZyRogbLyUMNmPUcGR5tqkH.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p><strong>Equip – MK. 2 Tranquilizer pistol (for CQC), M4 Custom, P90, Mp5-SD2, Rail Gun, Syringe</strong><br><strong>Special item prize – N/A</strong><br><br>Having shot Vamp in the forehead twice (once in MGS2 and once in MGS4’s South American level) before this final showdown in the shadow of MGS’ shattered Metal Gear REX in Alaska, it’s hard to imagine how you’re going to be able to kill the seemingly immortal boss. And sure enough, shooting him silly with conventional weapons will take him down, but only temporarily. This fight requires lateral thinking.</p><p>As revealed by Dr Naomi Hunter, Vamp’s incredible healing ability is down to the nanomachines in his blood. And since Snake is carrying syringes full of a cocktail that will suppress nanomachine activity, all you have to do is temporarily incapacitate Vamp using regular weapons. Since Vamp pings and bounds all over the shop before charging at you, it’s not a bad idea to toggle auto-aim on for this first bit. That way you can unload clip after clip into him wherever he leaps. When he finally goes down, get behind him. After that, the moment he gets up you can grab him in a CQC chokehold and use the nanomachine syringe to make Vamp mortal again. Piece of cake, right? Yeah, well, you’re not done yet.</p><p>You may have softened Vamp up, but he’s not dead yet. With a seemingly endless squad of special Gekko Metal Gear mechs programmed to self-destruct entering the chamber, Raiden shows up to tackle Vamp while you deal with the mechs, and Otacon tries to hot-wire the Metal Gear REX for your use. In this part of the battle you have to use the Rail Gun to thin out the Gekkos just long enough for Otacon to start up the REX.</p><p>There are two tactics that will save your bacon here. Firstly, retreat to a position underneath the REX. You’ll be protected from most shots, and you can get a clear shot at the Gekkos no matter which direction they come from. Secondly, aim for the very top part of the Gekkos’ ‘heads’ as it’s a surefire method to take ‘em out. Perfect your aim and you can become a one-shot master.</p><h2 class="article-body__section" id="section-act-four-boss-metal-gear-ray"><span>Act Four Boss: Metal Gear RAY</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="hWrCYtx3Gv7EaUXtPM9jkH" name="MGS4-4-RAY.jpg" alt="Metal Gear Solid 4 boss Metal Gear RAY" src="https://cdn.mos.cms.futurecdn.net/hWrCYtx3Gv7EaUXtPM9jkH.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p><strong>Equip – N/A</strong><br><strong>Special item prize – N/A</strong><br><br>It’s taken many years but finally you get to pilot your very own Metal Gear REX in this brilliant mech-based boss battle against Snake’s nemesis, Liquid. Set in the dockside area on Shadow Moses island (after a cool tutorial level that sees you fighting off scores of Gekkos on the route out of the hangar), you have to use all of REX’s weaponry – cluster guided missiles, Gatling gun, chemical laser, and a mean, mech sweeping kick – to defeat Liquid’s technologically superior Metal Gear RAY.</p><p>In a brilliant departure from the usual floaty, style-over-substance mechs that appear in games, Snake’s REX feels massively solid and weighty. Use that heft to your advantage, and after softening Liquid’s RAY up dash in close (by double tapping X) and use the REX’s chunky leg sweep to do your opponent some serious damage. Score enough damage and you’ll get a special action prompt. Hit it and you’ll perform a devastating special move that will knock a good chunk off RAY’s health bar. It’s then important to retreat – use the buildings as cover to get some safe distance – before repeating the tactic.</p><p>At distance, try charging the chemical laser to full power and using that, as a direct hit will score massive damage. Missiles are good if you can aim long enough to get multiple lock-ons, while the Gatling gun is best for taking advantage of sudden clear shots when they arise. Whatever you do, don’t let RAY get too close, or you’ll risk a crippling stomping. If it charges, double tap X plus a direction to side-step or retreat. This fight has been a long time coming, but it is definitely worth the wait.</p><h2 class="article-body__section" id="section-act-five-boss-screaming-mantis"><span>Act Five Boss: Screaming Mantis</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="RE6FXkrWY4UYfXLiLwgqvH" name="MGS4-5-Screaming-Mantis.jpg" alt="Metal Gear Solid 4 boss Screaming Mantis" src="https://cdn.mos.cms.futurecdn.net/RE6FXkrWY4UYfXLiLwgqvH.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p><strong>Equip – Syringe, M4 Custom, AK102, MK.17, P90</strong><br><strong>Special item prize – Sorrow Doll, Psycho Mantis Doll, Screaming Beauty facemask</strong><br><br>The final member of the Beauty and the Beast unit is also its leader, keeping them and anyone she chooses to in check using her terrifying psychic powers. Just like her Metal Gear Solid namesake, Psycho Mantis, Screaming Mantis is a master of manipulation, and as such, defeating her using conventional means is impossible without first shaking yourself free of her mind control.</p><p>Initially her tactics involve manipulating ally Meryl’s body like a marionette, along with the corpses of the Haven Troopers lying around the Ark’s control room. However, soon she ups the ante, using her puppeteer skills to prevent you from aiming at her body and even resorts to sneaky misdirection – at various points the screen goes black, with only green TV channel text top right reading ‘Hideo 2’ revealing that your console hasn’t, in fact, crashed. Mantis also flashes up the Kojima Productions logo, but look closely and you’ll see it actually reads ‘Kojima Protection’ instead. Don’t hit reset! You’re being messed with!</p><p>So how do you take her down? It’s easier than it, at first, appears. First things first – to free yourself from her control, use the nanomachine syringe on yourself. This effectively cuts Screaming Mantis’ strings, freeing you to aim at her. You may have to repeat this tactic, so keep the syringe equipped. But wait, before you tackle Screaming Mantis herself you need to deal with Meryl, as while under Screaming Mantis’ control she’s a liability to both you and also herself. To prevent her from killing you or putting her gun to her own head, equip the Mk.2 tranq gun and wear down her stamina to knock her unconscious.</p><p>This enables you to turn your attention to Screaming Mantis herself. Rather than trying to shoot her, aim at the strings attached to either one of her puppets – The Sorrow or Psycho Mantis – and, in time, it will be cut loose and fall to the ground. Now sprint over, pick it up, equip it and you can use it against Psycho Mantis. Score a direct hit with its ethereal ‘rounds’ and suddenly you have physical control over the master manipulator. Now all you have to do is shake her to defeat with a violent flourish of the controller. Brilliant. Completists should try and get both dolls, but if you’re running low on health then concentrate on the Psycho Mantis doll. It’s more effective – you’ll see why as soon as you’ve taken down Screaming Mantis’ ‘Beauty’ form.</p><h2 class="article-body__section" id="section-act-five-boss-liquid-ocelot"><span>Act Five Boss: Liquid Ocelot</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="GaohykN9FBxoCqPufVDxkH" name="MGS4-5-Liquid-Ocelot.jpg" alt="Metal Gear Solid 4 boss Liquid Ocelot" src="https://cdn.mos.cms.futurecdn.net/GaohykN9FBxoCqPufVDxkH.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p><strong>Equip – N/A</strong><br><strong>Special item prize – N/A</strong><br><br>After all the shooting, raging techno war, cyborg mechs, and nanomachines, this is what it all comes down to – a one-on-one fistfight between Snake and Liquid on the deck of the Patriot’s Ark. And while two ageing men slugging it out like tramps in a park would be an anti-climax, series creator Hideo Kojima uses this brutal punch-up as a summation of decades of Metal Gear, incorporating music, health bars, gestures, and even, fleetingly, character models from earlier games as the weary pair stubbornly leather each other until nothing is left on display but pure force of will and a lot of liver spots.</p><p>It’s an incredible fight to the finish. Stamina is what counts here, so keep circling Liquid until you’re happy you can get the punches in. When you do, keep at it. Eventually you’ll get a special move prompt and it’s this that will really whittle down Liquid’s health. One last piece of advice – keep away from the edge of the arena. You don’t want slip and go out like a sucker with total victory just within your grasp, do you?</p><h3 class="article-body__section" id="section-final-boss-the-end-credits"><span>Final Boss: The End Credits</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ded8fiS3R697UjeWNBJJ9Y" name="MGS4-5-Credits.jpg" alt="Metal Gear Solid 4 boss The End Credits" src="https://cdn.mos.cms.futurecdn.net/ded8fiS3R697UjeWNBJJ9Y.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p><strong>Equip – Comfy socks, chair</strong><br><strong>Special item prize – Having all the answers</strong><br><br>This is it: the final gauntlet. Sorry to say there aren’t really any tactics we can give you on how best to make it through MGS4’s marathon movie ending. True, you <em>could </em>skip the ending of an epic story that’s taken decades to tell, but you wouldn’t be about to do that now, would you? So our advice is simple – get comfy, sit back, and enjoy every last second of it. Oh, and do wait for the credits to end, as there’s a moving final message that’s well worth the wait.</p><p><em>Want to read more? Then here's </em><a href="https://www.gamesradar.com/why-mgs4s-final-scene-more-powerful-we-ever-realised/"><em>why MGS4's final scene is more powerful than we ever realized</em></a><em>.</em></p><p><strong>© GamesRadar+. Not to be reproduced without permission.</strong></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/metal-gear/metal-gear-solid-4-boss-guide/</link>
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                            <![CDATA[ We've got strategies and advice for defeating all of the bosses in Metal Gear Solid 4 so you can clear every act ]]>
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                                                                        <pubDate>Thu, 27 Aug 2026 15:49:50 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Metal Gear]]></category>
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                                                                                                <author><![CDATA[ iain.wilson@futurenet.com (Iain Wilson) ]]></author>                    <dc:creator><![CDATA[ Iain Wilson ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/UxYnS3Sn5bs4fBafqPm9dL.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Iain originally joined Future in 2012 to write guides for CVG, PSM3, and Xbox World, before moving on to join GamesRadar in 2013 as Guides Editor. His words have also appeared in OPM, OXM, PC Gamer, GamesMaster, and SFX. He is better known to many as ‘Mr Trophy’, due to his slightly unhealthy obsession with amassing intangible PlayStation silverware, and he now has over 1,000 Platinum pots weighing down the shelves of his virtual award cabinet. He does not care for Xbox Achievements.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Old Snake injects himself with nanomachines in Metal Gear Solid 4]]></media:description>                                                            <media:text><![CDATA[Old Snake injects himself with nanomachines in Metal Gear Solid 4]]></media:text>
                                <media:title type="plain"><![CDATA[Old Snake injects himself with nanomachines in Metal Gear Solid 4]]></media:title>
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                                <p>The various Metal Gear Solid 4 boss fights can be particularly challenging, with each pitting you against a unique enemy that you need to defeat before you can progress further through the act. Also, with this being a Hideo Kojima game you often need to think outside the box, as you won't get far going into each battle with an all-guns-blazing approach. To help you out, we've got loadout advice and pointers to help you beat every boss in Metal Gear Solid 4.<br><br><em>If you're looking for further assistance, we also have some </em><a href="https://www.gamesradar.com/games/metal-gear/metal-gear-solid-4-tips/"><em>Metal Gear Solid 4 tips</em></a><em> to get you on the right track, plus a complete </em><a href="https://www.gamesradar.com/full-metal-gear-solid-4-walkthrough/"><em>Metal Gear Solid 4 walkthrough</em></a><em> to steer you through every act.</em></p><h2 class="article-body__section" id="section-act-two-boss-laughing-octopus"><span>Act Two Boss: Laughing Octopus</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="fZRs4Nv2GWeLhFr5PGWokH" name="MGS4-2-Laughing-Octopus.jpg" alt="Metal Gear Solid 4 boss Laughing Octopus" src="https://cdn.mos.cms.futurecdn.net/fZRs4Nv2GWeLhFr5PGWokH.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p><strong>Equip – Solid Eye (Night Vision), MK 2 Tranquilizer pistol, M4 Custom</strong><br><strong>Special item prize – OctoCamo facemask</strong><br><br>The claustrophobic South American showdown against tentacled mistress of disguise Laughing Octopus is Snake’s first encounter with MGS4’s unsettling Beauty and the Beast unit, and a master class in the series’ classic brains and brawn approach to set-piece duels. Playing out in an enclosed, prefab research station comprising of interconnected rooms, Octopus’ initial tactic is to use her full-body camouflage to hide out and taunt you before revealing herself suddenly to panic you into fatal errors.</p><p>Blending into oil paintings, wooden slatted walls, ceiling rafters, and stock room shelves, she’s visible with the naked eye if you’re sharp – but a better tactic is to use the Solid Eye’s night vision mode that lights Octopus up like a Christmas tree. Wear down her health and she starts to get more brazen, barreling after you, firing homing darts your way, and crashing through windows to send you flying. Remember to pick up rations and ammo whenever the coast is clear, and clamber up onto furniture if she starts rolling after you.</p><p>Ever the tricksy one, she alternates camouflage with a series of disguises. Are you sure that’s Dr Naomi Hunter unconscious on the floor? Where did that Haven Trooper’s body come from? Why does that medical scanner have a new, extra thick cable running up to the ceiling? And how come the Metal Gear Mk. 2 is here? If it seems wrong, it’s probably Octopus. Stay sharp, stay calm, stay alive, and eventually Laughing Octopus will be gone, replaced by the tragic beauty beneath the grotesque hardware. And she wants a hug – what could be the harm in that, right? Not so fast. Let Laughing Beauty (as she’s now known) embrace you and she’ll suck the life right out of you.</p><p>So while it feels wrong, you’re going to have to take her down a second time, but you’ve got two choices here. Kill her outright if you like, but if you quick equip Snake’s Mk.2 tranq gun and wear down Laughing Beauty’s stamina instead, you’ll leave her alive and on the road to mental and physical recovery. And for this display of mercy you’ll receive a special item from her – in this case it’s Laughing Octopus’ OctoCamo facemask, which will come in very handy later on.</p><h2 class="article-body__section" id="section-act-three-boss-raging-raven"><span>Act Three Boss: Raging Raven</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="DMJBnXcoTBb49PC64C9xvH" name="MGS4-3-Raging-Raven.jpg" alt="Metal Gear Solid 4 boss Raging Raven" src="https://cdn.mos.cms.futurecdn.net/DMJBnXcoTBb49PC64C9xvH.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p><strong>Equip – MK.2 Tranquilizer pistol, M4 Custom, P90, RPG-7, Javelin</strong><br><strong>Special item prize – MGL-140 Rapidfire grenade launcher, Raging Beauty facemask</strong><br><br>While the boss battle against Laughing Octopus was all about tension-soaked cat and mouse tactics, Raging Raven’s big fight is full-on shock and awe. Taking place in and around a substantial stone tower in MGS4’s mist-draped interpretation of Prague, you must tackle not only the missile firing winged harridan herself, but also squadrons of automated attack drones circling the skies with her.</p><p>With Raven pounding chunks of masonry out of the tower, you have to navigate between an enclosed ground floor and two balconies circling the structure, picking off the drones until Raven is enraged enough to draw near and give you a good shot with your heaviest weapons. This process can be a bit of a slog, so be sure to keep moving (to avoid becoming a sitting duck for your opponent's crippling mini-missiles) and buy in a heap of ammo for your best SMG, rifle, and grenade launcher/missile launcher.</p><p>It’s not a bad idea to equip auto aim while tackling the drones. This way you can stick with rifles and keep your heavy weapons for Raging Raven herself. As soon as she gets close, swap to either the Javelin or RPG-7 and try to get off at least two shots before she retreats. The Javelin will home in on Raging Raven so is good over distance, but if she’s getting close, the RPG-7 has a quicker reload so it’s your best bet there.</p><p>Wear her down and – as with all the members of the Beauty and the Beast unit – eventually you get the opportunity to offer the beautiful woman beneath the armored exoskeleton release or redemption. Use your Mk.2 tranq gun to send her into a dreamless sleep and you'll earn her kickass MGL-140 grenade launcher as your reward.</p><h2 class="article-body__section" id="section-act-four-boss-crying-wolf"><span>Act Four Boss: Crying Wolf</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="5MBXHXBj528LyGCooxwZuH" name="MGS4-4-Crying-Wolf.jpg" alt="Metal Gear Solid 4 boss Crying Wolf" src="https://cdn.mos.cms.futurecdn.net/5MBXHXBj528LyGCooxwZuH.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p><strong>Equip – MK. 2 Tranquilizer pistol, M4 Custom, MGL-140 grenade launcher, SVD Sniper rifle</strong><br><strong>Special item prize – Rail Gun, Crying Beauty facemask</strong><br><br>This brilliant sniping level cleverly updates the classic confrontation against Metal Gear Solid’s best boss, Sniper Wolf. You must navigate the exterior of the base while a stinging snowstorm reduces visibility almost to nil. Complicating your attempt to locate and take down the feline mech form of Sniper Wolf are squads of elite Haven Troopers.</p><p>Taking them down is hard enough, and with Crying Wolf capable of tracking you when you’re downwind of her, finding a safe vantage point from which to scope the area using your night vision is the real challenge here. First thing to do is make a sweep of the area and acquaint yourself with it, taking down any Haven Troopers you see as you go. The reason for this is that, as Crying Wolf tracks you, you’ll briefly be able to see through her eyes. Learn the location’s landmarks and when this happens you’ll be able to figure out where she is in relation to you and aim at her before she opens fire or stamps your face into the snow.</p><p>If you’re running low on rations and Regain, the best tactic is to equip a sniper rifle and full OctoCamo (face and body), scale one of the two towers and lie low, scanning the area for signs of Crying Wolf. She often prowls around the distant tree line, so keep looking there. Even if you can’t actually see her with your eyes, the Solid Eye night vision will reveal her nanomachine marker tag if your crosshairs pass over her. Spot her as she temporarily emerges from her armored exoskeleton to draw a bead on you and you can score maximum damage.</p><p>However, if you’re feeling bullish and have a lot of rations, you can forgo the stealth, equip Raging Raven’s MGL-140 grenade launcher and go hunting for Crying Wolf instead. Keep thinning out the Haven Troopers and it won’t be long before she comes at you. If you’re quick you can knock her off her feet and get a good three to five shots in before she recovers. Then it’s just a case of retreating, reloading, and repeating, but be warned – if the battery in your Solid Eye runs down, you’ll be forced to fight blind. Show Crying Wolf mercy and you’ll earn yourself her awesome Rail Gun.</p><h2 class="article-body__section" id="section-act-four-boss-vamp"><span>Act Four Boss: Vamp</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZyRogbLyUMNmPUcGR5tqkH" name="MGS4-4-Vamp.jpg" alt="Metal Gear Solid 4 boss Vamp" src="https://cdn.mos.cms.futurecdn.net/ZyRogbLyUMNmPUcGR5tqkH.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p><strong>Equip – MK. 2 Tranquilizer pistol (for CQC), M4 Custom, P90, Mp5-SD2, Rail Gun, Syringe</strong><br><strong>Special item prize – N/A</strong><br><br>Having shot Vamp in the forehead twice (once in MGS2 and once in MGS4’s South American level) before this final showdown in the shadow of MGS’ shattered Metal Gear REX in Alaska, it’s hard to imagine how you’re going to be able to kill the seemingly immortal boss. And sure enough, shooting him silly with conventional weapons will take him down, but only temporarily. This fight requires lateral thinking.</p><p>As revealed by Dr Naomi Hunter, Vamp’s incredible healing ability is down to the nanomachines in his blood. And since Snake is carrying syringes full of a cocktail that will suppress nanomachine activity, all you have to do is temporarily incapacitate Vamp using regular weapons. Since Vamp pings and bounds all over the shop before charging at you, it’s not a bad idea to toggle auto-aim on for this first bit. That way you can unload clip after clip into him wherever he leaps. When he finally goes down, get behind him. After that, the moment he gets up you can grab him in a CQC chokehold and use the nanomachine syringe to make Vamp mortal again. Piece of cake, right? Yeah, well, you’re not done yet.</p><p>You may have softened Vamp up, but he’s not dead yet. With a seemingly endless squad of special Gekko Metal Gear mechs programmed to self-destruct entering the chamber, Raiden shows up to tackle Vamp while you deal with the mechs, and Otacon tries to hot-wire the Metal Gear REX for your use. In this part of the battle you have to use the Rail Gun to thin out the Gekkos just long enough for Otacon to start up the REX.</p><p>There are two tactics that will save your bacon here. Firstly, retreat to a position underneath the REX. You’ll be protected from most shots, and you can get a clear shot at the Gekkos no matter which direction they come from. Secondly, aim for the very top part of the Gekkos’ ‘heads’ as it’s a surefire method to take ‘em out. Perfect your aim and you can become a one-shot master.</p><h2 class="article-body__section" id="section-act-four-boss-metal-gear-ray"><span>Act Four Boss: Metal Gear RAY</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="hWrCYtx3Gv7EaUXtPM9jkH" name="MGS4-4-RAY.jpg" alt="Metal Gear Solid 4 boss Metal Gear RAY" src="https://cdn.mos.cms.futurecdn.net/hWrCYtx3Gv7EaUXtPM9jkH.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p><strong>Equip – N/A</strong><br><strong>Special item prize – N/A</strong><br><br>It’s taken many years but finally you get to pilot your very own Metal Gear REX in this brilliant mech-based boss battle against Snake’s nemesis, Liquid. Set in the dockside area on Shadow Moses island (after a cool tutorial level that sees you fighting off scores of Gekkos on the route out of the hangar), you have to use all of REX’s weaponry – cluster guided missiles, Gatling gun, chemical laser, and a mean, mech sweeping kick – to defeat Liquid’s technologically superior Metal Gear RAY.</p><p>In a brilliant departure from the usual floaty, style-over-substance mechs that appear in games, Snake’s REX feels massively solid and weighty. Use that heft to your advantage, and after softening Liquid’s RAY up dash in close (by double tapping X) and use the REX’s chunky leg sweep to do your opponent some serious damage. Score enough damage and you’ll get a special action prompt. Hit it and you’ll perform a devastating special move that will knock a good chunk off RAY’s health bar. It’s then important to retreat – use the buildings as cover to get some safe distance – before repeating the tactic.</p><p>At distance, try charging the chemical laser to full power and using that, as a direct hit will score massive damage. Missiles are good if you can aim long enough to get multiple lock-ons, while the Gatling gun is best for taking advantage of sudden clear shots when they arise. Whatever you do, don’t let RAY get too close, or you’ll risk a crippling stomping. If it charges, double tap X plus a direction to side-step or retreat. This fight has been a long time coming, but it is definitely worth the wait.</p><h2 class="article-body__section" id="section-act-five-boss-screaming-mantis"><span>Act Five Boss: Screaming Mantis</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="RE6FXkrWY4UYfXLiLwgqvH" name="MGS4-5-Screaming-Mantis.jpg" alt="Metal Gear Solid 4 boss Screaming Mantis" src="https://cdn.mos.cms.futurecdn.net/RE6FXkrWY4UYfXLiLwgqvH.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p><strong>Equip – Syringe, M4 Custom, AK102, MK.17, P90</strong><br><strong>Special item prize – Sorrow Doll, Psycho Mantis Doll, Screaming Beauty facemask</strong><br><br>The final member of the Beauty and the Beast unit is also its leader, keeping them and anyone she chooses to in check using her terrifying psychic powers. Just like her Metal Gear Solid namesake, Psycho Mantis, Screaming Mantis is a master of manipulation, and as such, defeating her using conventional means is impossible without first shaking yourself free of her mind control.</p><p>Initially her tactics involve manipulating ally Meryl’s body like a marionette, along with the corpses of the Haven Troopers lying around the Ark’s control room. However, soon she ups the ante, using her puppeteer skills to prevent you from aiming at her body and even resorts to sneaky misdirection – at various points the screen goes black, with only green TV channel text top right reading ‘Hideo 2’ revealing that your console hasn’t, in fact, crashed. Mantis also flashes up the Kojima Productions logo, but look closely and you’ll see it actually reads ‘Kojima Protection’ instead. Don’t hit reset! You’re being messed with!</p><p>So how do you take her down? It’s easier than it, at first, appears. First things first – to free yourself from her control, use the nanomachine syringe on yourself. This effectively cuts Screaming Mantis’ strings, freeing you to aim at her. You may have to repeat this tactic, so keep the syringe equipped. But wait, before you tackle Screaming Mantis herself you need to deal with Meryl, as while under Screaming Mantis’ control she’s a liability to both you and also herself. To prevent her from killing you or putting her gun to her own head, equip the Mk.2 tranq gun and wear down her stamina to knock her unconscious.</p><p>This enables you to turn your attention to Screaming Mantis herself. Rather than trying to shoot her, aim at the strings attached to either one of her puppets – The Sorrow or Psycho Mantis – and, in time, it will be cut loose and fall to the ground. Now sprint over, pick it up, equip it and you can use it against Psycho Mantis. Score a direct hit with its ethereal ‘rounds’ and suddenly you have physical control over the master manipulator. Now all you have to do is shake her to defeat with a violent flourish of the controller. Brilliant. Completists should try and get both dolls, but if you’re running low on health then concentrate on the Psycho Mantis doll. It’s more effective – you’ll see why as soon as you’ve taken down Screaming Mantis’ ‘Beauty’ form.</p><h2 class="article-body__section" id="section-act-five-boss-liquid-ocelot"><span>Act Five Boss: Liquid Ocelot</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="GaohykN9FBxoCqPufVDxkH" name="MGS4-5-Liquid-Ocelot.jpg" alt="Metal Gear Solid 4 boss Liquid Ocelot" src="https://cdn.mos.cms.futurecdn.net/GaohykN9FBxoCqPufVDxkH.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p><strong>Equip – N/A</strong><br><strong>Special item prize – N/A</strong><br><br>After all the shooting, raging techno war, cyborg mechs, and nanomachines, this is what it all comes down to – a one-on-one fistfight between Snake and Liquid on the deck of the Patriot’s Ark. And while two ageing men slugging it out like tramps in a park would be an anti-climax, series creator Hideo Kojima uses this brutal punch-up as a summation of decades of Metal Gear, incorporating music, health bars, gestures, and even, fleetingly, character models from earlier games as the weary pair stubbornly leather each other until nothing is left on display but pure force of will and a lot of liver spots.</p><p>It’s an incredible fight to the finish. Stamina is what counts here, so keep circling Liquid until you’re happy you can get the punches in. When you do, keep at it. Eventually you’ll get a special move prompt and it’s this that will really whittle down Liquid’s health. One last piece of advice – keep away from the edge of the arena. You don’t want slip and go out like a sucker with total victory just within your grasp, do you?</p><h3 class="article-body__section" id="section-final-boss-the-end-credits"><span>Final Boss: The End Credits</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ded8fiS3R697UjeWNBJJ9Y" name="MGS4-5-Credits.jpg" alt="Metal Gear Solid 4 boss The End Credits" src="https://cdn.mos.cms.futurecdn.net/ded8fiS3R697UjeWNBJJ9Y.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><p><strong>Equip – Comfy socks, chair</strong><br><strong>Special item prize – Having all the answers</strong><br><br>This is it: the final gauntlet. Sorry to say there aren’t really any tactics we can give you on how best to make it through MGS4’s marathon movie ending. True, you <em>could </em>skip the ending of an epic story that’s taken decades to tell, but you wouldn’t be about to do that now, would you? So our advice is simple – get comfy, sit back, and enjoy every last second of it. Oh, and do wait for the credits to end, as there’s a moving final message that’s well worth the wait.</p><p><em>Want to read more? Then here's </em><a href="https://www.gamesradar.com/why-mgs4s-final-scene-more-powerful-we-ever-realised/"><em>why MGS4's final scene is more powerful than we ever realized</em></a><em>.</em></p><p><strong>© GamesRadar+. Not to be reproduced without permission.</strong></p>
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                                                            <title><![CDATA[ Persona 4 Revival is a faithful JRPG remake because the original's only gotten more relevant: "We live in an age where information is everywhere" ]]></title>
                                                                                                <dc:content><![CDATA[ <p><a href="https://www.gamesradar.com/games/jrpg/persona-4-revival-guide/">Persona 4 Revival</a> is sticking pretty closely to the original game because producer Kazuhisha Wada believes the classic has only gotten more relevant in the 18 years since one of the <a href="https://www.gamesradar.com/best-rpg-games/">best RPGs</a> first came out. </p><p>Speaking to the official Xbox Podcast, series producer Kazuhisha Wada tried to clarify comments he previously made <a href="https://www.gamesradar.com/games/persona/persona-6-boss-wants-his-games-to-be-like-poison-something-that-shakes-peoples-values-or-gives-them-something-to-think-about/">about wanting Persona to feel a little bit like poison</a>. He says he "wasn't referring to shock value or provocative content" with those comments - he simply wanted to leave folks with lingering questions that "encourages players to reflect on themselves," which is something the original Persona 4 has been doing for almost two decades.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/r3RdEme3AhQ" allowfullscreen></iframe></div></div><p>To Wada, Persona 4's central themes "resonate even more strongly today" than they did in 2008. In typical Persona fashion, the game follows a group of high schoolers as they try to solve a deadly supernatural mystery, all while battling the deeper parts of their psyche that they've shoved into the crevices of their minds. </p><p>The game asks questions like "how do we confront the parts of ourselves we'd rather not see?" and "can we look beyond public perception and rumors to discover the truth in our true selves?" Questions that also hit a little harder in today's social media-obsessed world.</p><p>"We live in an age where information is everywhere," Wada explains. "It's easy to form judgments based only on appearances or what we just see. Because of that, I feel these themes have become even more meaningful over time." While the original game forced its point with TV screens as a motif, I can easily imagine phones serving the same purpose nowadays.</p><p>But, the developers at Atlus didn't want to change or sensationalize the classic game's story. According to Wada, the goal was preservation, only this time with a new coat of paint and a deeper "sense of immersion."</p><p>"If, as a result, the poison that has always been part of Persona 4 leaves an even more natural and lasting impression on players, then I would be very happy," he concludes.</p><p><em></em><a href="https://www.gamesradar.com/games/persona/persona-6-producer-doesnt-want-to-make-games-for-the-global-market-only-something-we-ourselves-genuinely-find-exciting/"><em>Persona 6 producer doesn't want "to make games for the global market," only something "we ourselves genuinely find exciting"</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-ex7AaX"></div>                            </div>                            <script src="https://kwizly.com/embed/ex7AaX.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/persona/persona-4-revival-is-a-faithful-jrpg-remake-because-the-originals-only-gotten-more-relevant-we-live-in-an-age-where-information-is-everywhere/</link>
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                            <![CDATA[ The last 18 years have been kind to Persona 4 ]]>
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                                                                        <pubDate>Thu, 27 Aug 2026 15:08:51 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Persona]]></category>
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                                                                                                                    <dc:creator><![CDATA[ Kaan Serin ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/sGugSGSVEwEHNDBh3fjF98.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Kaan freelances for various websites including Rock Paper Shotgun, Eurogamer, and this one, Gamesradar. He particularly enjoys writing about spooky indies, throwback RPGs, and anything that&#039;s vaguely silly. Also has an English Literature and Film Studies degree that he&#039;ll soon forget.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/Pt2GpmCBmryckp6JKEPiqU-1280-80.jpg">
                                                            <media:credit><![CDATA[Atlus, Sega]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Persona 4 Revival protagonist Yu Narukami looks surprised.]]></media:description>                                                            <media:text><![CDATA[Persona 4 Revival protagonist Yu Narukami looks surprised.]]></media:text>
                                <media:title type="plain"><![CDATA[Persona 4 Revival protagonist Yu Narukami looks surprised.]]></media:title>
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                                <p><a href="https://www.gamesradar.com/games/jrpg/persona-4-revival-guide/">Persona 4 Revival</a> is sticking pretty closely to the original game because producer Kazuhisha Wada believes the classic has only gotten more relevant in the 18 years since one of the <a href="https://www.gamesradar.com/best-rpg-games/">best RPGs</a> first came out. </p><p>Speaking to the official Xbox Podcast, series producer Kazuhisha Wada tried to clarify comments he previously made <a href="https://www.gamesradar.com/games/persona/persona-6-boss-wants-his-games-to-be-like-poison-something-that-shakes-peoples-values-or-gives-them-something-to-think-about/">about wanting Persona to feel a little bit like poison</a>. He says he "wasn't referring to shock value or provocative content" with those comments - he simply wanted to leave folks with lingering questions that "encourages players to reflect on themselves," which is something the original Persona 4 has been doing for almost two decades.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/r3RdEme3AhQ" allowfullscreen></iframe></div></div><p>To Wada, Persona 4's central themes "resonate even more strongly today" than they did in 2008. In typical Persona fashion, the game follows a group of high schoolers as they try to solve a deadly supernatural mystery, all while battling the deeper parts of their psyche that they've shoved into the crevices of their minds. </p><p>The game asks questions like "how do we confront the parts of ourselves we'd rather not see?" and "can we look beyond public perception and rumors to discover the truth in our true selves?" Questions that also hit a little harder in today's social media-obsessed world.</p><p>"We live in an age where information is everywhere," Wada explains. "It's easy to form judgments based only on appearances or what we just see. Because of that, I feel these themes have become even more meaningful over time." While the original game forced its point with TV screens as a motif, I can easily imagine phones serving the same purpose nowadays.</p><p>But, the developers at Atlus didn't want to change or sensationalize the classic game's story. According to Wada, the goal was preservation, only this time with a new coat of paint and a deeper "sense of immersion."</p><p>"If, as a result, the poison that has always been part of Persona 4 leaves an even more natural and lasting impression on players, then I would be very happy," he concludes.</p><p><em></em><a href="https://www.gamesradar.com/games/persona/persona-6-producer-doesnt-want-to-make-games-for-the-global-market-only-something-we-ourselves-genuinely-find-exciting/"><em>Persona 6 producer doesn't want "to make games for the global market," only something "we ourselves genuinely find exciting"</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-ex7AaX"></div>                            </div>                            <script src="https://kwizly.com/embed/ex7AaX.js" async></script>
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                                                            <title><![CDATA[ What's the best specialization class for Hawks in Star Wars Zero Company? ]]></title>
                                                                                                <dc:content><![CDATA[ <p>There are multiple specializations in Star Wars Zero Company for players to choose between, acting essentially as the class for that character. Every character in the game has a single specialization attributed to them, and you can unlock a second specialization for them later in the campaign, effectively allowing them to multiclass.<br><br>However, what's most important is that you'll have to give Hawks, the player character and protagonist, a specialization class of their own. This can be changed later on if you have buyer's remorse, as we'll explain how to do below, but here's the best choice of class for Hawks in Star Wars Zero Company according to our experience with the game, and everything you need to know about the options on display.</p><p><em>For more about character building, check out our guide on the </em><a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-talents"><em>best Talents in Star Wars Zero Company</em></a><em>, or find out which </em><a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-weapons"><em>Star Wars Zero Company weapons</em></a><em> to equip to your character!</em></p><h2 class="article-body__section" id="section-best-specialization-and-class-in-star-wars-zero-company"><span>Best specialization and class in Star Wars Zero Company</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Ae5AgNEWFKN2jsQRBbN8M9" name="Specializations (3)" alt="The menu to pick Hawks' specialization in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/Ae5AgNEWFKN2jsQRBbN8M9.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>There are eight different specializations and classes for Hawks (and other characters) to choose from in Star Wars Zero Company, but I would say that the best option for Hawks specifically is one of the following three, in the following order of priority,</p><ol start="1"><li><strong>Medic: </strong>Heals and buffs allies.</li><li><strong>Gunslinger: </strong>Makes multiple low-damage shots per turn.</li><li><strong>Scout: </strong>Generates Advantage (used for fuelling special abilities) and marks targets.</li></ol><p>There's a few reasons to choose these specializations: firstly, it's worth considering that <strong>Hawks </strong><em><strong>has </strong></em><strong>to be in a lot of the game's most important missions, so you want a character who fits into any team build</strong> - and these are all versatile, useful contributions to any Zero Company team comp.</p><p>It's also worth mentioning that <strong>out of all the characters who will later join Zero Company, none of them have the specializations above</strong>, preventing the redundancy of having two identical skillsets on the same team.</p><p>Finally, all of these are just genuinely good classes in Zero Company. The medic gets massive improvements to healing over the standard Med-Pac, the Gunslinger can be incredibly powerful if you can equip per-shot buffs and weapon mods, and the Scout is a support role that means all your other characters can use their most powerful abilities as often as possible.</p><h2 class="article-body__section" id="section-how-to-change-specialization-in-star-wars-zero-company"><span>How to change specialization in Star Wars Zero Company</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="4K4MdNqscP4d6SK97BppF9" name="Specializations (1)" alt="The option to change specialization in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/4K4MdNqscP4d6SK97BppF9.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>To change the class of Hawks or any other hired character in Zero Company, you simply need to do the following:</p><ol start="1"><li>Between missions, go to the Den.</li><li>At the back of the main room, past the Holotable, go to the counter marked "<strong>Personnel."</strong></li><li>Scroll to the character whose specialization you want to change.</li><li>Go to the "<strong>Focus Tree</strong>" tab.</li><li>In the lower right corner of the screen will be an option marked <strong>"Change Specialization".</strong></li></ol><p>Keep in mind that <strong>you can only change the specialization of Hawks and hired operators, not story characters or Droids</strong>.<strong> </strong>Kabb, Trick, and other characters like that all have fixed specializations and talents that can't be changed.</p><h3 class="article-body__section" id="section-how-to-unlock-a-second-specialization"><span>How to unlock a second specialization</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="S2ddbDfDFaJtHTnShZKJSf" name="SS_SW_zero_company_Turn-based battles (1)_1080" alt="Combat in a snowy base in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/S2ddbDfDFaJtHTnShZKJSf.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Electronic Arts)</span></figcaption></figure><p>If players progress up until the point in the story where they first encounter <strong>Luco Bronc and complete the associated mission </strong>(which should take place roughly around Cycle 13-15). Once you return to the Den, you'll be able to give all characters a second specialization of your choice (with the exception of Droids and Jedi), and can customize and change them like you do anywhere else.</p><p>Certain characters pair very well with specific specializations. For example, Kabb being a melee character means he makes a very good Heavy (tank), as he's often in the middle of combat.</p><p>Here's a list of recommended secondary specializations for each character:</p><ul><li><strong>Kabb: </strong>Scoundrel / Heavy</li><li><strong>Trick: </strong>Soldier / Heavy <strong>OR </strong>Assault</li><li><strong>Jae Mordant: </strong>Assault / Medic</li><li><strong>Cly Kullervo: </strong>Warrior / Assault</li><li><strong>Luco Bronc: </strong>Sharpshooter / Scout</li></ul><h3 class="article-body__section" id="section-all-specializations-and-classes"><span>All Specializations and Classes</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="EyV8zimPpXm7yLsBiGfXV9" name="Specializations (4)" alt="The Jedi Specialization and Class skill tree in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/EyV8zimPpXm7yLsBiGfXV9.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>Below are all the classes in Zero Company, as well as the powers and abilities tied to each one:</p><ul><li><strong>Assault: </strong>Frontline fighter. Emphasis on mobility, short-range damage, and hitting enemies out of cover.</li><li><strong>Gunslinger: </strong>Quick shot expert. Focuses on multiple attacks that can hit a wide array of targets, or concentrate them all on one enemy.</li><li><strong>Heavy: </strong>Frontline tank. Can taunt enemies, counter attacks, increase their health and defensive stats.</li><li><strong>Medic: </strong>Backline support. Can heal, buff, and rally allies nearby better than any other class.</li><li><strong>Scoundrel: </strong>Versatile offense. Weakens enemies and increases damage done to them, marking targets and guaranteeing critical hits.</li><li><strong>Scout: </strong>Support attacker. Grants the team increased Advantage, which can be spent for powerful attacks.</li><li><strong>Sharpshooter: </strong>Backline sniper. Highly accurate marksman who focuses on range, overwatch, and landing guaranteed shots.</li><li><strong>Soldier: </strong>Mid-to-close range aggression. Uses a mixture of gunfire and explosives, with a melee strike that can daze enemies.</li><li><strong>Jedi Padawan Training: </strong>Melee, mobility, and control class, exclusive to the character Tel-Rea Vokoss, the only <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-jedi">Star Wars Zero Company Jedi</a> you can get. Unlocks Lightsaber attacks and Force powers.</li><li><strong>Astromech Droid: </strong>Support class, exclusive to Droid personnel. No weapons, but gets multiple uses of utility items, can increase allies' accuracy, and grant characters Action Points. If you want to know how to unlock them, check out our guide on <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-droid-astromech">Astromech droids in Star Wars Zero Company</a>.</li></ul><p>It's hard to say that there's an empirical best specialization, as all of these classes are supposed to be part of a larger team that compliment each other. For more info on that, check out our guide on the <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-best-characters-team">best characters and team in Star Wars Zero Company</a>.</p><p><strong>© GamesRadar+. Not to be reproduced without permission.</strong></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/strategy/star-wars-zero-company-specialization-class/</link>
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                            <![CDATA[ What's the best class for Hawks in Zero Company, and how can you change it? ]]>
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                                                                        <pubDate>Thu, 27 Aug 2026 15:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Strategy Games]]></category>
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                                                                                                <author><![CDATA[ joel.franey@futurenet.com (Joel Franey) ]]></author>                    <dc:creator><![CDATA[ Joel Franey ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/Dwb5zEHDpq9XZebV7REDRF.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Joel Franey got his Bachelors in Creative Writing and Games Design from Brunel University in 2017, before going on to do a Masters in Creative and Critical Writing from Sussex University. During this time he also worked freelance in various gaming-related roles and professions, including design, PR, reviews and features, before eventually joining the guides team at USgamer and ReedPop in 2019. Since then, he has written professionally for numerous publications, including Gfinity Esports, Eurogamer, VG247, Dicebreaker, RPS, Jelly Deals and more. These have involved, among other things, writing guides, news, features, reviews, and even working as an SEO consultant, restructuring and rewriting content for the purpose of increased online traffic. He eventually joined GamesRadar+ as a Guides Writer in 2021, with a focus on covering single player games and narrative games, though nonetheless regularly contributing to ongoing coverage of online gaming services and multiplayer properties, and has covered a variety of major AAA games in his time since then. In his spare time he is also a long-time fiction writer, having written books, screenplays and more besides in a variety of genres, and is the co-host and co-creator of the pop culture comedy podcast, &quot;Margaret Thatcher, Templar Spy&quot;.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Star Wars Zero Company]]></media:description>                                                            <media:text><![CDATA[Star Wars Zero Company]]></media:text>
                                <media:title type="plain"><![CDATA[Star Wars Zero Company]]></media:title>
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                                <p>There are multiple specializations in Star Wars Zero Company for players to choose between, acting essentially as the class for that character. Every character in the game has a single specialization attributed to them, and you can unlock a second specialization for them later in the campaign, effectively allowing them to multiclass.<br><br>However, what's most important is that you'll have to give Hawks, the player character and protagonist, a specialization class of their own. This can be changed later on if you have buyer's remorse, as we'll explain how to do below, but here's the best choice of class for Hawks in Star Wars Zero Company according to our experience with the game, and everything you need to know about the options on display.</p><p><em>For more about character building, check out our guide on the </em><a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-talents"><em>best Talents in Star Wars Zero Company</em></a><em>, or find out which </em><a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-weapons"><em>Star Wars Zero Company weapons</em></a><em> to equip to your character!</em></p><h2 class="article-body__section" id="section-best-specialization-and-class-in-star-wars-zero-company"><span>Best specialization and class in Star Wars Zero Company</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Ae5AgNEWFKN2jsQRBbN8M9" name="Specializations (3)" alt="The menu to pick Hawks' specialization in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/Ae5AgNEWFKN2jsQRBbN8M9.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>There are eight different specializations and classes for Hawks (and other characters) to choose from in Star Wars Zero Company, but I would say that the best option for Hawks specifically is one of the following three, in the following order of priority,</p><ol start="1"><li><strong>Medic: </strong>Heals and buffs allies.</li><li><strong>Gunslinger: </strong>Makes multiple low-damage shots per turn.</li><li><strong>Scout: </strong>Generates Advantage (used for fuelling special abilities) and marks targets.</li></ol><p>There's a few reasons to choose these specializations: firstly, it's worth considering that <strong>Hawks </strong><em><strong>has </strong></em><strong>to be in a lot of the game's most important missions, so you want a character who fits into any team build</strong> - and these are all versatile, useful contributions to any Zero Company team comp.</p><p>It's also worth mentioning that <strong>out of all the characters who will later join Zero Company, none of them have the specializations above</strong>, preventing the redundancy of having two identical skillsets on the same team.</p><p>Finally, all of these are just genuinely good classes in Zero Company. The medic gets massive improvements to healing over the standard Med-Pac, the Gunslinger can be incredibly powerful if you can equip per-shot buffs and weapon mods, and the Scout is a support role that means all your other characters can use their most powerful abilities as often as possible.</p><h2 class="article-body__section" id="section-how-to-change-specialization-in-star-wars-zero-company"><span>How to change specialization in Star Wars Zero Company</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="4K4MdNqscP4d6SK97BppF9" name="Specializations (1)" alt="The option to change specialization in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/4K4MdNqscP4d6SK97BppF9.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>To change the class of Hawks or any other hired character in Zero Company, you simply need to do the following:</p><ol start="1"><li>Between missions, go to the Den.</li><li>At the back of the main room, past the Holotable, go to the counter marked "<strong>Personnel."</strong></li><li>Scroll to the character whose specialization you want to change.</li><li>Go to the "<strong>Focus Tree</strong>" tab.</li><li>In the lower right corner of the screen will be an option marked <strong>"Change Specialization".</strong></li></ol><p>Keep in mind that <strong>you can only change the specialization of Hawks and hired operators, not story characters or Droids</strong>.<strong> </strong>Kabb, Trick, and other characters like that all have fixed specializations and talents that can't be changed.</p><h3 class="article-body__section" id="section-how-to-unlock-a-second-specialization"><span>How to unlock a second specialization</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="S2ddbDfDFaJtHTnShZKJSf" name="SS_SW_zero_company_Turn-based battles (1)_1080" alt="Combat in a snowy base in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/S2ddbDfDFaJtHTnShZKJSf.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Electronic Arts)</span></figcaption></figure><p>If players progress up until the point in the story where they first encounter <strong>Luco Bronc and complete the associated mission </strong>(which should take place roughly around Cycle 13-15). Once you return to the Den, you'll be able to give all characters a second specialization of your choice (with the exception of Droids and Jedi), and can customize and change them like you do anywhere else.</p><p>Certain characters pair very well with specific specializations. For example, Kabb being a melee character means he makes a very good Heavy (tank), as he's often in the middle of combat.</p><p>Here's a list of recommended secondary specializations for each character:</p><ul><li><strong>Kabb: </strong>Scoundrel / Heavy</li><li><strong>Trick: </strong>Soldier / Heavy <strong>OR </strong>Assault</li><li><strong>Jae Mordant: </strong>Assault / Medic</li><li><strong>Cly Kullervo: </strong>Warrior / Assault</li><li><strong>Luco Bronc: </strong>Sharpshooter / Scout</li></ul><h3 class="article-body__section" id="section-all-specializations-and-classes"><span>All Specializations and Classes</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="EyV8zimPpXm7yLsBiGfXV9" name="Specializations (4)" alt="The Jedi Specialization and Class skill tree in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/EyV8zimPpXm7yLsBiGfXV9.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>Below are all the classes in Zero Company, as well as the powers and abilities tied to each one:</p><ul><li><strong>Assault: </strong>Frontline fighter. Emphasis on mobility, short-range damage, and hitting enemies out of cover.</li><li><strong>Gunslinger: </strong>Quick shot expert. Focuses on multiple attacks that can hit a wide array of targets, or concentrate them all on one enemy.</li><li><strong>Heavy: </strong>Frontline tank. Can taunt enemies, counter attacks, increase their health and defensive stats.</li><li><strong>Medic: </strong>Backline support. Can heal, buff, and rally allies nearby better than any other class.</li><li><strong>Scoundrel: </strong>Versatile offense. Weakens enemies and increases damage done to them, marking targets and guaranteeing critical hits.</li><li><strong>Scout: </strong>Support attacker. Grants the team increased Advantage, which can be spent for powerful attacks.</li><li><strong>Sharpshooter: </strong>Backline sniper. Highly accurate marksman who focuses on range, overwatch, and landing guaranteed shots.</li><li><strong>Soldier: </strong>Mid-to-close range aggression. Uses a mixture of gunfire and explosives, with a melee strike that can daze enemies.</li><li><strong>Jedi Padawan Training: </strong>Melee, mobility, and control class, exclusive to the character Tel-Rea Vokoss, the only <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-jedi">Star Wars Zero Company Jedi</a> you can get. Unlocks Lightsaber attacks and Force powers.</li><li><strong>Astromech Droid: </strong>Support class, exclusive to Droid personnel. No weapons, but gets multiple uses of utility items, can increase allies' accuracy, and grant characters Action Points. If you want to know how to unlock them, check out our guide on <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-droid-astromech">Astromech droids in Star Wars Zero Company</a>.</li></ul><p>It's hard to say that there's an empirical best specialization, as all of these classes are supposed to be part of a larger team that compliment each other. For more info on that, check out our guide on the <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-best-characters-team">best characters and team in Star Wars Zero Company</a>.</p><p><strong>© GamesRadar+. Not to be reproduced without permission.</strong></p>
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                                                            <title><![CDATA[ Should you hire Cly in Star Wars Zero Company? ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Hire Cly, or Don't Hire Cly? The choice in Star Wars Zero Company to recruit the Mandalorian fighter or not comes up after a certain amount of cycles spent adventuring, whereupon a surprise meeting is brought before you. Neesh introduces Cly Kullervo, the Mandalorion warrior who clearly has baggage and an unexplained agenda, and you're offered the choice as to whether you want to hire her onto the team or not. Below I'll explain the best choice for this, and whether or not Zero Company benefits by having Cly hired as an operator.</p><h2 class="article-body__section" id="section-the-hire-cly-choice-in-star-wars-zero-company-explained"><span>The Hire Cly choice in Star Wars Zero Company explained</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="eAb8Muj4PppcR4wGhR6uN4" name="Star Wars Zero Company Cly Kullervo (2)" alt="Cly Kullervo fires a shot in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/eAb8Muj4PppcR4wGhR6uN4.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p><strong>According to my experiences, you should definitely hire the Mandalorian Cly Kullervo when the choice arises in Star Wars Zero Company.</strong><br><br>Having played out both outcomes,<strong> </strong>it's largely down to whether you want to experience the subquests and loyalty missions tied to the Mandalorian's character. The game clearly also <em>wants </em>you to hire Cly, as if you choose not to, Neesh gives you a chance to reconsider and walk the back immediately, as if signalling that this is not the best choice.</p><p>There's one downside though: <strong>Cly's missions usually occur abruptly and have to be completed within the same day, as well as not including any meaningful rewards. </strong>This can throw a potential wrench in your long-term plans, but I'd still say it's worth it.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="CnEwuh3sKNoJpPodQpYcN4" name="Star Wars Zero Company Cly Kullervo (3)" alt="Cly Kullervo's electrified dart ability in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/CnEwuh3sKNoJpPodQpYcN4.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>It's also worth pointing out that Cly Kullervo is one of the <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-best-characters-team">best characters in Star Wars Zero Company</a>. She's capable of jetpacking around for increased mobility, and using electrified darts to shock enemies (reducing their movement speed) and then detonate the darts, hurting foes around them. If you've found your team struggling for raw firepower or control tactics, Cly is an excellent hire on that basis alone, capable even of bringing down a boss like the <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-droideka-destroyer-droid">Star Wars Zero Company Droideka</a> on her own if played right.</p><p>That being said, you'll definitely want to equip Cly accordingly. I recommend the Blaster Pistol from all the <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-weapons">Star Wars Zero Company weapons</a>, as rapid shots pair nicely with her skillset and need for mobility.</p><p><strong>© GamesRadar+. Not to be reproduced without permission.</strong></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/strategy/star-wars-zero-company-hire-cly-choice/</link>
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                            <![CDATA[ The choice to Hire Cly and Don't Hire Cly in Zero Company is a relatively simple one ]]>
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                                                                        <pubDate>Thu, 27 Aug 2026 15:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Strategy Games]]></category>
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                                                                                                <author><![CDATA[ joel.franey@futurenet.com (Joel Franey) ]]></author>                    <dc:creator><![CDATA[ Joel Franey ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/Dwb5zEHDpq9XZebV7REDRF.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Joel Franey got his Bachelors in Creative Writing and Games Design from Brunel University in 2017, before going on to do a Masters in Creative and Critical Writing from Sussex University. During this time he also worked freelance in various gaming-related roles and professions, including design, PR, reviews and features, before eventually joining the guides team at USgamer and ReedPop in 2019. Since then, he has written professionally for numerous publications, including Gfinity Esports, Eurogamer, VG247, Dicebreaker, RPS, Jelly Deals and more. These have involved, among other things, writing guides, news, features, reviews, and even working as an SEO consultant, restructuring and rewriting content for the purpose of increased online traffic. He eventually joined GamesRadar+ as a Guides Writer in 2021, with a focus on covering single player games and narrative games, though nonetheless regularly contributing to ongoing coverage of online gaming services and multiplayer properties, and has covered a variety of major AAA games in his time since then. In his spare time he is also a long-time fiction writer, having written books, screenplays and more besides in a variety of genres, and is the co-host and co-creator of the pop culture comedy podcast, &quot;Margaret Thatcher, Templar Spy&quot;.&lt;/p&gt; ]]></dc:description>
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                                <p>Hire Cly, or Don't Hire Cly? The choice in Star Wars Zero Company to recruit the Mandalorian fighter or not comes up after a certain amount of cycles spent adventuring, whereupon a surprise meeting is brought before you. Neesh introduces Cly Kullervo, the Mandalorion warrior who clearly has baggage and an unexplained agenda, and you're offered the choice as to whether you want to hire her onto the team or not. Below I'll explain the best choice for this, and whether or not Zero Company benefits by having Cly hired as an operator.</p><h2 class="article-body__section" id="section-the-hire-cly-choice-in-star-wars-zero-company-explained"><span>The Hire Cly choice in Star Wars Zero Company explained</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="eAb8Muj4PppcR4wGhR6uN4" name="Star Wars Zero Company Cly Kullervo (2)" alt="Cly Kullervo fires a shot in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/eAb8Muj4PppcR4wGhR6uN4.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p><strong>According to my experiences, you should definitely hire the Mandalorian Cly Kullervo when the choice arises in Star Wars Zero Company.</strong><br><br>Having played out both outcomes,<strong> </strong>it's largely down to whether you want to experience the subquests and loyalty missions tied to the Mandalorian's character. The game clearly also <em>wants </em>you to hire Cly, as if you choose not to, Neesh gives you a chance to reconsider and walk the back immediately, as if signalling that this is not the best choice.</p><p>There's one downside though: <strong>Cly's missions usually occur abruptly and have to be completed within the same day, as well as not including any meaningful rewards. </strong>This can throw a potential wrench in your long-term plans, but I'd still say it's worth it.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="CnEwuh3sKNoJpPodQpYcN4" name="Star Wars Zero Company Cly Kullervo (3)" alt="Cly Kullervo's electrified dart ability in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/CnEwuh3sKNoJpPodQpYcN4.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>It's also worth pointing out that Cly Kullervo is one of the <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-best-characters-team">best characters in Star Wars Zero Company</a>. She's capable of jetpacking around for increased mobility, and using electrified darts to shock enemies (reducing their movement speed) and then detonate the darts, hurting foes around them. If you've found your team struggling for raw firepower or control tactics, Cly is an excellent hire on that basis alone, capable even of bringing down a boss like the <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-droideka-destroyer-droid">Star Wars Zero Company Droideka</a> on her own if played right.</p><p>That being said, you'll definitely want to equip Cly accordingly. I recommend the Blaster Pistol from all the <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-weapons">Star Wars Zero Company weapons</a>, as rapid shots pair nicely with her skillset and need for mobility.</p><p><strong>© GamesRadar+. Not to be reproduced without permission.</strong></p>
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                                                            <title><![CDATA[ How to recruit a Jedi in Star Wars Zero Company ]]></title>
                                                                                                <dc:content><![CDATA[ <p>To get a Jedi in Star Wars Zero Company is a bit fraught, as there's only one Jedi operator in the whole game, and if she gets killed in action, there's no replacing her. However, before we even get to that tension, you need to recruit and unlock this Padawan for your team, which I'll explain how to do in Zero Company below.</p><p><em>Want more iconic skillsets for your team? Find out how to </em><a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-hire-cly-choice"><em>hire Mandalorian Cly in Star Wars Zero Company</em></a><em> - and whether you even should.</em></p><h2 class="article-body__section" id="section-how-to-unlock-jedi-tel-rea-vokoss-in-star-wars-zero-company"><span>How to unlock Jedi Tel-Rea Vokoss in Star Wars Zero Company</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="AdPSGJb77ocQm3VR69i4UG" name="Zero Company Jedi (4)" alt="The Star Wars Zero Company holotable displays the mission needed to unlock the Jedi Operator" src="https://cdn.mos.cms.futurecdn.net/AdPSGJb77ocQm3VR69i4UG.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>To unlock the one Jedi character in Star Wars Zero Company, you <strong>simply need to progress the main story until you reach the mission "Smuggler's Den"</strong>, as part of the "Jedi Undercover" quest chain. If you're solely focused on the story, <strong>you can reach this mission as early as Cycle 9.</strong></p><p>Once you've completed the mission and completed the <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-droideka-destroyer-droid">Star Wars Zero Company Droideka</a> boss fight, the Jedi Padawan Tel-Rea Vokoss will be added as an operator to your team for no expense. Vokoss has a unique <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-weapons">weapon in Star Wars Zero Company</a> (a Lightsaber) and specialization (Jedi Padawan) that mean her playstyle and skills are different to any other character, gifted with incredible mobility and powerful melee attacks, as well as Force control powers that let her move enemies and deflect blaster shots.</p><p><strong>Later on after recruiting Luco Bronc, Tel-Rea will also unlock a second unique specialization (Wayseeker),</strong> that enhances her abilities further. You can also unlock optional operations for her that grant her new Jedi Training powers to equip instead of utility items.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZiWkhkKJTf4NXLLMDeWDRG" name="Zero Company Jedi (6)" alt="The Jedi Operator Tel-Rea Vokoss joins Zero Company" src="https://cdn.mos.cms.futurecdn.net/ZiWkhkKJTf4NXLLMDeWDRG.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>And yes, <strong>Tel-Rea Vokoss is the only Jedi in the game. </strong>You encounter others who serve as temporary allies in certain missions, but Vokoss is the only one who is added to Zero Company permanently, and who you can invest in. She's arguably one of the better <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-best-characters-team">best characters in Star Wars Zero Company</a> as a result, though I'd argue not quite at the S-tier (see our attached guide for who is).</p><h3 class="article-body__section" id="section-can-you-get-the-jedi-back-if-she-dies-in-star-wars-zero-company"><span>Can you get the Jedi back if she dies in Star Wars Zero Company?</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="YNgMyZygyvzgtiYgiPFsWG" name="Zero Company Jedi (3)" alt="Droids prepare to fire on a Jedi in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/YNgMyZygyvzgtiYgiPFsWG.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>If Tel-Rea Vokoss dies in a mission in Star Wars Zero Company and you've been playing with the standard permadeath option, <strong>there is no way to get another Jedi: she's unique and gone for the rest of your playthrough. </strong></p><p>So if you enjoy playing as Vokoss and using Force powers, you'll definitely want to be careful with her as a character, which is admittedly sometimes difficult for a melee character whose deflection power necessitates she regularly get shot at without cover. </p><p>Make sure you've got a character able to heal and support her (such as a Medic specialist or <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-droid-astromech">Star Wars Zero Company Droid</a> with a Med-Pac), and make sure to send her to the Medbay if she's injured between missions. Force Sensitivity is arguably one of the <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-talents">best Talents in Star Wars Zero Company</a>, but you have to understand how it works, or risk ruining everything.</p><p><strong>© GamesRadar+. Not to be reproduced without permission.</strong></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/strategy/star-wars-zero-company-jedi/</link>
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                            <![CDATA[ There's one Jedi to unlock in SWZC, the Padawan Tel-Rea Vokoss ]]>
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                                                                        <pubDate>Thu, 27 Aug 2026 15:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Strategy Games]]></category>
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                                                                                                <author><![CDATA[ joel.franey@futurenet.com (Joel Franey) ]]></author>                    <dc:creator><![CDATA[ Joel Franey ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/Dwb5zEHDpq9XZebV7REDRF.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Joel Franey got his Bachelors in Creative Writing and Games Design from Brunel University in 2017, before going on to do a Masters in Creative and Critical Writing from Sussex University. During this time he also worked freelance in various gaming-related roles and professions, including design, PR, reviews and features, before eventually joining the guides team at USgamer and ReedPop in 2019. Since then, he has written professionally for numerous publications, including Gfinity Esports, Eurogamer, VG247, Dicebreaker, RPS, Jelly Deals and more. These have involved, among other things, writing guides, news, features, reviews, and even working as an SEO consultant, restructuring and rewriting content for the purpose of increased online traffic. He eventually joined GamesRadar+ as a Guides Writer in 2021, with a focus on covering single player games and narrative games, though nonetheless regularly contributing to ongoing coverage of online gaming services and multiplayer properties, and has covered a variety of major AAA games in his time since then. In his spare time he is also a long-time fiction writer, having written books, screenplays and more besides in a variety of genres, and is the co-host and co-creator of the pop culture comedy podcast, &quot;Margaret Thatcher, Templar Spy&quot;.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Star Wars Zero Company]]></media:description>                                                            <media:text><![CDATA[Star Wars Zero Company]]></media:text>
                                <media:title type="plain"><![CDATA[Star Wars Zero Company]]></media:title>
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                                <p>To get a Jedi in Star Wars Zero Company is a bit fraught, as there's only one Jedi operator in the whole game, and if she gets killed in action, there's no replacing her. However, before we even get to that tension, you need to recruit and unlock this Padawan for your team, which I'll explain how to do in Zero Company below.</p><p><em>Want more iconic skillsets for your team? Find out how to </em><a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-hire-cly-choice"><em>hire Mandalorian Cly in Star Wars Zero Company</em></a><em> - and whether you even should.</em></p><h2 class="article-body__section" id="section-how-to-unlock-jedi-tel-rea-vokoss-in-star-wars-zero-company"><span>How to unlock Jedi Tel-Rea Vokoss in Star Wars Zero Company</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="AdPSGJb77ocQm3VR69i4UG" name="Zero Company Jedi (4)" alt="The Star Wars Zero Company holotable displays the mission needed to unlock the Jedi Operator" src="https://cdn.mos.cms.futurecdn.net/AdPSGJb77ocQm3VR69i4UG.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>To unlock the one Jedi character in Star Wars Zero Company, you <strong>simply need to progress the main story until you reach the mission "Smuggler's Den"</strong>, as part of the "Jedi Undercover" quest chain. If you're solely focused on the story, <strong>you can reach this mission as early as Cycle 9.</strong></p><p>Once you've completed the mission and completed the <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-droideka-destroyer-droid">Star Wars Zero Company Droideka</a> boss fight, the Jedi Padawan Tel-Rea Vokoss will be added as an operator to your team for no expense. Vokoss has a unique <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-weapons">weapon in Star Wars Zero Company</a> (a Lightsaber) and specialization (Jedi Padawan) that mean her playstyle and skills are different to any other character, gifted with incredible mobility and powerful melee attacks, as well as Force control powers that let her move enemies and deflect blaster shots.</p><p><strong>Later on after recruiting Luco Bronc, Tel-Rea will also unlock a second unique specialization (Wayseeker),</strong> that enhances her abilities further. You can also unlock optional operations for her that grant her new Jedi Training powers to equip instead of utility items.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZiWkhkKJTf4NXLLMDeWDRG" name="Zero Company Jedi (6)" alt="The Jedi Operator Tel-Rea Vokoss joins Zero Company" src="https://cdn.mos.cms.futurecdn.net/ZiWkhkKJTf4NXLLMDeWDRG.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>And yes, <strong>Tel-Rea Vokoss is the only Jedi in the game. </strong>You encounter others who serve as temporary allies in certain missions, but Vokoss is the only one who is added to Zero Company permanently, and who you can invest in. She's arguably one of the better <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-best-characters-team">best characters in Star Wars Zero Company</a> as a result, though I'd argue not quite at the S-tier (see our attached guide for who is).</p><h3 class="article-body__section" id="section-can-you-get-the-jedi-back-if-she-dies-in-star-wars-zero-company"><span>Can you get the Jedi back if she dies in Star Wars Zero Company?</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="YNgMyZygyvzgtiYgiPFsWG" name="Zero Company Jedi (3)" alt="Droids prepare to fire on a Jedi in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/YNgMyZygyvzgtiYgiPFsWG.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>If Tel-Rea Vokoss dies in a mission in Star Wars Zero Company and you've been playing with the standard permadeath option, <strong>there is no way to get another Jedi: she's unique and gone for the rest of your playthrough. </strong></p><p>So if you enjoy playing as Vokoss and using Force powers, you'll definitely want to be careful with her as a character, which is admittedly sometimes difficult for a melee character whose deflection power necessitates she regularly get shot at without cover. </p><p>Make sure you've got a character able to heal and support her (such as a Medic specialist or <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-droid-astromech">Star Wars Zero Company Droid</a> with a Med-Pac), and make sure to send her to the Medbay if she's injured between missions. Force Sensitivity is arguably one of the <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-talents">best Talents in Star Wars Zero Company</a>, but you have to understand how it works, or risk ruining everything.</p><p><strong>© GamesRadar+. Not to be reproduced without permission.</strong></p>
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                                                            <title><![CDATA[ How to get Droids in Star Wars Zero Company ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Unlockable Droids in Star Wars Zero Company are teased early on, with a broken Astromech droid back in the den that's reminscent of R2-D2, and which more than one character comments on repairing so that they can be added to the team. Droids can actually end up becoming one of the most valuable support characters in the whole game, so I'll explain how to unlock them in Zero Company, as well as how to get more of them beyond that first little robot recruit.</p><h2 class="article-body__section" id="section-how-to-unlock-astromech-droids-in-star-wars-zero-company"><span>How to unlock Astromech Droids in Star Wars Zero Company</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="bmgPw5bfJ6KWPDg3p9TTDH" name="Star Wars Zero Company Astromech (4)" alt="A player builds the Droid Repair Bay in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/bmgPw5bfJ6KWPDg3p9TTDH.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>To unlock Astromech Droid operators in Zero Company, you need to take the following steps:</p><ol start="1"><li>Progress the game until you reach Den Level 2, after <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-debt">paying the debt in Star Wars Zero Company</a>.</li><li>You'll be given a sub-objective to Inspect the Old Astromech Droid in the Pit (next to the door). Do so.</li><li>Go to the Upgrade table and choose to build the <strong>Droid Repair Bay. </strong>You'll need 2000 Credits and it will take 1 Cycle to build.</li><li>After one mission, speak to M-3VO at the Medical Bay to add a new Droid - <strong>BR-1 </strong>- to the team as an Operator.</li></ol><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2wvLWLXCtyXRgsK8VkDMLH" name="Star Wars Zero Company Astromech (2)" alt="The Broken Astromech Droid in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/2wvLWLXCtyXRgsK8VkDMLH.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>Once that's done, <strong>you'll be able to hire new Droids from the Recruitment table</strong> as well as the one you just got.</p><p>Astromech Droids are a unique support <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-specialization-class">specialization and class in Star Wars Zero Company</a> with certain nuances, listed below:</p><ul><li>They cannot be equipped with Blasters.</li><li>They can be equipped with three different Utility items and gain additional uses out of them.</li><li>Their <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-talents">Talent in Star Wars Zero Company</a> is a Built-in Comlink that allows them to give allies additional Action Points at the cost of their own.</li><li>They can increase the accuracy of allies and self-heal.</li><li>They have extremely good mobility and can ascend or descend vertical surfaces without the need for stairs or similar.</li><li>Later on they develop a secondary "Analytics" Specialization, further focused on increasing accuracy and defense of allies.</li></ul><p>This makes Astromechs extremely powerful in certain sorts of parties, acting as a Healer/Support class. I found they pair very well with the game's one Jedi character, who burns through AP and often needs healing, both of which Droids can provide easily. However, they have no offensive abilities unless you equip them with grenades, and even then will only get a few uses per Grenade equipped.</p><h3 class="article-body__section" id="section-can-you-get-other-types-of-droid"><span>Can you get other types of Droid?</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="DVNVADKLsuUJNPPLPgvwKH" name="Star Wars Zero Company Astromech (3)" alt="The player recruits a Droid in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/DVNVADKLsuUJNPPLPgvwKH.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>No, <strong>there are no other types of Droid available to recruit in Star Wars Zero Company. </strong>Yes, M-3VO is a supporting character and there are plenty of different Droids present as enemies, such as the <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-droideka-destroyer-droid">Star Wars Zero Company Destroyer Droid</a> boss fight, but none that can be added to the team and uses in mission besides the standard Astromech droids.</p><p><em>For other colourful characters who can join the Operator roster, check out whether you should </em><a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-hire-cly-choice"><em>hire Cly Kullervo in Star Wars Zero Company</em></a><em>?</em></p><p><strong>© GamesRadar+. Not to be reproduced without permission.</strong></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/strategy/star-wars-zero-company-droid-astromech/</link>
                                                                            <description>
                            <![CDATA[ I explain how to unlock the R2-D2-type Astromech Droids in Zero Company, as well as if there's other Droids available ]]>
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                                                                        <pubDate>Thu, 27 Aug 2026 15:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Strategy Games]]></category>
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                                                                                                <author><![CDATA[ joel.franey@futurenet.com (Joel Franey) ]]></author>                    <dc:creator><![CDATA[ Joel Franey ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/Dwb5zEHDpq9XZebV7REDRF.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Joel Franey got his Bachelors in Creative Writing and Games Design from Brunel University in 2017, before going on to do a Masters in Creative and Critical Writing from Sussex University. During this time he also worked freelance in various gaming-related roles and professions, including design, PR, reviews and features, before eventually joining the guides team at USgamer and ReedPop in 2019. Since then, he has written professionally for numerous publications, including Gfinity Esports, Eurogamer, VG247, Dicebreaker, RPS, Jelly Deals and more. These have involved, among other things, writing guides, news, features, reviews, and even working as an SEO consultant, restructuring and rewriting content for the purpose of increased online traffic. He eventually joined GamesRadar+ as a Guides Writer in 2021, with a focus on covering single player games and narrative games, though nonetheless regularly contributing to ongoing coverage of online gaming services and multiplayer properties, and has covered a variety of major AAA games in his time since then. In his spare time he is also a long-time fiction writer, having written books, screenplays and more besides in a variety of genres, and is the co-host and co-creator of the pop culture comedy podcast, &quot;Margaret Thatcher, Templar Spy&quot;.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Star Wars Zero Company]]></media:description>                                                            <media:text><![CDATA[Star Wars Zero Company]]></media:text>
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                                <p>Unlockable Droids in Star Wars Zero Company are teased early on, with a broken Astromech droid back in the den that's reminscent of R2-D2, and which more than one character comments on repairing so that they can be added to the team. Droids can actually end up becoming one of the most valuable support characters in the whole game, so I'll explain how to unlock them in Zero Company, as well as how to get more of them beyond that first little robot recruit.</p><h2 class="article-body__section" id="section-how-to-unlock-astromech-droids-in-star-wars-zero-company"><span>How to unlock Astromech Droids in Star Wars Zero Company</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="bmgPw5bfJ6KWPDg3p9TTDH" name="Star Wars Zero Company Astromech (4)" alt="A player builds the Droid Repair Bay in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/bmgPw5bfJ6KWPDg3p9TTDH.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>To unlock Astromech Droid operators in Zero Company, you need to take the following steps:</p><ol start="1"><li>Progress the game until you reach Den Level 2, after <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-debt">paying the debt in Star Wars Zero Company</a>.</li><li>You'll be given a sub-objective to Inspect the Old Astromech Droid in the Pit (next to the door). Do so.</li><li>Go to the Upgrade table and choose to build the <strong>Droid Repair Bay. </strong>You'll need 2000 Credits and it will take 1 Cycle to build.</li><li>After one mission, speak to M-3VO at the Medical Bay to add a new Droid - <strong>BR-1 </strong>- to the team as an Operator.</li></ol><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2wvLWLXCtyXRgsK8VkDMLH" name="Star Wars Zero Company Astromech (2)" alt="The Broken Astromech Droid in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/2wvLWLXCtyXRgsK8VkDMLH.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>Once that's done, <strong>you'll be able to hire new Droids from the Recruitment table</strong> as well as the one you just got.</p><p>Astromech Droids are a unique support <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-specialization-class">specialization and class in Star Wars Zero Company</a> with certain nuances, listed below:</p><ul><li>They cannot be equipped with Blasters.</li><li>They can be equipped with three different Utility items and gain additional uses out of them.</li><li>Their <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-talents">Talent in Star Wars Zero Company</a> is a Built-in Comlink that allows them to give allies additional Action Points at the cost of their own.</li><li>They can increase the accuracy of allies and self-heal.</li><li>They have extremely good mobility and can ascend or descend vertical surfaces without the need for stairs or similar.</li><li>Later on they develop a secondary "Analytics" Specialization, further focused on increasing accuracy and defense of allies.</li></ul><p>This makes Astromechs extremely powerful in certain sorts of parties, acting as a Healer/Support class. I found they pair very well with the game's one Jedi character, who burns through AP and often needs healing, both of which Droids can provide easily. However, they have no offensive abilities unless you equip them with grenades, and even then will only get a few uses per Grenade equipped.</p><h3 class="article-body__section" id="section-can-you-get-other-types-of-droid"><span>Can you get other types of Droid?</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="DVNVADKLsuUJNPPLPgvwKH" name="Star Wars Zero Company Astromech (3)" alt="The player recruits a Droid in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/DVNVADKLsuUJNPPLPgvwKH.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>No, <strong>there are no other types of Droid available to recruit in Star Wars Zero Company. </strong>Yes, M-3VO is a supporting character and there are plenty of different Droids present as enemies, such as the <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-droideka-destroyer-droid">Star Wars Zero Company Destroyer Droid</a> boss fight, but none that can be added to the team and uses in mission besides the standard Astromech droids.</p><p><em>For other colourful characters who can join the Operator roster, check out whether you should </em><a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-hire-cly-choice"><em>hire Cly Kullervo in Star Wars Zero Company</em></a><em>?</em></p><p><strong>© GamesRadar+. Not to be reproduced without permission.</strong></p>
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                                                            <title><![CDATA[ Best weapons in Star Wars Zero Company ]]></title>
                                                                                                <dc:content><![CDATA[ <p>There are four weapon classes in Star Wars Zero Company that you're given to pick from when you start: the Blaster Pistol, Blaster Rifle, Repeater and the Longarm Blaster, aka the game's answer to a sniper rifle. Picking out the best weapon from all these isn't easy, especially when SWZC asks you to choose early on with little information to go on, but I'm here to help explain to you the best gun for your specialization, and what you need to understand about how weapons work in Star Wars Zero Company.</p><h2 class="article-body__section" id="section-what-weapon-class-should-you-choose-in-star-wars-zero-company"><span>What weapon class should you choose in Star Wars Zero Company?</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="QJTp5f45FqcpJrde7sExBh" name="Star Wars Zero Company Weapons (3)" alt="A character picks out a Weapon Class for Hawks in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/QJTp5f45FqcpJrde7sExBh.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>The best weapon class to pick in Star Wars Zero Company for Hawks (and other characters later on) <strong>will vary depending on your </strong><a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-specialization-class"><strong>specialization and class in Star Wars Zero Company</strong></a><strong>, as well as your general playstyle for that character.</strong><br><br>Rather than there being a definitive best gun, <strong>each weapon is supposed to match a certain sort of character build</strong>, as we'll explain below.</p><ul><li><strong>Longarm Blaster. </strong>A sniper rifle that requires two Action Points for every shot, but has high damage, range and critical hit stats. It's suited for... Well, snipers! If you want to wait at the back of the combat arena, not move much, and shoot targets from a distance, this is the gun to choose. Also works well with any class that focuses on critical hit effects.</li><li><strong>Blaster Rifle. </strong>A middle-of-the-road weapon that requires one Action Point to fire the first time in a turn, and two for subsequent shots. With decent stats in all elements, this is the one to choose for <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-best-characters-team">characters and team comps in Star Wars Zero Company</a> who exercise a mixture of mobility, firepower and versatility, and a safe choice if you're not sure.</li><li><strong>Blaster Pistol. </strong>This handgun does less damage but only costs one Action Point per shot, allowing players to target multiple enemies or fire multiple times on a single target. Suited for clearing out groups of weak foes, characters who emphasize mobility over damage, or those who can apply stacking status effects with every shot. <a href="Should you hire Cly in Star Wars Zero Company">Cly Kullervo, Star Wars Zero Company's Mandalorian</a>, is a good example of a character like this.</li><li><strong>Repeater. </strong>Effectively a minigun or heavy machine gun, Repeaters use up all the characters remaining Action Points when fired, but their damage scales according to how many Action Points you have left. With three AP used to fire, you do huge damage to a single target! Repeaters are suited to characters who move infrequently, or who want to lay down heavy damage at the cost of all else.</li></ul><h3 class="article-body__section" id="section-how-to-change-weapons-in-star-wars-zero-company"><span>How to change weapons in Star Wars Zero Company</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="QsnrWkGKNNG3hTtRGzmb9h" name="Star Wars Zero Company Weapons (2)" alt="A player picks out a weapon mod in the Armory for their gun in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/QsnrWkGKNNG3hTtRGzmb9h.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>To swap a character's weapons in Zero Company, you need to go to <strong>the Armory in the Den, </strong>found to the right of the central map table, run by the character Neesh. </p><p>Here, between missions, you can choose a character and select any of the four weapons to give to them (assuming that they're a character who can have their weapons swapped out, unlike <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-droid-astromech">Astromech Droids</a> or the one <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-jedi">Star Wars Zero Company Jedi</a> character). You can also customize the weapons with Mods, which you earn as rewards and that alter their stats, or change their cosmetic appearance.</p><p><em>Get an early footing on the game with out story guides! Find out </em><a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-debt"><em>how to pay the debt in Star Wars Zero Company</em></a><em> before the clock runs out, or discover the best </em><a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-gorgas-revenge-choice"><em>Gorga's Revenge choice in Star Wars Zero Company</em></a><em>!</em></p><p><strong>© GamesRadar+. Not to be reproduced without permission.</strong></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/strategy/star-wars-zero-company-weapons/</link>
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                            <![CDATA[ Your weapon class in SWZC should be chosen according to your specialization. ]]>
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                                                                        <pubDate>Thu, 27 Aug 2026 15:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Strategy Games]]></category>
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                                                                                                <author><![CDATA[ joel.franey@futurenet.com (Joel Franey) ]]></author>                    <dc:creator><![CDATA[ Joel Franey ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/Dwb5zEHDpq9XZebV7REDRF.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Joel Franey got his Bachelors in Creative Writing and Games Design from Brunel University in 2017, before going on to do a Masters in Creative and Critical Writing from Sussex University. During this time he also worked freelance in various gaming-related roles and professions, including design, PR, reviews and features, before eventually joining the guides team at USgamer and ReedPop in 2019. Since then, he has written professionally for numerous publications, including Gfinity Esports, Eurogamer, VG247, Dicebreaker, RPS, Jelly Deals and more. These have involved, among other things, writing guides, news, features, reviews, and even working as an SEO consultant, restructuring and rewriting content for the purpose of increased online traffic. He eventually joined GamesRadar+ as a Guides Writer in 2021, with a focus on covering single player games and narrative games, though nonetheless regularly contributing to ongoing coverage of online gaming services and multiplayer properties, and has covered a variety of major AAA games in his time since then. In his spare time he is also a long-time fiction writer, having written books, screenplays and more besides in a variety of genres, and is the co-host and co-creator of the pop culture comedy podcast, &quot;Margaret Thatcher, Templar Spy&quot;.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Star Wars Zero Company]]></media:description>                                                            <media:text><![CDATA[Star Wars Zero Company]]></media:text>
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                                <p>There are four weapon classes in Star Wars Zero Company that you're given to pick from when you start: the Blaster Pistol, Blaster Rifle, Repeater and the Longarm Blaster, aka the game's answer to a sniper rifle. Picking out the best weapon from all these isn't easy, especially when SWZC asks you to choose early on with little information to go on, but I'm here to help explain to you the best gun for your specialization, and what you need to understand about how weapons work in Star Wars Zero Company.</p><h2 class="article-body__section" id="section-what-weapon-class-should-you-choose-in-star-wars-zero-company"><span>What weapon class should you choose in Star Wars Zero Company?</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="QJTp5f45FqcpJrde7sExBh" name="Star Wars Zero Company Weapons (3)" alt="A character picks out a Weapon Class for Hawks in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/QJTp5f45FqcpJrde7sExBh.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>The best weapon class to pick in Star Wars Zero Company for Hawks (and other characters later on) <strong>will vary depending on your </strong><a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-specialization-class"><strong>specialization and class in Star Wars Zero Company</strong></a><strong>, as well as your general playstyle for that character.</strong><br><br>Rather than there being a definitive best gun, <strong>each weapon is supposed to match a certain sort of character build</strong>, as we'll explain below.</p><ul><li><strong>Longarm Blaster. </strong>A sniper rifle that requires two Action Points for every shot, but has high damage, range and critical hit stats. It's suited for... Well, snipers! If you want to wait at the back of the combat arena, not move much, and shoot targets from a distance, this is the gun to choose. Also works well with any class that focuses on critical hit effects.</li><li><strong>Blaster Rifle. </strong>A middle-of-the-road weapon that requires one Action Point to fire the first time in a turn, and two for subsequent shots. With decent stats in all elements, this is the one to choose for <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-best-characters-team">characters and team comps in Star Wars Zero Company</a> who exercise a mixture of mobility, firepower and versatility, and a safe choice if you're not sure.</li><li><strong>Blaster Pistol. </strong>This handgun does less damage but only costs one Action Point per shot, allowing players to target multiple enemies or fire multiple times on a single target. Suited for clearing out groups of weak foes, characters who emphasize mobility over damage, or those who can apply stacking status effects with every shot. <a href="Should you hire Cly in Star Wars Zero Company">Cly Kullervo, Star Wars Zero Company's Mandalorian</a>, is a good example of a character like this.</li><li><strong>Repeater. </strong>Effectively a minigun or heavy machine gun, Repeaters use up all the characters remaining Action Points when fired, but their damage scales according to how many Action Points you have left. With three AP used to fire, you do huge damage to a single target! Repeaters are suited to characters who move infrequently, or who want to lay down heavy damage at the cost of all else.</li></ul><h3 class="article-body__section" id="section-how-to-change-weapons-in-star-wars-zero-company"><span>How to change weapons in Star Wars Zero Company</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="QsnrWkGKNNG3hTtRGzmb9h" name="Star Wars Zero Company Weapons (2)" alt="A player picks out a weapon mod in the Armory for their gun in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/QsnrWkGKNNG3hTtRGzmb9h.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>To swap a character's weapons in Zero Company, you need to go to <strong>the Armory in the Den, </strong>found to the right of the central map table, run by the character Neesh. </p><p>Here, between missions, you can choose a character and select any of the four weapons to give to them (assuming that they're a character who can have their weapons swapped out, unlike <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-droid-astromech">Astromech Droids</a> or the one <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-jedi">Star Wars Zero Company Jedi</a> character). You can also customize the weapons with Mods, which you earn as rewards and that alter their stats, or change their cosmetic appearance.</p><p><em>Get an early footing on the game with out story guides! Find out </em><a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-debt"><em>how to pay the debt in Star Wars Zero Company</em></a><em> before the clock runs out, or discover the best </em><a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-gorgas-revenge-choice"><em>Gorga's Revenge choice in Star Wars Zero Company</em></a><em>!</em></p><p><strong>© GamesRadar+. Not to be reproduced without permission.</strong></p>
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                                                            <title><![CDATA[ Best Talents in Star Wars Zero Company ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Talents in Star Wars Zero Company are little feats and stat modifiers that Hawks and all the other Operators have, and you'll get the chance to pick out those Talents for Hawks during character creation, as well as the other randomized Operators you unlock throughout the game. Talents arguably aren't as important as the Specializations that you pick out, but they are nonetheless a serious advantage, especially if you can pair them with the right kind of specialization. Below I'll lay out the best Talents to pick out and what they pair well with for your Hawks build.</p><p><em>For more help building the most heroic Hawks you can, check out our guide on the </em><a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-specialization-class"><em>best specialization and class in Star Wars Zero Company</em></a><em>!</em></p><h2 class="article-body__section" id="section-what-are-the-best-talents-in-star-wars-zero-company"><span>What are the best Talents in Star Wars Zero Company?</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="GCTDatfuq6oLUPmZB43Q4L" name="Zero Company Talents (1)" alt="A player picks out Talents in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/GCTDatfuq6oLUPmZB43Q4L.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>If you're picking a Talent out for Hawks in the beginning of Star Wars Zero Company, <strong>you should make your choice based on the kind of character build and playstyle you're aiming for, and specifically the Specialization you've given them. </strong>I've highlighted some very good Talents to consider below, depending on the general directions you can take Hawks.</p><ul><li><strong>Cold-blooded: </strong>allows you to guarantee that your next attack is a critical hit. Very good for snipers or those who use repeaters as weapons.</li><li><strong>A Life of Labor: </strong>grants increased health and defense. Good for tanks, but also melee fighters, support classes or characters who are mission-critical - like Hawks.</li><li><strong>Fortitude: </strong>gives a +2 defense bonus while the Operator is injured. Works for characters who are likely to get hurt (tanks and brawlers), as well as giving you a chance to save injured characters.</li></ul><p><strong>One thing I don't really recommend is picking up the Thievery and Espionage Talents early on, tempting as they might be</strong>. One gives you bonus credits for completing a mission, and one gives you bonus intel, but only in very small amounts and there's no battlefield advantage tied to them. That being said, play Zero Company for a while and see if you're finding it easy: if you find you don't need that advantage to win, then try swapping out your Talent for either of those and take the small tip at the end of every combat mission.</p><h2 class="article-body__section" id="section-how-to-change-talents-in-star-wars-zero-company"><span>How to change Talents in Star Wars Zero Company</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="4K4MdNqscP4d6SK97BppF9" name="Specializations (1)" alt="The Focus Tree lets you pick out new Talents in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/4K4MdNqscP4d6SK97BppF9.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>You can swap out the Talents of Hawks or any other randomly generated Operator at any time you want between missions <strong>the same way you change specializations. </strong>Go to the <strong>Personnel table in the Den, and check the Focus Tree tab, then press the option to "Change Specialization" </strong>in the lower right. That will also give you the option to pick out a new Talent while you're there.</p><p><em>For more help in the murky sidelines of galactic war, check out </em><a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-debt"><em>how to pay the Hutt's debt in Star Wars Zero Company</em></a><em>, or find out </em><a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-gorgas-revenge-choice"><em>the best choice for Gorga's Revenge in Star Wars Zero Company</em></a><em>!</em></p><p><strong>© GamesRadar+. Not to be reproduced without permission.</strong></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/strategy/star-wars-zero-company-talents/</link>
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                            <![CDATA[ Talents in Star Wars Zero Company are feats that provide passive buffs ]]>
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                                                                        <pubDate>Thu, 27 Aug 2026 15:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Strategy Games]]></category>
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                                                                                                <author><![CDATA[ joel.franey@futurenet.com (Joel Franey) ]]></author>                    <dc:creator><![CDATA[ Joel Franey ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/Dwb5zEHDpq9XZebV7REDRF.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Joel Franey got his Bachelors in Creative Writing and Games Design from Brunel University in 2017, before going on to do a Masters in Creative and Critical Writing from Sussex University. During this time he also worked freelance in various gaming-related roles and professions, including design, PR, reviews and features, before eventually joining the guides team at USgamer and ReedPop in 2019. Since then, he has written professionally for numerous publications, including Gfinity Esports, Eurogamer, VG247, Dicebreaker, RPS, Jelly Deals and more. These have involved, among other things, writing guides, news, features, reviews, and even working as an SEO consultant, restructuring and rewriting content for the purpose of increased online traffic. He eventually joined GamesRadar+ as a Guides Writer in 2021, with a focus on covering single player games and narrative games, though nonetheless regularly contributing to ongoing coverage of online gaming services and multiplayer properties, and has covered a variety of major AAA games in his time since then. In his spare time he is also a long-time fiction writer, having written books, screenplays and more besides in a variety of genres, and is the co-host and co-creator of the pop culture comedy podcast, &quot;Margaret Thatcher, Templar Spy&quot;.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Star Wars Zero Company]]></media:description>                                                            <media:text><![CDATA[Star Wars Zero Company]]></media:text>
                                <media:title type="plain"><![CDATA[Star Wars Zero Company]]></media:title>
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                                <p>Talents in Star Wars Zero Company are little feats and stat modifiers that Hawks and all the other Operators have, and you'll get the chance to pick out those Talents for Hawks during character creation, as well as the other randomized Operators you unlock throughout the game. Talents arguably aren't as important as the Specializations that you pick out, but they are nonetheless a serious advantage, especially if you can pair them with the right kind of specialization. Below I'll lay out the best Talents to pick out and what they pair well with for your Hawks build.</p><p><em>For more help building the most heroic Hawks you can, check out our guide on the </em><a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-specialization-class"><em>best specialization and class in Star Wars Zero Company</em></a><em>!</em></p><h2 class="article-body__section" id="section-what-are-the-best-talents-in-star-wars-zero-company"><span>What are the best Talents in Star Wars Zero Company?</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="GCTDatfuq6oLUPmZB43Q4L" name="Zero Company Talents (1)" alt="A player picks out Talents in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/GCTDatfuq6oLUPmZB43Q4L.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>If you're picking a Talent out for Hawks in the beginning of Star Wars Zero Company, <strong>you should make your choice based on the kind of character build and playstyle you're aiming for, and specifically the Specialization you've given them. </strong>I've highlighted some very good Talents to consider below, depending on the general directions you can take Hawks.</p><ul><li><strong>Cold-blooded: </strong>allows you to guarantee that your next attack is a critical hit. Very good for snipers or those who use repeaters as weapons.</li><li><strong>A Life of Labor: </strong>grants increased health and defense. Good for tanks, but also melee fighters, support classes or characters who are mission-critical - like Hawks.</li><li><strong>Fortitude: </strong>gives a +2 defense bonus while the Operator is injured. Works for characters who are likely to get hurt (tanks and brawlers), as well as giving you a chance to save injured characters.</li></ul><p><strong>One thing I don't really recommend is picking up the Thievery and Espionage Talents early on, tempting as they might be</strong>. One gives you bonus credits for completing a mission, and one gives you bonus intel, but only in very small amounts and there's no battlefield advantage tied to them. That being said, play Zero Company for a while and see if you're finding it easy: if you find you don't need that advantage to win, then try swapping out your Talent for either of those and take the small tip at the end of every combat mission.</p><h2 class="article-body__section" id="section-how-to-change-talents-in-star-wars-zero-company"><span>How to change Talents in Star Wars Zero Company</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="4K4MdNqscP4d6SK97BppF9" name="Specializations (1)" alt="The Focus Tree lets you pick out new Talents in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/4K4MdNqscP4d6SK97BppF9.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>You can swap out the Talents of Hawks or any other randomly generated Operator at any time you want between missions <strong>the same way you change specializations. </strong>Go to the <strong>Personnel table in the Den, and check the Focus Tree tab, then press the option to "Change Specialization" </strong>in the lower right. That will also give you the option to pick out a new Talent while you're there.</p><p><em>For more help in the murky sidelines of galactic war, check out </em><a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-debt"><em>how to pay the Hutt's debt in Star Wars Zero Company</em></a><em>, or find out </em><a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-gorgas-revenge-choice"><em>the best choice for Gorga's Revenge in Star Wars Zero Company</em></a><em>!</em></p><p><strong>© GamesRadar+. Not to be reproduced without permission.</strong></p>
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                                                            <title><![CDATA[ Best choice for Gorga's Revenge in Star Wars Zero Company ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The choice of Gorga's Revenge in Star Wars Zero Company is an early dilemma given to you about what to do with a traitor to one of the Hutts, and whether you should let him disappear or hand him over to Gorga. This is an early choice that is introducing you to the <em>enormous </em>amount of choices that you'll be making going forward in Star Wars Zero Company, so I'll explain exactly what this means and what the rewards involved are.</p><h2 class="article-body__section" id="section-should-you-let-him-disappear-or-hand-him-over-in-the-gorga-s-revenge-choice-in-star-wars-zero-company"><span>Should you let him disappear or hand him over in the Gorga's Revenge choice in Star Wars Zero Company?</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="PkPNWdJRTKFfxxCaGzCpXJ" name="Star Wars Zero Company Gorga's Revenge Choice (3)" alt="A player chooses between two options for Gorga's Revenge in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/PkPNWdJRTKFfxxCaGzCpXJ.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>Of the two choices in Gorga's Revenge<strong> </strong>In Zero Company, <strong>I suggest that you take the choice to let him disappear, </strong>with the rewards laid out thusly:</p><ul><li><strong>Let him disappear.</strong><ul><li>Gain 3 Influence in Zone Cresh.</li><li>500 Credits.</li></ul></li><li><strong>Hand him over to Gorga. </strong><ul><li>Gain 5 Influence in Zone Jenth</li></ul></li></ul><p>There are not any longer term consequences beyond those rewards (beyond minor impacts on bonds with certain chaacters), and <strong>at this early phase in the game, it's more important to have the Credits</strong> than the small boost to reputation in a single sector.</p><p><strong>That being said, it's not a huge deal either way. </strong>These are both offering very small rewards, and none of them are unique to this choice - you can make the money and the reputation back easily enough later on. What's more important is that this Choice Operation is more about establishing that you'll be making dozens of these choices across the course of the game, each one of which will have various impacts and rewards, as well as some that offer risks, potentially injuring the Operators that you assign to them.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2nHZQRohvTnCRmftU9VZVJ" name="Star Wars Zero Company Gorga's Revenge Choice (2)" alt="A player sees the outcome of choosing to hand him over in Gorga's Choice in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/2nHZQRohvTnCRmftU9VZVJ.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>That means that rather than a right or wrong choice, most of the time you'll have to look at your current situation and what you need (as well as what you're willing to stake) and pick accordingly.</p><p><em>Still constructing the ideal Hawks and team around them? Check out the </em><a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-specialization-class"><em>best specialization and class in Star Wars Zero Company</em></a><em>, and the </em><a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-talents"><em>best Talents in Star Wars Zero Company</em></a><em>, and pair them together for some awesome results!</em></p><p><strong>© GamesRadar+. Not to be reproduced without permission.</strong></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/strategy/star-wars-zero-company-gorgas-revenge-choice/</link>
                                                                            <description>
                            <![CDATA[ With Gorga's Revenge in Zero Company, should you choose to let him disappear or hand him over? ]]>
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                                                                        <pubDate>Thu, 27 Aug 2026 15:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Strategy Games]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Xbox Series X]]></category>
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                                                                                                <author><![CDATA[ joel.franey@futurenet.com (Joel Franey) ]]></author>                    <dc:creator><![CDATA[ Joel Franey ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/Dwb5zEHDpq9XZebV7REDRF.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Joel Franey got his Bachelors in Creative Writing and Games Design from Brunel University in 2017, before going on to do a Masters in Creative and Critical Writing from Sussex University. During this time he also worked freelance in various gaming-related roles and professions, including design, PR, reviews and features, before eventually joining the guides team at USgamer and ReedPop in 2019. Since then, he has written professionally for numerous publications, including Gfinity Esports, Eurogamer, VG247, Dicebreaker, RPS, Jelly Deals and more. These have involved, among other things, writing guides, news, features, reviews, and even working as an SEO consultant, restructuring and rewriting content for the purpose of increased online traffic. He eventually joined GamesRadar+ as a Guides Writer in 2021, with a focus on covering single player games and narrative games, though nonetheless regularly contributing to ongoing coverage of online gaming services and multiplayer properties, and has covered a variety of major AAA games in his time since then. In his spare time he is also a long-time fiction writer, having written books, screenplays and more besides in a variety of genres, and is the co-host and co-creator of the pop culture comedy podcast, &quot;Margaret Thatcher, Templar Spy&quot;.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Star Wars Zero Company]]></media:description>                                                            <media:text><![CDATA[Star Wars Zero Company]]></media:text>
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                                <p>The choice of Gorga's Revenge in Star Wars Zero Company is an early dilemma given to you about what to do with a traitor to one of the Hutts, and whether you should let him disappear or hand him over to Gorga. This is an early choice that is introducing you to the <em>enormous </em>amount of choices that you'll be making going forward in Star Wars Zero Company, so I'll explain exactly what this means and what the rewards involved are.</p><h2 class="article-body__section" id="section-should-you-let-him-disappear-or-hand-him-over-in-the-gorga-s-revenge-choice-in-star-wars-zero-company"><span>Should you let him disappear or hand him over in the Gorga's Revenge choice in Star Wars Zero Company?</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="PkPNWdJRTKFfxxCaGzCpXJ" name="Star Wars Zero Company Gorga's Revenge Choice (3)" alt="A player chooses between two options for Gorga's Revenge in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/PkPNWdJRTKFfxxCaGzCpXJ.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>Of the two choices in Gorga's Revenge<strong> </strong>In Zero Company, <strong>I suggest that you take the choice to let him disappear, </strong>with the rewards laid out thusly:</p><ul><li><strong>Let him disappear.</strong><ul><li>Gain 3 Influence in Zone Cresh.</li><li>500 Credits.</li></ul></li><li><strong>Hand him over to Gorga. </strong><ul><li>Gain 5 Influence in Zone Jenth</li></ul></li></ul><p>There are not any longer term consequences beyond those rewards (beyond minor impacts on bonds with certain chaacters), and <strong>at this early phase in the game, it's more important to have the Credits</strong> than the small boost to reputation in a single sector.</p><p><strong>That being said, it's not a huge deal either way. </strong>These are both offering very small rewards, and none of them are unique to this choice - you can make the money and the reputation back easily enough later on. What's more important is that this Choice Operation is more about establishing that you'll be making dozens of these choices across the course of the game, each one of which will have various impacts and rewards, as well as some that offer risks, potentially injuring the Operators that you assign to them.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2nHZQRohvTnCRmftU9VZVJ" name="Star Wars Zero Company Gorga's Revenge Choice (2)" alt="A player sees the outcome of choosing to hand him over in Gorga's Choice in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/2nHZQRohvTnCRmftU9VZVJ.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>That means that rather than a right or wrong choice, most of the time you'll have to look at your current situation and what you need (as well as what you're willing to stake) and pick accordingly.</p><p><em>Still constructing the ideal Hawks and team around them? Check out the </em><a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-specialization-class"><em>best specialization and class in Star Wars Zero Company</em></a><em>, and the </em><a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-talents"><em>best Talents in Star Wars Zero Company</em></a><em>, and pair them together for some awesome results!</em></p><p><strong>© GamesRadar+. Not to be reproduced without permission.</strong></p>
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                                                            <title><![CDATA[ How to pay the debt in Star Wars Zero Company ]]></title>
                                                                                                <dc:content><![CDATA[ <p>To pay back the 80,000 credit debt to Gorga the Hutt in Star Wars Zero Company is the first major objective that you're given when you start playing, which seems pretty difficult to do once you start understanding the elements involved. You're given eight days (or "cycles") to pay back that enormous debt, and missions are only paying out a few hundred credits at a time. If you're worried that you're going to miss the window or are missing some essential element of Star Wars Zero Company, don't worry: I'll explain to you how to pay back the debt as easily as possible.</p><p><em><strong>Spoiler warning: the following guide contains minor plot spoilers for the early sections of Star Wars Zero Company.</strong></em></p><h2 class="article-body__section" id="section-how-to-pay-the-80-000-debt-in-star-wars-zero-company"><span>How to pay the 80,000 debt in Star Wars Zero Company</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="k4dctdha75XsoUSoxbQ3SN" name="Zero Company Debt (2)" alt="Bennic offers to clear the debt to Hawks in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/k4dctdha75XsoUSoxbQ3SN.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>You can't clear the debt to Gorga the Hutt by paying it back normally in Star Wars Zero Company, as the eight day window you're given isn't nearly enough to make that kind of cash. Instead, what you need to do is <strong>simply to progress the main story until you reach Cycle 4, </strong>at which point mandatory events in the plot will introduce Hawks to new characters who are motivated to clear the debt for you and have the money to offer.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2MgaMsYJFujPBecSLWAuRN" name="Zero Company Debt (3)" alt="The Payback mission in Star Wars Zero Company allows you to clear the debt to Gorga the Hutt" src="https://cdn.mos.cms.futurecdn.net/2MgaMsYJFujPBecSLWAuRN.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>Once that happens, all you need to do is go to the Holotable and open the Critical Operation "Payback", which has you clear the debt and remove it as a factor from the game going forward. In this sense, the debt to Gorga is revealed to be less of a game mechanic and more of an early story driver - hence why you'll almost immediately be given the <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-gorgas-revenge-choice">Gorga's Revenge choice in Star Wars Zero Company</a> to follow this event.</p><p><em>Prepare yourself for the challenges to come: check out how to beat the </em><a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-droideka-destroyer-droid"><em>Star Wars Zero Company Droideka</em></a><em>!</em></p><p><strong>© GamesRadar+. Not to be reproduced without permission.</strong></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/strategy/star-wars-zero-company-debt/</link>
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                            <![CDATA[ You start Zero Company with a debt owed of 80,000 credits to the Hutts, but you barely earn a few hundred with each operation ]]>
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                                                                        <pubDate>Thu, 27 Aug 2026 15:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Strategy Games]]></category>
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                                                                                                <author><![CDATA[ joel.franey@futurenet.com (Joel Franey) ]]></author>                    <dc:creator><![CDATA[ Joel Franey ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/Dwb5zEHDpq9XZebV7REDRF.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Joel Franey got his Bachelors in Creative Writing and Games Design from Brunel University in 2017, before going on to do a Masters in Creative and Critical Writing from Sussex University. During this time he also worked freelance in various gaming-related roles and professions, including design, PR, reviews and features, before eventually joining the guides team at USgamer and ReedPop in 2019. Since then, he has written professionally for numerous publications, including Gfinity Esports, Eurogamer, VG247, Dicebreaker, RPS, Jelly Deals and more. These have involved, among other things, writing guides, news, features, reviews, and even working as an SEO consultant, restructuring and rewriting content for the purpose of increased online traffic. He eventually joined GamesRadar+ as a Guides Writer in 2021, with a focus on covering single player games and narrative games, though nonetheless regularly contributing to ongoing coverage of online gaming services and multiplayer properties, and has covered a variety of major AAA games in his time since then. In his spare time he is also a long-time fiction writer, having written books, screenplays and more besides in a variety of genres, and is the co-host and co-creator of the pop culture comedy podcast, &quot;Margaret Thatcher, Templar Spy&quot;.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Star Wars Zero Company]]></media:description>                                                            <media:text><![CDATA[Star Wars Zero Company]]></media:text>
                                <media:title type="plain"><![CDATA[Star Wars Zero Company]]></media:title>
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                                <p>To pay back the 80,000 credit debt to Gorga the Hutt in Star Wars Zero Company is the first major objective that you're given when you start playing, which seems pretty difficult to do once you start understanding the elements involved. You're given eight days (or "cycles") to pay back that enormous debt, and missions are only paying out a few hundred credits at a time. If you're worried that you're going to miss the window or are missing some essential element of Star Wars Zero Company, don't worry: I'll explain to you how to pay back the debt as easily as possible.</p><p><em><strong>Spoiler warning: the following guide contains minor plot spoilers for the early sections of Star Wars Zero Company.</strong></em></p><h2 class="article-body__section" id="section-how-to-pay-the-80-000-debt-in-star-wars-zero-company"><span>How to pay the 80,000 debt in Star Wars Zero Company</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="k4dctdha75XsoUSoxbQ3SN" name="Zero Company Debt (2)" alt="Bennic offers to clear the debt to Hawks in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/k4dctdha75XsoUSoxbQ3SN.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>You can't clear the debt to Gorga the Hutt by paying it back normally in Star Wars Zero Company, as the eight day window you're given isn't nearly enough to make that kind of cash. Instead, what you need to do is <strong>simply to progress the main story until you reach Cycle 4, </strong>at which point mandatory events in the plot will introduce Hawks to new characters who are motivated to clear the debt for you and have the money to offer.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2MgaMsYJFujPBecSLWAuRN" name="Zero Company Debt (3)" alt="The Payback mission in Star Wars Zero Company allows you to clear the debt to Gorga the Hutt" src="https://cdn.mos.cms.futurecdn.net/2MgaMsYJFujPBecSLWAuRN.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>Once that happens, all you need to do is go to the Holotable and open the Critical Operation "Payback", which has you clear the debt and remove it as a factor from the game going forward. In this sense, the debt to Gorga is revealed to be less of a game mechanic and more of an early story driver - hence why you'll almost immediately be given the <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-gorgas-revenge-choice">Gorga's Revenge choice in Star Wars Zero Company</a> to follow this event.</p><p><em>Prepare yourself for the challenges to come: check out how to beat the </em><a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-droideka-destroyer-droid"><em>Star Wars Zero Company Droideka</em></a><em>!</em></p><p><strong>© GamesRadar+. Not to be reproduced without permission.</strong></p>
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                                                            <title><![CDATA[ Best characters and team comp in Star Wars Zero Company ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The best characters and team comp in Star Wars Zero Company are what will make the difference between thriving as space mercs and dying at the hands of deranged cultists and battle droids. Though Zero Company gives you freedom to hire various randomised operators, there are nonetheless six or seven unique and defined characters built into the game with unique abilities, not including Hawks themselves.<br><br>These characters' unique powers ensure that they can hold a unique position in your team, and are often more powerful than the randomised operators as a result. Below I'll lay out all the best Zero Company characters, and the best possible team to make from them.</p><h2 class="article-body__section" id="section-best-characters-in-star-wars-zero-company"><span>Best Characters in Star Wars Zero Company</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="v2rGvJxwifoimzs9ghYHqQ" name="Best Characters (3)" alt="One of the best characters in Star Wars Zero Company fires at a droid" src="https://cdn.mos.cms.futurecdn.net/v2rGvJxwifoimzs9ghYHqQ.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>Below I've laid out all the best characters in Star Wars Zero Company as part of a tier list, as well give a quick summary of their gameplay style.</p><ul><li><strong>S-Tier</strong><ul><li><strong>Cly Kullervo: </strong>A Mandalorian warrior who focuses on control and damage. Cly can jetpack around the battlefield for increased mobility, while firing electrical darts into enemies that slow their movement speed. When ready, she can detonate all these darts at once, turning enemies into bombs. Though a little hard to get a grip on, she's deadly when used right, especially against groups. Of course, you'll need to make sure to<a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-hire-cly-choice"> hire Cly in Star Wars Zero Company</a> when the choice comes up.</li><li><strong>Kabbney "Kabb" Uppercut: </strong>A support brawler, Kabb has a powerful melee attack that damages and shoves enemies. If fatal, it returns all Action Points to Kabb, effectively allowing him to kill an enemy for free. His other powers involve providing support fire, and making targets vulnerable to further damage. Shove abilities are very powerful in Zero Company, and Kabb has the durability of a tank, as well as being very simple to learn and master.</li></ul></li><li><strong>A-Tier</strong><ul><li><strong>Luco Bronc: </strong>A sniper who fires from the back lines, Luco comes with a power that enhances his accuracy and damage output temporarily. If you can get him to a good battlefield location high up with long sightlines, Luco is capable of serious damage. Just keep in mind that you'll want to give him the Longarm Blaster, the most restrictive of the <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-weapons">Star Wars Zero Company weapons</a>, to bring out his full potential.</li><li><strong>Astromech Droid: </strong>OK, these little droids technically aren't unique characters, but considering that they're all identical in their abilities, they're worth treating as a monolith. Astromech droids are the ultimate support characters, able to hold three items and get two uses out of each one, while providing accuracy bonuses and action points to those around them. That being said, they have no dedicated attack, so you're dependant on whatever grenades you've equipped as well as the protection of others. For more info on how they work, check out our page on the <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-droid-astromech">Star Wars Zero Company Astromech Droids</a>.</li><li><strong>Tel-Rea Vokoss: </strong>The one <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-jedi">Star Wars Zero Company Jedi</a> operator is high-risk and high reward, capable of great melee damage and mobility, but often having to move to the most dangerous areas to maximise her output. As a result, Tel-Rea is the character who will most likely get more kills than any other, but also is the most likely to be downed in a mission. There's a high learning curve with this one.</li></ul></li><li><strong>B-Tier</strong><ul><li><strong>Jae Mordant:</strong> A fairly straightforward fighter and gunner who thrives in close range by being able to melee and fire a cone of bullets, Jae's unique power is to effectively kill off any enemy nearby who falls beneath a certain health threshold - but only once per turn. That can be useful, but the threshold is pretty low and ultimately a character with a blaster pistol can probably amount to the same thing.</li><li><strong>Trick:</strong> A soldier with a focus on grenades and explosives, Trick's unique power is basically to self-revive if dropped. That's not bad as powers go, but ultimately it's better to invest in characters whose powers stop them from getting downed in the first place. What you get with Trick is a character who's average, but is just hard to put down permanently.</li></ul></li></ul><p>Obviously though this is to see only a small part of the experience, as these operators and characters all have to exist within the context of a larger team, with abilities that complement each other, as well as whatever build you've given to your version of Hawks.</p><h2 class="article-body__section" id="section-best-team-comp-in-star-wars-zero-company"><span>Best Team Comp in Star Wars Zero Company</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="dSTBoQQtnhVhwktHAcTxtQ" name="Best Characters (2)" alt="The best team comp in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/dSTBoQQtnhVhwktHAcTxtQ.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>The best team composition and party build in Star Wars Zero Company is made from the following operators:</p><ul><li><strong>Cly Kullervo</strong><ul><li><strong>Weapon:</strong> Blaster Pistol</li><li><strong>Utility Items: </strong>Concussion Grenade</li></ul></li><li><strong>Kabbney "Kabb" Uppercut</strong><ul><li><strong>Weapon:</strong> Repeater</li><li><strong>Utility Items: </strong>Reinforced Underlay</li></ul></li><li><strong>Astromech Droid</strong><ul><li><strong>Weapon: </strong>N/A</li><li><strong>Utility Items: </strong>Med-Pac, Impact Grenade, Concussion Grenade</li></ul></li><li><strong>Tel-Rea Vokoss</strong><ul><li><strong>Weapon:</strong> Lightsaber</li><li><strong>Utility Items: </strong>Fast Healing (Jedi Meditation)</li></ul></li></ul><p><strong>This is an aggressive build based on mobility:</strong> all of these are characters who are either agile or can move quickly for a low AP cost, such as Kabb's ability to move for free as long as he punches somebody to death at the end of it. The strategy here is that the group moves as a unit, never getting too far apart, with the Droid acting as the healer and supplying them with AP (you'll definitely want to give it a Med-Pac).</p><p>This is also a build with some strong control options: Cly's jetpack, Kabb's punch and Tel-Rea's Force powers all allow them to move enemies around, and if you give the Droid a Concussion Grenade, that means everybody has a way to manipulate the battlefield. Concentrating enemies into groups makes them highly vulnerable to attacks like Cly's dart detonation or grenade attacks. Ultimately this is a strategy-heavy team and one without a huge amount of options for long range, but one that's incredibly powerful if handled wisely.</p><p>You should also feel free to tweak weapon mods and utility items depending on need. A Droid Popper Grenade might be wiser in certain missions, for example. The above team comp isn't an exact science, but a strong template to be tweaked according to the threat ahead.</p><p><em>Want more help with the Galaxy at its most war-torn? Check out the best </em><a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-gorgas-revenge-choice"><em>Gorga's Revenge choice in Star Wars Zero Company</em></a><em> for when it's put before you, or find out </em><a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-debt"><em>how to pay the debt in Star Wars Zero Company</em></a><em> and get the Hutts off your back for good.</em></p><p><strong>© GamesRadar+. Not to be reproduced without permission.</strong></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/strategy/star-wars-zero-company-best-characters-team/</link>
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                            <![CDATA[ Who are the best characters in Star Wars Zero Company, and what's the best team composition? ]]>
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                                                                        <pubDate>Thu, 27 Aug 2026 15:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Strategy Games]]></category>
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                                                                                                <author><![CDATA[ joel.franey@futurenet.com (Joel Franey) ]]></author>                    <dc:creator><![CDATA[ Joel Franey ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/Dwb5zEHDpq9XZebV7REDRF.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Joel Franey got his Bachelors in Creative Writing and Games Design from Brunel University in 2017, before going on to do a Masters in Creative and Critical Writing from Sussex University. During this time he also worked freelance in various gaming-related roles and professions, including design, PR, reviews and features, before eventually joining the guides team at USgamer and ReedPop in 2019. Since then, he has written professionally for numerous publications, including Gfinity Esports, Eurogamer, VG247, Dicebreaker, RPS, Jelly Deals and more. These have involved, among other things, writing guides, news, features, reviews, and even working as an SEO consultant, restructuring and rewriting content for the purpose of increased online traffic. He eventually joined GamesRadar+ as a Guides Writer in 2021, with a focus on covering single player games and narrative games, though nonetheless regularly contributing to ongoing coverage of online gaming services and multiplayer properties, and has covered a variety of major AAA games in his time since then. In his spare time he is also a long-time fiction writer, having written books, screenplays and more besides in a variety of genres, and is the co-host and co-creator of the pop culture comedy podcast, &quot;Margaret Thatcher, Templar Spy&quot;.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Best Characters and Team Comp in Star Wars Zero Company]]></media:description>                                                            <media:text><![CDATA[Best Characters and Team Comp in Star Wars Zero Company]]></media:text>
                                <media:title type="plain"><![CDATA[Best Characters and Team Comp in Star Wars Zero Company]]></media:title>
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                                <p>The best characters and team comp in Star Wars Zero Company are what will make the difference between thriving as space mercs and dying at the hands of deranged cultists and battle droids. Though Zero Company gives you freedom to hire various randomised operators, there are nonetheless six or seven unique and defined characters built into the game with unique abilities, not including Hawks themselves.<br><br>These characters' unique powers ensure that they can hold a unique position in your team, and are often more powerful than the randomised operators as a result. Below I'll lay out all the best Zero Company characters, and the best possible team to make from them.</p><h2 class="article-body__section" id="section-best-characters-in-star-wars-zero-company"><span>Best Characters in Star Wars Zero Company</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="v2rGvJxwifoimzs9ghYHqQ" name="Best Characters (3)" alt="One of the best characters in Star Wars Zero Company fires at a droid" src="https://cdn.mos.cms.futurecdn.net/v2rGvJxwifoimzs9ghYHqQ.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>Below I've laid out all the best characters in Star Wars Zero Company as part of a tier list, as well give a quick summary of their gameplay style.</p><ul><li><strong>S-Tier</strong><ul><li><strong>Cly Kullervo: </strong>A Mandalorian warrior who focuses on control and damage. Cly can jetpack around the battlefield for increased mobility, while firing electrical darts into enemies that slow their movement speed. When ready, she can detonate all these darts at once, turning enemies into bombs. Though a little hard to get a grip on, she's deadly when used right, especially against groups. Of course, you'll need to make sure to<a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-hire-cly-choice"> hire Cly in Star Wars Zero Company</a> when the choice comes up.</li><li><strong>Kabbney "Kabb" Uppercut: </strong>A support brawler, Kabb has a powerful melee attack that damages and shoves enemies. If fatal, it returns all Action Points to Kabb, effectively allowing him to kill an enemy for free. His other powers involve providing support fire, and making targets vulnerable to further damage. Shove abilities are very powerful in Zero Company, and Kabb has the durability of a tank, as well as being very simple to learn and master.</li></ul></li><li><strong>A-Tier</strong><ul><li><strong>Luco Bronc: </strong>A sniper who fires from the back lines, Luco comes with a power that enhances his accuracy and damage output temporarily. If you can get him to a good battlefield location high up with long sightlines, Luco is capable of serious damage. Just keep in mind that you'll want to give him the Longarm Blaster, the most restrictive of the <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-weapons">Star Wars Zero Company weapons</a>, to bring out his full potential.</li><li><strong>Astromech Droid: </strong>OK, these little droids technically aren't unique characters, but considering that they're all identical in their abilities, they're worth treating as a monolith. Astromech droids are the ultimate support characters, able to hold three items and get two uses out of each one, while providing accuracy bonuses and action points to those around them. That being said, they have no dedicated attack, so you're dependant on whatever grenades you've equipped as well as the protection of others. For more info on how they work, check out our page on the <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-droid-astromech">Star Wars Zero Company Astromech Droids</a>.</li><li><strong>Tel-Rea Vokoss: </strong>The one <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-jedi">Star Wars Zero Company Jedi</a> operator is high-risk and high reward, capable of great melee damage and mobility, but often having to move to the most dangerous areas to maximise her output. As a result, Tel-Rea is the character who will most likely get more kills than any other, but also is the most likely to be downed in a mission. There's a high learning curve with this one.</li></ul></li><li><strong>B-Tier</strong><ul><li><strong>Jae Mordant:</strong> A fairly straightforward fighter and gunner who thrives in close range by being able to melee and fire a cone of bullets, Jae's unique power is to effectively kill off any enemy nearby who falls beneath a certain health threshold - but only once per turn. That can be useful, but the threshold is pretty low and ultimately a character with a blaster pistol can probably amount to the same thing.</li><li><strong>Trick:</strong> A soldier with a focus on grenades and explosives, Trick's unique power is basically to self-revive if dropped. That's not bad as powers go, but ultimately it's better to invest in characters whose powers stop them from getting downed in the first place. What you get with Trick is a character who's average, but is just hard to put down permanently.</li></ul></li></ul><p>Obviously though this is to see only a small part of the experience, as these operators and characters all have to exist within the context of a larger team, with abilities that complement each other, as well as whatever build you've given to your version of Hawks.</p><h2 class="article-body__section" id="section-best-team-comp-in-star-wars-zero-company"><span>Best Team Comp in Star Wars Zero Company</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="dSTBoQQtnhVhwktHAcTxtQ" name="Best Characters (2)" alt="The best team comp in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/dSTBoQQtnhVhwktHAcTxtQ.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>The best team composition and party build in Star Wars Zero Company is made from the following operators:</p><ul><li><strong>Cly Kullervo</strong><ul><li><strong>Weapon:</strong> Blaster Pistol</li><li><strong>Utility Items: </strong>Concussion Grenade</li></ul></li><li><strong>Kabbney "Kabb" Uppercut</strong><ul><li><strong>Weapon:</strong> Repeater</li><li><strong>Utility Items: </strong>Reinforced Underlay</li></ul></li><li><strong>Astromech Droid</strong><ul><li><strong>Weapon: </strong>N/A</li><li><strong>Utility Items: </strong>Med-Pac, Impact Grenade, Concussion Grenade</li></ul></li><li><strong>Tel-Rea Vokoss</strong><ul><li><strong>Weapon:</strong> Lightsaber</li><li><strong>Utility Items: </strong>Fast Healing (Jedi Meditation)</li></ul></li></ul><p><strong>This is an aggressive build based on mobility:</strong> all of these are characters who are either agile or can move quickly for a low AP cost, such as Kabb's ability to move for free as long as he punches somebody to death at the end of it. The strategy here is that the group moves as a unit, never getting too far apart, with the Droid acting as the healer and supplying them with AP (you'll definitely want to give it a Med-Pac).</p><p>This is also a build with some strong control options: Cly's jetpack, Kabb's punch and Tel-Rea's Force powers all allow them to move enemies around, and if you give the Droid a Concussion Grenade, that means everybody has a way to manipulate the battlefield. Concentrating enemies into groups makes them highly vulnerable to attacks like Cly's dart detonation or grenade attacks. Ultimately this is a strategy-heavy team and one without a huge amount of options for long range, but one that's incredibly powerful if handled wisely.</p><p>You should also feel free to tweak weapon mods and utility items depending on need. A Droid Popper Grenade might be wiser in certain missions, for example. The above team comp isn't an exact science, but a strong template to be tweaked according to the threat ahead.</p><p><em>Want more help with the Galaxy at its most war-torn? Check out the best </em><a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-gorgas-revenge-choice"><em>Gorga's Revenge choice in Star Wars Zero Company</em></a><em> for when it's put before you, or find out </em><a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-debt"><em>how to pay the debt in Star Wars Zero Company</em></a><em> and get the Hutts off your back for good.</em></p><p><strong>© GamesRadar+. Not to be reproduced without permission.</strong></p>
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                                                            <title><![CDATA[ How to beat the Droideka in Star Wars Zero Company ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The Droideka in Star Wars Zero Company is the first major boss fight. The rolling Destroyer Droid is protected by regenerating ray shields that need to be broken through, but that's not easily done, especially with other enemies constantly spawning in and your team likely already weakened from the encounters you've had to reach this point. Still, with the Jedi Tel-Rea Vokoss now joining the squad, it should be an achievable fight for those involved. Below I'll explain how to beat the Destroyer Droid fight in Star Wars Zero Company, including weaknesses and more besides.</p><h2 class="article-body__section" id="section-how-to-defeat-the-droideka-boss-in-star-wars-zero-company"><span>How to defeat the Droideka boss in Star Wars Zero Company</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="aLJvds3FFdUuQ6zasjCkLZ" name="Star Wars Zero Company Droideka (1)" alt="The Ion Modulator is a weapon mod in Star Wars Zero Company that serves as a major weakness for the Droideka" src="https://cdn.mos.cms.futurecdn.net/aLJvds3FFdUuQ6zasjCkLZ.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>As part of the Slugrat's HQ mission, the Destroyer Droid is Star Wars Zero Company's first real boss fight, a powerful enemy who uses heavy firepower and regenerating ray shields to prevent damage. </p><p><strong>The main three weaknesses of the Droideka are as follows:</strong></p><ul><li><strong>Concentrated Fire. </strong>With the shield regenerating every turn, you'll need to keep up regular and sustained fire. Repeaters and Longarm blasters are good here, being primarily damage-focused, but any damage works. Tel-Rea's melee attacks are good, but obviously that risks her being in the line of fire.</li><li><strong>Anti-Droid weapons and mods. </strong>If you're willing to reload a save prior to the beginning of the mission, the Droid Popper grenade and Ion Modulator weapon mods are both specifically designed to do increased damage to ray shields. Of course, these are somewhat randomly distributed as random items in the Black Market or mission rewards, so you may not have them. If you <em>do </em>get the Ion Modulator, equip it on a Blaster Pistol so you can use it multiple times per turn.</li><li><strong>Overwatch. </strong>The Destroyer Droid's shields go down when it moves, so characters with overwatch can shoot it as it transitions to a new location. Of course, for this to happen, you'll have to give it a <em>reason </em>to move. Back away and hope it pursues your characters, or push it with a Concussion Grenade or Kabb punch.</li></ul><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="v3VGJ9KBip4upk8PX3MgLZ" name="Star Wars Zero Company Droideka (2)" alt="The Destroyer Droid, or Droideka, is introduced in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/v3VGJ9KBip4upk8PX3MgLZ.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p><strong>The Droideka regenerates</strong> <strong>46 shield health per round, </strong>requiring players to pour pretty heavy damage into it. For that reason, unless you have a lot of AOE attacks and explosives, I suggest you relax focus on the reinforcements that keep coming in until the Droid is dead, as they'll just keep coming anyway. Take the Droideka off the board, then deal with the other Slugrats and enemies coming in.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="accARGBrnyphqErt5CVBFZ" name="Star Wars Zero Company Droideka (4)" alt="A player lines up a shot on a Droideka in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/accARGBrnyphqErt5CVBFZ.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p><strong>You'll also want to be careful with Tel-Rea Vokoss, </strong>who appears for the first time in this fight. Yes, it's exciting to have finally unlocked the <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-jedi">Star Wars Zero Company Jedi</a> operator, but don't get too reckless: Tel-Rea doesn't have a huge amount of health and her melee focus often puts her in danger. Rather than have her target the Droideka directly, have her mainly use her Force powers to shove it, or take out the weaker reinforcements so the rest of the team can concentrate their fire. If you have any <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-droid-astromech">Star Wars Zero Company Astromech droids</a> on staff, they pair very well with Vokoss's habit of burning through Action Points.</p><p><strong>© GamesRadar+. Not to be reproduced without permission.</strong></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/strategy/star-wars-zero-company-droideka-destroyer-droid/</link>
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                            <![CDATA[ The Destroyer Droid, or Droideka, is a powerful boss in Star Wars Zero Company ]]>
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                                                                        <pubDate>Thu, 27 Aug 2026 15:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Strategy Games]]></category>
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                                                                                                <author><![CDATA[ joel.franey@futurenet.com (Joel Franey) ]]></author>                    <dc:creator><![CDATA[ Joel Franey ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/Dwb5zEHDpq9XZebV7REDRF.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Joel Franey got his Bachelors in Creative Writing and Games Design from Brunel University in 2017, before going on to do a Masters in Creative and Critical Writing from Sussex University. During this time he also worked freelance in various gaming-related roles and professions, including design, PR, reviews and features, before eventually joining the guides team at USgamer and ReedPop in 2019. Since then, he has written professionally for numerous publications, including Gfinity Esports, Eurogamer, VG247, Dicebreaker, RPS, Jelly Deals and more. These have involved, among other things, writing guides, news, features, reviews, and even working as an SEO consultant, restructuring and rewriting content for the purpose of increased online traffic. He eventually joined GamesRadar+ as a Guides Writer in 2021, with a focus on covering single player games and narrative games, though nonetheless regularly contributing to ongoing coverage of online gaming services and multiplayer properties, and has covered a variety of major AAA games in his time since then. In his spare time he is also a long-time fiction writer, having written books, screenplays and more besides in a variety of genres, and is the co-host and co-creator of the pop culture comedy podcast, &quot;Margaret Thatcher, Templar Spy&quot;.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Star Wars Zero Company]]></media:description>                                                            <media:text><![CDATA[Star Wars Zero Company]]></media:text>
                                <media:title type="plain"><![CDATA[Star Wars Zero Company]]></media:title>
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                                <p>The Droideka in Star Wars Zero Company is the first major boss fight. The rolling Destroyer Droid is protected by regenerating ray shields that need to be broken through, but that's not easily done, especially with other enemies constantly spawning in and your team likely already weakened from the encounters you've had to reach this point. Still, with the Jedi Tel-Rea Vokoss now joining the squad, it should be an achievable fight for those involved. Below I'll explain how to beat the Destroyer Droid fight in Star Wars Zero Company, including weaknesses and more besides.</p><h2 class="article-body__section" id="section-how-to-defeat-the-droideka-boss-in-star-wars-zero-company"><span>How to defeat the Droideka boss in Star Wars Zero Company</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="aLJvds3FFdUuQ6zasjCkLZ" name="Star Wars Zero Company Droideka (1)" alt="The Ion Modulator is a weapon mod in Star Wars Zero Company that serves as a major weakness for the Droideka" src="https://cdn.mos.cms.futurecdn.net/aLJvds3FFdUuQ6zasjCkLZ.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p>As part of the Slugrat's HQ mission, the Destroyer Droid is Star Wars Zero Company's first real boss fight, a powerful enemy who uses heavy firepower and regenerating ray shields to prevent damage. </p><p><strong>The main three weaknesses of the Droideka are as follows:</strong></p><ul><li><strong>Concentrated Fire. </strong>With the shield regenerating every turn, you'll need to keep up regular and sustained fire. Repeaters and Longarm blasters are good here, being primarily damage-focused, but any damage works. Tel-Rea's melee attacks are good, but obviously that risks her being in the line of fire.</li><li><strong>Anti-Droid weapons and mods. </strong>If you're willing to reload a save prior to the beginning of the mission, the Droid Popper grenade and Ion Modulator weapon mods are both specifically designed to do increased damage to ray shields. Of course, these are somewhat randomly distributed as random items in the Black Market or mission rewards, so you may not have them. If you <em>do </em>get the Ion Modulator, equip it on a Blaster Pistol so you can use it multiple times per turn.</li><li><strong>Overwatch. </strong>The Destroyer Droid's shields go down when it moves, so characters with overwatch can shoot it as it transitions to a new location. Of course, for this to happen, you'll have to give it a <em>reason </em>to move. Back away and hope it pursues your characters, or push it with a Concussion Grenade or Kabb punch.</li></ul><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="v3VGJ9KBip4upk8PX3MgLZ" name="Star Wars Zero Company Droideka (2)" alt="The Destroyer Droid, or Droideka, is introduced in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/v3VGJ9KBip4upk8PX3MgLZ.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p><strong>The Droideka regenerates</strong> <strong>46 shield health per round, </strong>requiring players to pour pretty heavy damage into it. For that reason, unless you have a lot of AOE attacks and explosives, I suggest you relax focus on the reinforcements that keep coming in until the Droid is dead, as they'll just keep coming anyway. Take the Droideka off the board, then deal with the other Slugrats and enemies coming in.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="accARGBrnyphqErt5CVBFZ" name="Star Wars Zero Company Droideka (4)" alt="A player lines up a shot on a Droideka in Star Wars Zero Company" src="https://cdn.mos.cms.futurecdn.net/accARGBrnyphqErt5CVBFZ.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: EA)</span></figcaption></figure><p><strong>You'll also want to be careful with Tel-Rea Vokoss, </strong>who appears for the first time in this fight. Yes, it's exciting to have finally unlocked the <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-jedi">Star Wars Zero Company Jedi</a> operator, but don't get too reckless: Tel-Rea doesn't have a huge amount of health and her melee focus often puts her in danger. Rather than have her target the Droideka directly, have her mainly use her Force powers to shove it, or take out the weaker reinforcements so the rest of the team can concentrate their fire. If you have any <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-droid-astromech">Star Wars Zero Company Astromech droids</a> on staff, they pair very well with Vokoss's habit of burning through Action Points.</p><p><strong>© GamesRadar+. Not to be reproduced without permission.</strong></p>
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                                                            <title><![CDATA[ Metro 2039 is a "journey back into Hell" and darker than you've ever seen the series: "You're in a completely different system" ]]></title>
                                                                                                <dc:content><![CDATA[ <p><a href="https://www.gamesradar.com/games/metro-2039-guide/">Metro 2039</a> is undoubtedly the darkest instalment to the series yet. If<a href="https://www.gamesradar.com/metro-exodus-guide/"><u> Metro Exodus</u></a> was about hope – looking for a brighter future beyond the shattered ruins of Moscow – then its sequel is charting a "journey back into hell."</p><p><a href="https://www.gamesradar.com/games/fps/after-playing-metro-2039-for-4-hours-heres-5-reasons-why-its-now-my-most-anticipated-fps-of-2027/">Having played <u>Metro 2039</u> for a number of hours</a>, I was keen to understand more about the way developer 4A Games is framing this descent into a metro system that abandoned hope long ago. </p><p>Thankfully, creative director Andriy Shevchenko and executive producer Jon Bloch were on hand to help us understand the ways this universe has evolved – mutated – in the years since the Spartan Rangers fled the metro, leaving it defenseless against a threat nobody could have seen coming.</p><div  class="fancy-box"><div class="fancy_box-title">Big Preview</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="jpJQ2daYpBvxkgkQuE6cVi" name="SS_BP_metro_2039_hub_v2" caption="" alt="Key art for Metro 2039 showing the player armored up with a gun, dissolving into flames, with the orange GamesRadar+ Big Preview frame" src="https://cdn.mos.cms.futurecdn.net/jpJQ2daYpBvxkgkQuE6cVi.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Deep Silver, 4A Games)</span></figcaption></figure><p class="fancy-box__body-text">This month, we're pulling on our gas masks to delve the tunnels for our Metro 2039 Big Preview, with hands-on impressions and dev access to 4A Games.</p></div></div><p><strong>Metro 2039 takes place four years after Artyom and the remaining Spartan Rangers fled the Moscow Metro. What has changed in that time? </strong></p><p><strong>Andriy Shevchenko, creative director:</strong><br>For the first time in the Metro universe, almost the entire metro is united under one banner. It's a huge change. Now, the Führer, Hunter, is leading the metro into the future – you're in a completely different system compared to the one seen in previous games. It's darker, and even more ugly in a lot of ways. </p><p><strong>The Metro games were always pretty dark. What should we expect as we lead the Stranger back into the metro system after years of exile? </strong></p><p><strong>Andriy Shevchenko:</strong><br>We are showing the horrors of tyranny. We are talking about the cost of silence and the price of freedom – for me, these are the main topics. It's the combination of these three filters that bring us into this Metro world. </p><p><strong>Jon Bloch, executive producer:</strong><br>If you look at the previous games, they're dealing with preventing war in their themes – and in the morality of the player's actions, choices, and the story around them. Metro 2039 is exploring the consequences of war, because war is here. That's one of the main reasons why we needed to approach the story this way. It carries a lot of weight in how we approach things this time, making the story a lot more personal, as opposed to being about the Metro and about the people within it.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="B8DMSNjxEkmGZcBajvEGQD" name="Metro2039-02" alt="Metro 2039 screenshot" src="https://cdn.mos.cms.futurecdn.net/B8DMSNjxEkmGZcBajvEGQD.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: 4A Games)</span></figcaption></figure><p><strong>In Metro 2039, we find a populace living beneath the poisoned ruins of Moscow united by a single leader – Hunter, a former Spartan, who rules the brutal Novoreich regime through propaganda and fear. What should players expect from this new story frame? </strong></p><p><strong>Jon Bloch:</strong><br>This story is about our protagonist – the Stranger. It's about him – his past, his journey, and his mission. And it's about showing that, when these things happen, there is no good. It's all bad in these sorts of situations – when a regime takes over and does the things that they do. Where there was kind of a moral grayness in our previous games, we wanted to make sure that the morality was clear in Metro 2039. There is no hope. There is no future – except the one the Führer is promising to bring in.</p><div><blockquote><p>The further you go, the darker it's going to become – meaning, the more claustrophobic and oppressive it needs to feel.</p><p>Jon Bloch, executive producer</p></blockquote></div><p><strong>I think players would probably agree that the Metro games have always been pretty dark, even in their brightest moments. How does this story compare tonally to what we experienced in Metro Exodus?</strong></p><p><strong>Jon Bloch:</strong><br>Metro Exodus was about hope. It was about leaving the Metro. It was about going out to discover brighter and bigger futures. Metro 2039 is the reverse of that. It's this journey back into hell. Back into the depths. And the further you go, the darker it's going to become – meaning, the more claustrophobic and oppressive it needs to feel. </p><p><strong>Andriy Shevchenko:</strong><br>You're going back into the Stranger's past to understand the roots of everything in the Metro.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="XSka2VGY3X8JC4fWB65zPR" name="PR_METRO_2039_04_PostOffice_4k" alt="Post Office in Metro 2039, ruined suburbs above ground that have become overgrown" src="https://cdn.mos.cms.futurecdn.net/XSka2VGY3X8JC4fWB65zPR.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Deep Silver, 4A Games)</span></figcaption></figure><p><strong>Hunter is an important character who ultimately exists on the periphery of Artyom's adventure in the first three Metro games. Why elevate Hunter to the position of Führer of the fascist Novoreich faction?</strong></p><p><strong>Andriy Shevchenko:</strong><br>Think back to his words in Metro 2033: 'We are the protectogrs of the Metro. If it's hostile, you kill it." You can find more answers and details in Dmitry Glukhovsky's books, but that ideology is core here…</p><p><strong>Jon Bloch:</strong><br>…and what that ideology can turn into. </p><p><strong>The atmosphere is thicker in Metro 2039, the people more clearly reckoning with the weight of these ideologies and decision-making of a central faction. How do we discern fact from fiction? </strong></p><p><strong>Jon Bloch:</strong><br>Propaganda factors into this game in a big way. When you listen in on conversations, there's always a reason why people are saying what they are saying – and why different people will say different things. If you pay attention, you'll begin to understand what they believe in and where they got their information. We've always had a little bit of that in previous games, particularly when you were around fascist factions in the past, but it's really more important now – and something that deals in parallels to the real world as well.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="EkWSvuKFnwG9WhF3aMeNAR" name="PR_METRO_2039_03_Watchmen_4k" alt="Watchmen attack in Metro 2039, a mutated dog with big teeth screeching" src="https://cdn.mos.cms.futurecdn.net/EkWSvuKFnwG9WhF3aMeNAR.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Deep Silver, 4A Games)</span></figcaption></figure><p><strong>Warped ideology isn't the only thing we'll need to contend with – a return to the Metro means a returning focus on the Dark Ones and discoverable anomalous zones. Why were these aspects important to bring back?</strong></p><p><strong>Andriy Shevchenko:</strong><br>Ghosts and paranormal activity were a huge part of the original Metro, and with 2039 we are getting back to our roots. The best way for me to describe it is to quote Khan, a character from [Metro] 2033: "It appears that the devastation we brought upon ourselves was complete; Heaven, Hell, and Purgatory were atomized. So when a soul leaves the body it has nowhere to go, and must remain here, in the Metro."</p><p>If even souls can't leave the Metro, then there is no hope even after death. I really like this side of the Metro games. But it's not about just having ghosts for the sake of it – they tell stories frozen in time. We didn't use them back in Exodus because we left the Metro, and this limbo between the worlds. But now we are back there, and we're bringing back all of the series' best elements. </p><h2 id="related-stories">Related Stories:</h2><a class="card card--standard card--rows-3 card--align-inline" href="https://www.gamesradar.com/games/fps/metro-2039-takes-on-tunnel-nazis-in-a-story-shaped-by-the-ukraine-war-sheltering-from-rocket-attacks-are-interrupting-but-not-stopping-us/"><div class="card-image-widthsetter"><p class="vanilla-image-block"  style="padding-top:56.25%;"><img style="width: 100%" class="card__image" src="https://cdn.mos.cms.futurecdn.net/TZkucmXoHbLkKLxf8Vfc7D.jpg" alt="Metro 2039 screenshot"></p></div><div class="card__content"><h3 class="card__title">How Metro 2039 was shaped by the Russian invasion of Ukraine</h3></div></a><a class="card card--standard card--rows-2 card--align-inline" href="https://www.gamesradar.com/games/fps/metro-2039-will-break-out-of-the-bunker-just-in-time-to-join-the-flood-of-games-releasing-in-february-2027/"><div class="card-image-widthsetter"><p class="vanilla-image-block"  style="padding-top:56.25%;"><img style="width: 100%" class="card__image" src="https://cdn.mos.cms.futurecdn.net/t5Xz9TcZUahsSHTgrRcSED.jpg" alt="Metro 2039 screenshot"></p></div><div class="card__content"><h3 class="card__title">Metro 2039 makes February 2027 look far too busy</h3></div></a><a class="card card--standard card--rows-2 card--align-inline" href="https://www.gamesradar.com/games/fps/metro-2039-returns-to-moscows-subway-and-the-post-apocalyptic-shooters-creepy-roots/"><div class="card-image-widthsetter"><p class="vanilla-image-block"  style="padding-top:56.25%;"><img style="width: 100%" class="card__image" src="https://cdn.mos.cms.futurecdn.net/Kzu2cKtCNS8dRCJuUc8zLB.jpg" alt="In Metro 2039, The Stranger heads through a rundown Metro tunnel"></p></div><div class="card__content"><h3 class="card__title">Why Metro 2039 has us feeling like it is 2033 all over again</h3></div></a> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/fps/metro-2039-is-a-journey-back-into-hell-and-darker-than-youve-ever-seen-the-series-youre-in-a-completely-different-system-compared-to-the-one-seen-in-previous-games/</link>
                                                                            <description>
                            <![CDATA[ Creative director Andriy Shevchenko and executive producer Jon Bloch talk building a darker FPS with Metro 2039 ]]>
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                                                                        <pubDate>Thu, 27 Aug 2026 14:47:43 +0000</pubDate>                                                                                                                                <updated>Thu, 27 Aug 2026 16:03:22 +0000</updated>
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                                                                                                <author><![CDATA[ josh.west@futurenet.com (Josh West) ]]></author>                    <dc:creator><![CDATA[ Josh West ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/r9TQrTUmNtXVtPpGpqQrdC.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Josh is Editor-in-Chief of GamesRadar+. He has over 18 years experience in both online and print journalism, and was awarded a BA (Hons) in Journalism and Feature Writing. Josh has contributed to world-leading video game, entertainment, tech, music, and comics brands, including games™, Retro Gamer, SFX, 3D Artist, Metal Hammer, and Newsarama. In addition, Josh has edited and written books for Hachette and Scholastic, and worked across the Future Games Show as an Assistant Producer. He specializes in video games and entertainment coverage, and has provided expert comment for outlets like the BBC and ITV. In his spare time, Josh likes to play FPS games and RPGs, practice the bass guitar, and reminisce about the film and TV sets he worked on as a child actor. &lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Deep Silver, 4A Games]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[The player speaks with the armorer in Metro 2039, with the orange GamesRadar+ Big Preview frame]]></media:description>                                                            <media:text><![CDATA[The player speaks with the armorer in Metro 2039, with the orange GamesRadar+ Big Preview frame]]></media:text>
                                <media:title type="plain"><![CDATA[The player speaks with the armorer in Metro 2039, with the orange GamesRadar+ Big Preview frame]]></media:title>
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                                <p><a href="https://www.gamesradar.com/games/metro-2039-guide/">Metro 2039</a> is undoubtedly the darkest instalment to the series yet. If<a href="https://www.gamesradar.com/metro-exodus-guide/"><u> Metro Exodus</u></a> was about hope – looking for a brighter future beyond the shattered ruins of Moscow – then its sequel is charting a "journey back into hell."</p><p><a href="https://www.gamesradar.com/games/fps/after-playing-metro-2039-for-4-hours-heres-5-reasons-why-its-now-my-most-anticipated-fps-of-2027/">Having played <u>Metro 2039</u> for a number of hours</a>, I was keen to understand more about the way developer 4A Games is framing this descent into a metro system that abandoned hope long ago. </p><p>Thankfully, creative director Andriy Shevchenko and executive producer Jon Bloch were on hand to help us understand the ways this universe has evolved – mutated – in the years since the Spartan Rangers fled the metro, leaving it defenseless against a threat nobody could have seen coming.</p><div  class="fancy-box"><div class="fancy_box-title">Big Preview</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="jpJQ2daYpBvxkgkQuE6cVi" name="SS_BP_metro_2039_hub_v2" caption="" alt="Key art for Metro 2039 showing the player armored up with a gun, dissolving into flames, with the orange GamesRadar+ Big Preview frame" src="https://cdn.mos.cms.futurecdn.net/jpJQ2daYpBvxkgkQuE6cVi.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Deep Silver, 4A Games)</span></figcaption></figure><p class="fancy-box__body-text">This month, we're pulling on our gas masks to delve the tunnels for our Metro 2039 Big Preview, with hands-on impressions and dev access to 4A Games.</p></div></div><p><strong>Metro 2039 takes place four years after Artyom and the remaining Spartan Rangers fled the Moscow Metro. What has changed in that time? </strong></p><p><strong>Andriy Shevchenko, creative director:</strong><br>For the first time in the Metro universe, almost the entire metro is united under one banner. It's a huge change. Now, the Führer, Hunter, is leading the metro into the future – you're in a completely different system compared to the one seen in previous games. It's darker, and even more ugly in a lot of ways. </p><p><strong>The Metro games were always pretty dark. What should we expect as we lead the Stranger back into the metro system after years of exile? </strong></p><p><strong>Andriy Shevchenko:</strong><br>We are showing the horrors of tyranny. We are talking about the cost of silence and the price of freedom – for me, these are the main topics. It's the combination of these three filters that bring us into this Metro world. </p><p><strong>Jon Bloch, executive producer:</strong><br>If you look at the previous games, they're dealing with preventing war in their themes – and in the morality of the player's actions, choices, and the story around them. Metro 2039 is exploring the consequences of war, because war is here. That's one of the main reasons why we needed to approach the story this way. It carries a lot of weight in how we approach things this time, making the story a lot more personal, as opposed to being about the Metro and about the people within it.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="B8DMSNjxEkmGZcBajvEGQD" name="Metro2039-02" alt="Metro 2039 screenshot" src="https://cdn.mos.cms.futurecdn.net/B8DMSNjxEkmGZcBajvEGQD.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: 4A Games)</span></figcaption></figure><p><strong>In Metro 2039, we find a populace living beneath the poisoned ruins of Moscow united by a single leader – Hunter, a former Spartan, who rules the brutal Novoreich regime through propaganda and fear. What should players expect from this new story frame? </strong></p><p><strong>Jon Bloch:</strong><br>This story is about our protagonist – the Stranger. It's about him – his past, his journey, and his mission. And it's about showing that, when these things happen, there is no good. It's all bad in these sorts of situations – when a regime takes over and does the things that they do. Where there was kind of a moral grayness in our previous games, we wanted to make sure that the morality was clear in Metro 2039. There is no hope. There is no future – except the one the Führer is promising to bring in.</p><div><blockquote><p>The further you go, the darker it's going to become – meaning, the more claustrophobic and oppressive it needs to feel.</p><p>Jon Bloch, executive producer</p></blockquote></div><p><strong>I think players would probably agree that the Metro games have always been pretty dark, even in their brightest moments. How does this story compare tonally to what we experienced in Metro Exodus?</strong></p><p><strong>Jon Bloch:</strong><br>Metro Exodus was about hope. It was about leaving the Metro. It was about going out to discover brighter and bigger futures. Metro 2039 is the reverse of that. It's this journey back into hell. Back into the depths. And the further you go, the darker it's going to become – meaning, the more claustrophobic and oppressive it needs to feel. </p><p><strong>Andriy Shevchenko:</strong><br>You're going back into the Stranger's past to understand the roots of everything in the Metro.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="XSka2VGY3X8JC4fWB65zPR" name="PR_METRO_2039_04_PostOffice_4k" alt="Post Office in Metro 2039, ruined suburbs above ground that have become overgrown" src="https://cdn.mos.cms.futurecdn.net/XSka2VGY3X8JC4fWB65zPR.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Deep Silver, 4A Games)</span></figcaption></figure><p><strong>Hunter is an important character who ultimately exists on the periphery of Artyom's adventure in the first three Metro games. Why elevate Hunter to the position of Führer of the fascist Novoreich faction?</strong></p><p><strong>Andriy Shevchenko:</strong><br>Think back to his words in Metro 2033: 'We are the protectogrs of the Metro. If it's hostile, you kill it." You can find more answers and details in Dmitry Glukhovsky's books, but that ideology is core here…</p><p><strong>Jon Bloch:</strong><br>…and what that ideology can turn into. </p><p><strong>The atmosphere is thicker in Metro 2039, the people more clearly reckoning with the weight of these ideologies and decision-making of a central faction. How do we discern fact from fiction? </strong></p><p><strong>Jon Bloch:</strong><br>Propaganda factors into this game in a big way. When you listen in on conversations, there's always a reason why people are saying what they are saying – and why different people will say different things. If you pay attention, you'll begin to understand what they believe in and where they got their information. We've always had a little bit of that in previous games, particularly when you were around fascist factions in the past, but it's really more important now – and something that deals in parallels to the real world as well.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="EkWSvuKFnwG9WhF3aMeNAR" name="PR_METRO_2039_03_Watchmen_4k" alt="Watchmen attack in Metro 2039, a mutated dog with big teeth screeching" src="https://cdn.mos.cms.futurecdn.net/EkWSvuKFnwG9WhF3aMeNAR.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Deep Silver, 4A Games)</span></figcaption></figure><p><strong>Warped ideology isn't the only thing we'll need to contend with – a return to the Metro means a returning focus on the Dark Ones and discoverable anomalous zones. Why were these aspects important to bring back?</strong></p><p><strong>Andriy Shevchenko:</strong><br>Ghosts and paranormal activity were a huge part of the original Metro, and with 2039 we are getting back to our roots. The best way for me to describe it is to quote Khan, a character from [Metro] 2033: "It appears that the devastation we brought upon ourselves was complete; Heaven, Hell, and Purgatory were atomized. So when a soul leaves the body it has nowhere to go, and must remain here, in the Metro."</p><p>If even souls can't leave the Metro, then there is no hope even after death. I really like this side of the Metro games. But it's not about just having ghosts for the sake of it – they tell stories frozen in time. We didn't use them back in Exodus because we left the Metro, and this limbo between the worlds. But now we are back there, and we're bringing back all of the series' best elements. </p><h2 id="related-stories">Related Stories:</h2><a class="card card--standard card--rows-3 card--align-inline" href="https://www.gamesradar.com/games/fps/metro-2039-takes-on-tunnel-nazis-in-a-story-shaped-by-the-ukraine-war-sheltering-from-rocket-attacks-are-interrupting-but-not-stopping-us/"><div class="card-image-widthsetter"><p class="vanilla-image-block"  style="padding-top:56.25%;"><img style="width: 100%" class="card__image" src="https://cdn.mos.cms.futurecdn.net/TZkucmXoHbLkKLxf8Vfc7D.jpg" alt="Metro 2039 screenshot"></p></div><div class="card__content"><h3 class="card__title">How Metro 2039 was shaped by the Russian invasion of Ukraine</h3></div></a><a class="card card--standard card--rows-2 card--align-inline" href="https://www.gamesradar.com/games/fps/metro-2039-will-break-out-of-the-bunker-just-in-time-to-join-the-flood-of-games-releasing-in-february-2027/"><div class="card-image-widthsetter"><p class="vanilla-image-block"  style="padding-top:56.25%;"><img style="width: 100%" class="card__image" src="https://cdn.mos.cms.futurecdn.net/t5Xz9TcZUahsSHTgrRcSED.jpg" alt="Metro 2039 screenshot"></p></div><div class="card__content"><h3 class="card__title">Metro 2039 makes February 2027 look far too busy</h3></div></a><a class="card card--standard card--rows-2 card--align-inline" href="https://www.gamesradar.com/games/fps/metro-2039-returns-to-moscows-subway-and-the-post-apocalyptic-shooters-creepy-roots/"><div class="card-image-widthsetter"><p class="vanilla-image-block"  style="padding-top:56.25%;"><img style="width: 100%" class="card__image" src="https://cdn.mos.cms.futurecdn.net/Kzu2cKtCNS8dRCJuUc8zLB.jpg" alt="In Metro 2039, The Stranger heads through a rundown Metro tunnel"></p></div><div class="card__content"><h3 class="card__title">Why Metro 2039 has us feeling like it is 2033 all over again</h3></div></a>
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                                                            <title><![CDATA[ Possibly the last major Elden Ring patch buffs a ton of weapons and seems to fix one of the biggest complaints since launch ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Elden Ring patch 1.17 will arrive Friday, August 28, alongside the new Tarnished Pack DLC, adding a few classes, cosmetics, NPC events, and buyable items. </p><p>The <a href="https://en.bandainamcoent.eu/elden-ring/news/elden-ring-patch-notes-version-117" target="_blank">patch notes </a>from publisher Bandai Namco are more substantial than expected, and chock-full of buffs. </p><p>The Tarnished Pack itself adds the Idus Knight and Heavy Knight starting classes, three outfits for your mount Torrent, NPC invasions in Caelid and Leyndell, and some "weapons that can be purchased from merchants or found in the Lands Between." The pack is bigger news for Nintendo fans, as it's also bringing <a href="https://www.gamesradar.com/elden-ring-guide/">Elden Ring </a>to the Switch 2. </p><p>Though the Tarnished Pack is $5, everyone will get to experience the changes in version 1.17 for free. The headliner is a change to "certain items found in the field or obtained by defeating certain powerful enemies in the Realm of Shadow." These items will now be of "higher-tier" or "other treasures." FromSoftware is being characteristically vague, but I'm hoping this translates into fewer junk items marked as rare. For years, players have moaned about the onslaught of Arteria Leafs and Rune Arcs. Will we finally be spared?</p><p>Most of the patch is weapon, spell, and shield buffs. Importantly, tons of greatshields have had their guard boost increased and their weight reduced, making them more competitive with medium shields. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="NuGdhZbiDLzQCqjZJ4v96m" name="ER-sam-1.jpg" alt="Elden Ring" src="https://cdn.mos.cms.futurecdn.net/NuGdhZbiDLzQCqjZJ4v96m.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: FromSoftware)</span></figcaption></figure><p>The once-broken perfume bottles had their attack power increased, the Smithscript weapons will deal more damage with throwing attacks, and Rellana's Twin Blades got a welcome critical hit buff.</p><p>Buffed spells include Founding Rain of Stars, Carian Retaliation, Meteorite, Meteorite of Astel, Gravitational Missile, Feather of the Divine Bird, O Flame, and the previously memed Rain of Fire, all generally enjoying more damage, quicker casting, or greater range. </p><p>A few parry skills were also buffed. The basic Parry skill, Thops's Barrier, and Storm Wall are all sporting "improved parry performance." Storm Wall and Thops's Barrier are more niche than parrying attacks to set enemies up for critical hits, but deflecting ranged attacks can be handy too. </p><p>The only real nerf in here is to Rakshasa's Great Katana, which will cause users to take more damage in PvP mid-attack, and cause a longer attack delay when wielded in the left hand. Rugalea's Roar, Rotten Breath, and Ekzykes's Decay also got small PvP-exclusive nerfs. </p><p>Elden Ring is more than four years old at this point, so this Tarnished Edition patch could well be the last sizable update we ever see. "We will continue to make improvements so that you can enjoy ELDEN RING more comfortably," the patch notes conclude.</p><p>Meanwhile, FromSoftware is coming up on the release of <a href="https://www.gamesradar.com/the-duskbloods-guide/"><u>The Duskbloods</u></a>, and apparently has <a href="https://www.gamesradar.com/games/action-rpg/fromsoftware-boss-hidetaka-miyazaki-teases-unannounced-games-says-the-studio-should-do-what-it-wants-as-the-investor-that-told-nintendo-to-charge-99-cents-just-to-get-mario-to-jump-a-little-higher-fights-its-parent-company/"><u>multiple other games in the works</u></a>. After Elden Ring Nightreign and The Duskbloods, the studio will seemingly return to its usual single-player adventures. </p><p><a href="https://www.gamesradar.com/games/action-rpg/even-after-elden-ring-exploded-hidetaka-miyazaki-says-fromsoftware-doesnt-make-games-for-anyone-the-motivation-is-that-this-is-a-game-i-want-to-see-exist/"><u><em>Even after Elden Ring exploded, Hidetaka Miyazaki says FromSoftware doesn't make games for anyone: "The motivation is that this is a game I want to see exist"</em></u></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-ePk31X"></div>                            </div>                            <script src="https://kwizly.com/embed/ePk31X.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/action-rpg/possibly-the-last-major-elden-ring-patch-buffs-a-ton-of-weapons-and-seems-to-fix-one-of-the-biggest-complaints-since-launch/</link>
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                            <![CDATA[ The Tarnished Edition brings a big patch for everyone ]]>
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                                                                        <pubDate>Thu, 27 Aug 2026 14:47:18 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Action RPGs]]></category>
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                                                                                                <author><![CDATA[ austin.wood@futurenet.com (Austin Wood) ]]></author>                    <dc:creator><![CDATA[ Austin Wood ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/aFSperWAifMjMjLcLpsNad.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
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                                                            <media:credit><![CDATA[FromSoftware / Bandai Namco]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Elden Ring warrior in gold holy light]]></media:description>                                                            <media:text><![CDATA[Elden Ring warrior in gold holy light]]></media:text>
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                                <p>Elden Ring patch 1.17 will arrive Friday, August 28, alongside the new Tarnished Pack DLC, adding a few classes, cosmetics, NPC events, and buyable items. </p><p>The <a href="https://en.bandainamcoent.eu/elden-ring/news/elden-ring-patch-notes-version-117" target="_blank">patch notes </a>from publisher Bandai Namco are more substantial than expected, and chock-full of buffs. </p><p>The Tarnished Pack itself adds the Idus Knight and Heavy Knight starting classes, three outfits for your mount Torrent, NPC invasions in Caelid and Leyndell, and some "weapons that can be purchased from merchants or found in the Lands Between." The pack is bigger news for Nintendo fans, as it's also bringing <a href="https://www.gamesradar.com/elden-ring-guide/">Elden Ring </a>to the Switch 2. </p><p>Though the Tarnished Pack is $5, everyone will get to experience the changes in version 1.17 for free. The headliner is a change to "certain items found in the field or obtained by defeating certain powerful enemies in the Realm of Shadow." These items will now be of "higher-tier" or "other treasures." FromSoftware is being characteristically vague, but I'm hoping this translates into fewer junk items marked as rare. For years, players have moaned about the onslaught of Arteria Leafs and Rune Arcs. Will we finally be spared?</p><p>Most of the patch is weapon, spell, and shield buffs. Importantly, tons of greatshields have had their guard boost increased and their weight reduced, making them more competitive with medium shields. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="NuGdhZbiDLzQCqjZJ4v96m" name="ER-sam-1.jpg" alt="Elden Ring" src="https://cdn.mos.cms.futurecdn.net/NuGdhZbiDLzQCqjZJ4v96m.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: FromSoftware)</span></figcaption></figure><p>The once-broken perfume bottles had their attack power increased, the Smithscript weapons will deal more damage with throwing attacks, and Rellana's Twin Blades got a welcome critical hit buff.</p><p>Buffed spells include Founding Rain of Stars, Carian Retaliation, Meteorite, Meteorite of Astel, Gravitational Missile, Feather of the Divine Bird, O Flame, and the previously memed Rain of Fire, all generally enjoying more damage, quicker casting, or greater range. </p><p>A few parry skills were also buffed. The basic Parry skill, Thops's Barrier, and Storm Wall are all sporting "improved parry performance." Storm Wall and Thops's Barrier are more niche than parrying attacks to set enemies up for critical hits, but deflecting ranged attacks can be handy too. </p><p>The only real nerf in here is to Rakshasa's Great Katana, which will cause users to take more damage in PvP mid-attack, and cause a longer attack delay when wielded in the left hand. Rugalea's Roar, Rotten Breath, and Ekzykes's Decay also got small PvP-exclusive nerfs. </p><p>Elden Ring is more than four years old at this point, so this Tarnished Edition patch could well be the last sizable update we ever see. "We will continue to make improvements so that you can enjoy ELDEN RING more comfortably," the patch notes conclude.</p><p>Meanwhile, FromSoftware is coming up on the release of <a href="https://www.gamesradar.com/the-duskbloods-guide/"><u>The Duskbloods</u></a>, and apparently has <a href="https://www.gamesradar.com/games/action-rpg/fromsoftware-boss-hidetaka-miyazaki-teases-unannounced-games-says-the-studio-should-do-what-it-wants-as-the-investor-that-told-nintendo-to-charge-99-cents-just-to-get-mario-to-jump-a-little-higher-fights-its-parent-company/"><u>multiple other games in the works</u></a>. After Elden Ring Nightreign and The Duskbloods, the studio will seemingly return to its usual single-player adventures. </p><p><a href="https://www.gamesradar.com/games/action-rpg/even-after-elden-ring-exploded-hidetaka-miyazaki-says-fromsoftware-doesnt-make-games-for-anyone-the-motivation-is-that-this-is-a-game-i-want-to-see-exist/"><u><em>Even after Elden Ring exploded, Hidetaka Miyazaki says FromSoftware doesn't make games for anyone: "The motivation is that this is a game I want to see exist"</em></u></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-ePk31X"></div>                            </div>                            <script src="https://kwizly.com/embed/ePk31X.js" async></script>
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                                                            <title><![CDATA[ The Witcher 3 hasn't had an expansion in 10 years because "good things take time" and Songs of the Past was dead for a while, says CD Projekt Red dev ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Earlier this week, <a href="https://www.gamesradar.com/news/live/gamescom-opening-night-live-live-coverage-2026-everything-announced/">Gamescom Opening Night Live 2026</a> gave us our first look at <a href="https://www.gamesradar.com/games/the-witcher/the-witcher-3-remastered-is-coming-next-month-as-a-free-upgrade-for-all-players-and-everyones-getting-free-expansions-today/">The Witcher 3 Remastered</a> and as CD Projekt Red's huge new DLC for the RPG, <a href="https://www.gamesradar.com/games/the-witcher/the-witcher-3s-songs-of-the-past-dlc-includes-a-nod-to-cd-projekt-reds-original-2007-rpg-and-its-source-books-as-geralt-wields-a-new-silver-chain/">Songs of the Past</a> – an expansion that's apparently existed in theory for quite some time now.</p><p>Fool's Theory, the studio partnering with CD Projekt Red for the expansion's development, reveals as much in an interview with <a href="https://www.eurogamer.net/witcher-3-songs-of-the-past-story-written-years-ago-interview" target="_blank">Eurogamer</a>, explaining that The Witcher 3 team had in fact conceptualized Songs of the Past "years" ago – but "had to put it aside for various reasons." <br><br>How did the original developers feel about that, though? Well, according to quest designer Philipp Weber, it wasn't easy for them to do.</p><p>"Good things take time," however – and that's precisely the case with Songs of the Past. <br><br>As he goes on to write over on <a href="https://x.com/PhiWeber/status/2092627267398537384">X</a> in response to Fool's Theory's words on the expansion's "age," if you will," it was still tough. "At first, we were heartbroken when our story disappeared in the vaults." <br><br>But, then, Fool's Theory swooped in and came to the rescue… breathing life back into <a href="https://www.gamesradar.com/witcher-3-guide/">The Witcher 3</a>, 10 years after its last expansion, Blood and Wine.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2092627267398537384"><p lang="en" dir="ltr">Good things take time. At first, we were heartbroken when our story disappeared in the vaults.Imagine the wonderful surprise when years later, our good friends at @Fools_Theory would take the bones of this story and developed it into the Songs of the Past! https://t.co/HeAfhUgR9S<a href="https://twitter.com/cantworkitout/status/2092627267398537384">August 26, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>"Imagine the wonderful surprise when years later, our good friends at Fool's Theory would take the bones of this story and developed it into the Songs of the Past," as Weber recalls. <br><br>It's a bittersweet memory, I'm sure – helping think up what might end up standing as one of the greatest Witcher 3 expansions, having to scrap it for a good while, and then seeing it come back into the limelight with the help of fellow devs at another studio.</p><p>Songs of the Past itself <a href="https://www.gamesradar.com/games/the-witcher/the-witcher-3-songs-of-the-past-is-set-in-dandelions-home-of-letten-a-fully-realized-open-world-with-quests-and-npcs-that-live-up-to-our-signature-mature-story-cdpr-confirms/">takes us to Letten</a>, home of everyone's favorite bard, Dandelion, as Geralt journeys to find the whereabouts of his musically talented friend. From <a href="https://www.gamesradar.com/games/the-witcher/the-witcher-3s-songs-of-the-past-dlc-may-feature-a-festival-the-rpg-series-has-never-seen-as-new-cd-projekt-red-artwork-sparks-belleteyn-theories/">Belleteyn</a> to <a href="https://www.gamesradar.com/games/the-witcher/the-witcher-3s-songs-of-the-past-dlc-includes-a-nod-to-cd-projekt-reds-original-2007-rpg-and-its-source-books-as-geralt-wields-a-new-silver-chain/">silver chains as a weapon</a>, the expansion will let us experience <em>many</em> series firsts as the snowy-haired protagonist… and I, for one, cannot wait. <br><br>Between that and <a href="https://www.gamesradar.com/games/the-witcher/the-witcher-4-guide/">The Witcher 4</a>, I'm honestly not sure what I'm more excited about.</p><p><em>It's a good time to be a Witcher fan, eh? Be sure to browse through our roundup of all the </em><a href="https://www.gamesradar.com/upcoming-cd-projekt-red-games/"><em>upcoming CD Projekt Red games</em></a><em> for even more to look forward to.</em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-evLN6O"></div>                            </div>                            <script src="https://kwizly.com/embed/evLN6O.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/the-witcher/the-witcher-3-hasnt-had-an-expansion-in-10-years-because-good-things-take-time-and-songs-of-the-past-was-dead-for-a-while-says-cd-projekt-red-dev/</link>
                                                                            <description>
                            <![CDATA[ "We were heartbroken when our story disappeared in the vaults" ]]>
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                                                                        <pubDate>Thu, 27 Aug 2026 14:40:02 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[The Witcher]]></category>
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                                                                                                                    <dc:creator><![CDATA[ Anna Koselke ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/rPsFZZHBK6mZT7G9AXWhv4.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;&lt;br&gt;&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[The Witcher 3: Songs of the Past expansion screenshot]]></media:description>                                                            <media:text><![CDATA[The Witcher 3: Songs of the Past expansion screenshot]]></media:text>
                                <media:title type="plain"><![CDATA[The Witcher 3: Songs of the Past expansion screenshot]]></media:title>
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                                <p>Earlier this week, <a href="https://www.gamesradar.com/news/live/gamescom-opening-night-live-live-coverage-2026-everything-announced/">Gamescom Opening Night Live 2026</a> gave us our first look at <a href="https://www.gamesradar.com/games/the-witcher/the-witcher-3-remastered-is-coming-next-month-as-a-free-upgrade-for-all-players-and-everyones-getting-free-expansions-today/">The Witcher 3 Remastered</a> and as CD Projekt Red's huge new DLC for the RPG, <a href="https://www.gamesradar.com/games/the-witcher/the-witcher-3s-songs-of-the-past-dlc-includes-a-nod-to-cd-projekt-reds-original-2007-rpg-and-its-source-books-as-geralt-wields-a-new-silver-chain/">Songs of the Past</a> – an expansion that's apparently existed in theory for quite some time now.</p><p>Fool's Theory, the studio partnering with CD Projekt Red for the expansion's development, reveals as much in an interview with <a href="https://www.eurogamer.net/witcher-3-songs-of-the-past-story-written-years-ago-interview" target="_blank">Eurogamer</a>, explaining that The Witcher 3 team had in fact conceptualized Songs of the Past "years" ago – but "had to put it aside for various reasons." <br><br>How did the original developers feel about that, though? Well, according to quest designer Philipp Weber, it wasn't easy for them to do.</p><p>"Good things take time," however – and that's precisely the case with Songs of the Past. <br><br>As he goes on to write over on <a href="https://x.com/PhiWeber/status/2092627267398537384">X</a> in response to Fool's Theory's words on the expansion's "age," if you will," it was still tough. "At first, we were heartbroken when our story disappeared in the vaults." <br><br>But, then, Fool's Theory swooped in and came to the rescue… breathing life back into <a href="https://www.gamesradar.com/witcher-3-guide/">The Witcher 3</a>, 10 years after its last expansion, Blood and Wine.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2092627267398537384"><p lang="en" dir="ltr">Good things take time. At first, we were heartbroken when our story disappeared in the vaults.Imagine the wonderful surprise when years later, our good friends at @Fools_Theory would take the bones of this story and developed it into the Songs of the Past! https://t.co/HeAfhUgR9S<a href="https://twitter.com/cantworkitout/status/2092627267398537384">August 26, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>"Imagine the wonderful surprise when years later, our good friends at Fool's Theory would take the bones of this story and developed it into the Songs of the Past," as Weber recalls. <br><br>It's a bittersweet memory, I'm sure – helping think up what might end up standing as one of the greatest Witcher 3 expansions, having to scrap it for a good while, and then seeing it come back into the limelight with the help of fellow devs at another studio.</p><p>Songs of the Past itself <a href="https://www.gamesradar.com/games/the-witcher/the-witcher-3-songs-of-the-past-is-set-in-dandelions-home-of-letten-a-fully-realized-open-world-with-quests-and-npcs-that-live-up-to-our-signature-mature-story-cdpr-confirms/">takes us to Letten</a>, home of everyone's favorite bard, Dandelion, as Geralt journeys to find the whereabouts of his musically talented friend. From <a href="https://www.gamesradar.com/games/the-witcher/the-witcher-3s-songs-of-the-past-dlc-may-feature-a-festival-the-rpg-series-has-never-seen-as-new-cd-projekt-red-artwork-sparks-belleteyn-theories/">Belleteyn</a> to <a href="https://www.gamesradar.com/games/the-witcher/the-witcher-3s-songs-of-the-past-dlc-includes-a-nod-to-cd-projekt-reds-original-2007-rpg-and-its-source-books-as-geralt-wields-a-new-silver-chain/">silver chains as a weapon</a>, the expansion will let us experience <em>many</em> series firsts as the snowy-haired protagonist… and I, for one, cannot wait. <br><br>Between that and <a href="https://www.gamesradar.com/games/the-witcher/the-witcher-4-guide/">The Witcher 4</a>, I'm honestly not sure what I'm more excited about.</p><p><em>It's a good time to be a Witcher fan, eh? Be sure to browse through our roundup of all the </em><a href="https://www.gamesradar.com/upcoming-cd-projekt-red-games/"><em>upcoming CD Projekt Red games</em></a><em> for even more to look forward to.</em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-evLN6O"></div>                            </div>                            <script src="https://kwizly.com/embed/evLN6O.js" async></script>
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                                                            <title><![CDATA[ The Sinking City 2 locker room safe code ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The Sinking City 2 locker room safe code in the Fish Market has possibly some of the most obscure clues in the game. The main hint is a situational nod that might mean nothing if you read it anywhere else other than where you found it, and you can't even <em>get </em>the clue you need unless you first find and solve the <a href="https://www.gamesradar.com/games/survival-horror/sinking-city-2-salt-storage-code/">Salt Storage code</a>, which it's linked to. It makes it one of the least satisfying puzzles to solve here, despite the useful reward it hides. I have at least done it for you so you don't have to worry about it. So get the code below, open it, and forget it ever happened. </p><h2 class="article-body__section" id="section-the-fish-market-locker-room-safe-code"><span>The Fish Market locker room safe code</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="U4jv4MkggpK5qgXFKGoVqL" name="sinking city 2 locker room safe" alt="The locker room safe code" src="https://cdn.mos.cms.futurecdn.net/U4jv4MkggpK5qgXFKGoVqL.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Frogwares)</span></figcaption></figure><p><strong>The locker room safe code in Sinking City 2 is 1496. </strong><br><br>You can use that on its own, without ever having to worry about the obtuse and unclear way it's worked out. However, if you want to know where that number came from then here's what's going on...<br><br>There are two notes you can find - the Sacrifice (and Safe!) note found next to the safe itself, and the Surprise in the Safe note you can only get once you've opened up Salt Storage. The two clues they give you are: </p><ul><li><strong>'The last number can't be 16! It's 6'</strong> from Sacrifice (and Safe!)</li><li><strong>'Possibly the same as the door'</strong> from Surprise in the Safe?</li></ul><p>While it's not entirely clear, the 'same as the door' bit, which you can only get inside the Salt Storage room once you've cracked that, means it's the same code you used to open that door. That code was I-IV-IX-XVI or 1-4-9-16 and the 'it's not 16 it's 6' changes the last number to fit into the 1-9 range of the safe. So it's not inaccurate information, just a very odd clue that, to me, lacks enough clarity to really lock it down. <br><br>Anyway, despite my opinions of it, it's very worth opening the safe as you'll get Pyre's Ocularum, an upgrade for the grenade launcher that deals more damage if multiple enemies are caught in the explosion. That's a very useful thing to have as the monster count starts to ramp up. <br><br><strong>© GamesRadar+. Not to be reproduced without permission.</strong></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/survival-horror/sinking-city-2-locker-room-safe-code-fish-market/</link>
                                                                            <description>
                            <![CDATA[ This Fish Market safe has probably the least helpful clues in the whole game to solve it ]]>
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                                                                        <pubDate>Thu, 27 Aug 2026 14:25:24 +0000</pubDate>                                                                                                                                <updated>Thu, 27 Aug 2026 14:25:32 +0000</updated>
                                                                                                                                            <category><![CDATA[Survival Horror Games]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[Xbox Series X]]></category>
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                                                                                                <author><![CDATA[ leon.hurley@futurenet.com (Leon Hurley) ]]></author>                    <dc:creator><![CDATA[ Leon Hurley ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/82iT9z86wGDZh6FP6r3SSd.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Leon Hurley runs &lt;a href=&quot;https://www.gamesradar.com/cheats/&quot;&gt;GamesRadar&#039;s guides section&lt;/a&gt; as Managing Editor for the section, writing and planning guides with his team, and overseeing all the tips coverage on the site across PlayStation, Xbox, PC and Switch. He&#039;s mostly plays horror, action adventure, FPS and open world games, with a love of &lt;a href=&quot;https://www.gamesradar.com/10-tiny-horror-games-you-can-finish-in-minutes/&quot;&gt;low poly horror&lt;/a&gt; and big narrative adventures. He&#039;s currently playing things like Silent Hill F, Dying Light The Beast, Outer Worlds 2 and Ghost of Yotei. He started his gaming career as &lt;a href=&quot;https://magazinesfromthepast.fandom.com/wiki/Leon_Hurley&quot;&gt;a staff writer on Official PlayStation Magazine&lt;/a&gt; in the days of PlayStation 2 and has &lt;a href=&quot;https://muckrack.com/leon-hurley-1&quot;&gt;written about games&lt;/a&gt; ever since, covering news, &lt;a href=&quot;https://opencritic.com/critic/984/leon-hurley&quot;&gt;reviews&lt;/a&gt;, features, hosting video shows and more, for titles like Edge, GamesMaster, SFX, and CVG. After working his way up Official PlayStation Magazine to become deputy editor and eventually website editor, he then became news editor for Kotaku UK, contributing to both the UK and US sites, before joining GamesRadar in the same role and eventually becoming guides boss. He also has a keen interest in game development, writing about &lt;a href=&quot;https://www.gamesradar.com/you-think-fallout-train-hack-was-bad-your-games-are-made-lies/&quot;&gt;how games are made&lt;/a&gt;, &lt;a href=&quot;https://www.gamesradar.com/why-are-the-doors-so-big-in-video-games-some-developers-explain/&quot;&gt;why the doors are so big&lt;/a&gt; and trying to &lt;a href=&quot;https://www.gamesradar.com/the-secret-technical-tricks-going-on-behind-your-favourite-games/&quot;&gt;demystify the whole process&lt;/a&gt;. He&#039;s also makes his own games in GameMaker and Unity.    &lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Frogwares]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[sinking city 2 locker room safe]]></media:description>                                                            <media:text><![CDATA[sinking city 2 locker room safe]]></media:text>
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                            <![CDATA[
                            <article>
                                <p>The Sinking City 2 locker room safe code in the Fish Market has possibly some of the most obscure clues in the game. The main hint is a situational nod that might mean nothing if you read it anywhere else other than where you found it, and you can't even <em>get </em>the clue you need unless you first find and solve the <a href="https://www.gamesradar.com/games/survival-horror/sinking-city-2-salt-storage-code/">Salt Storage code</a>, which it's linked to. It makes it one of the least satisfying puzzles to solve here, despite the useful reward it hides. I have at least done it for you so you don't have to worry about it. So get the code below, open it, and forget it ever happened. </p><h2 class="article-body__section" id="section-the-fish-market-locker-room-safe-code"><span>The Fish Market locker room safe code</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="U4jv4MkggpK5qgXFKGoVqL" name="sinking city 2 locker room safe" alt="The locker room safe code" src="https://cdn.mos.cms.futurecdn.net/U4jv4MkggpK5qgXFKGoVqL.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Frogwares)</span></figcaption></figure><p><strong>The locker room safe code in Sinking City 2 is 1496. </strong><br><br>You can use that on its own, without ever having to worry about the obtuse and unclear way it's worked out. However, if you want to know where that number came from then here's what's going on...<br><br>There are two notes you can find - the Sacrifice (and Safe!) note found next to the safe itself, and the Surprise in the Safe note you can only get once you've opened up Salt Storage. The two clues they give you are: </p><ul><li><strong>'The last number can't be 16! It's 6'</strong> from Sacrifice (and Safe!)</li><li><strong>'Possibly the same as the door'</strong> from Surprise in the Safe?</li></ul><p>While it's not entirely clear, the 'same as the door' bit, which you can only get inside the Salt Storage room once you've cracked that, means it's the same code you used to open that door. That code was I-IV-IX-XVI or 1-4-9-16 and the 'it's not 16 it's 6' changes the last number to fit into the 1-9 range of the safe. So it's not inaccurate information, just a very odd clue that, to me, lacks enough clarity to really lock it down. <br><br>Anyway, despite my opinions of it, it's very worth opening the safe as you'll get Pyre's Ocularum, an upgrade for the grenade launcher that deals more damage if multiple enemies are caught in the explosion. That's a very useful thing to have as the monster count starts to ramp up. <br><br><strong>© GamesRadar+. Not to be reproduced without permission.</strong></p>
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                                                            <title><![CDATA[ The Division 2 is getting a Central Park-focused expansion and crossplay that took 7 years because Ubisoft had to rebuild parts of the game ]]></title>
                                                                                                <dc:content><![CDATA[ <p>It may have taken seven years, but <a href="https://www.gamesradar.com/uk/the-division-2/">The Division 2</a> is finally getting crossplay. On top of that, we have more details on the latest expansion for Ubisoft's dystopian online action game, which adds a true New York City landmark.</p><p>First thing's first, though: crossplay. It's happening, at long last. The option is available across all platforms, and it'll be enabled by default. Clan size is going up to 100 to allow everyone to play together, and it'll launch in November. Clans will also be imported over, whereas leaderboards are going to be reset.</p><p>"Bringing Agents together across platforms has required significant work behind the scenes, including partially rebuilding the game’s online architecture," Ubisoft <a href="https://www.ubisoft.com/en-us/game/the-division/the-division-2/news-updates/73nxDOZb1RAeMlTekMYld0/the-division-2-at-gamescom-crossplay-echoes-of-central-park-and-red-horizon" target="_blank">writes</a>. "With crossplay, your platform will no longer stand between you and other Agents, opening up matchmaking and allowing more of the community to play together."</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/sh-Ggp6Zkos" allowfullscreen></iframe></div></div><p>This is well overdue, but the fact some of the release's inner workings needed tinkering helps explain why it's taken so long. Making these facets a reality is often much more complicated than it may seem on the surface.</p><p>Besides getting crossplay, the new DLC is called Echoes of Central Park, focusing on the well-trodden area. In the darkened world of The Division 2, the park was used to bury bodies and left to grow out over the years. Nobody's sure what's going on in there now, but something's happening that pulls players towards the endless urban forestry.</p><p>"The expansion begins with a distress call coming from somewhere inside the park. Across the Upper West Side, rumors are spreading about what lies beyond its gates," reads the official description. "Agents will need to investigate those reports, prepare for what lies ahead, and eventually enter Central Park to uncover what has happened there since the outbreak."</p><p>It sounds very <a href="https://www.gamesradar.com/uk/the-last-of-us/">The Last of Us</a>, and that's a compliment. A deeper dive into Echoes of Central Park is coming September 24, so mark the date. There's plenty of life in The Division 2 yet, it seems.</p><p><a href="https://www.gamesradar.com/games/metal-gear/speedrunner-turns-one-of-metal-gear-solid-4s-biggest-bosses-into-a-total-pushover-using-the-power-of-master-collection-vol-2s-enhanced-framerate/"><em>Speedrunner turns one of Metal Gear Solid 4's biggest bosses into a total pushover using the power of Master Collection Vol 2's enhanced framerate</em></a></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/third-person-shooter/the-division-2-is-getting-a-central-park-focused-expansion-and-crossplay-that-took-7-years-because-ubisoft-had-to-rebuild-parts-of-the-game/</link>
                                                                            <description>
                            <![CDATA[ Echoes of Central Park will be shown off in September ]]>
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                                                                        <pubDate>Thu, 27 Aug 2026 14:23:43 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Third Person Shooters]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[Xbox Series X]]></category>
                                                    <category><![CDATA[Games]]></category>
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                                                                                                                    <dc:creator><![CDATA[ Anthony McGlynn ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/Ho98fjFoKZx5B8fUtAtzdW.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Anthony is an Irish entertainment and games journalist, now based in Glasgow. He previously served as Senior Anime Writer at Dexerto and News Editor at The Digital Fix, on top of providing work for Variety, IGN, Den of Geek, PC Gamer, and many more. Besides Studio Ghibli, horror movies, and The Muppets, he enjoys action-RPGs, heavy metal, and pro-wrestling. He interviewed Animal once, not that he won’t stop going on about it or anything.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Ubisoft]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[The Division 2: Echoes of Central Park]]></media:description>                                                            <media:text><![CDATA[The Division 2: Echoes of Central Park]]></media:text>
                                <media:title type="plain"><![CDATA[The Division 2: Echoes of Central Park]]></media:title>
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                                <p>It may have taken seven years, but <a href="https://www.gamesradar.com/uk/the-division-2/">The Division 2</a> is finally getting crossplay. On top of that, we have more details on the latest expansion for Ubisoft's dystopian online action game, which adds a true New York City landmark.</p><p>First thing's first, though: crossplay. It's happening, at long last. The option is available across all platforms, and it'll be enabled by default. Clan size is going up to 100 to allow everyone to play together, and it'll launch in November. Clans will also be imported over, whereas leaderboards are going to be reset.</p><p>"Bringing Agents together across platforms has required significant work behind the scenes, including partially rebuilding the game’s online architecture," Ubisoft <a href="https://www.ubisoft.com/en-us/game/the-division/the-division-2/news-updates/73nxDOZb1RAeMlTekMYld0/the-division-2-at-gamescom-crossplay-echoes-of-central-park-and-red-horizon" target="_blank">writes</a>. "With crossplay, your platform will no longer stand between you and other Agents, opening up matchmaking and allowing more of the community to play together."</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/sh-Ggp6Zkos" allowfullscreen></iframe></div></div><p>This is well overdue, but the fact some of the release's inner workings needed tinkering helps explain why it's taken so long. Making these facets a reality is often much more complicated than it may seem on the surface.</p><p>Besides getting crossplay, the new DLC is called Echoes of Central Park, focusing on the well-trodden area. In the darkened world of The Division 2, the park was used to bury bodies and left to grow out over the years. Nobody's sure what's going on in there now, but something's happening that pulls players towards the endless urban forestry.</p><p>"The expansion begins with a distress call coming from somewhere inside the park. Across the Upper West Side, rumors are spreading about what lies beyond its gates," reads the official description. "Agents will need to investigate those reports, prepare for what lies ahead, and eventually enter Central Park to uncover what has happened there since the outbreak."</p><p>It sounds very <a href="https://www.gamesradar.com/uk/the-last-of-us/">The Last of Us</a>, and that's a compliment. A deeper dive into Echoes of Central Park is coming September 24, so mark the date. There's plenty of life in The Division 2 yet, it seems.</p><p><a href="https://www.gamesradar.com/games/metal-gear/speedrunner-turns-one-of-metal-gear-solid-4s-biggest-bosses-into-a-total-pushover-using-the-power-of-master-collection-vol-2s-enhanced-framerate/"><em>Speedrunner turns one of Metal Gear Solid 4's biggest bosses into a total pushover using the power of Master Collection Vol 2's enhanced framerate</em></a></p>
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                                                            <title><![CDATA[ Persona 6 producer doesn't want "to make games for the global market," only something "we ourselves genuinely find exciting" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The teams behind <a href="https://www.gamesradar.com/games/persona-6-guide/">Persona 6</a> and <a href="https://www.gamesradar.com/games/jrpg/persona-4-revival-guide/">Persona 4 Revival</a> have apparently never made games with the goal of appealing to "the global market." The fact that Atlus' RPG series about Japanese high-schoolers has traveled across the world is only a happy accident.</p><p>That's according to Kazuhisa Wada - the general producer of the entire franchise, including the upcoming Persona 6 and Persona 4 Revival - who recently spoke to the official Xbox Podcast about how he views the series' growing success in overseas markets.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/r3RdEme3AhQ" allowfullscreen></iframe></div></div><p>"To see it [Persona] grow into a franchise embraced by players all over the world fills me with both pride and gratitude," Wada says. "We've been fortunate to receive an incredible response to each new announcement, not only from fans in Japan, but from players around the globe. It's something that reminds me every day that Persona has reached people across countries and cultures."</p><p>Despite Persona seeping into corners of the world Atlus might not have dreamed of three decades ago, Wada explains the team's "philosophy for making these games has never changed." The developers behind Persona have apparently always stuck to their guns and haven't tried to pander to particular audiences.</p><p>"Our goal has never been simply to make games for the global market," he continues. "Instead, we've always believed in creating the games that we ourselves genuinely find exciting. The fact that this approach has resonated with players around the world is what makes us happiest" - even if it wasn't always intentional.</p><p>Of course, Atlus definitely takes steps to ensure its games are playable worldwide, especially these days. Wada explains that the studio now puts a "greater emphasis than ever on localization, quality assurance, and our overall development structure." </p><p>But when making the meat of their games, the devs are instead focused on "carefully crafting stories that stay with players."</p><p><em></em><a href="https://www.gamesradar.com/games/persona/i-think-we-have-to-do-persona-1-and-2-remakes-says-persona-4-revival-producer/"><em>"I think we have to do" Persona 1 and 2 Remakes, says Persona 4 Revival producer</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-ex7AaX"></div>                            </div>                            <script src="https://kwizly.com/embed/ex7AaX.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/persona/persona-6-producer-doesnt-want-to-make-games-for-the-global-market-only-something-we-ourselves-genuinely-find-exciting/</link>
                                                                            <description>
                            <![CDATA[ Persona becoming a worldwide success was just a happy accident ]]>
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                                                                        <pubDate>Thu, 27 Aug 2026 13:39:03 +0000</pubDate>                                                                                                                                <updated>Thu, 27 Aug 2026 16:50:12 +0000</updated>
                                                                                                                                            <category><![CDATA[Persona]]></category>
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                                                    <category><![CDATA[JRPGs]]></category>
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                                                                                                                    <dc:creator><![CDATA[ Kaan Serin ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/sGugSGSVEwEHNDBh3fjF98.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Kaan freelances for various websites including Rock Paper Shotgun, Eurogamer, and this one, Gamesradar. He particularly enjoys writing about spooky indies, throwback RPGs, and anything that&#039;s vaguely silly. Also has an English Literature and Film Studies degree that he&#039;ll soon forget.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Atlus]]></media:credit>
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                                <p>The teams behind <a href="https://www.gamesradar.com/games/persona-6-guide/">Persona 6</a> and <a href="https://www.gamesradar.com/games/jrpg/persona-4-revival-guide/">Persona 4 Revival</a> have apparently never made games with the goal of appealing to "the global market." The fact that Atlus' RPG series about Japanese high-schoolers has traveled across the world is only a happy accident.</p><p>That's according to Kazuhisa Wada - the general producer of the entire franchise, including the upcoming Persona 6 and Persona 4 Revival - who recently spoke to the official Xbox Podcast about how he views the series' growing success in overseas markets.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/r3RdEme3AhQ" allowfullscreen></iframe></div></div><p>"To see it [Persona] grow into a franchise embraced by players all over the world fills me with both pride and gratitude," Wada says. "We've been fortunate to receive an incredible response to each new announcement, not only from fans in Japan, but from players around the globe. It's something that reminds me every day that Persona has reached people across countries and cultures."</p><p>Despite Persona seeping into corners of the world Atlus might not have dreamed of three decades ago, Wada explains the team's "philosophy for making these games has never changed." The developers behind Persona have apparently always stuck to their guns and haven't tried to pander to particular audiences.</p><p>"Our goal has never been simply to make games for the global market," he continues. "Instead, we've always believed in creating the games that we ourselves genuinely find exciting. The fact that this approach has resonated with players around the world is what makes us happiest" - even if it wasn't always intentional.</p><p>Of course, Atlus definitely takes steps to ensure its games are playable worldwide, especially these days. Wada explains that the studio now puts a "greater emphasis than ever on localization, quality assurance, and our overall development structure." </p><p>But when making the meat of their games, the devs are instead focused on "carefully crafting stories that stay with players."</p><p><em></em><a href="https://www.gamesradar.com/games/persona/i-think-we-have-to-do-persona-1-and-2-remakes-says-persona-4-revival-producer/"><em>"I think we have to do" Persona 1 and 2 Remakes, says Persona 4 Revival producer</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-ex7AaX"></div>                            </div>                            <script src="https://kwizly.com/embed/ex7AaX.js" async></script>
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                                                            <title><![CDATA[ "I think some of the team were a little shocked by the tabloid response," says original GTA dev: "We'd made a game that gamers, critics, and the people actually playing all thought was pretty bloody good" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>It was 1997. The UK was on a high. The general election that year had brought about the end of a Conservative government and the beginning of what was said to be a new era. British music was thriving to the point that a fresh movement – Britpop – had been created, with the UK even winning the Eurovision Song Contest. JK Rowling released the first of her Harry Potter novels, The Philosopher's Stone. The phrase 'Cool Britannia' may have become rather tiresome, with The Economist saying the following year that the public had grown sick of it, but it sure encapsulated the mood of the time.</p><p>Gaming formed part of this British creative wave. WipEout was enthralling clubgoers, boys were lusting after Lara and, fresh from releasing the classic Lemmings, DMA Design was sensing a change in the way games were being perceived. Dave Jones, DMA's co-founder, felt gaming should tap into the wider world of entertainment. He wanted people with an interest in film, music, books and a broader sense of popular culture to play. More than that, DMA wanted people to forget that they were playing a game and immerse themselves into an environment instead.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="n9pauvqig97oMPqXaLGYLQ" name="SS_GTA_PS1_12_1080" alt="Getting a mission for Crazy Jimmy at the park in GTA for PS1" src="https://cdn.mos.cms.futurecdn.net/n9pauvqig97oMPqXaLGYLQ.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Retro Gamer: Subscribe!</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ztAC3M4wZyrCF7TpDG4qVn" name="retro_gamer_100" caption="" alt="The cover for Retro Gamer issue 100, showing a collage of spritework from popular retro games, including Sonic, Mario, Street Fighter, Kirby, Pac-Man, Donkey Kong, Mega Man, and more" src="https://cdn.mos.cms.futurecdn.net/ztAC3M4wZyrCF7TpDG4qVn.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Future, Retro Gamer)</span></figcaption></figure><p class="fancy-box__body-text">This feature originally appeared in <a data-analytics-id="inline-link" href="https://www.gamesradar.com/uk/retrogamer/">Retro Gamer magazine</a> #100, in the run-up to GTA4's release. For more in-depth features and interviews on classic games delivered to your door or digital device, <a data-analytics-id="inline-link" href="https://www.awin1.com/awclick.php?awinmid=2961&awinaffid=103504&clickref=grd-gb-4296044212138956552&p=https%3A%2F%2Fwww.magazinesdirect.com%2Faz-magazines%2F6936729%2Fretro-gamer-magazine-subscription.thtml">subscribe to Retro Gamer</a> or <a data-analytics-id="inline-link" href="https://www.awin1.com/awclick.php?awinmid=2961&awinaffid=103504&clickref=grd-gb-1185945856193679353&p=https%3A%2F%2Fwww.magazinesdirect.com%2Faz-magazines%2F6937134%2Fretro-gamer-magazine-single-issue.thtml">buy an issue</a>!</p></div></div><p>The DMA team cracked on with a city simulator. Programmer Mike Dailly produced a prototype on his 486 PC, working with an isometric viewpoint and all of the action on foot due to issues getting vehicles around the city. But when it came to actually playing this early prototype, it was deemed too slow. It didn't help that Syndicate Wars looked similar, so Dailly went back to the drawing board and created a second prototype, this time from a side-on perspective.</p><p>A short while later, Dailly spoke to John Whyte, the lead programmer of Body Harvest for the N64. Whyte had wanted to create a top-down racer but Jones wasn't interested, yet it got Dailly thinking. Adding a floor to his side-on demo, he turned his second prototype from a side-on view to a top-down perspective. Then, using the first prototype as a base, he built perspective points using cubes to produce a pseudo-3D effect. DMA's management team loved it, and the new game, entitled Race'N'Chase, was given the go-ahead.</p><p>In 1995, DMA drew up design documents for the title. Aiming "to produce a fun, addictive and fast multiplayer car racing and crashing game which uses a novel graphics method" and set in the present day, the developers had an idea for three cities, each with their own graphical style. The game was to be packed with missions. There were, the document detailed, to be pedestrians. Such bystanders could be run over by cars. Players could also get out of cars and steal others. And this would attract the attention of the police.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="JHpWwhUWiyyNiTb7DwyHCf" name="SS_GTA_PS1_27_1080" alt="The player drives under overhanging structures in GTA on PS1" src="https://cdn.mos.cms.futurecdn.net/JHpWwhUWiyyNiTb7DwyHCf.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>The initial meetings about the direction of the game were somewhat chaotic. "The only agreed direction was that we were basically writing a game that we would want to play ourselves," says lead programmer Keith Hamilton. "Everything had to be interactive. The player had to be able to drive any vehicle he could find. Nothing was to be off-limits. We wanted fun situations to present themselves just by all the elements coming together, not necessarily in ways that were specially designed."</p><p>About the only thing they could decide upon at this stage was that the top-down view was the best way forward, nixing suggestions of using full 3D from a very early stage. DMA wanted whatever game was made to be delivered over multiple platforms – the PlayStation, PC and, originally, the Saturn – and while it was theoretically possible to do 3D on the PC, the console versions simply wouldn't support it. "The choices were to more or less develop two different game engines, or focus on making the game as rich and deep and fun as we could on an engine that would run across all of the platforms," recalls writer Brian Baglow. "So we did that. I think it was the right decision."</p><p>Although design documents existed, much of the game was made up on the spur of the moment. "The game evolved," explains Dailly. "It was a true 'team-designed' game." Each design decision therefore became an experiment. The 'eureka' moment came when the team thought about the player leaving their own car and getting into a different one. They realised that, because the other car wasn't really the player's, they must be a criminal, and so the infamous <a href="https://www.gamesradar.com/uk/games/action/grand-theft-auto/">GTA</a> theme was born.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Lw5LjiZ73X3SJXftDW3Wda" name="SS_GTA_PS1_8_1080" alt="Jumping a bridge in Liberty City in GTA for PS1" src="https://cdn.mos.cms.futurecdn.net/Lw5LjiZ73X3SJXftDW3Wda.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>"We envisaged a straight cops-and-robbers driving game," recalls Baglow. "But it went from that to a car-based crime sim and wild sandbox adventure. We initially had the player as a good guy, and it was a long way down the line before the decision to try playing as the criminal was made. And at that point, we could see that there was something in there. Something fun and unique."</p><p>As the months went by, DMA's new game, which changed its name to Grand Theft Auto mid-project, started to grow. A lot of fresh talent was hired to work on the game, resulting in a very young team.</p><p>Despite the inexperience, the ambition remained. The simulation aspects of the game continued to be important, especially for Hamilton, who felt it was crucial to create a city that the player could see in action and then enjoy interfering with. For this reason, police cars drove all the way from the police station to a crime, while ambulances motored from the hospital and contained little characters with stretchers to pick up bodies. "If you followed them, you could see that they actually went back to the hospital," says Hamilton. The team also planned to have teams of traffic light repairmen who would drive out and fix any traffic lights if you broke them. "We dropped that because it was getting a bit too anal and because players just ignored the traffic lights anyway."</p><h2 id="city-slickers">City slickers</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="LqtRVAfdReBkxgSD2cV7E8" name="SS_GTA_PS1_31_1080" alt="The map selection screen in GTA on PS1, hovering over the Liberty City 'Gangsta Bang' chapter" src="https://cdn.mos.cms.futurecdn.net/LqtRVAfdReBkxgSD2cV7E8.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>The levels were designed by just three people: Stephen Banks took on San Andreas, Billy Thomson looked after Vice City, and Paul Farley was responsible for Liberty City. Farley had quit a degree in architecture and only envisaged being with DMA Design for six months while he figured out what he wanted to do with his life, and when he started on GTA it was little more than an ugly-looking and rather rough demo. Yet while it wasn't the game everyone on the team wanted to produce – "I think most of us would rather have been working on one of the sexier Nintendo first-party games," says Farley – those working on it soon recognised the game's potential.</p><p>"The actual level design was fairly straightforward in the most part," says Farley. "At the time I came on board there were some rough guidelines to the possibilities and limitations of the game engine. The head of art had already written down some core design considerations regarding the flow of space within the game. This helped communicate to the team some of the fundamental aims of the driving part of the game."</p><p>The team were big fans of topdown racers like Super Sprint and Micro Machines, and these games informed some of the vehicle-handling objectives. "Even from an early stage, we were looking at how to make the driving flow well and be as forgiving as possible – the geometry of the levels plays a huge part in enabling this," continues Farley. "I think we did a good job of both allowing the player space to express themselves and their driving skills, while providing contrasting spaces to support gameplay focused on pedestrian play. A real difficulty was the lack of diagonal road or sidewalk tiles. I know I struggled with some aspects of Liberty City because of that limitation."</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="8T2N5H9DJrZMnH6qZqCktm" name="SS_GTA_PS1_19_1080" alt="Driving a taxi underneath an elevated walkway while on the phone in GTA for PS1" src="https://cdn.mos.cms.futurecdn.net/8T2N5H9DJrZMnH6qZqCktm.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>The team was given a lot of freedom on the game's direction. Remarkably, only one person on the team had ever shipped a game before, but despite that, they were handed a huge amount of responsibility and ownership over the title and, says Farley, it helped them make clear and quick decisions. Each of the three level designers took one of the city maps each. </p><div><blockquote><p>You can clearly see the different approaches coming through both the level design and missions across the three maps.</p></blockquote></div><p>"You can clearly see the different approaches coming through both the level design and missions across the three maps," explains Farley. And they had a laugh doing it. "Quite early on, the sense of humour in the team was becoming evident in the game. In keeping with this cheeky nature, it seemed natural to take real-life American cities as our inspiration and send them up a little. I'm sure there are kids that fly into New York for the first time and are more familiar with it as Liberty City. I hope they aren't disappointed; it's an amazing city but not quite like it's portrayed in-game."</p><p>The criminal aspects let the imagination of the team run riot. It was possible to mow down a line of Hare Krishnas to earn a 'Gouranga' bonus, for instance. "We could also use the pager and text to tell the players about things that didn't really happen, like with bomb shops and respray shops," adds Baglow. "Some cars wouldn't remap, so the idea was going to be dropped. It was suggested giving the player a message saying the plates had been changed instead. Simple, fast and it worked."</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="fE4AvJjYYdVUMEqxsCWADo" name="SS_GTA_Drive the bus fast" alt="in Grand Theft Auto" src="https://cdn.mos.cms.futurecdn.net/fE4AvJjYYdVUMEqxsCWADo.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>Some ideas didn't make it, however. Vehicles, characters, missions and city locations all got cut along the way. "We wanted combine harvesters to mow down pedestrians. We never quite had time for it, so never had to consider the issue of whether that might have been taking things too far," says Hamilton. Cutscenes, voiceovers and cinematic sequences were also axed, with the game having just one cut-scene per city for the main bad guys.</p><p>"We also ended up losing the original maps, which is a tragedy," continues Baglow. "We had created full maps for each town and around the border of each were adverts for local businesses, vouchers and tourist destinations, all made up and in keeping with the style and feel of each city. It's one of the few things I never managed to get a copy of or find when the company became Rockstar North. In my imagination, they were awesome. In real-life… well, we may never know."</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="btquAMSQXtGLooKzkCqJxZ" name="SS_GTA_PS1_5_1080" alt="The player exits a crashed pink car in GTA on PS1" src="https://cdn.mos.cms.futurecdn.net/btquAMSQXtGLooKzkCqJxZ.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>Other ideas were in the PC version but dropped for consoles due to hardware limitations. "Speaking for the PlayStation version, we had big problems with the trains mainly due to the way they were implemented on the PC. They used a lot of memory and were only used properly in a few missions, so we had to drop them. It was unfortunate, but we had to live with the realities of the situation," explains PS1 programmer Russell Kay.</p><p>According to Farley, however, the team was fearless. It wasn't scared of failure and it was open to new ideas. Some of the team even wanted missions involving burning churches but, above all, they wanted to give the player a sense of right and wrong. "The player could choose not to act in a certain way if they didn't want to. If we had included missions where you were forced to single out certain groups of people to kill or abuse based on race or religion, that would have been a step too far, and it would have devalued the player's sense of choice to the detriment of the game and its subsequent success."</p><h2 id="on-a-mission">On a mission</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="wKx4EQqcFijqaj24dehNyP" name="SS_GTA_mission_complete" alt="The mission complete screen in GTA" src="https://cdn.mos.cms.futurecdn.net/wKx4EQqcFijqaj24dehNyP.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>One of the problems that faced the team was how best to integrate the missions. The level designers were using fairly complex tools to create fun, challenging and exciting activities for the player, but it ran as a series of challenges that were fundamentally unconnected. The game essentially ran along the lines of 'go here, steal this car, drive to this point, leave it, get on a bike, take it to this point' and so on. So once the missions were in place, it was up to Baglow to come up with the specifics of what exactly the player was doing and why.</p><p>"This 'plot' or narrative had to be delivered," he explains. "There were no voiceovers, animation or cut-scenes featuring a rich variety of protagonists. Instead we had around 120 characters on a 'pager' at the top of the screen. This was years before Twitter too! Everything had to be scaled back and written for the maximum amount of information in the smallest amount of space."</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="SuRCkARYoYZHCQnWac2x8a" name="GTA-crossroads_1280x720.jpg" alt="Crossroads in GTA" src="https://cdn.mos.cms.futurecdn.net/SuRCkARYoYZHCQnWac2x8a.jpg" mos="" align="middle" fullscreen="" width="1280" height="720" attribution="" endorsement="" class="inline"></p></div></div></figure><p>But that wasn't the only problem he faced. "The missions could be played in pretty much any order within each city, so there was no real way of doing any sort of linear plot within a single city. Putting together little self-contained missions was a definite challenge. There was a lot of allusion and implied action taking place elsewhere, just to make the writing reflect the 'living, breathing city' thing that the whole game embodied."</p><p>The non-linear mission system came later in the game's development. At first, the game had players returning to a sub-menu to select their next mission, but the level designers felt this broke the immersive nature of the game and that the front end was too boring. Coming up with the idea of spawning missions from payphones, characters, vehicles and other in-game elements was groundbreaking at the time, effectively building the level selection into the game itself, and it made a huge difference to the player's suspension of disbelief.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ncnqe6BjxrQg3KVXuM26Wg" name="SS_GTA_PS1_17_1080" alt="Turning under an elevated railway in Grand Theft Auto for PS1" src="https://cdn.mos.cms.futurecdn.net/ncnqe6BjxrQg3KVXuM26Wg.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>"I don't think the code team were initially very pleased at this because they had never designed the engine to run indefinitely," says Farley. "The new mission structure certainly created a number of new issues for them to solve, but I'm glad they did."</p><p>The key to this was the level scripting system. The programmers invented a language that the level designer could use to set up the missions so that they would all be different. But although this brought great freshness to the game and the title was starting to come along at a cracking pace, with the 20-strong team working hard to perfect the gameplay, the whole project came close to cancellation on a few occasions.</p><div><blockquote><p>They had never designed the engine to run indefinitely.</p></blockquote></div><p>It was DMA's first game with a million-dollar budget and it was much bigger than anything the team had previously attempted, but when a group of high-ranking American executives from DMA's publisher, BMG Interactive, arrived, it almost killed the game. "They came to the studio, bizarrely wearing shorts, and they really didn't 'get' the game, with its outdated visuals, loads of bugs, and no clear genre," remembers Hamilton. "Fortunately, Dave Jones worked his magic and we were given a stay of execution."</p><h2 id="under-the-tree">Under the tree</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="SP85LUsJcaWmsYLzci5pSJ" name="SS_GTA_PS1_23_1080" alt="Carefully driving an explosive truck around some park bends in Liberty City in GTA for PS1" src="https://cdn.mos.cms.futurecdn.net/SP85LUsJcaWmsYLzci5pSJ.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>GTA was released before Christmas and didn't appear that special on the face of it. It was brought to the table at a time when gamers were becoming used to playing in 3D and some reviewers reported drab, lifeless visuals and awkward driving dynamics. This, however, told only half a story. Here was an expansive, mould-breaking, free-form game with a compelling plot that also allowed for freedom and exploration. It had driving, shooting, chases and theft. It had all of the basic elements that have made the series so incredibly popular.</p><p>And while the missions lent purpose, the audio brought the city to life with its seven radio stations and police band track that boomed from car stereos and encouraged players to try different vehicles to see which tunes they got. There was a great sense that you were a criminal let loose on a metropolis, and you were not only up against other villains but the police too. It was a chance to run wild as the game car-jacked your mind and drove away with it.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="JSqdGLidkvqM8vZ4F65mNW" name="SS_GTA_gouranga" alt="Getting a Gouranga bonus in Grand Theft Auto" src="https://cdn.mos.cms.futurecdn.net/JSqdGLidkvqM8vZ4F65mNW.jpg" mos="" align="middle" fullscreen="" width="1280" height="720" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>A PlayStation version was essential, and it was created by Visual Science. Russell Kay had been the head PC programmer at DMA Design but left to form the new firm, which was located a short walk away. Visual Science worked with Psygnosis on several projects and so gained PlayStation experience, and when DMA realised that it couldn't deliver the PlayStation version in time, it called on Visual Science to assist.</p><div><blockquote><p>We had to completely rewrite the front end for the system, as the control mechanism and Sony's Technical Requirements Checklist were so different.</p></blockquote></div><p>The team consisted of four people, plus two programmers from DMA for a couple of months to help with some of the missions. They created a very rough port to the PlayStation devkit, which had much more memory than a retail machine. This allowed them to see it all working, albeit very slowly – less than a frame per second. "We then profiled the code to see where the slowdown was, and it was pretty much where we expected it to be: the rendering and the AI code," says Russell.</p><p>"Over the next few months we optimised those areas while refining the control scheme. We had to completely rewrite the front end for the system, as the control mechanism and Sony's Technical Requirements Checklist were so different. It took quite a while to get right. We spent around eight months on the conversion overall."</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="xkmQWqr5wwAshbzoDUzCAV" name="SS_GTA_PS1_2_1080" alt="About to ram into a procession of motorcyclists with a car in GTA on PS1" src="https://cdn.mos.cms.futurecdn.net/xkmQWqr5wwAshbzoDUzCAV.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>The biggest problem was taking the PC version, which used around 16MB of RAM, and squeezing it into 2MB on the PlayStation. "The other challenge was the audio," admits Russell. "The rich PC audio had to be squeezed into the minuscule RAM of the PlayStation. We used CD audio for the radio stations and made all of the other sound effects and police chatter as standard audio."</p><p>David Cowan was the lead engineer on the port. "I remember nothing on the PC version being documented very well. Most of the docs were very out of date, so the only references we had were the code and assets themselves," he says. "We didn't have access to the original assets either because they were spread all over the DMA network and no one knew how to bring them all together, so we ended up writing a tool that read in the finalised PC retail packages and converted them back to individual sprites, sounds, levels and so on so we could convert them."</p><p>Cowan remembers the code for the pedestrian system being horrendous, and he had to significantly modify it so that it wouldn't store the state of every pedestrian and car in the game. On the PlayStation, the state of each of these things was cached only for a short time and was randomly generated within 20 or 30 metres of the edge of the screen, which quartered the memory requirement. "Dead bodies disappeared after 30 seconds or so, and vehicles were randomly generated as you were driving or walking around. Skid marks on the PC version were also stored indefinitely but 'evaporated' on the PS1," says Cowan.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="e4hXeqU5ks74eX2okRmiiP" name="SS_GTA_PS1_26_1080" alt="On fire, running from an exploded truck in GTA for PS1" src="https://cdn.mos.cms.futurecdn.net/e4hXeqU5ks74eX2okRmiiP.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>GTA went down a storm on release, and it caused an inevitable wave of controversy. Politicians began to debate the game and there were calls for it to be banned. There was talk of videogame censorship. But Baglow says the team didn't realise how contentious it would be.</p><p>"I think some of the team were a little shocked by the tabloid response, questions in Parliament and getting the game on Question Time," he says. "But once everyone realised that this was just the way the media works, they all settled down a bit and started to enjoy it. After all, we'd made a game that gamers, critics and the people actually playing the game all thought was pretty bloody good.The controversy and hysteria was nothing compared to the satisfaction of having made a game that I think everyone involved can be justifiably proud of."</p><p><em>Our </em><a href="https://www.google.com/search?q=gamesradar+best+gta+games&sca_esv=3f4a3b12c1dfeeaa&biw=1792&bih=842&sxsrf=APpeQnuXB7NlhOGYGXjQviNjhJUIDSmOcw%3A1784563939609&ei=40heaqbkJJ6rhbIPjo27sQQ&ved=0ahUKEwjm4cvd0uGVAxWeVUEAHY7GLkYQ4dUDCBA&uact=5&oq=gamesradar+best+gta+games&gs_lp=Egxnd3Mtd2l6LXNlcnAiGWdhbWVzcmFkYXIgYmVzdCBndGEgZ2FtZXMyBRAhGKABMgUQIRifBTIFECEYnwUyBRAhGJ8FMgUQIRifBUjvE1D7A1ibE3ABeAGQAQCYAWKgAagJqgECMTa4AQPIAQD4AQGYAhGgAvIJwgIKEAAYRxjWBBiwA8ICDhAAGOQCGNYEGLAD2AEBwgIXEC4Y3AYYuAYY2gYY2AIYyAMYsAPYAQHCAgsQABiABBiKBRiRAsICBRAAGIAEwgIGEAAYFhgewgIIEAAYFhgeGArCAgcQIRgKGKABmAMAiAYBkAYOugYGCAEQARgJkgcEMTYuMaAHz0SyBwQxNS4xuAfrCcIHBTAuOC45yAcygAgB&sclient=gws-wiz-serp"><em>best GTA games</em></a><em> ranking runs down the series so far!</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/grand-theft-auto/i-think-some-of-the-team-were-a-little-shocked-by-the-tabloid-response-says-original-gta-dev-wed-made-a-game-that-gamers-critics-and-the-people-actually-playing-all-thought-was-pretty-bloody-good/</link>
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                            <![CDATA[ Grand Theft Auto's original developers reflect on hotwiring an open world gaming revolution ]]>
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                                                                        <pubDate>Thu, 27 Aug 2026 13:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Grand Theft Auto]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[PlayStation]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Action Games]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                                                                                    <dc:creator><![CDATA[ David Crookes ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/kKrUL6GDeEqfQqfDRs4M2T.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Rockstar Games]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Driving around in GTA 1, with the Countdown to GTA 6 frame]]></media:description>                                                            <media:text><![CDATA[Driving around in GTA 1, with the Countdown to GTA 6 frame]]></media:text>
                                <media:title type="plain"><![CDATA[Driving around in GTA 1, with the Countdown to GTA 6 frame]]></media:title>
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                            <article>
                                <p>It was 1997. The UK was on a high. The general election that year had brought about the end of a Conservative government and the beginning of what was said to be a new era. British music was thriving to the point that a fresh movement – Britpop – had been created, with the UK even winning the Eurovision Song Contest. JK Rowling released the first of her Harry Potter novels, The Philosopher's Stone. The phrase 'Cool Britannia' may have become rather tiresome, with The Economist saying the following year that the public had grown sick of it, but it sure encapsulated the mood of the time.</p><p>Gaming formed part of this British creative wave. WipEout was enthralling clubgoers, boys were lusting after Lara and, fresh from releasing the classic Lemmings, DMA Design was sensing a change in the way games were being perceived. Dave Jones, DMA's co-founder, felt gaming should tap into the wider world of entertainment. He wanted people with an interest in film, music, books and a broader sense of popular culture to play. More than that, DMA wanted people to forget that they were playing a game and immerse themselves into an environment instead.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="n9pauvqig97oMPqXaLGYLQ" name="SS_GTA_PS1_12_1080" alt="Getting a mission for Crazy Jimmy at the park in GTA for PS1" src="https://cdn.mos.cms.futurecdn.net/n9pauvqig97oMPqXaLGYLQ.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Retro Gamer: Subscribe!</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ztAC3M4wZyrCF7TpDG4qVn" name="retro_gamer_100" caption="" alt="The cover for Retro Gamer issue 100, showing a collage of spritework from popular retro games, including Sonic, Mario, Street Fighter, Kirby, Pac-Man, Donkey Kong, Mega Man, and more" src="https://cdn.mos.cms.futurecdn.net/ztAC3M4wZyrCF7TpDG4qVn.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude"></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Future, Retro Gamer)</span></figcaption></figure><p class="fancy-box__body-text">This feature originally appeared in <a data-analytics-id="inline-link" href="https://www.gamesradar.com/uk/retrogamer/">Retro Gamer magazine</a> #100, in the run-up to GTA4's release. For more in-depth features and interviews on classic games delivered to your door or digital device, <a data-analytics-id="inline-link" href="https://www.awin1.com/awclick.php?awinmid=2961&awinaffid=103504&clickref=grd-gb-4296044212138956552&p=https%3A%2F%2Fwww.magazinesdirect.com%2Faz-magazines%2F6936729%2Fretro-gamer-magazine-subscription.thtml">subscribe to Retro Gamer</a> or <a data-analytics-id="inline-link" href="https://www.awin1.com/awclick.php?awinmid=2961&awinaffid=103504&clickref=grd-gb-1185945856193679353&p=https%3A%2F%2Fwww.magazinesdirect.com%2Faz-magazines%2F6937134%2Fretro-gamer-magazine-single-issue.thtml">buy an issue</a>!</p></div></div><p>The DMA team cracked on with a city simulator. Programmer Mike Dailly produced a prototype on his 486 PC, working with an isometric viewpoint and all of the action on foot due to issues getting vehicles around the city. But when it came to actually playing this early prototype, it was deemed too slow. It didn't help that Syndicate Wars looked similar, so Dailly went back to the drawing board and created a second prototype, this time from a side-on perspective.</p><p>A short while later, Dailly spoke to John Whyte, the lead programmer of Body Harvest for the N64. Whyte had wanted to create a top-down racer but Jones wasn't interested, yet it got Dailly thinking. Adding a floor to his side-on demo, he turned his second prototype from a side-on view to a top-down perspective. Then, using the first prototype as a base, he built perspective points using cubes to produce a pseudo-3D effect. DMA's management team loved it, and the new game, entitled Race'N'Chase, was given the go-ahead.</p><p>In 1995, DMA drew up design documents for the title. Aiming "to produce a fun, addictive and fast multiplayer car racing and crashing game which uses a novel graphics method" and set in the present day, the developers had an idea for three cities, each with their own graphical style. The game was to be packed with missions. There were, the document detailed, to be pedestrians. Such bystanders could be run over by cars. Players could also get out of cars and steal others. And this would attract the attention of the police.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="JHpWwhUWiyyNiTb7DwyHCf" name="SS_GTA_PS1_27_1080" alt="The player drives under overhanging structures in GTA on PS1" src="https://cdn.mos.cms.futurecdn.net/JHpWwhUWiyyNiTb7DwyHCf.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>The initial meetings about the direction of the game were somewhat chaotic. "The only agreed direction was that we were basically writing a game that we would want to play ourselves," says lead programmer Keith Hamilton. "Everything had to be interactive. The player had to be able to drive any vehicle he could find. Nothing was to be off-limits. We wanted fun situations to present themselves just by all the elements coming together, not necessarily in ways that were specially designed."</p><p>About the only thing they could decide upon at this stage was that the top-down view was the best way forward, nixing suggestions of using full 3D from a very early stage. DMA wanted whatever game was made to be delivered over multiple platforms – the PlayStation, PC and, originally, the Saturn – and while it was theoretically possible to do 3D on the PC, the console versions simply wouldn't support it. "The choices were to more or less develop two different game engines, or focus on making the game as rich and deep and fun as we could on an engine that would run across all of the platforms," recalls writer Brian Baglow. "So we did that. I think it was the right decision."</p><p>Although design documents existed, much of the game was made up on the spur of the moment. "The game evolved," explains Dailly. "It was a true 'team-designed' game." Each design decision therefore became an experiment. The 'eureka' moment came when the team thought about the player leaving their own car and getting into a different one. They realised that, because the other car wasn't really the player's, they must be a criminal, and so the infamous <a href="https://www.gamesradar.com/uk/games/action/grand-theft-auto/">GTA</a> theme was born.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Lw5LjiZ73X3SJXftDW3Wda" name="SS_GTA_PS1_8_1080" alt="Jumping a bridge in Liberty City in GTA for PS1" src="https://cdn.mos.cms.futurecdn.net/Lw5LjiZ73X3SJXftDW3Wda.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>"We envisaged a straight cops-and-robbers driving game," recalls Baglow. "But it went from that to a car-based crime sim and wild sandbox adventure. We initially had the player as a good guy, and it was a long way down the line before the decision to try playing as the criminal was made. And at that point, we could see that there was something in there. Something fun and unique."</p><p>As the months went by, DMA's new game, which changed its name to Grand Theft Auto mid-project, started to grow. A lot of fresh talent was hired to work on the game, resulting in a very young team.</p><p>Despite the inexperience, the ambition remained. The simulation aspects of the game continued to be important, especially for Hamilton, who felt it was crucial to create a city that the player could see in action and then enjoy interfering with. For this reason, police cars drove all the way from the police station to a crime, while ambulances motored from the hospital and contained little characters with stretchers to pick up bodies. "If you followed them, you could see that they actually went back to the hospital," says Hamilton. The team also planned to have teams of traffic light repairmen who would drive out and fix any traffic lights if you broke them. "We dropped that because it was getting a bit too anal and because players just ignored the traffic lights anyway."</p><h2 id="city-slickers">City slickers</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="LqtRVAfdReBkxgSD2cV7E8" name="SS_GTA_PS1_31_1080" alt="The map selection screen in GTA on PS1, hovering over the Liberty City 'Gangsta Bang' chapter" src="https://cdn.mos.cms.futurecdn.net/LqtRVAfdReBkxgSD2cV7E8.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>The levels were designed by just three people: Stephen Banks took on San Andreas, Billy Thomson looked after Vice City, and Paul Farley was responsible for Liberty City. Farley had quit a degree in architecture and only envisaged being with DMA Design for six months while he figured out what he wanted to do with his life, and when he started on GTA it was little more than an ugly-looking and rather rough demo. Yet while it wasn't the game everyone on the team wanted to produce – "I think most of us would rather have been working on one of the sexier Nintendo first-party games," says Farley – those working on it soon recognised the game's potential.</p><p>"The actual level design was fairly straightforward in the most part," says Farley. "At the time I came on board there were some rough guidelines to the possibilities and limitations of the game engine. The head of art had already written down some core design considerations regarding the flow of space within the game. This helped communicate to the team some of the fundamental aims of the driving part of the game."</p><p>The team were big fans of topdown racers like Super Sprint and Micro Machines, and these games informed some of the vehicle-handling objectives. "Even from an early stage, we were looking at how to make the driving flow well and be as forgiving as possible – the geometry of the levels plays a huge part in enabling this," continues Farley. "I think we did a good job of both allowing the player space to express themselves and their driving skills, while providing contrasting spaces to support gameplay focused on pedestrian play. A real difficulty was the lack of diagonal road or sidewalk tiles. I know I struggled with some aspects of Liberty City because of that limitation."</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="8T2N5H9DJrZMnH6qZqCktm" name="SS_GTA_PS1_19_1080" alt="Driving a taxi underneath an elevated walkway while on the phone in GTA for PS1" src="https://cdn.mos.cms.futurecdn.net/8T2N5H9DJrZMnH6qZqCktm.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>The team was given a lot of freedom on the game's direction. Remarkably, only one person on the team had ever shipped a game before, but despite that, they were handed a huge amount of responsibility and ownership over the title and, says Farley, it helped them make clear and quick decisions. Each of the three level designers took one of the city maps each. </p><div><blockquote><p>You can clearly see the different approaches coming through both the level design and missions across the three maps.</p></blockquote></div><p>"You can clearly see the different approaches coming through both the level design and missions across the three maps," explains Farley. And they had a laugh doing it. "Quite early on, the sense of humour in the team was becoming evident in the game. In keeping with this cheeky nature, it seemed natural to take real-life American cities as our inspiration and send them up a little. I'm sure there are kids that fly into New York for the first time and are more familiar with it as Liberty City. I hope they aren't disappointed; it's an amazing city but not quite like it's portrayed in-game."</p><p>The criminal aspects let the imagination of the team run riot. It was possible to mow down a line of Hare Krishnas to earn a 'Gouranga' bonus, for instance. "We could also use the pager and text to tell the players about things that didn't really happen, like with bomb shops and respray shops," adds Baglow. "Some cars wouldn't remap, so the idea was going to be dropped. It was suggested giving the player a message saying the plates had been changed instead. Simple, fast and it worked."</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="fE4AvJjYYdVUMEqxsCWADo" name="SS_GTA_Drive the bus fast" alt="in Grand Theft Auto" src="https://cdn.mos.cms.futurecdn.net/fE4AvJjYYdVUMEqxsCWADo.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>Some ideas didn't make it, however. Vehicles, characters, missions and city locations all got cut along the way. "We wanted combine harvesters to mow down pedestrians. We never quite had time for it, so never had to consider the issue of whether that might have been taking things too far," says Hamilton. Cutscenes, voiceovers and cinematic sequences were also axed, with the game having just one cut-scene per city for the main bad guys.</p><p>"We also ended up losing the original maps, which is a tragedy," continues Baglow. "We had created full maps for each town and around the border of each were adverts for local businesses, vouchers and tourist destinations, all made up and in keeping with the style and feel of each city. It's one of the few things I never managed to get a copy of or find when the company became Rockstar North. In my imagination, they were awesome. In real-life… well, we may never know."</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="btquAMSQXtGLooKzkCqJxZ" name="SS_GTA_PS1_5_1080" alt="The player exits a crashed pink car in GTA on PS1" src="https://cdn.mos.cms.futurecdn.net/btquAMSQXtGLooKzkCqJxZ.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>Other ideas were in the PC version but dropped for consoles due to hardware limitations. "Speaking for the PlayStation version, we had big problems with the trains mainly due to the way they were implemented on the PC. They used a lot of memory and were only used properly in a few missions, so we had to drop them. It was unfortunate, but we had to live with the realities of the situation," explains PS1 programmer Russell Kay.</p><p>According to Farley, however, the team was fearless. It wasn't scared of failure and it was open to new ideas. Some of the team even wanted missions involving burning churches but, above all, they wanted to give the player a sense of right and wrong. "The player could choose not to act in a certain way if they didn't want to. If we had included missions where you were forced to single out certain groups of people to kill or abuse based on race or religion, that would have been a step too far, and it would have devalued the player's sense of choice to the detriment of the game and its subsequent success."</p><h2 id="on-a-mission">On a mission</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="wKx4EQqcFijqaj24dehNyP" name="SS_GTA_mission_complete" alt="The mission complete screen in GTA" src="https://cdn.mos.cms.futurecdn.net/wKx4EQqcFijqaj24dehNyP.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>One of the problems that faced the team was how best to integrate the missions. The level designers were using fairly complex tools to create fun, challenging and exciting activities for the player, but it ran as a series of challenges that were fundamentally unconnected. The game essentially ran along the lines of 'go here, steal this car, drive to this point, leave it, get on a bike, take it to this point' and so on. So once the missions were in place, it was up to Baglow to come up with the specifics of what exactly the player was doing and why.</p><p>"This 'plot' or narrative had to be delivered," he explains. "There were no voiceovers, animation or cut-scenes featuring a rich variety of protagonists. Instead we had around 120 characters on a 'pager' at the top of the screen. This was years before Twitter too! Everything had to be scaled back and written for the maximum amount of information in the smallest amount of space."</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="SuRCkARYoYZHCQnWac2x8a" name="GTA-crossroads_1280x720.jpg" alt="Crossroads in GTA" src="https://cdn.mos.cms.futurecdn.net/SuRCkARYoYZHCQnWac2x8a.jpg" mos="" align="middle" fullscreen="" width="1280" height="720" attribution="" endorsement="" class="inline"></p></div></div></figure><p>But that wasn't the only problem he faced. "The missions could be played in pretty much any order within each city, so there was no real way of doing any sort of linear plot within a single city. Putting together little self-contained missions was a definite challenge. There was a lot of allusion and implied action taking place elsewhere, just to make the writing reflect the 'living, breathing city' thing that the whole game embodied."</p><p>The non-linear mission system came later in the game's development. At first, the game had players returning to a sub-menu to select their next mission, but the level designers felt this broke the immersive nature of the game and that the front end was too boring. Coming up with the idea of spawning missions from payphones, characters, vehicles and other in-game elements was groundbreaking at the time, effectively building the level selection into the game itself, and it made a huge difference to the player's suspension of disbelief.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ncnqe6BjxrQg3KVXuM26Wg" name="SS_GTA_PS1_17_1080" alt="Turning under an elevated railway in Grand Theft Auto for PS1" src="https://cdn.mos.cms.futurecdn.net/ncnqe6BjxrQg3KVXuM26Wg.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>"I don't think the code team were initially very pleased at this because they had never designed the engine to run indefinitely," says Farley. "The new mission structure certainly created a number of new issues for them to solve, but I'm glad they did."</p><p>The key to this was the level scripting system. The programmers invented a language that the level designer could use to set up the missions so that they would all be different. But although this brought great freshness to the game and the title was starting to come along at a cracking pace, with the 20-strong team working hard to perfect the gameplay, the whole project came close to cancellation on a few occasions.</p><div><blockquote><p>They had never designed the engine to run indefinitely.</p></blockquote></div><p>It was DMA's first game with a million-dollar budget and it was much bigger than anything the team had previously attempted, but when a group of high-ranking American executives from DMA's publisher, BMG Interactive, arrived, it almost killed the game. "They came to the studio, bizarrely wearing shorts, and they really didn't 'get' the game, with its outdated visuals, loads of bugs, and no clear genre," remembers Hamilton. "Fortunately, Dave Jones worked his magic and we were given a stay of execution."</p><h2 id="under-the-tree">Under the tree</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="SP85LUsJcaWmsYLzci5pSJ" name="SS_GTA_PS1_23_1080" alt="Carefully driving an explosive truck around some park bends in Liberty City in GTA for PS1" src="https://cdn.mos.cms.futurecdn.net/SP85LUsJcaWmsYLzci5pSJ.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>GTA was released before Christmas and didn't appear that special on the face of it. It was brought to the table at a time when gamers were becoming used to playing in 3D and some reviewers reported drab, lifeless visuals and awkward driving dynamics. This, however, told only half a story. Here was an expansive, mould-breaking, free-form game with a compelling plot that also allowed for freedom and exploration. It had driving, shooting, chases and theft. It had all of the basic elements that have made the series so incredibly popular.</p><p>And while the missions lent purpose, the audio brought the city to life with its seven radio stations and police band track that boomed from car stereos and encouraged players to try different vehicles to see which tunes they got. There was a great sense that you were a criminal let loose on a metropolis, and you were not only up against other villains but the police too. It was a chance to run wild as the game car-jacked your mind and drove away with it.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="JSqdGLidkvqM8vZ4F65mNW" name="SS_GTA_gouranga" alt="Getting a Gouranga bonus in Grand Theft Auto" src="https://cdn.mos.cms.futurecdn.net/JSqdGLidkvqM8vZ4F65mNW.jpg" mos="" align="middle" fullscreen="" width="1280" height="720" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>A PlayStation version was essential, and it was created by Visual Science. Russell Kay had been the head PC programmer at DMA Design but left to form the new firm, which was located a short walk away. Visual Science worked with Psygnosis on several projects and so gained PlayStation experience, and when DMA realised that it couldn't deliver the PlayStation version in time, it called on Visual Science to assist.</p><div><blockquote><p>We had to completely rewrite the front end for the system, as the control mechanism and Sony's Technical Requirements Checklist were so different.</p></blockquote></div><p>The team consisted of four people, plus two programmers from DMA for a couple of months to help with some of the missions. They created a very rough port to the PlayStation devkit, which had much more memory than a retail machine. This allowed them to see it all working, albeit very slowly – less than a frame per second. "We then profiled the code to see where the slowdown was, and it was pretty much where we expected it to be: the rendering and the AI code," says Russell.</p><p>"Over the next few months we optimised those areas while refining the control scheme. We had to completely rewrite the front end for the system, as the control mechanism and Sony's Technical Requirements Checklist were so different. It took quite a while to get right. We spent around eight months on the conversion overall."</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="xkmQWqr5wwAshbzoDUzCAV" name="SS_GTA_PS1_2_1080" alt="About to ram into a procession of motorcyclists with a car in GTA on PS1" src="https://cdn.mos.cms.futurecdn.net/xkmQWqr5wwAshbzoDUzCAV.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>The biggest problem was taking the PC version, which used around 16MB of RAM, and squeezing it into 2MB on the PlayStation. "The other challenge was the audio," admits Russell. "The rich PC audio had to be squeezed into the minuscule RAM of the PlayStation. We used CD audio for the radio stations and made all of the other sound effects and police chatter as standard audio."</p><p>David Cowan was the lead engineer on the port. "I remember nothing on the PC version being documented very well. Most of the docs were very out of date, so the only references we had were the code and assets themselves," he says. "We didn't have access to the original assets either because they were spread all over the DMA network and no one knew how to bring them all together, so we ended up writing a tool that read in the finalised PC retail packages and converted them back to individual sprites, sounds, levels and so on so we could convert them."</p><p>Cowan remembers the code for the pedestrian system being horrendous, and he had to significantly modify it so that it wouldn't store the state of every pedestrian and car in the game. On the PlayStation, the state of each of these things was cached only for a short time and was randomly generated within 20 or 30 metres of the edge of the screen, which quartered the memory requirement. "Dead bodies disappeared after 30 seconds or so, and vehicles were randomly generated as you were driving or walking around. Skid marks on the PC version were also stored indefinitely but 'evaporated' on the PS1," says Cowan.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="e4hXeqU5ks74eX2okRmiiP" name="SS_GTA_PS1_26_1080" alt="On fire, running from an exploded truck in GTA for PS1" src="https://cdn.mos.cms.futurecdn.net/e4hXeqU5ks74eX2okRmiiP.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>GTA went down a storm on release, and it caused an inevitable wave of controversy. Politicians began to debate the game and there were calls for it to be banned. There was talk of videogame censorship. But Baglow says the team didn't realise how contentious it would be.</p><p>"I think some of the team were a little shocked by the tabloid response, questions in Parliament and getting the game on Question Time," he says. "But once everyone realised that this was just the way the media works, they all settled down a bit and started to enjoy it. After all, we'd made a game that gamers, critics and the people actually playing the game all thought was pretty bloody good.The controversy and hysteria was nothing compared to the satisfaction of having made a game that I think everyone involved can be justifiably proud of."</p><p><em>Our </em><a href="https://www.google.com/search?q=gamesradar+best+gta+games&sca_esv=3f4a3b12c1dfeeaa&biw=1792&bih=842&sxsrf=APpeQnuXB7NlhOGYGXjQviNjhJUIDSmOcw%3A1784563939609&ei=40heaqbkJJ6rhbIPjo27sQQ&ved=0ahUKEwjm4cvd0uGVAxWeVUEAHY7GLkYQ4dUDCBA&uact=5&oq=gamesradar+best+gta+games&gs_lp=Egxnd3Mtd2l6LXNlcnAiGWdhbWVzcmFkYXIgYmVzdCBndGEgZ2FtZXMyBRAhGKABMgUQIRifBTIFECEYnwUyBRAhGJ8FMgUQIRifBUjvE1D7A1ibE3ABeAGQAQCYAWKgAagJqgECMTa4AQPIAQD4AQGYAhGgAvIJwgIKEAAYRxjWBBiwA8ICDhAAGOQCGNYEGLAD2AEBwgIXEC4Y3AYYuAYY2gYY2AIYyAMYsAPYAQHCAgsQABiABBiKBRiRAsICBRAAGIAEwgIGEAAYFhgewgIIEAAYFhgeGArCAgcQIRgKGKABmAMAiAYBkAYOugYGCAEQARgJkgcEMTYuMaAHz0SyBwQxNS4xuAfrCcIHBTAuOC45yAcygAgB&sclient=gws-wiz-serp"><em>best GTA games</em></a><em> ranking runs down the series so far!</em></p>
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                                                            <title><![CDATA[ The Sinking City 2 Salt Storage code ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The Sinking City 2 salt storage code opens a strange lock in the Fish Market once you work out what the roman numerals mean, as well as how they tie into a 16 Punishments of the Sailor note you can find. The solution is not that hard once you have all the pieces in front of you, but it is one of the slightly tricker puzzles thanks to the numbering system and a long list you need to work though to decode it all. Here's what I did and how I solved it so you can get in. It's worth doing too as there's a very useful grenade launcher upgrade inside.</p><h3 class="article-body__section" id="section-how-to-open-the-salt-storage-door-in-sinking-city-2"><span>How to open the salt storage door in Sinking City 2</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="K59GfyUMReR3wBYxyG5Dtf" name="sinking city 2 salt storage" alt="The salt storage code" src="https://cdn.mos.cms.futurecdn.net/K59GfyUMReR3wBYxyG5Dtf.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Frogwares )</span></figcaption></figure><p><strong>The Sinking City 2 salt storage code is I-IV-IX-XVI in roman numerals, or 1-4-9-16 in normal speak. So press those squares as shown above to unlock it.  </strong><br><br>To get the Salt Storage code properly you'll need three notes:  the 16 Punishments of a Sailor note from the large brass wall plaque in the Bar, the Instructions to Sybil note, which you can find just before the Old Shop with the Ward, the Warning for Sybil note in the Jeweller's area. <br><br>The Instructions to Sybil note lists four punishments which you can cross-reference with the 16 Punishments of a Sailor to get the numbers you need: </p><ul><li><strong>Confined to ship I (1)</strong></li><li><strong>Deprived o' beer IV (4)</strong></li><li><strong>Tarred an' feathered IX (9)</strong></li><li><strong>Keelhauled (XVI) 16</strong></li></ul><p>So, to open the door you just need to press the squares with those roman numerals on.<br><br>Inside you'll find a woman turned to Dream Essence you can smash for some upgrade points, a Surprise in the Safe? note (which is a clue for the <a href="https://www.gamesradar.com/games/survival-horror/sinking-city-2-locker-room-safe-code-fish-market/">locker room safe code</a>) and the Pyre's Squid Barrel, an upgrade for the grenade launcher which will stagger enemies if multiple opponents are caught in the blast. <br><br><strong>© GamesRadar+. Not to be reproduced without permission.</strong></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/survival-horror/sinking-city-2-salt-storage-code/</link>
                                                                            <description>
                            <![CDATA[ Opening the door in salt storage involves roman numerals and some punishments ]]>
                                                                                                            </description>
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                                                                        <pubDate>Thu, 27 Aug 2026 11:59:29 +0000</pubDate>                                                                                                                                <updated>Thu, 27 Aug 2026 14:26:53 +0000</updated>
                                                                                                                                            <category><![CDATA[Survival Horror Games]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[Xbox Series X]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Platforms]]></category>
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                                                                                                <author><![CDATA[ leon.hurley@futurenet.com (Leon Hurley) ]]></author>                    <dc:creator><![CDATA[ Leon Hurley ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/82iT9z86wGDZh6FP6r3SSd.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Leon Hurley runs &lt;a href=&quot;https://www.gamesradar.com/cheats/&quot;&gt;GamesRadar&#039;s guides section&lt;/a&gt; as Managing Editor for the section, writing and planning guides with his team, and overseeing all the tips coverage on the site across PlayStation, Xbox, PC and Switch. He&#039;s mostly plays horror, action adventure, FPS and open world games, with a love of &lt;a href=&quot;https://www.gamesradar.com/10-tiny-horror-games-you-can-finish-in-minutes/&quot;&gt;low poly horror&lt;/a&gt; and big narrative adventures. He&#039;s currently playing things like Silent Hill F, Dying Light The Beast, Outer Worlds 2 and Ghost of Yotei. He started his gaming career as &lt;a href=&quot;https://magazinesfromthepast.fandom.com/wiki/Leon_Hurley&quot;&gt;a staff writer on Official PlayStation Magazine&lt;/a&gt; in the days of PlayStation 2 and has &lt;a href=&quot;https://muckrack.com/leon-hurley-1&quot;&gt;written about games&lt;/a&gt; ever since, covering news, &lt;a href=&quot;https://opencritic.com/critic/984/leon-hurley&quot;&gt;reviews&lt;/a&gt;, features, hosting video shows and more, for titles like Edge, GamesMaster, SFX, and CVG. After working his way up Official PlayStation Magazine to become deputy editor and eventually website editor, he then became news editor for Kotaku UK, contributing to both the UK and US sites, before joining GamesRadar in the same role and eventually becoming guides boss. He also has a keen interest in game development, writing about &lt;a href=&quot;https://www.gamesradar.com/you-think-fallout-train-hack-was-bad-your-games-are-made-lies/&quot;&gt;how games are made&lt;/a&gt;, &lt;a href=&quot;https://www.gamesradar.com/why-are-the-doors-so-big-in-video-games-some-developers-explain/&quot;&gt;why the doors are so big&lt;/a&gt; and trying to &lt;a href=&quot;https://www.gamesradar.com/the-secret-technical-tricks-going-on-behind-your-favourite-games/&quot;&gt;demystify the whole process&lt;/a&gt;. He&#039;s also makes his own games in GameMaker and Unity.    &lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Frogwares ]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[sinking city 2 salt storage]]></media:description>                                                            <media:text><![CDATA[sinking city 2 salt storage]]></media:text>
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                            <article>
                                <p>The Sinking City 2 salt storage code opens a strange lock in the Fish Market once you work out what the roman numerals mean, as well as how they tie into a 16 Punishments of the Sailor note you can find. The solution is not that hard once you have all the pieces in front of you, but it is one of the slightly tricker puzzles thanks to the numbering system and a long list you need to work though to decode it all. Here's what I did and how I solved it so you can get in. It's worth doing too as there's a very useful grenade launcher upgrade inside.</p><h3 class="article-body__section" id="section-how-to-open-the-salt-storage-door-in-sinking-city-2"><span>How to open the salt storage door in Sinking City 2</span></h3><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="K59GfyUMReR3wBYxyG5Dtf" name="sinking city 2 salt storage" alt="The salt storage code" src="https://cdn.mos.cms.futurecdn.net/K59GfyUMReR3wBYxyG5Dtf.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Frogwares )</span></figcaption></figure><p><strong>The Sinking City 2 salt storage code is I-IV-IX-XVI in roman numerals, or 1-4-9-16 in normal speak. So press those squares as shown above to unlock it.  </strong><br><br>To get the Salt Storage code properly you'll need three notes:  the 16 Punishments of a Sailor note from the large brass wall plaque in the Bar, the Instructions to Sybil note, which you can find just before the Old Shop with the Ward, the Warning for Sybil note in the Jeweller's area. <br><br>The Instructions to Sybil note lists four punishments which you can cross-reference with the 16 Punishments of a Sailor to get the numbers you need: </p><ul><li><strong>Confined to ship I (1)</strong></li><li><strong>Deprived o' beer IV (4)</strong></li><li><strong>Tarred an' feathered IX (9)</strong></li><li><strong>Keelhauled (XVI) 16</strong></li></ul><p>So, to open the door you just need to press the squares with those roman numerals on.<br><br>Inside you'll find a woman turned to Dream Essence you can smash for some upgrade points, a Surprise in the Safe? note (which is a clue for the <a href="https://www.gamesradar.com/games/survival-horror/sinking-city-2-locker-room-safe-code-fish-market/">locker room safe code</a>) and the Pyre's Squid Barrel, an upgrade for the grenade launcher which will stagger enemies if multiple opponents are caught in the blast. <br><br><strong>© GamesRadar+. Not to be reproduced without permission.</strong></p>
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                                                            <title><![CDATA[ Tides of Annihilation devs are "continuously monitoring new developments" in AI technology, but will be using the techniques they "are the best at" in development instead ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The team at Eclipse Glow Games, the studio behind the upcoming single-player fantasy adventure Tides of Annihilation, says that devs are using "traditional methods" to make the game, based on the developers' years of experience in the industry. While they claim to be "paying attention" to AI technology, they say they want to use the techniques they have the "most expertise in."</p><p>In an interview with <a href="https://www.gamespark.jp/article/2026/08/19/170928.html" target="_blank"><u>Game*Spark</u></a> that's been translated by GamesRadar+, Eclipse Glow Games describes the studio's philosophy when it comes to using AI technology. "We are consistently paying attention to the developments in AI technology," it says. "Over the last few years, AI technology, particularly image generation, has evolved at an extremely rapid pace, and we are continuously monitoring new developments."</p><p>While the team is keeping an eye on the new technology, it appears they have chosen to leverage the developers' professional expertise to work on Tides of Annihilation. "For our own development pipeline, we've adopted relatively traditional methods for producing a single-player game," Eclipse Glow Games says.</p><p>"Our team is made up of numerous developers who have spent a long time in the gaming industry, so our creators are applying their specialties and their techniques that they have refined over time to the production process," it continues. "Because this is our studio's first project, we decided that we wanted to make it using the methods and development pipeline that we are the best at and have the most expertise in."</p><p>The use of AI to develop games is much more accepted in Asia than in the West, where pushback against AI has been much stronger. In particular, Eclipse Glow Games is based in China, where AI adoption is more prevalent. The Chinese company <a href="https://www.gamesradar.com/games/marvel-rivals-owner-netease-says-heck-no-we-didnt-shut-down-our-ai-department-or-warn-devs-off-it-the-situation-described-did-not-occur/"><u>NetEase has previously asserted its pro-AI stance</u></a>, and Chinese free-to-play RPG <a href="https://www.gamesradar.com/games/action-rpg/where-winds-meet-players-find-a-way-to-skip-side-quests-by-manipulating-the-mmos-ai-chatbot-npcs-into-just-giving-over-the-goods-instead/"><u>Where Winds Meet is infamous for its use of NPC AI chatbots</u></a>.</p><p><em></em><a href="https://www.gamesradar.com/games/action/tides-of-annihilation-devs-took-inspiration-from-berserk-final-fantasy-and-uh-jojos-bizarre-adventure-we-love-jojo/"><u><em>Tides of Annihilation devs took inspiration from Berserk, Final Fantasy, and, uh, JoJo's Bizarre Adventure: "We love JoJo"</em></u></a><em></em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-egKJKe"></div>                            </div>                            <script src="https://kwizly.com/embed/egKJKe.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/action/tides-of-annihilation-devs-are-continuously-monitoring-new-developments-in-ai-technology-but-will-be-using-the-techniques-they-are-the-best-at-in-development-instead/</link>
                                                                            <description>
                            <![CDATA[ Feels like a very polite way to say they aren't using AI ]]>
                                                                                                            </description>
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                                                                        <pubDate>Thu, 27 Aug 2026 11:52:54 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Action Games]]></category>
                                                    <category><![CDATA[Xbox Series X]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[Games]]></category>
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                                                                                                                    <dc:creator><![CDATA[ George Young ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/GFN9ANiSU3krt7pXoh4XiZ.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
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                                                                                                                                <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/PnwdphQuqHe5CVXjgWRA5Z-1280-80.jpg">
                                                            <media:credit><![CDATA[Eclipse Glow Games]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Tides of Annihilation protagonist Gwendolyn, a woman with long brown hair and glowing blue eyes, looks to the camera.]]></media:description>                                                            <media:text><![CDATA[Tides of Annihilation protagonist Gwendolyn, a woman with long brown hair and glowing blue eyes, looks to the camera.]]></media:text>
                                <media:title type="plain"><![CDATA[Tides of Annihilation protagonist Gwendolyn, a woman with long brown hair and glowing blue eyes, looks to the camera.]]></media:title>
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                                <p>The team at Eclipse Glow Games, the studio behind the upcoming single-player fantasy adventure Tides of Annihilation, says that devs are using "traditional methods" to make the game, based on the developers' years of experience in the industry. While they claim to be "paying attention" to AI technology, they say they want to use the techniques they have the "most expertise in."</p><p>In an interview with <a href="https://www.gamespark.jp/article/2026/08/19/170928.html" target="_blank"><u>Game*Spark</u></a> that's been translated by GamesRadar+, Eclipse Glow Games describes the studio's philosophy when it comes to using AI technology. "We are consistently paying attention to the developments in AI technology," it says. "Over the last few years, AI technology, particularly image generation, has evolved at an extremely rapid pace, and we are continuously monitoring new developments."</p><p>While the team is keeping an eye on the new technology, it appears they have chosen to leverage the developers' professional expertise to work on Tides of Annihilation. "For our own development pipeline, we've adopted relatively traditional methods for producing a single-player game," Eclipse Glow Games says.</p><p>"Our team is made up of numerous developers who have spent a long time in the gaming industry, so our creators are applying their specialties and their techniques that they have refined over time to the production process," it continues. "Because this is our studio's first project, we decided that we wanted to make it using the methods and development pipeline that we are the best at and have the most expertise in."</p><p>The use of AI to develop games is much more accepted in Asia than in the West, where pushback against AI has been much stronger. In particular, Eclipse Glow Games is based in China, where AI adoption is more prevalent. The Chinese company <a href="https://www.gamesradar.com/games/marvel-rivals-owner-netease-says-heck-no-we-didnt-shut-down-our-ai-department-or-warn-devs-off-it-the-situation-described-did-not-occur/"><u>NetEase has previously asserted its pro-AI stance</u></a>, and Chinese free-to-play RPG <a href="https://www.gamesradar.com/games/action-rpg/where-winds-meet-players-find-a-way-to-skip-side-quests-by-manipulating-the-mmos-ai-chatbot-npcs-into-just-giving-over-the-goods-instead/"><u>Where Winds Meet is infamous for its use of NPC AI chatbots</u></a>.</p><p><em></em><a href="https://www.gamesradar.com/games/action/tides-of-annihilation-devs-took-inspiration-from-berserk-final-fantasy-and-uh-jojos-bizarre-adventure-we-love-jojo/"><u><em>Tides of Annihilation devs took inspiration from Berserk, Final Fantasy, and, uh, JoJo's Bizarre Adventure: "We love JoJo"</em></u></a><em></em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-egKJKe"></div>                            </div>                            <script src="https://kwizly.com/embed/egKJKe.js" async></script>
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                                                            <title><![CDATA[ Speedrunner turns one of Metal Gear Solid 4's biggest bosses into a total pushover using the power of Master Collection Vol 2's enhanced framerate ]]></title>
                                                                                                <dc:content><![CDATA[ <p>A Metal Gear Speedrunner has discovered that the higher framerate in <a href="https://www.gamesradar.com/uk/metal-gear-solid/" target="_blank">Metal Gear Solid</a> Master Collection Vol 2 has made one of the series ' most iconic boss fights a cakewalk. </p><p><em><strong>Sure, it's almost 20 years old, but Metal Gear Solid 4 spoilers ahead for anyone about to experience it for the first time through the Master Collection. </strong></em></p><p>Metal Gear Solid 4 may be a bit messy, but there's one thing it nails: nostalgia and fan service – before nostalgia bait became all the rage. Returning to Shadow Moses Island in Act 4 is one of the greatest gaming moments of all time, and it culminates with a power fantasy a decade in the making as you get to pilot Metal Gear Rex and have a scrap with the improved model Metal Gear Ray. It's a phenomenal boss fight and would be the best moment in the game if not for the final boss.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2092729508386292045"><p lang="en" dir="ltr">thanks to 60FPS, Ray can be mega destroyed way faster than the original... pic.twitter.com/CJ4BJAnPbU<a href="https://twitter.com/cantworkitout/status/2092729508386292045">August 26, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>Jaguar King, a Metal Gear series speedrunner, posted a clip of their gameplay on Twitter, saying, "Thanks to 60FPS, Ray can be mega destroyed way faster than the original…" The attached clip shows the iconic Rex vs Ray scrap, with Rex launching missiles at Ray, then using its laser to destroy Ray's health bar almost instantly, with the fight lasting a mere 11 seconds in total.</p><p>Games having things tied to framerates isn't new. The original Metal Gear Solid is still 30 fps in Master Collection Vol. 1 for this very reason. Destiny 2 players also discovered differences in damage when the game was released<a href="https://www.thegamer.com/destiny-2-players-fix-frame-rate-problem/" target="_blank"> on PC and had the 60fps option available</a>. But what's weird about this is that Metal Gear Solid 4 was always <em>technically </em>60fps; yes, the PS3 version never actually ran that well most of the time, but the game was built with a 60fps cap in mind, so it's strange that it would have an effect here. </p><p><em></em><a href="https://www.gamesradar.com/games/metal-gear/metal-gear-solid-4s-most-famous-joke-gets-updated-in-master-collection-vol-2-with-konami-even-bringing-back-the-original-voice-actor/"><em>Metal Gear Solid 4's most famous joke gets updated in Master Collection Vol. 2, with Konami even bringing back the original voice actor</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-OokZvO"></div>                            </div>                            <script src="https://kwizly.com/embed/OokZvO.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/metal-gear/speedrunner-turns-one-of-metal-gear-solid-4s-biggest-bosses-into-a-total-pushover-using-the-power-of-master-collection-vol-2s-enhanced-framerate/</link>
                                                                            <description>
                            <![CDATA[ "It's not over yet"... oh wait it is ]]>
                                                                                                            </description>
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                                                                        <pubDate>Thu, 27 Aug 2026 11:49:21 +0000</pubDate>                                                                                                                                <updated>Thu, 27 Aug 2026 16:50:12 +0000</updated>
                                                                                                                                            <category><![CDATA[Metal Gear]]></category>
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                                                                                                <author><![CDATA[ scott.mccrae9512@gmail.com (Scott McCrae) ]]></author>                    <dc:creator><![CDATA[ Scott McCrae ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/hBpeSny3X6g4JAGcNhKPRQ.jpg ]]></dc:source>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Metal Gear Solid 4]]></media:description>                                                            <media:text><![CDATA[Metal Gear Solid 4]]></media:text>
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                                <p>A Metal Gear Speedrunner has discovered that the higher framerate in <a href="https://www.gamesradar.com/uk/metal-gear-solid/" target="_blank">Metal Gear Solid</a> Master Collection Vol 2 has made one of the series ' most iconic boss fights a cakewalk. </p><p><em><strong>Sure, it's almost 20 years old, but Metal Gear Solid 4 spoilers ahead for anyone about to experience it for the first time through the Master Collection. </strong></em></p><p>Metal Gear Solid 4 may be a bit messy, but there's one thing it nails: nostalgia and fan service – before nostalgia bait became all the rage. Returning to Shadow Moses Island in Act 4 is one of the greatest gaming moments of all time, and it culminates with a power fantasy a decade in the making as you get to pilot Metal Gear Rex and have a scrap with the improved model Metal Gear Ray. It's a phenomenal boss fight and would be the best moment in the game if not for the final boss.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2092729508386292045"><p lang="en" dir="ltr">thanks to 60FPS, Ray can be mega destroyed way faster than the original... pic.twitter.com/CJ4BJAnPbU<a href="https://twitter.com/cantworkitout/status/2092729508386292045">August 26, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>Jaguar King, a Metal Gear series speedrunner, posted a clip of their gameplay on Twitter, saying, "Thanks to 60FPS, Ray can be mega destroyed way faster than the original…" The attached clip shows the iconic Rex vs Ray scrap, with Rex launching missiles at Ray, then using its laser to destroy Ray's health bar almost instantly, with the fight lasting a mere 11 seconds in total.</p><p>Games having things tied to framerates isn't new. The original Metal Gear Solid is still 30 fps in Master Collection Vol. 1 for this very reason. Destiny 2 players also discovered differences in damage when the game was released<a href="https://www.thegamer.com/destiny-2-players-fix-frame-rate-problem/" target="_blank"> on PC and had the 60fps option available</a>. But what's weird about this is that Metal Gear Solid 4 was always <em>technically </em>60fps; yes, the PS3 version never actually ran that well most of the time, but the game was built with a 60fps cap in mind, so it's strange that it would have an effect here. </p><p><em></em><a href="https://www.gamesradar.com/games/metal-gear/metal-gear-solid-4s-most-famous-joke-gets-updated-in-master-collection-vol-2-with-konami-even-bringing-back-the-original-voice-actor/"><em>Metal Gear Solid 4's most famous joke gets updated in Master Collection Vol. 2, with Konami even bringing back the original voice actor</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-OokZvO"></div>                            </div>                            <script src="https://kwizly.com/embed/OokZvO.js" async></script>
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                                                            <title><![CDATA[ The 10 best Metal Gear games of all time ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Here you'll find our ranking of the best Metal Gear games in the almost 40-year history of the iconic stealth action series. </p><p>Despite being MIA for over a decade, Metal Gear Solid still remains one of the most beloved video game series' and one that many – namely, me – consider to be the greatest saga of games ever made. The series put <a href="https://www.gamesradar.com/uk/tag/hideo-kojima/"><u>Hideo Kojima</u></a> on the map, and each of the mainline entries received rave reviews. And to answer the question here, play them in release order. </p><p>With Metal Gear Solid Delta: Snake Eater releasing recently, and the release of the <a href="https://www.gamesradar.com/video-game-release-dates/"><u>new game</u></a>, Metal Gear Solid Master Collection Vol 2 now here, it's time to reflect on the series' past. And for someone who has played each of these games multiple times, it's been a herculean task to rank some of my personal favorite outings. Still, after much deliberation, I've found the top dogs in Kojima's saga. Here's my ranking of the 10 best Metal Gear games of all time.</p><h2 class="article-body__section" id="section-the-best-metal-gear-games-starting-with"><span>The best Metal Gear games, starting with...</span></h2><h2 id="10-metal-gear-solid-portable-ops">10. Metal Gear Solid: Portable Ops</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="9pbvq7ktFrtcjFPuoRK5Ch" name="best-metal-gear-games-portable-ops" alt="Snake infront of burning palm trees on the cover of one of the best metal Gear games, Metal Gear Solid: Portable Ops" src="https://cdn.mos.cms.futurecdn.net/9pbvq7ktFrtcjFPuoRK5Ch.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Kojima Productions)</span></figcaption></figure><div class="card card--standard card--rows-1 card--align-center"><div class="card__content"><div class="card__description-wrapper"><div class="card__description"><p><strong>Released: </strong>2006<br><strong>Developer:</strong> Kojima Productions <br><strong>Platform(s): </strong>PSP</p></div></div></div></div><p>The PSP's first Metal Gear Solid game has largely been overlooked thanks to its<a href="https://www.gamesradar.com/games/metal-gear/metal-gear-solid-master-collection-volume-2-revives-peace-walker-but-lets-other-psp-era-games-like-portable-ops-fade-away-this-game-should-be-considered-an-integral-part-of-the-saga/"><u> status as a canon entry in the franchise being up in the air</u></a> (from what I gather, the gist of it is that it did happen in series canon, but anything that contradicts what happens in the Kojima-led games didn't happen). </p><p>While it sows the seeds of recruiting soldiers, building an army, and mission-based stages that would later be expanded on in Peace Walker, Portable Ops plays more like Metal Gear Solid 3 in a way that doesn't really translate in the most clean way. But behind the somewhat awkward gameplay is a full-blown Metal Gear Solid game worth checking out, as it still ranks among the <a href="https://www.gamesradar.com/best-psp-games">best PSP games</a>, and forgetting that, it's worth it purely to spend some more time with Big Boss</p><h2 id="9-metal-gear-acid-2">9. Metal Gear Acid 2</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2U2wSLNaTGoUeeUGABoedA" name="best-metal-gear-games-acid-2" alt="Snake smiling in art work for one of the best Metal Gear games, Metal Gear Acid 2" src="https://cdn.mos.cms.futurecdn.net/2U2wSLNaTGoUeeUGABoedA.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><div class="card card--standard card--rows-1 card--align-center"><div class="card__content"><div class="card__description-wrapper"><div class="card__description"><p><strong>Released:</strong> 2006<br><strong>Developer:</strong> Konami<br><strong>Platform(s):</strong> PSP</p></div></div></div></div><p>The Metal Gear Acid duology should not work. The most iconic stealth action game being turned into a deckbuilder tactics title doesn't sound like the most natural crossover, and while there were some definite growing pains with the first game, Metal Gear Acid 2 is among the best that the tactics genre have to offer. </p><p>The premise is simple: you play as Snake (no relation), use decks of cards based on past Metal Gear and Hideo Kojima games in order to sneak or fight through missions, and take down an arms manufacturer and maybe scrap with a Metal Gear along the way. Integrating stealth into a tactics game works way better than I'd ever expect, and the card pricing mechanic adds an extra layer of risk vs reward to proceedings that make for tense encounters. It's a game that <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-has-me-wishing-my-favorite-series-would-try-tactics-again/"><u>I'd love to see make a comeback</u></a> now that tactical games as a whole are back in fashion.</p><h2 id="8-metal-gear-2-solid-snake">8. Metal Gear 2: Solid Snake</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="vQQsZdrN8iQSGmyPxFQhuK" name="best-metal-gear-games-metal-gear-2-solid-snake" alt="Snake sneaking in a corridor with two enemies during one of the best Metal Gear games, Metal Gear 2: Solid Snake" src="https://cdn.mos.cms.futurecdn.net/vQQsZdrN8iQSGmyPxFQhuK.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><div class="card card--standard card--rows-1 card--align-center"><div class="card__content"><div class="card__description-wrapper"><div class="card__description"><p><strong>Released: </strong>1990<br><strong>Developer:</strong> Konami<br><strong>Platform(s):</strong> MSX2, PC, PS2, PS3, PS4, PS5, PS Vita, Switch, Xbox 360, Xbox Series X</p></div></div></div></div><p>Our first canon entry on the list, Metal Gear's MSX2 duology, is often overlooked compared to the later games, with many opting to skip the original titles. Understandably so, given that the games were not officially available until 2006, when they were translated for Metal Gear Solid 3: Subsistence. While the original Metal Gear is somewhat tough to go back to, Metal Gear 2 should not be missed.</p><p>Eight years before Metal Gear Solid and still within the NES era, Metal Gear 2 feels ahead of its time. Not only is Kojima's directorial style in full swing this early on, but a number of iconic moments from Metal Gear Solid – codec number on the back of the box, the radar, a secret admirer over codec – were actually done first in Metal Gear 2.</p><h2 id="7-metal-gear-solid-4-guns-of-the-patriots">7. Metal Gear Solid 4: Guns of the Patriots</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ebKHUMWm2LuXFykyTy84oT" name="best-metal-gear-games-4-guns-of-patriots" alt="Snake holding a gun while smoking during one of the best Metal Gear games, Metal Gear Solid 4: Guns of the Patriots" src="https://cdn.mos.cms.futurecdn.net/ebKHUMWm2LuXFykyTy84oT.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Kojima Productions )</span></figcaption></figure><div class="card card--standard card--rows-1 card--align-center"><div class="card__content"><div class="card__description-wrapper"><div class="card__description"><p><strong>Released:</strong> 2008<br><strong>Developer:</strong> Kojima Productions <br><strong>Platform(s):</strong> PC, PS3, PS5, Switch, Switch 2, Xbox Series X</p></div></div></div></div><p>Metal Gear Solid 4 has gained a somewhat elusive legendary status thanks to its PS3 exclusivity, and many are about to experience it for the first time thanks to Metal Gear Solid Master Collection Vol 2. It marks the latest point in the series timeline – taking place in the far-flung future of 2014 – and marks the end of Solid Snake's story. </p><p>While the gameplay is fantastic, the story is full of brilliant moments and has some of the best nostalgia work ever put in a game. However, I will say that Metal Gear Solid 4 is also a bit messy. Gameplay innovations are abandoned by the end of Act 2, Act 3 is a really weak tailing mission, there are some rubbish retcons (here's looking at you, Para-Medic), and finally, we also have a few of the most convoluted plot points told through the lengthiest cutscenes in series history. It's still a classic that's well worth experiencing, but it's a flawed one.</p><h2 id="6-metal-gear-rising-revengeance">6. Metal Gear Rising: Revengeance</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="3iG5wdGSfMVFB94H7i2u9e" name="best-metal-gear-games-rising-revengeance" alt="A bionic ninja standing infront of fire during one of the best Metal Gear games, Metal Gear Rising: Revengeance" src="https://cdn.mos.cms.futurecdn.net/3iG5wdGSfMVFB94H7i2u9e.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Platinum Games)</span></figcaption></figure><div class="card card--standard card--rows-1 card--align-center"><div class="card__content"><div class="card__description-wrapper"><div class="card__description"><p><strong>Released: </strong>2013<br><strong>Developer: </strong>Platinum Games<br><strong>Platform(s):</strong> PC, PS3, Xbox 360, Xbox Series X (Backwards Compatibility)</p></div></div></div></div><p>Metal Gear Rising: Revengeance is easily the best spin-off the series has to offer. Starring the cyborg ninja version of Raiden, we only got to see him be the coolest guy in cutscenes during Metal Gear Solid 4; Metal Gear Rising ditches the stealth gameplay to be one of the greatest hack-and-slash action games ever made.</p><p>If there was a textbook definition of over-the-top, Metal Gear Rising is it. You start the game with Raiden launching a Metal Gear Ray – which was a massive threat the last time we played as him – over his head like it's nothing while the iconic heavy metal soundtrack kicks in with impeccable timing. It only gets wilder from there, with the entire finale with Senator Armstrong standing toe-to-toe with the best moments from the main series.  </p><h2 id="5-metal-gear-solid-peace-walker">5. Metal Gear Solid: Peace Walker</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="MXcWQghnaJtGPSUBzJzGim" name="best-metal-gear-games-metal-gear-peace-walker" alt="Snake looking to teh side with an ally during one of the best Metal Gear games, Metal Gear Solid: Peace Walker" src="https://cdn.mos.cms.futurecdn.net/MXcWQghnaJtGPSUBzJzGim.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Kojima Productions )</span></figcaption></figure><div class="card card--standard card--rows-1 card--align-center"><div class="card__content"><div class="card__description-wrapper"><div class="card__description"><p><strong>Released: </strong>2010<br><strong>Developer:</strong> Kojima Productions <br><strong>Platform(s):</strong> PSP, PS5, Switch, Switch 2, Xbox Series X</p></div></div></div></div><p>Aside from the classic MSX2 games, Metal Gear Solid: Peace Walker is the most overlooked entry in the mainline series. While the lack of a number and its original release as a PSP game may feel like spin-off material, Peace Walker is Metal Gear Solid 5 in all but name (not to mention it originally <em>was</em> Metal Gear Solid 5 in name). Mixing Metal Gear with Monster Hunter, this portable entry follows on from Metal Gear Solid 3 and shows how Big Boss eventually became the villain seen in the original games. </p><p>Peace Walker is the best story in the series behind the original Solid trilogy, thanks in part to its phenomenal supporting cast of characters. While the moreish mission-based gameplay and base management were perfect for a handheld, these aspects would eventually be built on for the actual Metal Gear Solid 5 down the line, and the series was all the better for it. </p><h2 id="4-metal-gear-solid-5">4. Metal Gear Solid 5</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="WmhhX68K6EUrbfbdnhpmS7" name="best-metal-gear-games-5-the-phantom-pain" alt="Snake with white face paint during one of the best Metal Gear games, Metal Gear Solid 5" src="https://cdn.mos.cms.futurecdn.net/WmhhX68K6EUrbfbdnhpmS7.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Kojima Productions )</span></figcaption></figure><div class="card card--standard card--rows-1 card--align-center"><div class="card__content"><div class="card__description-wrapper"><div class="card__description"><p><strong>Released: </strong>2014|2015<br><strong>Developer:</strong> Kojima Productions <br><strong>Platform(s): </strong>PC, PS3, PS4, Xbox 360, Xbox One </p></div></div></div></div><p><a href="https://www.gamesradar.com/games/metal-gear/10-years-later-metal-gear-solid-5-remains-a-masterpiece-that-was-never-going-to-live-up-to-its-own-hype/"><u>I've never looked forward to a game more than Metal Gear Solid 5</u></a>. While it's <a href="https://www.gamesradar.com/mgs5-unfinished-s-entirely-point/"><u>unfinished</u></a> and has the worst story in the series, Metal Gear Solid 5 is incredible. Not only would it bridge the gap between the Big Boss and Solid Snake eras of the saga, but it was <a href="https://www.gamesradar.com/uk/tag/hideo-kojima/"><u>Hideo Kojima</u></a>'s final Metal Gear. The prologue game, Ground Zeroes, introduced one of the greatest areas in the series' history with Camp Omega, and despite its short runtime is a fantastic taste of the full game.</p><p>Meanwhile, The Phantom Pain is, simply put, one of the <a href="https://www.gamesradar.com/best-open-world-games/"><u>best open world games</u></a> ever made. The outing retains the mission-based structure of Peace Walker but places it in an open-world, and unlike some of the genre's biggest titles, freedom is the name of the game in Metal Gear Solid 5. You can approach any mission in a number of different ways, and it's the type of game where you can have the dumbest idea possible only for it to actually work. It could've easily been the best Metal Gear game had it lived up to the expectations of its story, but it's still an unmissable part of the franchise.</p><h2 id="3-metal-gear-solid-2-sons-of-liberty">3. Metal Gear Solid 2: Sons of Liberty</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="SGQLHDLmq7jADhAbFj6XdH" name="best-metal-gear-games-2-sons-of-liberty" alt="Snake holding a gun ina  green room during one of the best Metal Gear games, Metal Gear Solid 2: Sons of Liberty" src="https://cdn.mos.cms.futurecdn.net/SGQLHDLmq7jADhAbFj6XdH.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami Computer Entertainment Japan)</span></figcaption></figure><div class="card card--standard card--rows-1 card--align-center"><div class="card__content"><div class="card__description-wrapper"><div class="card__description"><p><strong>Released:</strong> 2001<br><strong>Developer:</strong> Konami Computer Entertainment Japan<br><strong>Platform(s): </strong>PC,<strong> </strong>PS2, PS3, PS4, PS5, PS Vita, Switch, Xbox 360, Xbox Series X</p></div></div></div></div><p>Controversial at launch thanks to one of the biggest twists in gaming history, Metal Gear Solid 2 has been reappraised for what it truly is, a postmodern classic. Kojima's subversive storyline is ahead of its time, with the game predicting a number of parts of modern-day society and internet culture, so much so that "Metal Gear Solid 2 predicted this" is a meme in itself.</p><p>The jump in technical prowess between the PS1 original and the PS2 debut is also stunning. The graphical bump, effects, physics, enemy AI, and scale of the game feels like a true generational leap that we simply don't see anymore. It was the killer app for those of us who remember the launch of the PS2, and one that still holds up 25 years later.</p><h2 id="2-metal-gear-solid">2. Metal Gear Solid</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZYop5NTYPzk6LgpfUh3D7S" name="best-metal-gear-games-metal-gear-solid" alt="Snake hiding from a soldier at night during one of the best Metal Gear games, Metal Gear Solid" src="https://cdn.mos.cms.futurecdn.net/ZYop5NTYPzk6LgpfUh3D7S.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami Computer Entertainment Japan)</span></figcaption></figure><div class="card card--standard card--rows-1 card--align-center"><div class="card__content"><div class="card__description-wrapper"><div class="card__description"><p><strong>Released: </strong>1998<br><strong>Developer:</strong> Konami Computer Entertainment Japan<br><strong>Platform(s): </strong>PC, PS1, PS4, PS5, Switch, Xbox Series X</p></div></div></div></div><p>What can even be said about Metal Gear Solid at this point? The PS1 hit was revolutionary thanks to its storytelling, redefining the stealth genre, and an iconic cast of characters and bosses that have yet to be beaten by Kojima's later games. But even outside of the industry-shaking changes, it's a brilliant stealth action game that still holds up as one of the best to ever do it. </p><p>Metal Gear Solid laid the foundation for what would become the greatest series of video games ever made, Metal Gear Solid 2, 3, and 4 all pay massive homage to the game. Meanwhile, the rise of cinematic-focused AAA games from the likes of Naughty Dog owes a debt to Metal Gear Solid for laying the foundations. Every time I've replayed the game in the years since my first encounter with it, I am left in awe at just how brilliant it is, especially compared to a majority of its PS1 contemporaries.</p><h2 id="1-metal-gear-solid-3-snake-eater">1. Metal Gear Solid 3: Snake Eater</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="uBvjFE3JD33htMpPxoguFP" name="MGS3_08.jpg" alt="Metal Gear Solid 3" src="https://cdn.mos.cms.futurecdn.net/uBvjFE3JD33htMpPxoguFP.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><div class="card card--standard card--rows-1 card--align-center"><div class="card__content"><div class="card__description-wrapper"><div class="card__description"><p><strong>Released:</strong> 2004<br><strong>Developer: </strong>Konami Computer Entertainment Japan<br><strong>Platform(s):</strong> PC, PS2, PS3, PS4, PS5, PS Vita, Switch, Xbox 360, Xbox Series X</p></div></div></div></div><p><a href="https://www.gamesradar.com/games/action/20-years-on-snake-eater-is-still-the-perfect-metal-gear-solid-game/"><u>Metal Gear Solid 3: Snake Eater is the greatest game ever made</u></a>. I felt that way moments after rolling credits on it for the first time, and I still feel that way years later. Instead of following up on Metal Gear Solid 2 and Solid Snake, Metal Gear Solid 3 is a prequel showing a young version of series antagonist Big Boss, with the player taking on the role of Naked Snake. Snake Eater takes the "you're on your own" feeling of infiltrating the Shadow Moses military base in Metal Gear Solid to the next level, as Naked Snake must sneak through the Russian jungle, securing his own weapons, gear, and food to survive. This was an evolution of the stealth mechanics that later games would build upon.</p><p>Snake Eater also marks Kojima's peak as a storyteller. Naked Snake is inherently more human than his supersoldier clone spawn, making for the most personal story in the series as Snake has to come to grips with hunting down his mentor in the name of his country to prevent nuclear armageddon – all while goofy James Bond-esque nonsense is going on. This culminates in the emotional final act that still gets me teary-eyed countless replays later, with the final boss fight being the greatest moment in the series' history. </p><p><em>For more recommendations, check out the </em><a href="https://www.gamesradar.com/best-stealth-games"><em>best stealth games </em></a><em>of all time. Or look ahead with our round up of all the </em><a href="https://www.gamesradar.com/games/upcoming-hideo-kojima-games"><em>upcoming Hideo Kojima games</em></a><em> on the way. </em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/stealth/best-metal-gear-games/</link>
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                            <![CDATA[ I've played all the Metal Gear games, and these are the top 10 that I recommend playing today ]]>
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                                                                        <pubDate>Thu, 27 Aug 2026 11:21:25 +0000</pubDate>                                                                                                                                <updated>Thu, 27 Aug 2026 11:37:11 +0000</updated>
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                                                                                                <author><![CDATA[ scott.mccrae9512@gmail.com (Scott McCrae) ]]></author>                    <dc:creator><![CDATA[ Scott McCrae ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/hBpeSny3X6g4JAGcNhKPRQ.jpg ]]></dc:source>
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                                                                                                                                                                                                                                    <media:description><![CDATA[A close of of Snake in the jungle during one of the best Metal Gear games, Metal Gear Solid 3: Snake Eater. ]]></media:description>                                                            <media:text><![CDATA[A close of of Snake in the jungle during one of the best Metal Gear games, Metal Gear Solid 3: Snake Eater. ]]></media:text>
                                <media:title type="plain"><![CDATA[A close of of Snake in the jungle during one of the best Metal Gear games, Metal Gear Solid 3: Snake Eater. ]]></media:title>
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                                <p>Here you'll find our ranking of the best Metal Gear games in the almost 40-year history of the iconic stealth action series. </p><p>Despite being MIA for over a decade, Metal Gear Solid still remains one of the most beloved video game series' and one that many – namely, me – consider to be the greatest saga of games ever made. The series put <a href="https://www.gamesradar.com/uk/tag/hideo-kojima/"><u>Hideo Kojima</u></a> on the map, and each of the mainline entries received rave reviews. And to answer the question here, play them in release order. </p><p>With Metal Gear Solid Delta: Snake Eater releasing recently, and the release of the <a href="https://www.gamesradar.com/video-game-release-dates/"><u>new game</u></a>, Metal Gear Solid Master Collection Vol 2 now here, it's time to reflect on the series' past. And for someone who has played each of these games multiple times, it's been a herculean task to rank some of my personal favorite outings. Still, after much deliberation, I've found the top dogs in Kojima's saga. Here's my ranking of the 10 best Metal Gear games of all time.</p><h2 class="article-body__section" id="section-the-best-metal-gear-games-starting-with"><span>The best Metal Gear games, starting with...</span></h2><h2 id="10-metal-gear-solid-portable-ops">10. Metal Gear Solid: Portable Ops</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="9pbvq7ktFrtcjFPuoRK5Ch" name="best-metal-gear-games-portable-ops" alt="Snake infront of burning palm trees on the cover of one of the best metal Gear games, Metal Gear Solid: Portable Ops" src="https://cdn.mos.cms.futurecdn.net/9pbvq7ktFrtcjFPuoRK5Ch.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Kojima Productions)</span></figcaption></figure><div class="card card--standard card--rows-1 card--align-center"><div class="card__content"><div class="card__description-wrapper"><div class="card__description"><p><strong>Released: </strong>2006<br><strong>Developer:</strong> Kojima Productions <br><strong>Platform(s): </strong>PSP</p></div></div></div></div><p>The PSP's first Metal Gear Solid game has largely been overlooked thanks to its<a href="https://www.gamesradar.com/games/metal-gear/metal-gear-solid-master-collection-volume-2-revives-peace-walker-but-lets-other-psp-era-games-like-portable-ops-fade-away-this-game-should-be-considered-an-integral-part-of-the-saga/"><u> status as a canon entry in the franchise being up in the air</u></a> (from what I gather, the gist of it is that it did happen in series canon, but anything that contradicts what happens in the Kojima-led games didn't happen). </p><p>While it sows the seeds of recruiting soldiers, building an army, and mission-based stages that would later be expanded on in Peace Walker, Portable Ops plays more like Metal Gear Solid 3 in a way that doesn't really translate in the most clean way. But behind the somewhat awkward gameplay is a full-blown Metal Gear Solid game worth checking out, as it still ranks among the <a href="https://www.gamesradar.com/best-psp-games">best PSP games</a>, and forgetting that, it's worth it purely to spend some more time with Big Boss</p><h2 id="9-metal-gear-acid-2">9. Metal Gear Acid 2</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2U2wSLNaTGoUeeUGABoedA" name="best-metal-gear-games-acid-2" alt="Snake smiling in art work for one of the best Metal Gear games, Metal Gear Acid 2" src="https://cdn.mos.cms.futurecdn.net/2U2wSLNaTGoUeeUGABoedA.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><div class="card card--standard card--rows-1 card--align-center"><div class="card__content"><div class="card__description-wrapper"><div class="card__description"><p><strong>Released:</strong> 2006<br><strong>Developer:</strong> Konami<br><strong>Platform(s):</strong> PSP</p></div></div></div></div><p>The Metal Gear Acid duology should not work. The most iconic stealth action game being turned into a deckbuilder tactics title doesn't sound like the most natural crossover, and while there were some definite growing pains with the first game, Metal Gear Acid 2 is among the best that the tactics genre have to offer. </p><p>The premise is simple: you play as Snake (no relation), use decks of cards based on past Metal Gear and Hideo Kojima games in order to sneak or fight through missions, and take down an arms manufacturer and maybe scrap with a Metal Gear along the way. Integrating stealth into a tactics game works way better than I'd ever expect, and the card pricing mechanic adds an extra layer of risk vs reward to proceedings that make for tense encounters. It's a game that <a href="https://www.gamesradar.com/games/strategy/star-wars-zero-company-has-me-wishing-my-favorite-series-would-try-tactics-again/"><u>I'd love to see make a comeback</u></a> now that tactical games as a whole are back in fashion.</p><h2 id="8-metal-gear-2-solid-snake">8. Metal Gear 2: Solid Snake</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="vQQsZdrN8iQSGmyPxFQhuK" name="best-metal-gear-games-metal-gear-2-solid-snake" alt="Snake sneaking in a corridor with two enemies during one of the best Metal Gear games, Metal Gear 2: Solid Snake" src="https://cdn.mos.cms.futurecdn.net/vQQsZdrN8iQSGmyPxFQhuK.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><div class="card card--standard card--rows-1 card--align-center"><div class="card__content"><div class="card__description-wrapper"><div class="card__description"><p><strong>Released: </strong>1990<br><strong>Developer:</strong> Konami<br><strong>Platform(s):</strong> MSX2, PC, PS2, PS3, PS4, PS5, PS Vita, Switch, Xbox 360, Xbox Series X</p></div></div></div></div><p>Our first canon entry on the list, Metal Gear's MSX2 duology, is often overlooked compared to the later games, with many opting to skip the original titles. Understandably so, given that the games were not officially available until 2006, when they were translated for Metal Gear Solid 3: Subsistence. While the original Metal Gear is somewhat tough to go back to, Metal Gear 2 should not be missed.</p><p>Eight years before Metal Gear Solid and still within the NES era, Metal Gear 2 feels ahead of its time. Not only is Kojima's directorial style in full swing this early on, but a number of iconic moments from Metal Gear Solid – codec number on the back of the box, the radar, a secret admirer over codec – were actually done first in Metal Gear 2.</p><h2 id="7-metal-gear-solid-4-guns-of-the-patriots">7. Metal Gear Solid 4: Guns of the Patriots</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ebKHUMWm2LuXFykyTy84oT" name="best-metal-gear-games-4-guns-of-patriots" alt="Snake holding a gun while smoking during one of the best Metal Gear games, Metal Gear Solid 4: Guns of the Patriots" src="https://cdn.mos.cms.futurecdn.net/ebKHUMWm2LuXFykyTy84oT.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Kojima Productions )</span></figcaption></figure><div class="card card--standard card--rows-1 card--align-center"><div class="card__content"><div class="card__description-wrapper"><div class="card__description"><p><strong>Released:</strong> 2008<br><strong>Developer:</strong> Kojima Productions <br><strong>Platform(s):</strong> PC, PS3, PS5, Switch, Switch 2, Xbox Series X</p></div></div></div></div><p>Metal Gear Solid 4 has gained a somewhat elusive legendary status thanks to its PS3 exclusivity, and many are about to experience it for the first time thanks to Metal Gear Solid Master Collection Vol 2. It marks the latest point in the series timeline – taking place in the far-flung future of 2014 – and marks the end of Solid Snake's story. </p><p>While the gameplay is fantastic, the story is full of brilliant moments and has some of the best nostalgia work ever put in a game. However, I will say that Metal Gear Solid 4 is also a bit messy. Gameplay innovations are abandoned by the end of Act 2, Act 3 is a really weak tailing mission, there are some rubbish retcons (here's looking at you, Para-Medic), and finally, we also have a few of the most convoluted plot points told through the lengthiest cutscenes in series history. It's still a classic that's well worth experiencing, but it's a flawed one.</p><h2 id="6-metal-gear-rising-revengeance">6. Metal Gear Rising: Revengeance</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="3iG5wdGSfMVFB94H7i2u9e" name="best-metal-gear-games-rising-revengeance" alt="A bionic ninja standing infront of fire during one of the best Metal Gear games, Metal Gear Rising: Revengeance" src="https://cdn.mos.cms.futurecdn.net/3iG5wdGSfMVFB94H7i2u9e.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Platinum Games)</span></figcaption></figure><div class="card card--standard card--rows-1 card--align-center"><div class="card__content"><div class="card__description-wrapper"><div class="card__description"><p><strong>Released: </strong>2013<br><strong>Developer: </strong>Platinum Games<br><strong>Platform(s):</strong> PC, PS3, Xbox 360, Xbox Series X (Backwards Compatibility)</p></div></div></div></div><p>Metal Gear Rising: Revengeance is easily the best spin-off the series has to offer. Starring the cyborg ninja version of Raiden, we only got to see him be the coolest guy in cutscenes during Metal Gear Solid 4; Metal Gear Rising ditches the stealth gameplay to be one of the greatest hack-and-slash action games ever made.</p><p>If there was a textbook definition of over-the-top, Metal Gear Rising is it. You start the game with Raiden launching a Metal Gear Ray – which was a massive threat the last time we played as him – over his head like it's nothing while the iconic heavy metal soundtrack kicks in with impeccable timing. It only gets wilder from there, with the entire finale with Senator Armstrong standing toe-to-toe with the best moments from the main series.  </p><h2 id="5-metal-gear-solid-peace-walker">5. Metal Gear Solid: Peace Walker</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="MXcWQghnaJtGPSUBzJzGim" name="best-metal-gear-games-metal-gear-peace-walker" alt="Snake looking to teh side with an ally during one of the best Metal Gear games, Metal Gear Solid: Peace Walker" src="https://cdn.mos.cms.futurecdn.net/MXcWQghnaJtGPSUBzJzGim.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Kojima Productions )</span></figcaption></figure><div class="card card--standard card--rows-1 card--align-center"><div class="card__content"><div class="card__description-wrapper"><div class="card__description"><p><strong>Released: </strong>2010<br><strong>Developer:</strong> Kojima Productions <br><strong>Platform(s):</strong> PSP, PS5, Switch, Switch 2, Xbox Series X</p></div></div></div></div><p>Aside from the classic MSX2 games, Metal Gear Solid: Peace Walker is the most overlooked entry in the mainline series. While the lack of a number and its original release as a PSP game may feel like spin-off material, Peace Walker is Metal Gear Solid 5 in all but name (not to mention it originally <em>was</em> Metal Gear Solid 5 in name). Mixing Metal Gear with Monster Hunter, this portable entry follows on from Metal Gear Solid 3 and shows how Big Boss eventually became the villain seen in the original games. </p><p>Peace Walker is the best story in the series behind the original Solid trilogy, thanks in part to its phenomenal supporting cast of characters. While the moreish mission-based gameplay and base management were perfect for a handheld, these aspects would eventually be built on for the actual Metal Gear Solid 5 down the line, and the series was all the better for it. </p><h2 id="4-metal-gear-solid-5">4. Metal Gear Solid 5</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="WmhhX68K6EUrbfbdnhpmS7" name="best-metal-gear-games-5-the-phantom-pain" alt="Snake with white face paint during one of the best Metal Gear games, Metal Gear Solid 5" src="https://cdn.mos.cms.futurecdn.net/WmhhX68K6EUrbfbdnhpmS7.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Kojima Productions )</span></figcaption></figure><div class="card card--standard card--rows-1 card--align-center"><div class="card__content"><div class="card__description-wrapper"><div class="card__description"><p><strong>Released: </strong>2014|2015<br><strong>Developer:</strong> Kojima Productions <br><strong>Platform(s): </strong>PC, PS3, PS4, Xbox 360, Xbox One </p></div></div></div></div><p><a href="https://www.gamesradar.com/games/metal-gear/10-years-later-metal-gear-solid-5-remains-a-masterpiece-that-was-never-going-to-live-up-to-its-own-hype/"><u>I've never looked forward to a game more than Metal Gear Solid 5</u></a>. While it's <a href="https://www.gamesradar.com/mgs5-unfinished-s-entirely-point/"><u>unfinished</u></a> and has the worst story in the series, Metal Gear Solid 5 is incredible. Not only would it bridge the gap between the Big Boss and Solid Snake eras of the saga, but it was <a href="https://www.gamesradar.com/uk/tag/hideo-kojima/"><u>Hideo Kojima</u></a>'s final Metal Gear. The prologue game, Ground Zeroes, introduced one of the greatest areas in the series' history with Camp Omega, and despite its short runtime is a fantastic taste of the full game.</p><p>Meanwhile, The Phantom Pain is, simply put, one of the <a href="https://www.gamesradar.com/best-open-world-games/"><u>best open world games</u></a> ever made. The outing retains the mission-based structure of Peace Walker but places it in an open-world, and unlike some of the genre's biggest titles, freedom is the name of the game in Metal Gear Solid 5. You can approach any mission in a number of different ways, and it's the type of game where you can have the dumbest idea possible only for it to actually work. It could've easily been the best Metal Gear game had it lived up to the expectations of its story, but it's still an unmissable part of the franchise.</p><h2 id="3-metal-gear-solid-2-sons-of-liberty">3. Metal Gear Solid 2: Sons of Liberty</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="SGQLHDLmq7jADhAbFj6XdH" name="best-metal-gear-games-2-sons-of-liberty" alt="Snake holding a gun ina  green room during one of the best Metal Gear games, Metal Gear Solid 2: Sons of Liberty" src="https://cdn.mos.cms.futurecdn.net/SGQLHDLmq7jADhAbFj6XdH.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami Computer Entertainment Japan)</span></figcaption></figure><div class="card card--standard card--rows-1 card--align-center"><div class="card__content"><div class="card__description-wrapper"><div class="card__description"><p><strong>Released:</strong> 2001<br><strong>Developer:</strong> Konami Computer Entertainment Japan<br><strong>Platform(s): </strong>PC,<strong> </strong>PS2, PS3, PS4, PS5, PS Vita, Switch, Xbox 360, Xbox Series X</p></div></div></div></div><p>Controversial at launch thanks to one of the biggest twists in gaming history, Metal Gear Solid 2 has been reappraised for what it truly is, a postmodern classic. Kojima's subversive storyline is ahead of its time, with the game predicting a number of parts of modern-day society and internet culture, so much so that "Metal Gear Solid 2 predicted this" is a meme in itself.</p><p>The jump in technical prowess between the PS1 original and the PS2 debut is also stunning. The graphical bump, effects, physics, enemy AI, and scale of the game feels like a true generational leap that we simply don't see anymore. It was the killer app for those of us who remember the launch of the PS2, and one that still holds up 25 years later.</p><h2 id="2-metal-gear-solid">2. Metal Gear Solid</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZYop5NTYPzk6LgpfUh3D7S" name="best-metal-gear-games-metal-gear-solid" alt="Snake hiding from a soldier at night during one of the best Metal Gear games, Metal Gear Solid" src="https://cdn.mos.cms.futurecdn.net/ZYop5NTYPzk6LgpfUh3D7S.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami Computer Entertainment Japan)</span></figcaption></figure><div class="card card--standard card--rows-1 card--align-center"><div class="card__content"><div class="card__description-wrapper"><div class="card__description"><p><strong>Released: </strong>1998<br><strong>Developer:</strong> Konami Computer Entertainment Japan<br><strong>Platform(s): </strong>PC, PS1, PS4, PS5, Switch, Xbox Series X</p></div></div></div></div><p>What can even be said about Metal Gear Solid at this point? The PS1 hit was revolutionary thanks to its storytelling, redefining the stealth genre, and an iconic cast of characters and bosses that have yet to be beaten by Kojima's later games. But even outside of the industry-shaking changes, it's a brilliant stealth action game that still holds up as one of the best to ever do it. </p><p>Metal Gear Solid laid the foundation for what would become the greatest series of video games ever made, Metal Gear Solid 2, 3, and 4 all pay massive homage to the game. Meanwhile, the rise of cinematic-focused AAA games from the likes of Naughty Dog owes a debt to Metal Gear Solid for laying the foundations. Every time I've replayed the game in the years since my first encounter with it, I am left in awe at just how brilliant it is, especially compared to a majority of its PS1 contemporaries.</p><h2 id="1-metal-gear-solid-3-snake-eater">1. Metal Gear Solid 3: Snake Eater</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="uBvjFE3JD33htMpPxoguFP" name="MGS3_08.jpg" alt="Metal Gear Solid 3" src="https://cdn.mos.cms.futurecdn.net/uBvjFE3JD33htMpPxoguFP.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami)</span></figcaption></figure><div class="card card--standard card--rows-1 card--align-center"><div class="card__content"><div class="card__description-wrapper"><div class="card__description"><p><strong>Released:</strong> 2004<br><strong>Developer: </strong>Konami Computer Entertainment Japan<br><strong>Platform(s):</strong> PC, PS2, PS3, PS4, PS5, PS Vita, Switch, Xbox 360, Xbox Series X</p></div></div></div></div><p><a href="https://www.gamesradar.com/games/action/20-years-on-snake-eater-is-still-the-perfect-metal-gear-solid-game/"><u>Metal Gear Solid 3: Snake Eater is the greatest game ever made</u></a>. I felt that way moments after rolling credits on it for the first time, and I still feel that way years later. Instead of following up on Metal Gear Solid 2 and Solid Snake, Metal Gear Solid 3 is a prequel showing a young version of series antagonist Big Boss, with the player taking on the role of Naked Snake. Snake Eater takes the "you're on your own" feeling of infiltrating the Shadow Moses military base in Metal Gear Solid to the next level, as Naked Snake must sneak through the Russian jungle, securing his own weapons, gear, and food to survive. This was an evolution of the stealth mechanics that later games would build upon.</p><p>Snake Eater also marks Kojima's peak as a storyteller. Naked Snake is inherently more human than his supersoldier clone spawn, making for the most personal story in the series as Snake has to come to grips with hunting down his mentor in the name of his country to prevent nuclear armageddon – all while goofy James Bond-esque nonsense is going on. This culminates in the emotional final act that still gets me teary-eyed countless replays later, with the final boss fight being the greatest moment in the series' history. </p><p><em>For more recommendations, check out the </em><a href="https://www.gamesradar.com/best-stealth-games"><em>best stealth games </em></a><em>of all time. Or look ahead with our round up of all the </em><a href="https://www.gamesradar.com/games/upcoming-hideo-kojima-games"><em>upcoming Hideo Kojima games</em></a><em> on the way. </em></p>
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                                                            <title><![CDATA[ Kingdom Hearts 4 script "almost twice as big" as KH3's, Tetsuya Nomura says: "There were more parts that I wanted to include, but I was already pushing it" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Kingdom Hearts series writer and director Tetsuya Nomura says the script for the upcoming fourth entry in the series is almost twice as long as the last numbered entry, and yet there were still more parts he wanted to include but was unable to.</p><p>In an interview with <a href="https://www.famitsu.com/article/202608/85668" target="_blank"><u>Famitsu</u></a> that's been translated by GamesRadar+, Nomura talks about the voice actors and recording schedule for Kingdom Hearts 4. The Japanese voice cast is apparently already complete, while the English cast is reportedly 60 - 70% through their parts.</p><p>This is particularly impressive given Nomura's comments on the length of the script he wrote for the long-awaited game. "The size of the script for this game is almost twice as big as that of Kingdom Hearts 3, so this made the [voice] recording schedule really difficult," he explains.</p><p>Despite the increased length of the script compared to its predecessor, there were still parts Nomura wanted to add but had to cut for time. "There were more parts that I wanted to include, but I was already pushing it," he says.</p><p>While there will be more dialogue than in previous entries, that doesn't mean the game will be bigger or longer. In fact, in the same interview, the director says the game won't feature a large number of Disney worlds, so the team is being selective about the number of different settings they show.</p><p><em></em><a href="https://www.gamesradar.com/games/kingdom-hearts/kingdom-hearts-4-will-be-ready-well-before-the-release-date-tetsuya-nomura-says-as-the-jrpgs-development-is-going-smoother-than-it-has-in-the-history-of-the-series/"><u><em>Kingdom Hearts 4 "will be ready well before the release date," Tetsuya Nomura says, as the JRPG's development is going smoother than it has "in the history" of the series</em></u></a><em></em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-O9RV2X"></div>                            </div>                            <script src="https://kwizly.com/embed/O9RV2X.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/kingdom-hearts/kingdom-hearts-4-script-almost-twice-as-big-as-kh3s-tetsuya-nomura-says-there-were-more-parts-that-i-wanted-to-include-but-i-was-already-pushing-it/</link>
                                                                            <description>
                            <![CDATA[ More dialogue doesn't mean a bigger game though ]]>
                                                                                                            </description>
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                                                                        <pubDate>Thu, 27 Aug 2026 11:17:39 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Kingdom Hearts]]></category>
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                                                    <category><![CDATA[Xbox Series X]]></category>
                                                    <category><![CDATA[Nintendo Switch 2]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[RPGs]]></category>
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                                                    <category><![CDATA[Nintendo]]></category>
                                                                                                                    <dc:creator><![CDATA[ George Young ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/GFN9ANiSU3krt7pXoh4XiZ.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
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                                                            <media:credit><![CDATA[Square Enix]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Goofy and Donald wearing outfits and looks inspired by Pixar&#039;s Coco in Kingdom Hearts 4 ]]></media:description>                                                            <media:text><![CDATA[Goofy and Donald wearing outfits and looks inspired by Pixar&#039;s Coco in Kingdom Hearts 4 ]]></media:text>
                                <media:title type="plain"><![CDATA[Goofy and Donald wearing outfits and looks inspired by Pixar&#039;s Coco in Kingdom Hearts 4 ]]></media:title>
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                            <article>
                                <p>Kingdom Hearts series writer and director Tetsuya Nomura says the script for the upcoming fourth entry in the series is almost twice as long as the last numbered entry, and yet there were still more parts he wanted to include but was unable to.</p><p>In an interview with <a href="https://www.famitsu.com/article/202608/85668" target="_blank"><u>Famitsu</u></a> that's been translated by GamesRadar+, Nomura talks about the voice actors and recording schedule for Kingdom Hearts 4. The Japanese voice cast is apparently already complete, while the English cast is reportedly 60 - 70% through their parts.</p><p>This is particularly impressive given Nomura's comments on the length of the script he wrote for the long-awaited game. "The size of the script for this game is almost twice as big as that of Kingdom Hearts 3, so this made the [voice] recording schedule really difficult," he explains.</p><p>Despite the increased length of the script compared to its predecessor, there were still parts Nomura wanted to add but had to cut for time. "There were more parts that I wanted to include, but I was already pushing it," he says.</p><p>While there will be more dialogue than in previous entries, that doesn't mean the game will be bigger or longer. In fact, in the same interview, the director says the game won't feature a large number of Disney worlds, so the team is being selective about the number of different settings they show.</p><p><em></em><a href="https://www.gamesradar.com/games/kingdom-hearts/kingdom-hearts-4-will-be-ready-well-before-the-release-date-tetsuya-nomura-says-as-the-jrpgs-development-is-going-smoother-than-it-has-in-the-history-of-the-series/"><u><em>Kingdom Hearts 4 "will be ready well before the release date," Tetsuya Nomura says, as the JRPG's development is going smoother than it has "in the history" of the series</em></u></a><em></em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-O9RV2X"></div>                            </div>                            <script src="https://kwizly.com/embed/O9RV2X.js" async></script>
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                                                            <title><![CDATA[ Nodusfall isn't a gacha game, Mihoyo confirms, because unlike Genshin Impact you'll unlock characters "through continued play" instead ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The next miHoYo joint was <a href="https://www.gamesradar.com/games/action-rpg/nodusfall-looks-more-like-monster-hunter-and-elden-ring-than-the-usual-games-from-creator-and-genshin-impact-studio-hoyoverse/">revealed as part of Gamescom 2026's Opening Night Live</a>, and it's a bit different from <a href="https://www.gamesradar.com/uk/genshin-impact/">Genshin Impact</a> and <a href="https://www.gamesradar.com/uk/zenless-zone-zero/">Zenless Zone Zero</a>. Rather than being all cutesy and anime, it's more gritty fantasy, but it's not just the visuals that are different - gacha mechanics aren't as prominent either.</p><p>The game is called Nodusfall, and it's essentially the HoYoverse's answer to Monster Hunter, emphasizing big encounters you can tackle solo or in a group. Although the release is still using a free-to-play model, the devs have confirmed you won't be unlocking characters through a glorified slot machine.</p><p>"Nodusfall will be a free-to-play, long-term game," miHoYo says, per <a href="https://www.pcgamer.com/games/action/hoyoverses-nodusfall-is-free-to-play-but-isnt-a-typical-gacha-game-characters-are-not-obtained-through-random-draws/" target="_blank">PCGamer</a>. "What we can share at this time is that characters are not obtained through random draws. We hope to allow players to unlock this core gameplay experience through continued play. Cosmetic monetization is an important avenue we will be considering."</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/3GjklOWsWo8" allowfullscreen></iframe></div></div><p>This is refreshing to hear for a multitude of reasons. The amount of Genshin Impact copycats is growing, and it's good to see miHoYo pushing away from a framework it helped popularise. It's also just nice to know you won't need to engage in gacha simply to get more characters.</p><p>Those aspects wound up putting me off Genshin and Zenless Zone Zero. I'm not a gambler, and the consistent reliance on that kind of thinking didn't sit well with me. Nodusfall is inherently more welcoming since that won't be the case.</p><p>That said, if we don't see gacha used to update your roster, I suspect we'll definitely see it in getting skins and costumes. Luckily, I care a lot less about how my hero looks over how well they can take down a demonic dinosaur, and I'll be much more preoccupied by doing that when I get to check out Nodusfall.</p><p><a href="https://www.gamesradar.com/games/action-rpg/just-as-genshin-impact-was-called-a-zelda-breath-of-the-wild-ripoff-nodusfall-is-accused-of-copying-fromsoftwares-homework/"><em>Just as Genshin Impact was called a Zelda: Breath of the Wild ripoff, Nodusfall is accused of copying FromSoftware's homework</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-Xr0nPW"></div>                            </div>                            <script src="https://kwizly.com/embed/Xr0nPW.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/action-rpg/nodusfall-isnt-a-gacha-game-mihoyo-confirms-because-unlike-genshin-impact-youll-unlock-characters-through-continued-play-instead/</link>
                                                                            <description>
                            <![CDATA[ The Hoyoverse is branching out ]]>
                                                                                                            </description>
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                                                                        <pubDate>Thu, 27 Aug 2026 11:14:25 +0000</pubDate>                                                                                                                                <updated>Thu, 27 Aug 2026 11:14:54 +0000</updated>
                                                                                                                                            <category><![CDATA[Action RPGs]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                                                                                    <dc:creator><![CDATA[ Anthony McGlynn ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/Ho98fjFoKZx5B8fUtAtzdW.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Anthony is an Irish entertainment and games journalist, now based in Glasgow. He previously served as Senior Anime Writer at Dexerto and News Editor at The Digital Fix, on top of providing work for Variety, IGN, Den of Geek, PC Gamer, and many more. Besides Studio Ghibli, horror movies, and The Muppets, he enjoys action-RPGs, heavy metal, and pro-wrestling. He interviewed Animal once, not that he won’t stop going on about it or anything.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[miHoYo]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Nodusfall]]></media:description>                                                            <media:text><![CDATA[Nodusfall]]></media:text>
                                <media:title type="plain"><![CDATA[Nodusfall]]></media:title>
                                                    </media:content>
                                                    <media:thumbnail url="https://cdn.mos.cms.futurecdn.net/fT7t7XAghrebxrUkCVuuH6-1280-80.jpg" />
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                                <p>The next miHoYo joint was <a href="https://www.gamesradar.com/games/action-rpg/nodusfall-looks-more-like-monster-hunter-and-elden-ring-than-the-usual-games-from-creator-and-genshin-impact-studio-hoyoverse/">revealed as part of Gamescom 2026's Opening Night Live</a>, and it's a bit different from <a href="https://www.gamesradar.com/uk/genshin-impact/">Genshin Impact</a> and <a href="https://www.gamesradar.com/uk/zenless-zone-zero/">Zenless Zone Zero</a>. Rather than being all cutesy and anime, it's more gritty fantasy, but it's not just the visuals that are different - gacha mechanics aren't as prominent either.</p><p>The game is called Nodusfall, and it's essentially the HoYoverse's answer to Monster Hunter, emphasizing big encounters you can tackle solo or in a group. Although the release is still using a free-to-play model, the devs have confirmed you won't be unlocking characters through a glorified slot machine.</p><p>"Nodusfall will be a free-to-play, long-term game," miHoYo says, per <a href="https://www.pcgamer.com/games/action/hoyoverses-nodusfall-is-free-to-play-but-isnt-a-typical-gacha-game-characters-are-not-obtained-through-random-draws/" target="_blank">PCGamer</a>. "What we can share at this time is that characters are not obtained through random draws. We hope to allow players to unlock this core gameplay experience through continued play. Cosmetic monetization is an important avenue we will be considering."</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/3GjklOWsWo8" allowfullscreen></iframe></div></div><p>This is refreshing to hear for a multitude of reasons. The amount of Genshin Impact copycats is growing, and it's good to see miHoYo pushing away from a framework it helped popularise. It's also just nice to know you won't need to engage in gacha simply to get more characters.</p><p>Those aspects wound up putting me off Genshin and Zenless Zone Zero. I'm not a gambler, and the consistent reliance on that kind of thinking didn't sit well with me. Nodusfall is inherently more welcoming since that won't be the case.</p><p>That said, if we don't see gacha used to update your roster, I suspect we'll definitely see it in getting skins and costumes. Luckily, I care a lot less about how my hero looks over how well they can take down a demonic dinosaur, and I'll be much more preoccupied by doing that when I get to check out Nodusfall.</p><p><a href="https://www.gamesradar.com/games/action-rpg/just-as-genshin-impact-was-called-a-zelda-breath-of-the-wild-ripoff-nodusfall-is-accused-of-copying-fromsoftwares-homework/"><em>Just as Genshin Impact was called a Zelda: Breath of the Wild ripoff, Nodusfall is accused of copying FromSoftware's homework</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-Xr0nPW"></div>                            </div>                            <script src="https://kwizly.com/embed/Xr0nPW.js" async></script>
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                                                            <title><![CDATA[ Final Fantasy 7 Revelation is heading for a more mature rating than Remake and Rebirth, and I'm willing to bet Cid's ceaseless swearing has something to do with it ]]></title>
                                                                                                <dc:content><![CDATA[ <p><a href="https://www.gamesradar.com/final-fantasy-7-revelation-guide/">Final Fantasy 7 Revelation</a> is expected to be slapped with an M for Mature age rating by the time it comes out next year, unlike FF7 Remake and Rebirth's slightly more tame ratings - and I'm guessing the inclusion of the bad-mouthed chain-smoker Cid as a permanent party member has something to do with it. </p><p>Final Fantasy 7 Remake and Final Fantasy 7 Rebirth both launched with T for Teen ESRB ratings. Neither game had anything too frisky aside from the occasional swear word or very rare sight of a katana going through someone's belly. Both games also sanded down some of the original's most explicitly violent moments - modern Sephiroths's rampage through Shinra Tower didn't leave the walls dripping in blood, for instance.</p><p>But for whatever reason, Final Fantasy 7 Revelation looks like it's doing things differently. According to an <a href="https://www.xbox.com/en-US/games/store/final-fantasy-vii-revelation/9pf6cf5ctzs3" target="_blank">Xbox Store listing</a>, the upcoming game has a tentative 'Likely Mature 17+' rating. The <a href="https://www.esrb.org/ratings-guide/" target="_blank">ESRB website</a> explains the sticker means Final Fantasy 7 Revelation is "anticipated to be rated 17+" upon launch, which would indicate "intense violence, blood and gore, and/or strong language." The rating is subject to change closer to release, of course.</p><p>While Final Fantasy 7 Rebirth's version of Cid definitely put a leash on the air pilot and his foul mouth, the fact that he's now a permanent and playable party member who's with you from the jump gives me some hope that Revelation's take on the character might be closer to his original incarnation: short tempered, sometimes downright rude, always full of smoke, and certainly M for Mature.</p><p>Final Fantasy fans had some <a href="https://www.reddit.com/r/GamingLeaksAndRumours/comments/1vylnzi/final_fantasy_vii_revelation_is_likely_being/?share_id=J7Fwy1fbd0GkzzBbbQWie&utm_content=1&utm_medium=android_app&utm_name=androidcss&utm_source=share&utm_term=1" target="_blank">other ideas</a> of what could warrant Revelation getting a more mature rating than Remake or Rebirth, including but not limited to an <em>intimate </em>scene in the original game that'll make Aerith shippers mad and <a href="https://www.reddit.com/r/GamingLeaksAndRumours/comments/1vylnzi/comment/p5znjlv/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button" target="_blank">"Sephiroth hanging dong,"</a> which is probably (and sadly) not very likely. </p><p><em></em><a href="https://www.gamesradar.com/games/final-fantasy/final-fantasy-7-revelation-trailer-at-opening-night-live-is-just-the-beginning-of-our-information-rollout-naoki-hamaguchi-says-well-be-sharing-much-more-in-the-months-ahead/"><em>Final Fantasy 7 Revelation trailer at Opening Night Live is just the "beginning of our information rollout," Naoki Hamaguchi says: "We’ll be sharing much more in the months ahead"</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-X7Dz8e"></div>                            </div>                            <script src="https://kwizly.com/embed/X7Dz8e.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/final-fantasy/final-fantasy-7-revelation-is-heading-for-a-more-mature-rating-than-remake-and-rebirth-and-im-willing-to-bet-cids-ceaseless-swearing-has-something-to-do-with-it/</link>
                                                                            <description>
                            <![CDATA[ M for More Chain Smoking ]]>
                                                                                                            </description>
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                                                                        <pubDate>Thu, 27 Aug 2026 11:12:14 +0000</pubDate>                                                                                                                                <updated>Thu, 27 Aug 2026 11:54:21 +0000</updated>
                                                                                                                                            <category><![CDATA[Final Fantasy]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[Xbox Series X]]></category>
                                                    <category><![CDATA[Nintendo Switch 2]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[JRPGs]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                    <category><![CDATA[PlayStation]]></category>
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                                                    <category><![CDATA[Nintendo]]></category>
                                                                                                                    <dc:creator><![CDATA[ Kaan Serin ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/sGugSGSVEwEHNDBh3fjF98.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Kaan freelances for various websites including Rock Paper Shotgun, Eurogamer, and this one, Gamesradar. He particularly enjoys writing about spooky indies, throwback RPGs, and anything that&#039;s vaguely silly. Also has an English Literature and Film Studies degree that he&#039;ll soon forget.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Square Enix]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Cid readies a glowing dragon attack in Final Fantasy 7 Revelation - cropped to fit a header image]]></media:description>                                                            <media:text><![CDATA[Cid readies a glowing dragon attack in Final Fantasy 7 Revelation - cropped to fit a header image]]></media:text>
                                <media:title type="plain"><![CDATA[Cid readies a glowing dragon attack in Final Fantasy 7 Revelation - cropped to fit a header image]]></media:title>
                                                    </media:content>
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                            <![CDATA[
                            <article>
                                <p><a href="https://www.gamesradar.com/final-fantasy-7-revelation-guide/">Final Fantasy 7 Revelation</a> is expected to be slapped with an M for Mature age rating by the time it comes out next year, unlike FF7 Remake and Rebirth's slightly more tame ratings - and I'm guessing the inclusion of the bad-mouthed chain-smoker Cid as a permanent party member has something to do with it. </p><p>Final Fantasy 7 Remake and Final Fantasy 7 Rebirth both launched with T for Teen ESRB ratings. Neither game had anything too frisky aside from the occasional swear word or very rare sight of a katana going through someone's belly. Both games also sanded down some of the original's most explicitly violent moments - modern Sephiroths's rampage through Shinra Tower didn't leave the walls dripping in blood, for instance.</p><p>But for whatever reason, Final Fantasy 7 Revelation looks like it's doing things differently. According to an <a href="https://www.xbox.com/en-US/games/store/final-fantasy-vii-revelation/9pf6cf5ctzs3" target="_blank">Xbox Store listing</a>, the upcoming game has a tentative 'Likely Mature 17+' rating. The <a href="https://www.esrb.org/ratings-guide/" target="_blank">ESRB website</a> explains the sticker means Final Fantasy 7 Revelation is "anticipated to be rated 17+" upon launch, which would indicate "intense violence, blood and gore, and/or strong language." The rating is subject to change closer to release, of course.</p><p>While Final Fantasy 7 Rebirth's version of Cid definitely put a leash on the air pilot and his foul mouth, the fact that he's now a permanent and playable party member who's with you from the jump gives me some hope that Revelation's take on the character might be closer to his original incarnation: short tempered, sometimes downright rude, always full of smoke, and certainly M for Mature.</p><p>Final Fantasy fans had some <a href="https://www.reddit.com/r/GamingLeaksAndRumours/comments/1vylnzi/final_fantasy_vii_revelation_is_likely_being/?share_id=J7Fwy1fbd0GkzzBbbQWie&utm_content=1&utm_medium=android_app&utm_name=androidcss&utm_source=share&utm_term=1" target="_blank">other ideas</a> of what could warrant Revelation getting a more mature rating than Remake or Rebirth, including but not limited to an <em>intimate </em>scene in the original game that'll make Aerith shippers mad and <a href="https://www.reddit.com/r/GamingLeaksAndRumours/comments/1vylnzi/comment/p5znjlv/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button" target="_blank">"Sephiroth hanging dong,"</a> which is probably (and sadly) not very likely. </p><p><em></em><a href="https://www.gamesradar.com/games/final-fantasy/final-fantasy-7-revelation-trailer-at-opening-night-live-is-just-the-beginning-of-our-information-rollout-naoki-hamaguchi-says-well-be-sharing-much-more-in-the-months-ahead/"><em>Final Fantasy 7 Revelation trailer at Opening Night Live is just the "beginning of our information rollout," Naoki Hamaguchi says: "We’ll be sharing much more in the months ahead"</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-X7Dz8e"></div>                            </div>                            <script src="https://kwizly.com/embed/X7Dz8e.js" async></script>
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                                                            <title><![CDATA[ How to beat the How to Fish Tuna ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Catching and killing the How to Fish Tuna can be tricky as, despite only being a miniboss, it's a particularly furious fish. The Tuna is massive, can bounce and leap very high, and hits like a truck, so you need to take care when fighting one, especially since the lure required to catch it is rather expensive too, so you don't want to waste them. But you need to kill a Tuna every time you want to fight the final boss of island 4, so it's good to know the best way to defeat one in How to Fish, which I've laid out below.</p><h2 class="article-body__section" id="section-how-to-catch-and-kill-a-tuna-in-how-to-fish"><span>How to catch and kill a Tuna in How to Fish</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="YKdpE6Fo5izGb6rXtQwiAS" name="How to Fish tuna professional boss lure" alt="How to Fish Professional Boss Lure for fishing rod in shop" src="https://cdn.mos.cms.futurecdn.net/YKdpE6Fo5izGb6rXtQwiAS.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Dazed Games)</span></figcaption></figure><p>Like the <a href="https://www.gamesradar.com/games/co-op/how-to-fish-shark/">How to Fish Shark</a>, the Tuna seems to be a guaranteed catch from the <strong>Professional Boss Lure</strong>, which you can buy from the shop on island 4 for $1,200. </p><p>But be warned that the Tuna is a pretty tough fish and I recommend packing an <strong>upgraded SMG</strong> (if you've still got your old one from island 3, swap the compensator for a suppressor and get all the bullet upgrades) and a <strong>sniper rifle with a suppressor, extended magazine, and all the bullet upgrades</strong> you can afford. I personally preferred the SMG as it was much easier to spray bullets at the Tuna rather than be precise with the sniper rifle, but both are good to have.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="XhxpDXUoxc6zfWydgASjAS" name="How to Fish tuna getting shot with SMG 2" alt="How to Fish player shooting tuna miniboss with SMG" src="https://cdn.mos.cms.futurecdn.net/XhxpDXUoxc6zfWydgASjAS.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Dazed Games)</span></figcaption></figure><p>When it comes to fighting the Tuna, there's nothing particularly special about the fight to be aware of other than that it can leap very high and almost attack from above. Again, it's like the Blue Shark in that it's just a very big and very aggressive fish that flops about and pounces towards you to try and bite. Strafe to avoid its lunges, and shoot it as much as possible when it repositions to have another go.</p><p>The only other thing to bear in mind is that island 4 doesn't have much to disrupt the path of the Tuna, unlike the trees on island 3, so it can move a bit more unpredictably. You can try luring it into a building in the hopes that it will get stuck, but you also put yourself at risk of getting battered in the tiny rooms. Although, I recommend having some clams or spare fish on you to eat and heal if the Tuna does indeed strike you.</p><p>Once you've killed the Tuna, you can cook and sell it, which should bag you roughly $4,000 – more than enough to make up for the expensive Professional Boss Lure. But you also need one to summon the final boss of island 4, the Albatross. To do this, you just need to drop the Tuna's corpse on the central grass patch, and the Albatross will eventually swoop in and destroy it, so you won't be able to sell it afterwards.</p><p><strong>© GamesRadar+. Not to be reproduced without permission.</strong></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/co-op/how-to-fish-tuna/</link>
                                                                            <description>
                            <![CDATA[ Everything you need to know about catching and killing a Tuna in How to Fish ]]>
                                                                                                            </description>
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                                                                        <pubDate>Thu, 27 Aug 2026 10:49:05 +0000</pubDate>                                                                                                                                <updated>Thu, 27 Aug 2026 10:49:58 +0000</updated>
                                                                                                                                            <category><![CDATA[Co-op Games]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                                                                <author><![CDATA[ will.sawyer@futurenet.com (Will Sawyer) ]]></author>                    <dc:creator><![CDATA[ Will Sawyer ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/N45x37V34QVAxNWYwd2FUW.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Will Sawyer is a Guides Editor at GamesRadar+ with over five years of experience in writing online guides, news, and features, and has a BA (Hons) in Journalism. Starting as a freelancer Will contributed to startmenu and Game Rant before joining the GamesRadar+ team in August 2021. Since then, he has written hundreds of guides about a huge range of games, with shooters and action games being his areas of expertise. Outside of writing about games, Will hops between multiplayer shooters with friends, such as Darktide and Helldivers 2, and delves into whatever has been on his backlog for far too long. He also tries to get through his never-ending Warhammer pile of shame of grey Tyranids, Aeldari, and Chaos Space Marines.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Dazed Games]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[How to Fish player no-scoping a massive tuna miniboss with a sniper rifle]]></media:description>                                                            <media:text><![CDATA[How to Fish player no-scoping a massive tuna miniboss with a sniper rifle]]></media:text>
                                <media:title type="plain"><![CDATA[How to Fish player no-scoping a massive tuna miniboss with a sniper rifle]]></media:title>
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                            <![CDATA[
                            <article>
                                <p>Catching and killing the How to Fish Tuna can be tricky as, despite only being a miniboss, it's a particularly furious fish. The Tuna is massive, can bounce and leap very high, and hits like a truck, so you need to take care when fighting one, especially since the lure required to catch it is rather expensive too, so you don't want to waste them. But you need to kill a Tuna every time you want to fight the final boss of island 4, so it's good to know the best way to defeat one in How to Fish, which I've laid out below.</p><h2 class="article-body__section" id="section-how-to-catch-and-kill-a-tuna-in-how-to-fish"><span>How to catch and kill a Tuna in How to Fish</span></h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="YKdpE6Fo5izGb6rXtQwiAS" name="How to Fish tuna professional boss lure" alt="How to Fish Professional Boss Lure for fishing rod in shop" src="https://cdn.mos.cms.futurecdn.net/YKdpE6Fo5izGb6rXtQwiAS.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Dazed Games)</span></figcaption></figure><p>Like the <a href="https://www.gamesradar.com/games/co-op/how-to-fish-shark/">How to Fish Shark</a>, the Tuna seems to be a guaranteed catch from the <strong>Professional Boss Lure</strong>, which you can buy from the shop on island 4 for $1,200. </p><p>But be warned that the Tuna is a pretty tough fish and I recommend packing an <strong>upgraded SMG</strong> (if you've still got your old one from island 3, swap the compensator for a suppressor and get all the bullet upgrades) and a <strong>sniper rifle with a suppressor, extended magazine, and all the bullet upgrades</strong> you can afford. I personally preferred the SMG as it was much easier to spray bullets at the Tuna rather than be precise with the sniper rifle, but both are good to have.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="XhxpDXUoxc6zfWydgASjAS" name="How to Fish tuna getting shot with SMG 2" alt="How to Fish player shooting tuna miniboss with SMG" src="https://cdn.mos.cms.futurecdn.net/XhxpDXUoxc6zfWydgASjAS.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Dazed Games)</span></figcaption></figure><p>When it comes to fighting the Tuna, there's nothing particularly special about the fight to be aware of other than that it can leap very high and almost attack from above. Again, it's like the Blue Shark in that it's just a very big and very aggressive fish that flops about and pounces towards you to try and bite. Strafe to avoid its lunges, and shoot it as much as possible when it repositions to have another go.</p><p>The only other thing to bear in mind is that island 4 doesn't have much to disrupt the path of the Tuna, unlike the trees on island 3, so it can move a bit more unpredictably. You can try luring it into a building in the hopes that it will get stuck, but you also put yourself at risk of getting battered in the tiny rooms. Although, I recommend having some clams or spare fish on you to eat and heal if the Tuna does indeed strike you.</p><p>Once you've killed the Tuna, you can cook and sell it, which should bag you roughly $4,000 – more than enough to make up for the expensive Professional Boss Lure. But you also need one to summon the final boss of island 4, the Albatross. To do this, you just need to drop the Tuna's corpse on the central grass patch, and the Albatross will eventually swoop in and destroy it, so you won't be able to sell it afterwards.</p><p><strong>© GamesRadar+. Not to be reproduced without permission.</strong></p>
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                                                            <title><![CDATA[ Secretlab's new Spider-Man gaming chair includes a venomous nod ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Secretlab has just released its latest Titan Evo special edition, and its first partnership with Marvel. The Spider-Man variant of one of the <a href="https://www.gamesradar.com/best-gaming-chair/">best gaming chairs</a> comes decked in out in Peter Parker's red suit, but this isn't a bold eyesore. That marled design and darker red keep things slightly more muted than most <a href="https://www.gamesradar.com/toys-collectibles/new-spider-man-brand-new-day-merch-is-dropping-all-the-time-here-are-the-12-pieces-id-swing-towards-first/">Spider-Man merch</a> on the shelves right now. Take a closer look at the flanks of the backrest, and you'll spot Venom's tendrils creeping towards the center as well. </p><p>Secretlab has a long and storied history partnering with some of the biggest brands on the planet for its Titan Evo gaming chair (it's recently launched <a href="https://www.gamesradar.com/hardware/chairs/secretlabs-pokemon-collection-just-evolved-with-new-skins-for-charizard-blastoise-and-vensaur-that-fit-any-titan-evo-and-celebrate-the-franchises-classic-pixel-art/">a whole bunch of retro Pokemon skins</a>), but this is its first officially licensed Marvel product. Available <a href="https://secretlab.co/products/titan-evo-2022-series?rfsn=1468030.7e998&sku=M07-E24SW-SPDMN1R&utm_source=refersion&utm_medium=affiliate&utm_campaign=1468030.7e998" target="_blank"><strong>for pre-order now</strong></a>, the limited-edition run uses the brand's SoftWeave Plus material for a softer, more breathable finish compared to its hybrid leatherette options, with that cold-cure seat foam and four-way lumbar system. </p>        <div class="featured_product_block featured_block_horizontal" data-id="5971b902-a1fd-11f1-a6b8-0f68a2031ebe">            <a href="https://secretlab.co/products/titan-evo-2022-series?rfsn=1468030.7e998&sku=M07-E24SW-SPDMN1R&utm_source=refersion&utm_medium=affiliate&utm_campaign=1468030.7e998" data-model-name="Secretlab Titan Evo (Spider-Man)" data-model-brand="" ><div class='product-image-widthsetter'><p class='vanilla-image-block' data-bordeaux-image-check style='padding-top:100.00%';><img style="width: 100%" class="featured_image" src="https://cdn.mos.cms.futurecdn.net/uyzeynd7CeCTZRztJ6UoRD.jpg" alt="Secretlab Titan Evo Spider-Man edition"></p></div></a>            <div class="featured_product_details_wrapper">                <div class="featured_product_title_wrapper">                                                                                <div class="featured__title">Secretlab Titan Evo (Spider-Man)</div>                                    </div>                <div class="subtitle__description">                                                            <p><p>The Spider-Man Titan Evo design is now available for pre-order on the site itself, with shipping set for October 16 at the time of writing. That's just over $150 more than the $529 base hybrid leatherette model, and $135 more than the standard black colorway of the same SoftWeave Plus material. </p></p>                </div>                            </div>        </div><p>You'll want to make sure you're getting the right chair for you regardless of that Spidey setup, though. We gave the latest iteration 4.5/5 stars in our <a href="https://www.gamesradar.com/secretlab-titan-evo-review-2022/">Secretlab Titan Evo review</a>, with those premium materials and improved lumbar support clinching the deal. That four-way lumbar support (named L-ADAPT by the brand) provides support for a wide range of body types and shapes, thanks to a dynamic system that travels up, down, in and out with the curvature of the spine. </p><p>You'll still need to make sure you're getting the right size, though, the Spider-Man Secretlab Titan Evo comes in either Regular (5ft7 - 6ft2, up to 220lbs) or XL (5ft11 - 6ft9, between 175-395lbs).</p><p>If you're coming to the Titan Evo from a cheaper gaming chair, that magnetic headrest could well be the first upgrade to take your fancy. Gone are the ugly, stubborn straps - instead our reviewer was able to position the pillow just below the main Secretlab logo on the chair proving an excellent range of versatility in positioning. </p><p>The next thing you might notice is the 4D arm rests. This is a more premium feature that luxury gaming chairs shouldn't be without in 2026, but one that doesn't make its way to the cheaper seats very often. If you're splashing out on a Spider-Man upgrade, it's going to make a good deal of difference. </p><p>These planks can move up and down, left and right, forward and backward, and at an angle. It essentially means you're supported no matter your height or seating position, with comfortable positioning for mouse and keyboard action, reclined viewing, and controller use. They're also swappable with new pads available via the brand itself, so that's nice. </p><p>The Secretlab Titan Evo has been around for some time now, but it's still one of the front runners on the market and it's collabs like these that keep it in chair hunters' minds. What else is out there? Our current frontrunner, the <a href="https://www.gamesradar.com/hardware/chairs/libernovo-omni-review/">Libernovo Omni</a> is typically a little more expensive, but has a new series of <a href="https://www.gamesradar.com/hardware/chairs/a-range-of-new-chairs-to-suit-different-needs-libernovo-is-expanding-its-chair-family-by-introducing-an-entry-level-non-electric-model-and-somehow-a-pro-version/">cheaper SE models available</a> for <a href="https://www.amazon.com/LiberNovo-Omni-SE-Dynamic-Ergonomic/dp/B0GYX32WTC" target="_blank">$659 at Amazon</a> at the time of writing. Of course, you're dropping that slick Spidey design in the process. </p><ul><li><strong>See all gaming chairs </strong><a href="https://www.amazon.com/s?k=gaming+chair&crid=1ZXJ6JHNLYXS8&sprefix=gaming+chai%2Caps%2C243&ref=nb_sb_noss_2" target="_blank"><strong>at Amazon</strong></a></li></ul><p><em>We're also rounding up the </em><a href="https://www.gamesradar.com/best-gaming-desks/"><em>best gaming desks</em></a><em> and </em><a href="https://www.gamesradar.com/best-standing-desks/"><em>best standing desks</em></a><em>, but for more gaming furniture check out </em><a href="https://www.gamesradar.com/hardware/ikeas-new-xbox-thumbstick-stool-isnt-quite-as-absurd-as-you-might-think/"><em>Ikea's new Xbox collaboration, and that bizarre thumbstick stool</em></a><em>. </em></p><div data-widget-type="multimodelreview" data-model-name="Secretlab Titan Evo,Secretlab Titan Evo Lite,Secretlab TITAN Evo NanoGen Edition,Secretlab Atlas,Corsair TC500 Luxe,AndaSeat Novis,LiberNovo Omni" data-widget-title="Today's best gaming chair deals" class="hawk-root"></div> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/hardware/chairs/secretlabs-new-spider-man-gaming-chair-includes-a-venomous-nod/</link>
                                                                            <description>
                            <![CDATA[ Secretlab has just dropped its first officially licensed Marvel design, with Spider-Man swinging towards the Titan Evo. ]]>
                                                                                                            </description>
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                                                                        <pubDate>Thu, 27 Aug 2026 10:45:07 +0000</pubDate>                                                                                                                                <updated>Thu, 27 Aug 2026 12:28:57 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming Chairs]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Hardware]]></category>
                                                    <category><![CDATA[Peripherals]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                                                                                    <dc:creator><![CDATA[ Tabitha Baker ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/Pdm5hN2zwhdQpL8Amr4bW9.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Secretlab]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Back of Secretlab Spider-Man Titan Evo design showing Spider-Man logo on a red gaming chair]]></media:description>                                                            <media:text><![CDATA[Back of Secretlab Spider-Man Titan Evo design showing Spider-Man logo on a red gaming chair]]></media:text>
                                <media:title type="plain"><![CDATA[Back of Secretlab Spider-Man Titan Evo design showing Spider-Man logo on a red gaming chair]]></media:title>
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                            <![CDATA[
                            <article>
                                <p>Secretlab has just released its latest Titan Evo special edition, and its first partnership with Marvel. The Spider-Man variant of one of the <a href="https://www.gamesradar.com/best-gaming-chair/">best gaming chairs</a> comes decked in out in Peter Parker's red suit, but this isn't a bold eyesore. That marled design and darker red keep things slightly more muted than most <a href="https://www.gamesradar.com/toys-collectibles/new-spider-man-brand-new-day-merch-is-dropping-all-the-time-here-are-the-12-pieces-id-swing-towards-first/">Spider-Man merch</a> on the shelves right now. Take a closer look at the flanks of the backrest, and you'll spot Venom's tendrils creeping towards the center as well. </p><p>Secretlab has a long and storied history partnering with some of the biggest brands on the planet for its Titan Evo gaming chair (it's recently launched <a href="https://www.gamesradar.com/hardware/chairs/secretlabs-pokemon-collection-just-evolved-with-new-skins-for-charizard-blastoise-and-vensaur-that-fit-any-titan-evo-and-celebrate-the-franchises-classic-pixel-art/">a whole bunch of retro Pokemon skins</a>), but this is its first officially licensed Marvel product. Available <a href="https://secretlab.co/products/titan-evo-2022-series?rfsn=1468030.7e998&sku=M07-E24SW-SPDMN1R&utm_source=refersion&utm_medium=affiliate&utm_campaign=1468030.7e998" target="_blank"><strong>for pre-order now</strong></a>, the limited-edition run uses the brand's SoftWeave Plus material for a softer, more breathable finish compared to its hybrid leatherette options, with that cold-cure seat foam and four-way lumbar system. </p>        <div class="featured_product_block featured_block_horizontal" data-id="5971b902-a1fd-11f1-a6b8-0f68a2031ebe">            <a href="https://secretlab.co/products/titan-evo-2022-series?rfsn=1468030.7e998&sku=M07-E24SW-SPDMN1R&utm_source=refersion&utm_medium=affiliate&utm_campaign=1468030.7e998" data-model-name="Secretlab Titan Evo (Spider-Man)" data-model-brand="" ><div class='product-image-widthsetter'><p class='vanilla-image-block' data-bordeaux-image-check style='padding-top:100.00%';><img style="width: 100%" class="featured_image" src="https://cdn.mos.cms.futurecdn.net/uyzeynd7CeCTZRztJ6UoRD.jpg" alt="Secretlab Titan Evo Spider-Man edition"></p></div></a>            <div class="featured_product_details_wrapper">                <div class="featured_product_title_wrapper">                                                                                <div class="featured__title">Secretlab Titan Evo (Spider-Man)</div>                                    </div>                <div class="subtitle__description">                                                            <p><p>The Spider-Man Titan Evo design is now available for pre-order on the site itself, with shipping set for October 16 at the time of writing. That's just over $150 more than the $529 base hybrid leatherette model, and $135 more than the standard black colorway of the same SoftWeave Plus material. </p></p>                </div>                            </div>        </div><p>You'll want to make sure you're getting the right chair for you regardless of that Spidey setup, though. We gave the latest iteration 4.5/5 stars in our <a href="https://www.gamesradar.com/secretlab-titan-evo-review-2022/">Secretlab Titan Evo review</a>, with those premium materials and improved lumbar support clinching the deal. That four-way lumbar support (named L-ADAPT by the brand) provides support for a wide range of body types and shapes, thanks to a dynamic system that travels up, down, in and out with the curvature of the spine. </p><p>You'll still need to make sure you're getting the right size, though, the Spider-Man Secretlab Titan Evo comes in either Regular (5ft7 - 6ft2, up to 220lbs) or XL (5ft11 - 6ft9, between 175-395lbs).</p><p>If you're coming to the Titan Evo from a cheaper gaming chair, that magnetic headrest could well be the first upgrade to take your fancy. Gone are the ugly, stubborn straps - instead our reviewer was able to position the pillow just below the main Secretlab logo on the chair proving an excellent range of versatility in positioning. </p><p>The next thing you might notice is the 4D arm rests. This is a more premium feature that luxury gaming chairs shouldn't be without in 2026, but one that doesn't make its way to the cheaper seats very often. If you're splashing out on a Spider-Man upgrade, it's going to make a good deal of difference. </p><p>These planks can move up and down, left and right, forward and backward, and at an angle. It essentially means you're supported no matter your height or seating position, with comfortable positioning for mouse and keyboard action, reclined viewing, and controller use. They're also swappable with new pads available via the brand itself, so that's nice. </p><p>The Secretlab Titan Evo has been around for some time now, but it's still one of the front runners on the market and it's collabs like these that keep it in chair hunters' minds. What else is out there? Our current frontrunner, the <a href="https://www.gamesradar.com/hardware/chairs/libernovo-omni-review/">Libernovo Omni</a> is typically a little more expensive, but has a new series of <a href="https://www.gamesradar.com/hardware/chairs/a-range-of-new-chairs-to-suit-different-needs-libernovo-is-expanding-its-chair-family-by-introducing-an-entry-level-non-electric-model-and-somehow-a-pro-version/">cheaper SE models available</a> for <a href="https://www.amazon.com/LiberNovo-Omni-SE-Dynamic-Ergonomic/dp/B0GYX32WTC" target="_blank">$659 at Amazon</a> at the time of writing. Of course, you're dropping that slick Spidey design in the process. </p><ul><li><strong>See all gaming chairs </strong><a href="https://www.amazon.com/s?k=gaming+chair&crid=1ZXJ6JHNLYXS8&sprefix=gaming+chai%2Caps%2C243&ref=nb_sb_noss_2" target="_blank"><strong>at Amazon</strong></a></li></ul><p><em>We're also rounding up the </em><a href="https://www.gamesradar.com/best-gaming-desks/"><em>best gaming desks</em></a><em> and </em><a href="https://www.gamesradar.com/best-standing-desks/"><em>best standing desks</em></a><em>, but for more gaming furniture check out </em><a href="https://www.gamesradar.com/hardware/ikeas-new-xbox-thumbstick-stool-isnt-quite-as-absurd-as-you-might-think/"><em>Ikea's new Xbox collaboration, and that bizarre thumbstick stool</em></a><em>. </em></p><div data-widget-type="multimodelreview" data-model-name="Secretlab Titan Evo,Secretlab Titan Evo Lite,Secretlab TITAN Evo NanoGen Edition,Secretlab Atlas,Corsair TC500 Luxe,AndaSeat Novis,LiberNovo Omni" data-widget-title="Today's best gaming chair deals" class="hawk-root"></div>
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                                                            <title><![CDATA[ After Olden Era, Ubisoft says Heroes of Might and Magic 3 Remake is "part of a bigger strategy" to revive the "dormant" strategy series ]]></title>
                                                                                                <dc:content><![CDATA[ <p>After a full decade without a new Heroes of Might and Magic game, Ubisoft is suddenly reviving the beloved strategy series on multiple fronts. It started with Olden Era, which launched to strong reception on Steam Early Access back in April, and it's continuing with Heroes of Might and Magic 3 Remake, which was just announced at <a href="https://www.gamesradar.com/news/live/gamescom-opening-night-live-live-coverage-2026-everything-announced/">Gamescom Opening Night Live</a>. As it turns out, both games are part of one big roadmap to bringing the series back to life.</p><p>At <a href="https://www.gamesradar.com/tag/gamescom/">Gamescom</a>, we asked creative director Jean Felix Monin about why Ubisoft is remaking Heroes of Might and Magic 3 now, over a quarter-century after launch.</p><p>"It's part of a bigger strategy," he says. "We felt that the franchise had been dormant for quite a while – for more than 10 years – so we decided in 2022 to really work on a full roadmap with a couple of projects in it."</p><p>One of those projects was Olden Era, which is for people who want a "fresh take" on the series. "But at the same time, we wanted a second project," and that was Heroes of Might and Magic 3 Remake. The intent here is to "really federate" fans of the original who have played the original, "but maybe has not played recently," and to "attract them back to revisiting this world."</p><p>How well the Heroes of Might and Magic 3 Remake can cater to those old fans remains to be seen, as you'll find a fair bit of backlash against the game's art style on social media. True purists at least have the option of picking up the original, which was just re-released in a complete package on Steam. Your purchase even seems to <a href="https://www.gamesradar.com/games/strategy/heroes-of-might-and-magic-3-gets-off-to-a-bumpy-start-on-steam-after-ubisoft-forgot-to-include-the-game-itself-in-the-download/">include the actual game now</a>.</p><p><em>Stick with us for more as the </em><a href="https://www.gamesradar.com/games/events-conferences/gamescom-2026-schedule/"><em>Gamescom schedule </em></a><em>rolls on.</em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-ePVkVO"></div>                            </div>                            <script src="https://kwizly.com/embed/ePVkVO.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/strategy/after-olden-era-ubisoft-says-heroes-of-might-and-magic-3-remake-is-part-of-a-bigger-strategy-to-revive-the-dormant-strategy-series/</link>
                                                                            <description>
                            <![CDATA[ "We decided in 2022 to really work on a full roadmap with a couple of projects in it" ]]>
                                                                                                            </description>
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                                                                        <pubDate>Thu, 27 Aug 2026 10:20:35 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Strategy Games]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[Xbox Series X]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Games]]></category>
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                                                    <category><![CDATA[PlayStation]]></category>
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                                                                                                <author><![CDATA[ dustin.bailey@futurenet.com (Dustin Bailey) ]]></author>                    <dc:creator><![CDATA[ Dustin Bailey ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/j8jDhQh7y8VawwTuRvrNbn.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Jasmine Gould-Wilson ]]></dc:contributor>
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                                                            <media:credit><![CDATA[Ubisoft]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Fighting a dragon in Heroes of Might and Magic 3 Remake]]></media:description>                                                            <media:text><![CDATA[Fighting a dragon in Heroes of Might and Magic 3 Remake]]></media:text>
                                <media:title type="plain"><![CDATA[Fighting a dragon in Heroes of Might and Magic 3 Remake]]></media:title>
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                                <p>After a full decade without a new Heroes of Might and Magic game, Ubisoft is suddenly reviving the beloved strategy series on multiple fronts. It started with Olden Era, which launched to strong reception on Steam Early Access back in April, and it's continuing with Heroes of Might and Magic 3 Remake, which was just announced at <a href="https://www.gamesradar.com/news/live/gamescom-opening-night-live-live-coverage-2026-everything-announced/">Gamescom Opening Night Live</a>. As it turns out, both games are part of one big roadmap to bringing the series back to life.</p><p>At <a href="https://www.gamesradar.com/tag/gamescom/">Gamescom</a>, we asked creative director Jean Felix Monin about why Ubisoft is remaking Heroes of Might and Magic 3 now, over a quarter-century after launch.</p><p>"It's part of a bigger strategy," he says. "We felt that the franchise had been dormant for quite a while – for more than 10 years – so we decided in 2022 to really work on a full roadmap with a couple of projects in it."</p><p>One of those projects was Olden Era, which is for people who want a "fresh take" on the series. "But at the same time, we wanted a second project," and that was Heroes of Might and Magic 3 Remake. The intent here is to "really federate" fans of the original who have played the original, "but maybe has not played recently," and to "attract them back to revisiting this world."</p><p>How well the Heroes of Might and Magic 3 Remake can cater to those old fans remains to be seen, as you'll find a fair bit of backlash against the game's art style on social media. True purists at least have the option of picking up the original, which was just re-released in a complete package on Steam. Your purchase even seems to <a href="https://www.gamesradar.com/games/strategy/heroes-of-might-and-magic-3-gets-off-to-a-bumpy-start-on-steam-after-ubisoft-forgot-to-include-the-game-itself-in-the-download/">include the actual game now</a>.</p><p><em>Stick with us for more as the </em><a href="https://www.gamesradar.com/games/events-conferences/gamescom-2026-schedule/"><em>Gamescom schedule </em></a><em>rolls on.</em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-ePVkVO"></div>                            </div>                            <script src="https://kwizly.com/embed/ePVkVO.js" async></script>
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                                                            <title><![CDATA[ The Witcher 3 Remastered sees CD Projekt Red work with one of the RPG's most beloved modders to make his work "officially available in the game" ]]></title>
                                                                                                <dc:content><![CDATA[ <p>This week's big <a href="https://www.gamesradar.com/news/live/gamescom-opening-night-live-live-coverage-2026-everything-announced/">Gamescom Opening Night Live 2026</a> showcase delivered a reveal no one expected from CD Projekt Red: an official remastered version of <a href="https://www.gamesradar.com/the-witcher-3-wild-hunt/">The Witcher 3</a>.</p><p>Fit with everything from <a href="https://www.gamesradar.com/games/the-witcher/the-witcher-3-remastered-has-improved-combat-which-hopefully-fixes-the-2015-rpg-classics-biggest-problem/">"improved combat"</a> to stunning overhauled visuals, <a href="https://www.gamesradar.com/games/the-witcher/the-witcher-3-remastered-is-coming-next-month-as-a-free-upgrade-for-all-players-and-everyones-getting-free-expansions-today/">The Witcher 3 Remastered</a> is one heck of a huge undertaking for the studio – but, apparently, it's got a bit of help from an unexpected source: a modder known as "HalkHogan" (brilliant, I know) over on <a href="https://www.nexusmods.com/profile/HalkHogan" target="_blank">Nexus Mods</a>. <br><br>In case you don't recognize him by name, he's the mastermind behind The Witcher 3 HD Reworked Project NextGen Edition.</p><p>It's a mod that, well, upgrades and essentially "remasters" The Witcher 3 – but with CD Projekt Red's official remaster coming, fans understandably had concerns about the mod and how relevant it'll be (or what HalkHogan may plan to do with it). <br><br>Turns out it'll be relevant indeed… because it's being integrated into the actual game. The modder confirms as much in a <a href="https://www.nexusmods.com/witcher3/mods/9963?tab=posts" target="_blank">new post</a> over on the modding platform, and I am <em>thrilled</em>.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/3SRlpX0HODY" allowfullscreen></iframe></div></div><p>"It's been a while since the last news and I would like to clarify any questions and confirm that I am cooperating with CDPR on the Witcher 3 Remaster and my work will be officially available in the game on September 29th (on PC and consoles)," HalkHogan writes. "HDRP will no longer be needed." <br><br>If this is a dream, please don't pinch me. I'm getting a brand new remaster <em>and</em> I can scrap the one and only mod I ever used?</p><p>Much like CD Projekt Red, HalkHogan has also been hard at work to ensure everything going into the game from his end is pixel-perfect. "Almost all in-game characters, monsters, animals, vegetation, armors, and equipment for Geralt and Roach, and a large part of the environment, have been reworked," as he explains. "And I've put a lot of effort into ensuring the highest quality." <br><br>I have no doubts myself here, honestly.</p><p>I'm sure that the folks behind his mod's 725,582 downloads don't either – but I suppose we'll all find out next month, come The Witcher 3 Remastered.<br><em></em><br><em></em><a href="https://www.gamesradar.com/games/the-witcher/the-witcher-3-remastered-tweaks-combat-to-be-much-more-smooth-and-precise-as-cd-projekt-red-wants-the-2015-rpg-to-stand-up-to-todays-games/"><em>The Witcher 3 Remastered tweaks combat "to be much more smooth and precise," as CD Projekt Red wants the 2015 RPG "to stand up to today's games"</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-egKwKe"></div>                            </div>                            <script src="https://kwizly.com/embed/egKwKe.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/the-witcher/the-witcher-3-remastered-sees-cd-projekt-red-work-with-one-of-the-rpgs-most-beloved-modders-to-make-his-work-officially-available-in-the-game/</link>
                                                                            <description>
                            <![CDATA[ He's "reworked" it all for the September release ]]>
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                                                                        <pubDate>Thu, 27 Aug 2026 10:15:51 +0000</pubDate>                                                                                                                                <updated>Thu, 27 Aug 2026 10:34:45 +0000</updated>
                                                                                                                                            <category><![CDATA[The Witcher]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Xbox Series X]]></category>
                                                    <category><![CDATA[Xbox One]]></category>
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                                                                                                                    <dc:creator><![CDATA[ Anna Koselke ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/rPsFZZHBK6mZT7G9AXWhv4.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;&lt;br&gt;&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[CDPR]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[The Witcher 3: Wild Hunt Remastered screenshot]]></media:description>                                                            <media:text><![CDATA[The Witcher 3: Wild Hunt Remastered screenshot]]></media:text>
                                <media:title type="plain"><![CDATA[The Witcher 3: Wild Hunt Remastered screenshot]]></media:title>
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                                <p>This week's big <a href="https://www.gamesradar.com/news/live/gamescom-opening-night-live-live-coverage-2026-everything-announced/">Gamescom Opening Night Live 2026</a> showcase delivered a reveal no one expected from CD Projekt Red: an official remastered version of <a href="https://www.gamesradar.com/the-witcher-3-wild-hunt/">The Witcher 3</a>.</p><p>Fit with everything from <a href="https://www.gamesradar.com/games/the-witcher/the-witcher-3-remastered-has-improved-combat-which-hopefully-fixes-the-2015-rpg-classics-biggest-problem/">"improved combat"</a> to stunning overhauled visuals, <a href="https://www.gamesradar.com/games/the-witcher/the-witcher-3-remastered-is-coming-next-month-as-a-free-upgrade-for-all-players-and-everyones-getting-free-expansions-today/">The Witcher 3 Remastered</a> is one heck of a huge undertaking for the studio – but, apparently, it's got a bit of help from an unexpected source: a modder known as "HalkHogan" (brilliant, I know) over on <a href="https://www.nexusmods.com/profile/HalkHogan" target="_blank">Nexus Mods</a>. <br><br>In case you don't recognize him by name, he's the mastermind behind The Witcher 3 HD Reworked Project NextGen Edition.</p><p>It's a mod that, well, upgrades and essentially "remasters" The Witcher 3 – but with CD Projekt Red's official remaster coming, fans understandably had concerns about the mod and how relevant it'll be (or what HalkHogan may plan to do with it). <br><br>Turns out it'll be relevant indeed… because it's being integrated into the actual game. The modder confirms as much in a <a href="https://www.nexusmods.com/witcher3/mods/9963?tab=posts" target="_blank">new post</a> over on the modding platform, and I am <em>thrilled</em>.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/3SRlpX0HODY" allowfullscreen></iframe></div></div><p>"It's been a while since the last news and I would like to clarify any questions and confirm that I am cooperating with CDPR on the Witcher 3 Remaster and my work will be officially available in the game on September 29th (on PC and consoles)," HalkHogan writes. "HDRP will no longer be needed." <br><br>If this is a dream, please don't pinch me. I'm getting a brand new remaster <em>and</em> I can scrap the one and only mod I ever used?</p><p>Much like CD Projekt Red, HalkHogan has also been hard at work to ensure everything going into the game from his end is pixel-perfect. "Almost all in-game characters, monsters, animals, vegetation, armors, and equipment for Geralt and Roach, and a large part of the environment, have been reworked," as he explains. "And I've put a lot of effort into ensuring the highest quality." <br><br>I have no doubts myself here, honestly.</p><p>I'm sure that the folks behind his mod's 725,582 downloads don't either – but I suppose we'll all find out next month, come The Witcher 3 Remastered.<br><em></em><br><em></em><a href="https://www.gamesradar.com/games/the-witcher/the-witcher-3-remastered-tweaks-combat-to-be-much-more-smooth-and-precise-as-cd-projekt-red-wants-the-2015-rpg-to-stand-up-to-todays-games/"><em>The Witcher 3 Remastered tweaks combat "to be much more smooth and precise," as CD Projekt Red wants the 2015 RPG "to stand up to today's games"</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-egKwKe"></div>                            </div>                            <script src="https://kwizly.com/embed/egKwKe.js" async></script>
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                                                            <title><![CDATA[ Kingdom Hearts 4 "will be ready well before the release date," Tetsuya Nomura says, as the JRPG's development is going smoother than it has "in the history" of the series ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Kingdom Hearts 4 leads Tetsuya Nomura and Tai Yasue are exceptionally confident that the game will meet its target of a 2027 release. The pair even make comments that development has been the smoothest in the series' history and that it will be ready well in advance.</p><p>The gaming industry is no stranger to delays, and when people have had to wait a particularly long time between games, it can be a blow to fans to see the release date pushed back. However, series director Nomura and co-director Yasue seem extremely confident that Kingdom Hearts 4 will make it out in time for its late-2027 release window.</p><p>In an interview with <a href="https://www.famitsu.com/article/202608/85668" target="_blank"><u>Famitsu,</u></a> translated by GamesRadar+, the pair discuss the long-awaited fourth numbered entry's release date. "The team is very particular, sometimes they are more particular about things than even I am," says Nomura. "However, as I mentioned in the [D23] panel, the release window won't be delayed."</p><p>Yasue also chimes in with an update on development. "Progress is going smoother than it has in the history of the Kingdom Hearts series," he says. "I think you can rest assured about this." The pair have <a href="https://www.gamesradar.com/games/kingdom-hearts/kingdom-hearts-4-delay-is-not-happening-tetsuya-nomura-says-after-fans-immediately-doubt-the-rpgs-late-2027-launch-window-i-want-to-set-the-record-straight/"><u>squashed rumors of a Kingdom Hearts 4 delay</u></a> before, but this is the first time they've given such clear reasons for their confidence.</p><p>"It will be ready well before the release date," says Nomura. "We don't expect to even go into our buffer time. That's the reason I'm returning to Japan so quickly." </p><p>It's rare to see a release date given with such absolute confidence, so we can very much expect to see more from Sora before the end of 2027.</p><p><em></em><a href="https://www.gamesradar.com/games/action-rpg/disney-isnt-stopping-with-kingdom-hearts-4-and-a-new-anime-as-there-are-so-many-things-we-want-to-do-with-the-25-year-old-jrpg-series/"><u><em>Disney isn't stopping with Kingdom Hearts 4 and a new anime, as "there are so many things we want to do" with the 25-year-old JRPG series</em></u></a><em></em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-OKBKdW"></div>                            </div>                            <script src="https://kwizly.com/embed/OKBKdW.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/kingdom-hearts/kingdom-hearts-4-will-be-ready-well-before-the-release-date-tetsuya-nomura-says-as-the-jrpgs-development-is-going-smoother-than-it-has-in-the-history-of-the-series/</link>
                                                                            <description>
                            <![CDATA[ "The release window won't be delayed," confirms Nomura quite confidently ]]>
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                                                                        <pubDate>Thu, 27 Aug 2026 10:12:57 +0000</pubDate>                                                                                                                                <updated>Thu, 27 Aug 2026 10:34:45 +0000</updated>
                                                                                                                                            <category><![CDATA[Kingdom Hearts]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[Xbox Series X]]></category>
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                                                    <category><![CDATA[Nintendo Switch 2]]></category>
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                                                                                                                    <dc:creator><![CDATA[ George Young ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/GFN9ANiSU3krt7pXoh4XiZ.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Square Enix]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A pair of Heartless emerge in Kingdom Hearts 4]]></media:description>                                                            <media:text><![CDATA[A pair of Heartless emerge in Kingdom Hearts 4]]></media:text>
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                                <p>Kingdom Hearts 4 leads Tetsuya Nomura and Tai Yasue are exceptionally confident that the game will meet its target of a 2027 release. The pair even make comments that development has been the smoothest in the series' history and that it will be ready well in advance.</p><p>The gaming industry is no stranger to delays, and when people have had to wait a particularly long time between games, it can be a blow to fans to see the release date pushed back. However, series director Nomura and co-director Yasue seem extremely confident that Kingdom Hearts 4 will make it out in time for its late-2027 release window.</p><p>In an interview with <a href="https://www.famitsu.com/article/202608/85668" target="_blank"><u>Famitsu,</u></a> translated by GamesRadar+, the pair discuss the long-awaited fourth numbered entry's release date. "The team is very particular, sometimes they are more particular about things than even I am," says Nomura. "However, as I mentioned in the [D23] panel, the release window won't be delayed."</p><p>Yasue also chimes in with an update on development. "Progress is going smoother than it has in the history of the Kingdom Hearts series," he says. "I think you can rest assured about this." The pair have <a href="https://www.gamesradar.com/games/kingdom-hearts/kingdom-hearts-4-delay-is-not-happening-tetsuya-nomura-says-after-fans-immediately-doubt-the-rpgs-late-2027-launch-window-i-want-to-set-the-record-straight/"><u>squashed rumors of a Kingdom Hearts 4 delay</u></a> before, but this is the first time they've given such clear reasons for their confidence.</p><p>"It will be ready well before the release date," says Nomura. "We don't expect to even go into our buffer time. That's the reason I'm returning to Japan so quickly." </p><p>It's rare to see a release date given with such absolute confidence, so we can very much expect to see more from Sora before the end of 2027.</p><p><em></em><a href="https://www.gamesradar.com/games/action-rpg/disney-isnt-stopping-with-kingdom-hearts-4-and-a-new-anime-as-there-are-so-many-things-we-want-to-do-with-the-25-year-old-jrpg-series/"><u><em>Disney isn't stopping with Kingdom Hearts 4 and a new anime, as "there are so many things we want to do" with the 25-year-old JRPG series</em></u></a><em></em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-OKBKdW"></div>                            </div>                            <script src="https://kwizly.com/embed/OKBKdW.js" async></script>
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                                                            <title><![CDATA[ Amid the friendslop renaissance, $5 co-op fishing game hits 370,000 peak players on Steam in 5 days ]]></title>
                                                                                                <dc:content><![CDATA[ <p>I'd like to imagine the folks at Dazed Games, the indie studio behind <a href="https://www.gamesradar.com/games/co-op/latest-steam-lottery-winner-how-to-fish-sells-1-million-copies-in-2-days-yes-well-be-adding-more-content/">viral friendslop sensation How to Fish</a>, are kicking back with a cooler full of brewskies, angling for salmon in a crystal clear alpine lake in Sweden where they're based. In reality, they're probably hard at work keeping servers stable trying to manage the absolutely staggering amount of players logging on every day to instead catch virtual fish with their friends. How to Fish is huge, it's everywhere, and seemingly everyone is playing it right now.</p><p>According to <a href="https://steamdb.info/app/4001890/charts/" target="_blank">SteamDB</a>, which provides numbers tracking the amount of people playing a given game on Valve's platform, How to Fish managed a ridiculous new player peak of 373,971 just five days after its launch. In case that number alone doesn't tell you how shockingly hot this game is right now, let's quickly compare it to another fairly recent Steam-exclusive (for now) co-op game often categorized, lovingly or otherwise, as friendslop.</p><p><a href="https://www.gamesradar.com/games/co-op/after-a-few-months-of-work-led-to-11-million-copies-sold-on-steam-peak-devs-embrace-what-many-companies-refuse-to-learn-were-not-going-to-continually-have-a-graph-go-up/">Peak was huge when it released in 2025</a> and remains an incredibly popular online game to play with friends, <a href="https://www.gamesradar.com/games/co-op/valve-sends-annual-chocolates-to-steam-devs-who-earn-roughly-usd800-000-and-before-peak-the-folks-at-aggro-crab-got-pretty-sick-of-looking-across-the-hall-to-see-the-slay-the-spire-team-open-gaben-candy-every-year/">having sold enough last year to earn a place in Valve's coveted "chocolate tier" of highest earning developers</a>. With an <a href="https://steamdb.info/app/3527290/charts/" target="_blank">all-time peak</a> of 170,759 from about a year ago, How to Fish has managed more than double its highest player count ever. And it's worth noting that Peak benefits from publishers in Aggro Crab and Landfall games, while How to Fish is self-published.</p><p>Meanwhile, Big Walk, the other big friendslop(ish) game of the moment, currently has an all-time peak of 46,409, but that's less of a useful comparison since Big Walk is available on a bunch of other platforms, making its actual comprehensive player figures harder to track. Regardless, it's staggering to see these micro-budget games hit numbers usually reserved for the biggest AAA releases, and it's proof in the market value of simple, mindless fun with a modest price tag. </p><p><em>Here are the </em><a href="https://www.gamesradar.com/best-co-op-games/"><em>best co-op games</em></a><em> to play right now.</em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-eGRpLX"></div>                            </div>                            <script src="https://kwizly.com/embed/eGRpLX.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/co-op/amid-the-friendslop-renaissance-usd5-co-op-fishing-game-hits-370-000-peak-players-on-steam-in-5-days/</link>
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                            <![CDATA[ How to Fish's Steam peak is more than twice... well, Peak's ]]>
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                                                                        <pubDate>Wed, 26 Aug 2026 23:56:45 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Co-op Games]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                                                                <author><![CDATA[ jordan.gerblick@futurenet.com (Jordan Gerblick) ]]></author>                    <dc:creator><![CDATA[ Jordan Gerblick ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/WFriTGcW9frGoBHGKfkQxV.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Dazed Games]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Blond-haired person has shocked expression looking at duck being restrained by an off-screen person]]></media:description>                                                            <media:text><![CDATA[Blond-haired person has shocked expression looking at duck being restrained by an off-screen person]]></media:text>
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                                <p>I'd like to imagine the folks at Dazed Games, the indie studio behind <a href="https://www.gamesradar.com/games/co-op/latest-steam-lottery-winner-how-to-fish-sells-1-million-copies-in-2-days-yes-well-be-adding-more-content/">viral friendslop sensation How to Fish</a>, are kicking back with a cooler full of brewskies, angling for salmon in a crystal clear alpine lake in Sweden where they're based. In reality, they're probably hard at work keeping servers stable trying to manage the absolutely staggering amount of players logging on every day to instead catch virtual fish with their friends. How to Fish is huge, it's everywhere, and seemingly everyone is playing it right now.</p><p>According to <a href="https://steamdb.info/app/4001890/charts/" target="_blank">SteamDB</a>, which provides numbers tracking the amount of people playing a given game on Valve's platform, How to Fish managed a ridiculous new player peak of 373,971 just five days after its launch. In case that number alone doesn't tell you how shockingly hot this game is right now, let's quickly compare it to another fairly recent Steam-exclusive (for now) co-op game often categorized, lovingly or otherwise, as friendslop.</p><p><a href="https://www.gamesradar.com/games/co-op/after-a-few-months-of-work-led-to-11-million-copies-sold-on-steam-peak-devs-embrace-what-many-companies-refuse-to-learn-were-not-going-to-continually-have-a-graph-go-up/">Peak was huge when it released in 2025</a> and remains an incredibly popular online game to play with friends, <a href="https://www.gamesradar.com/games/co-op/valve-sends-annual-chocolates-to-steam-devs-who-earn-roughly-usd800-000-and-before-peak-the-folks-at-aggro-crab-got-pretty-sick-of-looking-across-the-hall-to-see-the-slay-the-spire-team-open-gaben-candy-every-year/">having sold enough last year to earn a place in Valve's coveted "chocolate tier" of highest earning developers</a>. With an <a href="https://steamdb.info/app/3527290/charts/" target="_blank">all-time peak</a> of 170,759 from about a year ago, How to Fish has managed more than double its highest player count ever. And it's worth noting that Peak benefits from publishers in Aggro Crab and Landfall games, while How to Fish is self-published.</p><p>Meanwhile, Big Walk, the other big friendslop(ish) game of the moment, currently has an all-time peak of 46,409, but that's less of a useful comparison since Big Walk is available on a bunch of other platforms, making its actual comprehensive player figures harder to track. Regardless, it's staggering to see these micro-budget games hit numbers usually reserved for the biggest AAA releases, and it's proof in the market value of simple, mindless fun with a modest price tag. </p><p><em>Here are the </em><a href="https://www.gamesradar.com/best-co-op-games/"><em>best co-op games</em></a><em> to play right now.</em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-eGRpLX"></div>                            </div>                            <script src="https://kwizly.com/embed/eGRpLX.js" async></script>
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                                                            <title><![CDATA[ Crimson Desert updates are slowing down in "scope, scale, and pace" as Pearl Abyss shifts focus to the DLC ]]></title>
                                                                                                <dc:content><![CDATA[ <p>One of the odder surprises from <a href="https://www.gamesradar.com/news/live/gamescom-opening-night-live-live-coverage-2026-everything-announced/">Gamescom Opening Night Live</a> was the reveal of <a href="https://www.gamesradar.com/games/open-world/crimson-desert-is-already-getting-an-enhanced-edition-with-new-story-moments-and-new-language-options/">Crimson Desert Enhanced</a>. It partly encompasses a brand-new 2.0 update <a href="https://www.gamesradar.com/games/open-world/new-crimson-desert-enhanced-update-meant-to-improve-the-narrative-flow-actually-makes-it-feel-like-a-different-game-fans-say/">adding substantially more depth to the game's story</a>, but it's a soft rebrand that marks the culmination of <em>all</em> the work developer Pearl Abyss has done to improve <a href="https://www.gamesradar.com/games/rpg/crimson-desert-guide/">Crimson Desert</a> since launch. Those free updates are now slowing down so that the studio can shift its focus to the upcoming DLC.</p><p>"I think this is a great transition point," PR and marketing director Will Powers explains in an interview with <a href="https://www.youtube.com/watch?v=pq58IPN0v1s" target="_blank">IGN</a>. "We've had this great pace of updates continually expanding the world of Pywell. With 2.0, this is all very purposeful in how we name stuff. This is very much a fully realized experience within the world."</p><p>Powers explains that "while there still will be updates, I don't think the scope, scale, and pace of them will be as consistent past this point. What we're taking this opportunity to do is shift our development resources from these regular updates to focus on the upcoming DLC."</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/pq58IPN0v1s" allowfullscreen></iframe></div></div><p>That big <a href="https://www.gamesradar.com/games/open-world/crimson-desert-dlc-is-coming-this-year-as-part-of-various-follow-up-strategies-at-pearl-abyss/">Crimson Desert DLC is still set to launch later this year</a>, and after the main game's wild success <a href="https://www.gamesradar.com/games/open-world/crimson-desert-is-not-a-one-off-title-pearl-abyss-is-open-to-sequel-titles-multiplayer-expansions-and-even-more-dlc/">Pearl Abyss has plenty more plans for further expansion of the budding franchise</a>. We don't have any concrete details on what that DLC will look like or what those follow-ups will actually be, but after five months of expansive updates and <a href="https://www.gamesradar.com/games/open-world/crimson-desert-sells-over-5-million-copies-worldwide-in-under-4-weeks-and-with-steam-player-peaks-still-holding-strong-at-around-100k-a-day-i-dont-see-it-slowing-down-anytime-soon/">massive unit sales</a>, I think Crimson Desert has already more than proven itself.</p><p><a href="https://www.gamesradar.com/games/open-world/crimson-desert-did-so-well-that-developer-pearl-abyss-reported-94-percent-increased-labor-expenses-due-to-performance-bonus-payments-made-to-1-035-employees/"><em>Crimson Desert did so well that developer Pearl Abyss reported 94% increased labor expenses due to "performance bonus payments" made to 1,035 employees.</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W3KkMW"></div>                            </div>                            <script src="https://kwizly.com/embed/W3KkMW.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/open-world/crimson-desert-updates-are-slowing-down-in-scope-scale-and-pace-as-pearl-abyss-shifts-focus-to-the-dlc/</link>
                                                                            <description>
                            <![CDATA[ "I think this is a great transition point" ]]>
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                                                                        <pubDate>Wed, 26 Aug 2026 21:53:04 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Open World Games]]></category>
                                                    <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[Xbox Series X]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Platforms]]></category>
                                                    <category><![CDATA[PlayStation]]></category>
                                                    <category><![CDATA[Xbox]]></category>
                                                                                                <author><![CDATA[ dustin.bailey@futurenet.com (Dustin Bailey) ]]></author>                    <dc:creator><![CDATA[ Dustin Bailey ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/j8jDhQh7y8VawwTuRvrNbn.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
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                                                            <media:credit><![CDATA[Pearl Abyss]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Crimson Desert protagonist Kliff]]></media:description>                                                            <media:text><![CDATA[Crimson Desert protagonist Kliff]]></media:text>
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                                <p>One of the odder surprises from <a href="https://www.gamesradar.com/news/live/gamescom-opening-night-live-live-coverage-2026-everything-announced/">Gamescom Opening Night Live</a> was the reveal of <a href="https://www.gamesradar.com/games/open-world/crimson-desert-is-already-getting-an-enhanced-edition-with-new-story-moments-and-new-language-options/">Crimson Desert Enhanced</a>. It partly encompasses a brand-new 2.0 update <a href="https://www.gamesradar.com/games/open-world/new-crimson-desert-enhanced-update-meant-to-improve-the-narrative-flow-actually-makes-it-feel-like-a-different-game-fans-say/">adding substantially more depth to the game's story</a>, but it's a soft rebrand that marks the culmination of <em>all</em> the work developer Pearl Abyss has done to improve <a href="https://www.gamesradar.com/games/rpg/crimson-desert-guide/">Crimson Desert</a> since launch. Those free updates are now slowing down so that the studio can shift its focus to the upcoming DLC.</p><p>"I think this is a great transition point," PR and marketing director Will Powers explains in an interview with <a href="https://www.youtube.com/watch?v=pq58IPN0v1s" target="_blank">IGN</a>. "We've had this great pace of updates continually expanding the world of Pywell. With 2.0, this is all very purposeful in how we name stuff. This is very much a fully realized experience within the world."</p><p>Powers explains that "while there still will be updates, I don't think the scope, scale, and pace of them will be as consistent past this point. What we're taking this opportunity to do is shift our development resources from these regular updates to focus on the upcoming DLC."</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/pq58IPN0v1s" allowfullscreen></iframe></div></div><p>That big <a href="https://www.gamesradar.com/games/open-world/crimson-desert-dlc-is-coming-this-year-as-part-of-various-follow-up-strategies-at-pearl-abyss/">Crimson Desert DLC is still set to launch later this year</a>, and after the main game's wild success <a href="https://www.gamesradar.com/games/open-world/crimson-desert-is-not-a-one-off-title-pearl-abyss-is-open-to-sequel-titles-multiplayer-expansions-and-even-more-dlc/">Pearl Abyss has plenty more plans for further expansion of the budding franchise</a>. We don't have any concrete details on what that DLC will look like or what those follow-ups will actually be, but after five months of expansive updates and <a href="https://www.gamesradar.com/games/open-world/crimson-desert-sells-over-5-million-copies-worldwide-in-under-4-weeks-and-with-steam-player-peaks-still-holding-strong-at-around-100k-a-day-i-dont-see-it-slowing-down-anytime-soon/">massive unit sales</a>, I think Crimson Desert has already more than proven itself.</p><p><a href="https://www.gamesradar.com/games/open-world/crimson-desert-did-so-well-that-developer-pearl-abyss-reported-94-percent-increased-labor-expenses-due-to-performance-bonus-payments-made-to-1-035-employees/"><em>Crimson Desert did so well that developer Pearl Abyss reported 94% increased labor expenses due to "performance bonus payments" made to 1,035 employees.</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W3KkMW"></div>                            </div>                            <script src="https://kwizly.com/embed/W3KkMW.js" async></script>
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                                                            <title><![CDATA[ Proving Kingdom Come: Deliverance 2's authenticity, Warhorse's biggest fan hikes through Czechia "by foot" to make 3D maps of the RPG's historical locations ]]></title>
                                                                                                <dc:content><![CDATA[ <p>One of the best things about Kingdom Come: Deliverance 2, along with its great characters, systems-driven and often emergent gameplay, and absorbing story, is that its stunning world can be explored in real life. Warhorse's meticulously detailed recreation of 15th century Bohemia features entire cities, towns, monuments, and landmarks mapped from real-life locations you can visit yourself. But if a ticket to Prague is a little out of your budget right now, or you just want to see for yourself how faithful Kingdom Come: Deliverance 2's Kuttenberg region is to real life, you'd do well to check out this incredible interactive 3D map comparing the in-game locations to their real world counterparts.</p><p><a href="https://kingdomcompare.com/" target="_blank">KingdomCompare</a> is a website letting you explore side-by-side 3D panoramas featuring actual photographs taken by an uncredited Kingdom Come super fan next to full 360 images of the same place as seen in the game, and it has <a href="https://x.com/WarhorseStudios/status/2091810170208755732?" target="_blank">Warhorse's official stamp of approval</a>. The map lets you click and drag the pointer to fully explore your surroundings and see your favorite spots in the game as they exist in real life. They're even more similar to each other than I would've expected even as a massive fan of the game who's spent more than 200 hours exploring Kuttenberg and Trosky. Here's a video representation of what it's like navigating KingdomCompare.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2090427344850653356"><p lang="en" dir="ltr">Sasau Monastery in KCD1 and IRL pic.twitter.com/AO5vheSajJ<a href="https://twitter.com/cantworkitout/status/2090427344850653356">August 20, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>"I made this website to showcase the incredible attention to detail Warhorse put into recreating real locations from 600 years ago," says the creator of KingdomCompare. "While planning my KCD trip last year I spent a few evenings with streetview on one monitor and KCD 1&2 on another. While that was fun I wished there was an easier way to do this. That's how the idea for this website was born."</p><p>Naturally, Kingdom Come's map isn't an exact 1:1 replica of real-world historical locations, and the biggest disparity is in the space in between the main hubs. That's because the actual geography had to be compressed down to a manageable size for a typical open-world game that doesn't want you spending literal weeks traveling between cities.</p><p>"There also aren't a lot of historical maps from this time available to use as reference and obviously a lot has changed in 600 years," reads a section of the <a href="https://kingdomcompare.com/about" target="_blank">About page on KingdomCompare.com</a>. "Some could definitley be aligned better than now but the process of doing one location is already quite long."</p><p>Speaking of which, the process occurring behind-the-scenes here sounds <em>incredibly </em>arduous. Not even accounting for travel to and from Czechia, the creator of these maps says they're hiking around the country "by foot" with the exception of "the few small villages in the northern part of the Kuttenberg region." </p><p>"It's totally doable and there are some nice routes for sure, but I'd say you can easily skip most of the smaller villages without missing anything," they advise prospective travelers.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="EFPJpN35jMRwSw2hPtfVi9" name="Screenshot (424)" alt="An interactive map of locations from Kingdom Come: Deliverance 2's Kuttenberg region" src="https://cdn.mos.cms.futurecdn.net/EFPJpN35jMRwSw2hPtfVi9.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: KingdomCompare/Warhorse)</span></figcaption></figure><p>From there, the creator uses a specialized camera to record a full panorama of the site, edits out shadows and other people caught in the photo, and then finds the same location in-game. Using an Autohotkey script while in photo mode, they then capture 17 screenshots while rotating the camera, stich them together using another software called Hugin, and then align the rotation using a custom Blender template. Finally, they adjust colors to blend more seamlessly with the real-life pictures and use another script to make everything load cleanly in a browser. And clean, it is.</p><p>I've been having a blast clicking around all sorts of rural and urban areas from one of my favorite RPGs and exploring their real-life equivalents. Only the Kuttenberg region (which is <em>huge</em>) is complete at the moment, but the project will eventually include Trosky, the other half of Kingdom Come: Deliverance 2's map, as well as Sasau from the first game. Go on and explore. Audentes Fortuna iuvat!</p><p><a href="https://www.gamesradar.com/games/action-rpg/kingdom-come-deliverance-2s-hans-actor-takes-his-role-so-seriously-that-hes-opening-a-real-medieval-inspired-bar-in-the-czech-capital-prague/"><em>Kingdom: Come Deliverance 2's Hans actor takes his role so seriously that he's opening a real "medieval-inspired bar" in the Czech capital, Prague</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-XYlyvO"></div>                            </div>                            <script src="https://kwizly.com/embed/XYlyvO.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/action-rpg/proving-kingdom-come-deliverance-2s-authenticity-warhorses-biggest-fan-hikes-through-czechia-by-foot-to-make-3d-maps-of-the-rpgs-historical-locations/</link>
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                            <![CDATA[ "I made this website to showcase the incredible attention to detail Warhorse put into recreating real locations from 600 years ago" ]]>
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                                                                        <pubDate>Wed, 26 Aug 2026 21:48:52 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Action RPGs]]></category>
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                                                                                                <author><![CDATA[ jordan.gerblick@futurenet.com (Jordan Gerblick) ]]></author>                    <dc:creator><![CDATA[ Jordan Gerblick ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/WFriTGcW9frGoBHGKfkQxV.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Deep Silver/PLAION]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Kingdom Come Deliverance 2 dialogue]]></media:description>                                                            <media:text><![CDATA[Kingdom Come Deliverance 2 dialogue]]></media:text>
                                <media:title type="plain"><![CDATA[Kingdom Come Deliverance 2 dialogue]]></media:title>
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                                <p>One of the best things about Kingdom Come: Deliverance 2, along with its great characters, systems-driven and often emergent gameplay, and absorbing story, is that its stunning world can be explored in real life. Warhorse's meticulously detailed recreation of 15th century Bohemia features entire cities, towns, monuments, and landmarks mapped from real-life locations you can visit yourself. But if a ticket to Prague is a little out of your budget right now, or you just want to see for yourself how faithful Kingdom Come: Deliverance 2's Kuttenberg region is to real life, you'd do well to check out this incredible interactive 3D map comparing the in-game locations to their real world counterparts.</p><p><a href="https://kingdomcompare.com/" target="_blank">KingdomCompare</a> is a website letting you explore side-by-side 3D panoramas featuring actual photographs taken by an uncredited Kingdom Come super fan next to full 360 images of the same place as seen in the game, and it has <a href="https://x.com/WarhorseStudios/status/2091810170208755732?" target="_blank">Warhorse's official stamp of approval</a>. The map lets you click and drag the pointer to fully explore your surroundings and see your favorite spots in the game as they exist in real life. They're even more similar to each other than I would've expected even as a massive fan of the game who's spent more than 200 hours exploring Kuttenberg and Trosky. Here's a video representation of what it's like navigating KingdomCompare.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2090427344850653356"><p lang="en" dir="ltr">Sasau Monastery in KCD1 and IRL pic.twitter.com/AO5vheSajJ<a href="https://twitter.com/cantworkitout/status/2090427344850653356">August 20, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>"I made this website to showcase the incredible attention to detail Warhorse put into recreating real locations from 600 years ago," says the creator of KingdomCompare. "While planning my KCD trip last year I spent a few evenings with streetview on one monitor and KCD 1&2 on another. While that was fun I wished there was an easier way to do this. That's how the idea for this website was born."</p><p>Naturally, Kingdom Come's map isn't an exact 1:1 replica of real-world historical locations, and the biggest disparity is in the space in between the main hubs. That's because the actual geography had to be compressed down to a manageable size for a typical open-world game that doesn't want you spending literal weeks traveling between cities.</p><p>"There also aren't a lot of historical maps from this time available to use as reference and obviously a lot has changed in 600 years," reads a section of the <a href="https://kingdomcompare.com/about" target="_blank">About page on KingdomCompare.com</a>. "Some could definitley be aligned better than now but the process of doing one location is already quite long."</p><p>Speaking of which, the process occurring behind-the-scenes here sounds <em>incredibly </em>arduous. Not even accounting for travel to and from Czechia, the creator of these maps says they're hiking around the country "by foot" with the exception of "the few small villages in the northern part of the Kuttenberg region." </p><p>"It's totally doable and there are some nice routes for sure, but I'd say you can easily skip most of the smaller villages without missing anything," they advise prospective travelers.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="EFPJpN35jMRwSw2hPtfVi9" name="Screenshot (424)" alt="An interactive map of locations from Kingdom Come: Deliverance 2's Kuttenberg region" src="https://cdn.mos.cms.futurecdn.net/EFPJpN35jMRwSw2hPtfVi9.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: KingdomCompare/Warhorse)</span></figcaption></figure><p>From there, the creator uses a specialized camera to record a full panorama of the site, edits out shadows and other people caught in the photo, and then finds the same location in-game. Using an Autohotkey script while in photo mode, they then capture 17 screenshots while rotating the camera, stich them together using another software called Hugin, and then align the rotation using a custom Blender template. Finally, they adjust colors to blend more seamlessly with the real-life pictures and use another script to make everything load cleanly in a browser. And clean, it is.</p><p>I've been having a blast clicking around all sorts of rural and urban areas from one of my favorite RPGs and exploring their real-life equivalents. Only the Kuttenberg region (which is <em>huge</em>) is complete at the moment, but the project will eventually include Trosky, the other half of Kingdom Come: Deliverance 2's map, as well as Sasau from the first game. Go on and explore. Audentes Fortuna iuvat!</p><p><a href="https://www.gamesradar.com/games/action-rpg/kingdom-come-deliverance-2s-hans-actor-takes-his-role-so-seriously-that-hes-opening-a-real-medieval-inspired-bar-in-the-czech-capital-prague/"><em>Kingdom: Come Deliverance 2's Hans actor takes his role so seriously that he's opening a real "medieval-inspired bar" in the Czech capital, Prague</em></a></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-XYlyvO"></div>                            </div>                            <script src="https://kwizly.com/embed/XYlyvO.js" async></script>
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                                                            <title><![CDATA[ The Witcher 3: Songs of the Past expansion doesn't have to make the RPG "feel different" because it's still "relevant" after 11 years, says CD Projekt Red dev ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The Witcher 3: Songs of the Past isn't going to make the 11-year-old base game feel brand new, because it doesn't need to. CD Projekt Red and the Songs of the Past expansion's co-developer Fool's Theory knows The Witcher 3 is the ideal RPG experience, so Songs of the Past – due in 2027 – should enhance rather than overpower it. </p><p>It'll be like a pinch of salt. Fool's Theory CEO Jakub Rokosz <a href="https://www.pcgamer.com/games/the-witcher/we-saw-the-witcher-3-songs-of-the-past-in-action-and-the-full-game-remaster-thats-coming-this-year-too/" target="_blank">explains to PC Gamer</a> in a new interview, "I wouldn't say that [Songs of the Past] will feel different, simply because Witcher 3 aged really well, as a game."</p><p>"It's still very relevant," Rokosz continues to say about The Witcher 3. "It became a staple for RPGs back in the day when it came out, and even now, when you replay it, you don't really feel it's an old game." In this case, words like "back in the day" and "old" refer to the candied days of 2015, which, in video game years, isn't <em>so</em> gravely long ago. Some of the most essential video games in history, like <a href="https://www.gamesradar.com/games/silent-hill/the-original-silent-hill-is-getting-a-remake-from-bloober-team-following-the-horror-studios-success-bringing-silent-hill-2-into-the-modern-day/">Silent Hill, take nearly 30 years to get a remake</a>, or they never do, and they're never blessed with belated expansions, or even just little botox.</p><p>So The Witcher 3 is lucky: it's young, and CD Projekt Red is making sure it stays beautiful. CD Projekt Red executive producer Jakub Kutrzuba tells PC Gamer The Witcher 3 remaster launching on September 29 should look like it "released in 2026."</p><p>"All the improvements make the combat much more smooth, much more natural," explains CD Projekt's joint CEO Adam Badowski. "You can change target while playing the animation or performing strikes, and it gives the game a kind of freshness." </p><p>GamesRadar+ managing editor Ali Jones got to taste a bit of those improvements during his scripted demo time with Songs of the Past at Gamescom 2026. </p><p>"Even this story-based section seems to fit seamlessly into the existing world of The Witcher 3, while the upcoming remaster's features push much of what made the original game so special even further," Ali <a href="https://www.gamesradar.com/games/the-witcher/the-witcher-3-songs-of-the-past-takes-the-best-of-cdprs-rpg-and-pushes-it-further-in-geralts-new-final-chapter/">writes in his demo preview</a>. See? Enhance, not overpower. Any more than that, and CD Projekt Red would be ruining a great set of bones – and the developer knows it. </p><p><a href="https://www.gamesradar.com/games/the-witcher/cd-projekt-red-snuck-30-improvements-into-the-witcher-3-remastered-reveal-including-immersive-meditation-new-quest-tracking-a-loot-rework-and-switch-2-exclusives/"><em>CD Projekt Red snuck 30 improvements into The Witcher 3 Remastered reveal, including "immersive meditation," new quest tracking, a loot rework, and Switch 2 exclusives</em></a><em>.</em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-egKwKe"></div>                            </div>                            <script src="https://kwizly.com/embed/egKwKe.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/the-witcher/the-witcher-3-songs-of-the-past-expansion-doesnt-have-to-make-the-rpg-feel-different-because-its-still-relevant-after-11-years-says-cd-projekt-red-dev/</link>
                                                                            <description>
                            <![CDATA[ A refresh, not an overhaul ]]>
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                                                                        <pubDate>Wed, 26 Aug 2026 21:10:43 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[The Witcher]]></category>
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                                                                                                <author><![CDATA[ ashley.bardhan@futurenet.com (Ashley Bardhan) ]]></author>                    <dc:creator><![CDATA[ Ashley Bardhan ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/XLhHUVZSAcPehPBc9sGz8e.jpeg ]]></dc:source>
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                                                            <media:credit><![CDATA[CD Projekt Red]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Geralt with a bloody lip lies on the ground]]></media:description>                                                            <media:text><![CDATA[Geralt with a bloody lip lies on the ground]]></media:text>
                                <media:title type="plain"><![CDATA[Geralt with a bloody lip lies on the ground]]></media:title>
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                                <p>The Witcher 3: Songs of the Past isn't going to make the 11-year-old base game feel brand new, because it doesn't need to. CD Projekt Red and the Songs of the Past expansion's co-developer Fool's Theory knows The Witcher 3 is the ideal RPG experience, so Songs of the Past – due in 2027 – should enhance rather than overpower it. </p><p>It'll be like a pinch of salt. Fool's Theory CEO Jakub Rokosz <a href="https://www.pcgamer.com/games/the-witcher/we-saw-the-witcher-3-songs-of-the-past-in-action-and-the-full-game-remaster-thats-coming-this-year-too/" target="_blank">explains to PC Gamer</a> in a new interview, "I wouldn't say that [Songs of the Past] will feel different, simply because Witcher 3 aged really well, as a game."</p><p>"It's still very relevant," Rokosz continues to say about The Witcher 3. "It became a staple for RPGs back in the day when it came out, and even now, when you replay it, you don't really feel it's an old game." In this case, words like "back in the day" and "old" refer to the candied days of 2015, which, in video game years, isn't <em>so</em> gravely long ago. Some of the most essential video games in history, like <a href="https://www.gamesradar.com/games/silent-hill/the-original-silent-hill-is-getting-a-remake-from-bloober-team-following-the-horror-studios-success-bringing-silent-hill-2-into-the-modern-day/">Silent Hill, take nearly 30 years to get a remake</a>, or they never do, and they're never blessed with belated expansions, or even just little botox.</p><p>So The Witcher 3 is lucky: it's young, and CD Projekt Red is making sure it stays beautiful. CD Projekt Red executive producer Jakub Kutrzuba tells PC Gamer The Witcher 3 remaster launching on September 29 should look like it "released in 2026."</p><p>"All the improvements make the combat much more smooth, much more natural," explains CD Projekt's joint CEO Adam Badowski. "You can change target while playing the animation or performing strikes, and it gives the game a kind of freshness." </p><p>GamesRadar+ managing editor Ali Jones got to taste a bit of those improvements during his scripted demo time with Songs of the Past at Gamescom 2026. </p><p>"Even this story-based section seems to fit seamlessly into the existing world of The Witcher 3, while the upcoming remaster's features push much of what made the original game so special even further," Ali <a href="https://www.gamesradar.com/games/the-witcher/the-witcher-3-songs-of-the-past-takes-the-best-of-cdprs-rpg-and-pushes-it-further-in-geralts-new-final-chapter/">writes in his demo preview</a>. See? Enhance, not overpower. Any more than that, and CD Projekt Red would be ruining a great set of bones – and the developer knows it. </p><p><a href="https://www.gamesradar.com/games/the-witcher/cd-projekt-red-snuck-30-improvements-into-the-witcher-3-remastered-reveal-including-immersive-meditation-new-quest-tracking-a-loot-rework-and-switch-2-exclusives/"><em>CD Projekt Red snuck 30 improvements into The Witcher 3 Remastered reveal, including "immersive meditation," new quest tracking, a loot rework, and Switch 2 exclusives</em></a><em>.</em></p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-egKwKe"></div>                            </div>                            <script src="https://kwizly.com/embed/egKwKe.js" async></script>
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                                                            <title><![CDATA[ Everything announced at FGS Live From Gamescom 2026 ]]></title>
                                                                                                <dc:content><![CDATA[ <p>FGS Live From gamescom 2026 is the sister showcase that aired directly after this year’s Future Games Show at gamescom on August 26, featuring more world premieres, developer interviews and exclusive trailers live and direct from the gamescom showfloor. </p><p>The event was hosted by Nathan Byrne and Jules Gill from the FGS video team, who led viewers through a busy schedule of reveals. If you missed it and want to catch up, we’ve collated all the news below in chronological order. </p><p><a href="https://store.steampowered.com/sale/futuregamesshow" target="_blank"><em>To wishlist any games from the show that caught your eye, you can also head over to the official Future Games Show Steam page.</em></a></p><p><strong>Missed the main broadcast? Here’s</strong><a href="https://www.gamesradar.com/games/events-conferences/everything-announced-at-the-future-games-show-at-gamescom-2026"><strong> everything announced at the Future Games Show at gamescom</strong></a></p><h2 id="warhammer-40-000-boltgun-2">Warhammer 40,000: Boltgun 2</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="A2gtmqLsQkHbiwinj5j4LH" name="Boltgun 2" alt="In FPS Warhammer 40,000: Boltgun 2, an enemy with fast movements appears to blur into many replicas of themselves" src="https://cdn.mos.cms.futurecdn.net/A2gtmqLsQkHbiwinj5j4LH.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Big Fan Games / Devolver Digital)</span></figcaption></figure><p>40K boomer shooter Boltgun 2 got a new trailer during FGS Live from gamescom, which revealed a musical collaboration with DOOM legend Mick Gordon, and the news that it’s coming to PC & consoles on October 14.</p><h2 id="blackwood">BLACKWOOD</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Z5iCMtaDGjh2gXgxGuATy9" name="blackwood" alt="The hero / assassin in a dark street in Blackwood" src="https://cdn.mos.cms.futurecdn.net/Z5iCMtaDGjh2gXgxGuATy9.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: IZilla Games / AttritoM7 Productions)</span></figcaption></figure><p>Blackwood is an action-adventure game where you run a DVD store and lead a double life as a ruthless assassin. A release date trailer revealed that the first act is coming to Steam on September 16.</p><h2 id="crimson-moon">Crimson Moon</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="mHoHCHGs5hAu3gf4kFzPhZ" name="upcoming-ps5-games-crimson-moon" alt="A screenshot of the upcoming PS5 game, Crimson Moon." src="https://cdn.mos.cms.futurecdn.net/mHoHCHGs5hAu3gf4kFzPhZ.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: ProbablyMonsters)</span></figcaption></figure><p>A new gameplay trailer for Crimson Moon brought viewers into its blood-soaked fantasy world, where you annihilate demons as a human-angel hybrid. It’s coming to PC on September 1.</p><h2 id="rivage">Rivage </h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3820px;"><p class="vanilla-image-block" style="padding-top:56.54%;"><img id="AWuJ6if2vPjcckj7TkmBME" name="Rivage" alt="Rivage" src="https://cdn.mos.cms.futurecdn.net/AWuJ6if2vPjcckj7TkmBME.jpg" mos="" align="middle" fullscreen="" width="3820" height="2160" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Raw Fury)</span></figcaption></figure><p>An intricate puzzle adventure set aboard an immersive space station, Rivage has you repairing systems and mechanisms to unravel a carefully woven mystery. It’s coming to PC and consoles on September 22, 2026.</p><h2 id="tempus-vitae">Tempus Vitae</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="J9digFPvVNKqb2bUbcL5PL" name="tempus vitae" alt="Holding up your hands to stop time in Tempus Vitae" src="https://cdn.mos.cms.futurecdn.net/J9digFPvVNKqb2bUbcL5PL.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Whiteboard Games)</span></figcaption></figure><p>Time travel shooter Tempus Vitae got a brand new gameplay trailer during FGS Live From gamescom. It’s a science-fiction metroidvania where you unravel the mysteries of a doomed space station, and it’s coming soon to PC & consoles.</p><h2 id="neon-abyss-2">Neon Abyss 2</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="nABXqBZdsaD4UkpUXYsnHJ" name="neon abyss 2" alt="neon abyss 2" src="https://cdn.mos.cms.futurecdn.net/nABXqBZdsaD4UkpUXYsnHJ.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Kepler Ghost)</span></figcaption></figure><p>A hectic new trailer for the shooter roguelike Neon Abyss 2 introduced viewers to the sequel’s penchant for maximum carnage. Enter the abyss when it launches out of early access in Fall 2026 for PC & consoles.</p><h2 id="matelotes-world-premiere">Matelotes - World Premiere</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="x22jaT7mMUhZWfRC3NCHz6" name="matelotes" alt="The keyart for Matelotes featuring cartoon style vikings on a boat sailing across black water" src="https://cdn.mos.cms.futurecdn.net/x22jaT7mMUhZWfRC3NCHz6.jpg" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Arte)</span></figcaption></figure><p>A world-premiere trailer revealed Matelotes, a delightful game in which you explore islands aboard a cartoon longship and resolve crises and squabbles. It’s coming to Steam Early Access in 2027.</p><h2 id="tanuki-pon-39-s-summer">Tanuki: Pon's Summer</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="GscJ6MYQXrF5auA4x46FfX" name="PR_tanuki_1_1080" alt="Pon cycles through a green field in Tanuki: Pon's Summer with a basket stacked with boxes" src="https://cdn.mos.cms.futurecdn.net/GscJ6MYQXrF5auA4x46FfX.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Critical Reflex, Denkiworks)</span></figcaption></figure><p>A new gameplay trailer for TANUKI: Pon’s Summer aired during FGS Live From gamescom. This is a life simulator where you play as a friendly Tanuki who delivers parcels on his BMX and interacts with the inhabitants of a quirky Japanese town. It’s coming soon to PC & consoles, with a demo available now on Steam.</p><h2 id="night-plane">Night Plane</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="dFSsEgEYg4tYThxEktvBrg" name="FGS 2026 gamescom Night Plane" alt="Screenshot from Night Plane horror game showing a man being lifted off his feet in front of a plane lavatory door with ominous red light come from inside" src="https://cdn.mos.cms.futurecdn.net/dFSsEgEYg4tYThxEktvBrg.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: New Tales)</span></figcaption></figure><p>Flight attendant horror game Night Plane got a new trailer during FGS Live From gamescom, providing an aeroplane window into the game’s doomed in-flight scenario. It’s coming to PC in Fall 2026, but there’s a demo available now on Steam if you want to check it out.</p><h2 id="haunted-paws">Haunted Paws</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="TRV5myX4M82Wr58wBHHXfi" name="Haunted Paws" alt="A puppy in a hat in Haunted Paws" src="https://cdn.mos.cms.futurecdn.net/TRV5myX4M82Wr58wBHHXfi.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Lazy Flock)</span></figcaption></figure><p>Haunted Paws is a canine co-op game where you play as a pair of pups, and a new trailer shown during FGS Live From gamescom offered more gameplay, alongside the news that the game is coming to Nintendo Switch & Nintendo Switch 2.</p><h2 id="sweetheart-world-premiere">Sweetheart - World Premiere</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="7tq7XfucMztbA9owcNqPKX" name="1920x1080 - Sweetheart NO LOGO" alt="A couple cry tears in front of the Hollywood sign in the keyart for Sweetheart" src="https://cdn.mos.cms.futurecdn.net/7tq7XfucMztbA9owcNqPKX.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Genie Boy Games)</span></figcaption></figure><p>A world premiere trailer revealed Sweetheart, a horror game wrapped in a love story that bills itself as a terrifying breakup simulator. It’s coming to PC in 2027.</p><h2 id="we-are-so-cooked">We Are So Cooked </h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="rfmHWNnNMGU5HwSpJKecPk" name="ss_8ef59a15ad33ea7d4d1c0dad734a8b72e8cbb31f.1920x1080" alt="Two character carry a dead body into a hotel corridor only to be stopped by security at gunpoint in We Are So Cooked" src="https://cdn.mos.cms.futurecdn.net/rfmHWNnNMGU5HwSpJKecPk.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: 1312 Interactive)</span></figcaption></figure><p>A new trailer revealed that the absurdist stealth game We Are So Cooked is coming to Steam on October 15. It’s a 1-4 player co-op game where you improvise to smuggle a dead body out of a hotel room with your friends as backup.</p><h2 id="amphibian-world-premiere">Amphibian - World Premiere</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:276480px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="8m3H5h8kefc57o4msqc85F" name="Amphibian" alt="Amphibian" src="https://cdn.mos.cms.futurecdn.net/8m3H5h8kefc57o4msqc85F.jpg" mos="" align="middle" fullscreen="" width="276480" height="155520" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: JARCORP INTERACTIVE)</span></figcaption></figure><p>JARCORP Interactive revealed Amphibian during FGS Live From gamescom. It’s a frog-led, hand-drawn tactical RPG for fans of classic console adventures, and it’s coming soon to PC & consoles.</p><h2 id="prospera-world-premiere">Prospera - World Premiere</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="fAho76f4pCy9VphpSQ3HSo" name="prospera" alt="Prospera" src="https://cdn.mos.cms.futurecdn.net/fAho76f4pCy9VphpSQ3HSo.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Toplitz)</span></figcaption></figure><p>A world-premiere trailer revealed Prospera, an open-world city-building simulator from Toplitz Productions in which you build a bustling industrial town and live in it, too. It’s coming soon to PC. </p><h2 id="apart">APART</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="uCAWLbSmAvdE7FMMt73ycB" name="apart" alt="A character looks down a dark, deserted street in Apart" src="https://cdn.mos.cms.futurecdn.net/uCAWLbSmAvdE7FMMt73ycB.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Turnkey Games)</span></figcaption></figure><p>TurnKey Games shared a brand-new gameplay trailer for APART, the studio’s atmospheric platformer where you play as a zombie child and their severed arm companion. It’s coming to PC on October 9, later this year.</p><h2 id="medieval-dynasty-the-backwood">Medieval Dynasty - The Backwood</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Wrp2thZ3MskdFofDzkNYRh" name="ss_87848ba7b694a3a08fed906e2dfde85ce2a008cd.1920x1080" alt="Medieval Dynasty" src="https://cdn.mos.cms.futurecdn.net/Wrp2thZ3MskdFofDzkNYRh.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Toplitz)</span></figcaption></figure><p>Medieval Dynasty is a beloved open-world survival game, and during FGS Live From gamescom, Toplitz Productions shared a new trailer for its upcoming DLC, The Backwood. The Backwood is an untamed map that serves as a sandbox canvas for campaigns, and it’s coming to PC and consoles in early 2027</p><h2 id="vikings-dynasty">Vikings Dynasty </h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="aay7okcmCGeMaCfco8TshD" name="vikingdynasty" alt="The player character looking out on a sunset over the water near a boat in Vikings Dynasty" src="https://cdn.mos.cms.futurecdn.net/aay7okcmCGeMaCfco8TshD.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Toplitz Productions)</span></figcaption></figure><p>A gameplay trailer for Vikings Dynasty provided a glimpse into the game’s Norse world, where you protect your community as a Jarl and explore the surrounding Fjords. Wishlist it now, because it’s coming soon to PC.</p><h2 id="young-suns">Young Suns</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="jLmDKoC4T3jWbjynskVhrb" name="Young Suns" alt="Young Suns" src="https://cdn.mos.cms.futurecdn.net/jLmDKoC4T3jWbjynskVhrb.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: KO_OP)</span></figcaption></figure><p>The Jupiter-set life sim Young Suns received a new trailer during FGS Live From gamescom. This four-player co-op game lets you decorate your own custom spaceship, explore planetoids and improve the lives of space station citizens. The 1.0 update is coming to Xbox on August 31, with the game landing on Steam in Late 2026.</p><h2 id="nivalis-nights">Nivalis Nights</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="8GNNyRn4mrvApYATjbnbb" name="Nivalis Nights" alt="A woman leans on a bannister in a futuristic Cyberpunk city in Nivalis Nights" src="https://cdn.mos.cms.futurecdn.net/8GNNyRn4mrvApYATjbnbb.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: 505 Games)</span></figcaption></figure><p>Ion Lands shared a new trailer for Nivalis Nights, the studio’s cyberpunk slice-of-life simulator where you manage businesses and forge meaningful connections under neon lights. It’s coming to PC on the 29th of September.</p><h2 id="aloft">Aloft</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="NSxKaBzWdtTMWpizDnGoBF" name="SS-Aloft (2)" alt="Aloft screenshot of an island ship being steered through the clouds" src="https://cdn.mos.cms.futurecdn.net/NSxKaBzWdtTMWpizDnGoBF.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Funcom)</span></figcaption></figure><p>Co-op sandbox survival game Aloft got a new trailer during FGS Live From gamescom, revealing more about the game’s upcoming Discovery & Ancestry update. It’s out now on Steam, so you can let your curiosity guide your travels across the game’s gorgeous floating islands.</p><h2 id="hoarder">Hoarder</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="WcEbRQdAHJsvEknkQja5e7" name="25 (1)" alt="A mountain of objects crammed into a house in Hoarder" src="https://cdn.mos.cms.futurecdn.net/WcEbRQdAHJsvEknkQja5e7.png" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Awaken Realms)</span></figcaption></figure><p>Eerie cleaning simulator Hoarder got a release date trailer during FGS Live From gamescom. This atmospheric submarine-salvage adventure - which starts out looking like a normal decluttering job - is coming in 2027.</p><h2 id="afterworld">Afterworld </h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="hi3PXVMzgSszQSTtVFvZEk" name="FGS 2026 gamescom Afterworld" alt="Afterworld concept art showing an ancient tyrant in a throne with a guard nearby while a civilian is being tortured in a machine" src="https://cdn.mos.cms.futurecdn.net/hi3PXVMzgSszQSTtVFvZEk.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Paradox Interactive)</span></figcaption></figure><p>Paradox dropped by the FGS Live From gamescom for an interview about Afterworld, the studio’s latest grand strategy game. It’s a settlement-raising adventure set in a post-apocalyptic America replete with dangerous factions you have to manage through diplomacy, and it’s coming soon to PC.</p><h2 id="shoe-it-all">Shoe It All!</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="4ySzG5vYccomWGfNktmXBe" name="SIA_Screenshot 3" alt=""Trouble Begins" in Shoe It All!" src="https://cdn.mos.cms.futurecdn.net/4ySzG5vYccomWGfNktmXBe.png" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Amberbite Games / Bright Gambit)</span></figcaption></figure><p>A hilarious physics game about the delight of launching your shoes received a release-date trailer during FGS Live from Gamescom. Shoe It All! Features plenty of skill-checking levels and absurd scenarios, and it’s coming to PC & consoles on September 3rd.</p><h2 id="wanderburg">Wanderburg</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="GxL8XzQjt8JACWSnJG6qXG" name="ss_0bdb517a61d5aaac64b3cfd595791f2c67403430.1920x1080" alt="Wanderburg castles in a grassy field" src="https://cdn.mos.cms.futurecdn.net/GxL8XzQjt8JACWSnJG6qXG.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Randwerk / Sidekick Publishing)</span></figcaption></figure><p>Wanderburg is a medieval roguelike where you pilot a modular castle on wheels to pillage and consume your surroundings. Grow in size and master unpredictable loadouts when it launches into early access on Steam this September 8.</p><h2 id="black-walls">BLACK WALLS</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ru8vr2adF5kg8YaqeitumA" name="black walls" alt="A person in a spacesuit runs towards the camera in a dark corridor in Black Walls" src="https://cdn.mos.cms.futurecdn.net/ru8vr2adF5kg8YaqeitumA.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Magic Van Games)</span></figcaption></figure><p>Magic Van Games rounded out the FGS Live From gamescom with a haunting trailer for BLACK WALLS. It’s a liminal psychological horror odyssey where you play as an isolated astronaut exploring a dark, unpredictable maze. It’s coming to PC in 2027.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/events-conferences/everything-announced-at-fgs-live-from-gamescom-2026/</link>
                                                                            <description>
                            <![CDATA[ Here’s every reveal from the sister show of the Future Games Show at gamescom ]]>
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                                                                        <pubDate>Wed, 26 Aug 2026 19:13:52 +0000</pubDate>                                                                                                                                <updated>Wed, 26 Aug 2026 19:20:03 +0000</updated>
                                                                                                                                            <category><![CDATA[Events &amp; Conferences]]></category>
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                                                                                                                    <dc:creator><![CDATA[ Jordan Oloman ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/A47fhA4N6UsdGvMdzdSvKQ.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Future]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[The FGS Live from Gamescom logo]]></media:description>                                                            <media:text><![CDATA[The FGS Live from Gamescom logo]]></media:text>
                                <media:title type="plain"><![CDATA[The FGS Live from Gamescom logo]]></media:title>
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                                <p>FGS Live From gamescom 2026 is the sister showcase that aired directly after this year’s Future Games Show at gamescom on August 26, featuring more world premieres, developer interviews and exclusive trailers live and direct from the gamescom showfloor. </p><p>The event was hosted by Nathan Byrne and Jules Gill from the FGS video team, who led viewers through a busy schedule of reveals. If you missed it and want to catch up, we’ve collated all the news below in chronological order. </p><p><a href="https://store.steampowered.com/sale/futuregamesshow" target="_blank"><em>To wishlist any games from the show that caught your eye, you can also head over to the official Future Games Show Steam page.</em></a></p><p><strong>Missed the main broadcast? Here’s</strong><a href="https://www.gamesradar.com/games/events-conferences/everything-announced-at-the-future-games-show-at-gamescom-2026"><strong> everything announced at the Future Games Show at gamescom</strong></a></p><h2 id="warhammer-40-000-boltgun-2">Warhammer 40,000: Boltgun 2</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="A2gtmqLsQkHbiwinj5j4LH" name="Boltgun 2" alt="In FPS Warhammer 40,000: Boltgun 2, an enemy with fast movements appears to blur into many replicas of themselves" src="https://cdn.mos.cms.futurecdn.net/A2gtmqLsQkHbiwinj5j4LH.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Big Fan Games / Devolver Digital)</span></figcaption></figure><p>40K boomer shooter Boltgun 2 got a new trailer during FGS Live from gamescom, which revealed a musical collaboration with DOOM legend Mick Gordon, and the news that it’s coming to PC & consoles on October 14.</p><h2 id="blackwood">BLACKWOOD</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Z5iCMtaDGjh2gXgxGuATy9" name="blackwood" alt="The hero / assassin in a dark street in Blackwood" src="https://cdn.mos.cms.futurecdn.net/Z5iCMtaDGjh2gXgxGuATy9.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: IZilla Games / AttritoM7 Productions)</span></figcaption></figure><p>Blackwood is an action-adventure game where you run a DVD store and lead a double life as a ruthless assassin. A release date trailer revealed that the first act is coming to Steam on September 16.</p><h2 id="crimson-moon">Crimson Moon</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="mHoHCHGs5hAu3gf4kFzPhZ" name="upcoming-ps5-games-crimson-moon" alt="A screenshot of the upcoming PS5 game, Crimson Moon." src="https://cdn.mos.cms.futurecdn.net/mHoHCHGs5hAu3gf4kFzPhZ.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: ProbablyMonsters)</span></figcaption></figure><p>A new gameplay trailer for Crimson Moon brought viewers into its blood-soaked fantasy world, where you annihilate demons as a human-angel hybrid. It’s coming to PC on September 1.</p><h2 id="rivage">Rivage </h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3820px;"><p class="vanilla-image-block" style="padding-top:56.54%;"><img id="AWuJ6if2vPjcckj7TkmBME" name="Rivage" alt="Rivage" src="https://cdn.mos.cms.futurecdn.net/AWuJ6if2vPjcckj7TkmBME.jpg" mos="" align="middle" fullscreen="" width="3820" height="2160" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Raw Fury)</span></figcaption></figure><p>An intricate puzzle adventure set aboard an immersive space station, Rivage has you repairing systems and mechanisms to unravel a carefully woven mystery. It’s coming to PC and consoles on September 22, 2026.</p><h2 id="tempus-vitae">Tempus Vitae</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="J9digFPvVNKqb2bUbcL5PL" name="tempus vitae" alt="Holding up your hands to stop time in Tempus Vitae" src="https://cdn.mos.cms.futurecdn.net/J9digFPvVNKqb2bUbcL5PL.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Whiteboard Games)</span></figcaption></figure><p>Time travel shooter Tempus Vitae got a brand new gameplay trailer during FGS Live From gamescom. It’s a science-fiction metroidvania where you unravel the mysteries of a doomed space station, and it’s coming soon to PC & consoles.</p><h2 id="neon-abyss-2">Neon Abyss 2</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="nABXqBZdsaD4UkpUXYsnHJ" name="neon abyss 2" alt="neon abyss 2" src="https://cdn.mos.cms.futurecdn.net/nABXqBZdsaD4UkpUXYsnHJ.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Kepler Ghost)</span></figcaption></figure><p>A hectic new trailer for the shooter roguelike Neon Abyss 2 introduced viewers to the sequel’s penchant for maximum carnage. Enter the abyss when it launches out of early access in Fall 2026 for PC & consoles.</p><h2 id="matelotes-world-premiere">Matelotes - World Premiere</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="x22jaT7mMUhZWfRC3NCHz6" name="matelotes" alt="The keyart for Matelotes featuring cartoon style vikings on a boat sailing across black water" src="https://cdn.mos.cms.futurecdn.net/x22jaT7mMUhZWfRC3NCHz6.jpg" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Arte)</span></figcaption></figure><p>A world-premiere trailer revealed Matelotes, a delightful game in which you explore islands aboard a cartoon longship and resolve crises and squabbles. It’s coming to Steam Early Access in 2027.</p><h2 id="tanuki-pon-39-s-summer">Tanuki: Pon's Summer</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="GscJ6MYQXrF5auA4x46FfX" name="PR_tanuki_1_1080" alt="Pon cycles through a green field in Tanuki: Pon's Summer with a basket stacked with boxes" src="https://cdn.mos.cms.futurecdn.net/GscJ6MYQXrF5auA4x46FfX.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Critical Reflex, Denkiworks)</span></figcaption></figure><p>A new gameplay trailer for TANUKI: Pon’s Summer aired during FGS Live From gamescom. This is a life simulator where you play as a friendly Tanuki who delivers parcels on his BMX and interacts with the inhabitants of a quirky Japanese town. It’s coming soon to PC & consoles, with a demo available now on Steam.</p><h2 id="night-plane">Night Plane</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="dFSsEgEYg4tYThxEktvBrg" name="FGS 2026 gamescom Night Plane" alt="Screenshot from Night Plane horror game showing a man being lifted off his feet in front of a plane lavatory door with ominous red light come from inside" src="https://cdn.mos.cms.futurecdn.net/dFSsEgEYg4tYThxEktvBrg.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: New Tales)</span></figcaption></figure><p>Flight attendant horror game Night Plane got a new trailer during FGS Live From gamescom, providing an aeroplane window into the game’s doomed in-flight scenario. It’s coming to PC in Fall 2026, but there’s a demo available now on Steam if you want to check it out.</p><h2 id="haunted-paws">Haunted Paws</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="TRV5myX4M82Wr58wBHHXfi" name="Haunted Paws" alt="A puppy in a hat in Haunted Paws" src="https://cdn.mos.cms.futurecdn.net/TRV5myX4M82Wr58wBHHXfi.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Lazy Flock)</span></figcaption></figure><p>Haunted Paws is a canine co-op game where you play as a pair of pups, and a new trailer shown during FGS Live From gamescom offered more gameplay, alongside the news that the game is coming to Nintendo Switch & Nintendo Switch 2.</p><h2 id="sweetheart-world-premiere">Sweetheart - World Premiere</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="7tq7XfucMztbA9owcNqPKX" name="1920x1080 - Sweetheart NO LOGO" alt="A couple cry tears in front of the Hollywood sign in the keyart for Sweetheart" src="https://cdn.mos.cms.futurecdn.net/7tq7XfucMztbA9owcNqPKX.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Genie Boy Games)</span></figcaption></figure><p>A world premiere trailer revealed Sweetheart, a horror game wrapped in a love story that bills itself as a terrifying breakup simulator. It’s coming to PC in 2027.</p><h2 id="we-are-so-cooked">We Are So Cooked </h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="rfmHWNnNMGU5HwSpJKecPk" name="ss_8ef59a15ad33ea7d4d1c0dad734a8b72e8cbb31f.1920x1080" alt="Two character carry a dead body into a hotel corridor only to be stopped by security at gunpoint in We Are So Cooked" src="https://cdn.mos.cms.futurecdn.net/rfmHWNnNMGU5HwSpJKecPk.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: 1312 Interactive)</span></figcaption></figure><p>A new trailer revealed that the absurdist stealth game We Are So Cooked is coming to Steam on October 15. It’s a 1-4 player co-op game where you improvise to smuggle a dead body out of a hotel room with your friends as backup.</p><h2 id="amphibian-world-premiere">Amphibian - World Premiere</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:276480px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="8m3H5h8kefc57o4msqc85F" name="Amphibian" alt="Amphibian" src="https://cdn.mos.cms.futurecdn.net/8m3H5h8kefc57o4msqc85F.jpg" mos="" align="middle" fullscreen="" width="276480" height="155520" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: JARCORP INTERACTIVE)</span></figcaption></figure><p>JARCORP Interactive revealed Amphibian during FGS Live From gamescom. It’s a frog-led, hand-drawn tactical RPG for fans of classic console adventures, and it’s coming soon to PC & consoles.</p><h2 id="prospera-world-premiere">Prospera - World Premiere</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="fAho76f4pCy9VphpSQ3HSo" name="prospera" alt="Prospera" src="https://cdn.mos.cms.futurecdn.net/fAho76f4pCy9VphpSQ3HSo.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Toplitz)</span></figcaption></figure><p>A world-premiere trailer revealed Prospera, an open-world city-building simulator from Toplitz Productions in which you build a bustling industrial town and live in it, too. It’s coming soon to PC. </p><h2 id="apart">APART</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="uCAWLbSmAvdE7FMMt73ycB" name="apart" alt="A character looks down a dark, deserted street in Apart" src="https://cdn.mos.cms.futurecdn.net/uCAWLbSmAvdE7FMMt73ycB.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Turnkey Games)</span></figcaption></figure><p>TurnKey Games shared a brand-new gameplay trailer for APART, the studio’s atmospheric platformer where you play as a zombie child and their severed arm companion. It’s coming to PC on October 9, later this year.</p><h2 id="medieval-dynasty-the-backwood">Medieval Dynasty - The Backwood</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Wrp2thZ3MskdFofDzkNYRh" name="ss_87848ba7b694a3a08fed906e2dfde85ce2a008cd.1920x1080" alt="Medieval Dynasty" src="https://cdn.mos.cms.futurecdn.net/Wrp2thZ3MskdFofDzkNYRh.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Toplitz)</span></figcaption></figure><p>Medieval Dynasty is a beloved open-world survival game, and during FGS Live From gamescom, Toplitz Productions shared a new trailer for its upcoming DLC, The Backwood. The Backwood is an untamed map that serves as a sandbox canvas for campaigns, and it’s coming to PC and consoles in early 2027</p><h2 id="vikings-dynasty">Vikings Dynasty </h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="aay7okcmCGeMaCfco8TshD" name="vikingdynasty" alt="The player character looking out on a sunset over the water near a boat in Vikings Dynasty" src="https://cdn.mos.cms.futurecdn.net/aay7okcmCGeMaCfco8TshD.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Toplitz Productions)</span></figcaption></figure><p>A gameplay trailer for Vikings Dynasty provided a glimpse into the game’s Norse world, where you protect your community as a Jarl and explore the surrounding Fjords. Wishlist it now, because it’s coming soon to PC.</p><h2 id="young-suns">Young Suns</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="jLmDKoC4T3jWbjynskVhrb" name="Young Suns" alt="Young Suns" src="https://cdn.mos.cms.futurecdn.net/jLmDKoC4T3jWbjynskVhrb.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: KO_OP)</span></figcaption></figure><p>The Jupiter-set life sim Young Suns received a new trailer during FGS Live From gamescom. This four-player co-op game lets you decorate your own custom spaceship, explore planetoids and improve the lives of space station citizens. The 1.0 update is coming to Xbox on August 31, with the game landing on Steam in Late 2026.</p><h2 id="nivalis-nights">Nivalis Nights</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="8GNNyRn4mrvApYATjbnbb" name="Nivalis Nights" alt="A woman leans on a bannister in a futuristic Cyberpunk city in Nivalis Nights" src="https://cdn.mos.cms.futurecdn.net/8GNNyRn4mrvApYATjbnbb.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: 505 Games)</span></figcaption></figure><p>Ion Lands shared a new trailer for Nivalis Nights, the studio’s cyberpunk slice-of-life simulator where you manage businesses and forge meaningful connections under neon lights. It’s coming to PC on the 29th of September.</p><h2 id="aloft">Aloft</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="NSxKaBzWdtTMWpizDnGoBF" name="SS-Aloft (2)" alt="Aloft screenshot of an island ship being steered through the clouds" src="https://cdn.mos.cms.futurecdn.net/NSxKaBzWdtTMWpizDnGoBF.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Funcom)</span></figcaption></figure><p>Co-op sandbox survival game Aloft got a new trailer during FGS Live From gamescom, revealing more about the game’s upcoming Discovery & Ancestry update. It’s out now on Steam, so you can let your curiosity guide your travels across the game’s gorgeous floating islands.</p><h2 id="hoarder">Hoarder</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="WcEbRQdAHJsvEknkQja5e7" name="25 (1)" alt="A mountain of objects crammed into a house in Hoarder" src="https://cdn.mos.cms.futurecdn.net/WcEbRQdAHJsvEknkQja5e7.png" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Awaken Realms)</span></figcaption></figure><p>Eerie cleaning simulator Hoarder got a release date trailer during FGS Live From gamescom. This atmospheric submarine-salvage adventure - which starts out looking like a normal decluttering job - is coming in 2027.</p><h2 id="afterworld">Afterworld </h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="hi3PXVMzgSszQSTtVFvZEk" name="FGS 2026 gamescom Afterworld" alt="Afterworld concept art showing an ancient tyrant in a throne with a guard nearby while a civilian is being tortured in a machine" src="https://cdn.mos.cms.futurecdn.net/hi3PXVMzgSszQSTtVFvZEk.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Paradox Interactive)</span></figcaption></figure><p>Paradox dropped by the FGS Live From gamescom for an interview about Afterworld, the studio’s latest grand strategy game. It’s a settlement-raising adventure set in a post-apocalyptic America replete with dangerous factions you have to manage through diplomacy, and it’s coming soon to PC.</p><h2 id="shoe-it-all">Shoe It All!</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="4ySzG5vYccomWGfNktmXBe" name="SIA_Screenshot 3" alt=""Trouble Begins" in Shoe It All!" src="https://cdn.mos.cms.futurecdn.net/4ySzG5vYccomWGfNktmXBe.png" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Amberbite Games / Bright Gambit)</span></figcaption></figure><p>A hilarious physics game about the delight of launching your shoes received a release-date trailer during FGS Live from Gamescom. Shoe It All! Features plenty of skill-checking levels and absurd scenarios, and it’s coming to PC & consoles on September 3rd.</p><h2 id="wanderburg">Wanderburg</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="GxL8XzQjt8JACWSnJG6qXG" name="ss_0bdb517a61d5aaac64b3cfd595791f2c67403430.1920x1080" alt="Wanderburg castles in a grassy field" src="https://cdn.mos.cms.futurecdn.net/GxL8XzQjt8JACWSnJG6qXG.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Randwerk / Sidekick Publishing)</span></figcaption></figure><p>Wanderburg is a medieval roguelike where you pilot a modular castle on wheels to pillage and consume your surroundings. Grow in size and master unpredictable loadouts when it launches into early access on Steam this September 8.</p><h2 id="black-walls">BLACK WALLS</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ru8vr2adF5kg8YaqeitumA" name="black walls" alt="A person in a spacesuit runs towards the camera in a dark corridor in Black Walls" src="https://cdn.mos.cms.futurecdn.net/ru8vr2adF5kg8YaqeitumA.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Magic Van Games)</span></figcaption></figure><p>Magic Van Games rounded out the FGS Live From gamescom with a haunting trailer for BLACK WALLS. It’s a liminal psychological horror odyssey where you play as an isolated astronaut exploring a dark, unpredictable maze. It’s coming to PC in 2027.</p>
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                                                            <title><![CDATA[ Konami wants Silent Hill to have "an annual release of new games," and it's already working on "many" unannounced projects ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The Silent Hill franchise is fully awake after years spent frozen in at the back of the fridge, and Konami tells GamesRadar+ its psychological horror series is only going to get healthier. Healthier, like, in its output – but probably not in its content, since there's <a href="https://www.instagram.com/p/DWl5kbejsFF/" target="_blank">an officially licensed James Sunderland body pillow now</a>.</p><p>"Our aim is to, hopefully, have an annual release of new games," Silent Hill franchise producer Motoi Okamoto tells GamesRadar+ through an interpreter at <a href="https://www.gamesradar.com/tag/gamescom/">Gamescom 2026</a>. This plan also motivates Konami to <a href="https://www.gamesradar.com/games/silent-hill/after-silent-hill-f-ditched-maine-for-japan-konami-says-its-considering-taking-the-series-to-other-regions-like-russia-italy-or-south-korea-we-believe-we-could-perhaps-take-similar-approaches-with-other-cultures/">keep moving Silent Hill</a> far away from its original home in fall-apart Maine, as Okamoto says, "If we stay laser-focused on the same American setting, that would exhaust [narrative] possibilities, and also potentially cause fatigue for the playerbase." </p><p>Okamoto wants anyone working on a Silent Hill game to tailor the IP, so keeping it flying around the world lets developers "work within the types of environments and the types of storytelling that works best for them." Every main Silent Hill game released or announced this decade was made by a developer that wasn't Konami, so it sounds like the publisher will continue to experiment with who gets to define Silent Hill. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ShXxQdJLmq7wpHVUqxZnnY" name="silent-hill-townfall-header" alt="Simon looking at a CRTV during the trailer for the new game, Silent Hill: Townfall" src="https://cdn.mos.cms.futurecdn.net/ShXxQdJLmq7wpHVUqxZnnY.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami, Annapurna Interactive)</span></figcaption></figure><p>The days of Konami's adored, defunct in-house Team Silent are past sunset and well into the misty night – but Konami's loyal to Bloober <a href="https://www.gamesradar.com/games/silent-hill/the-original-silent-hill-is-getting-a-remake-from-bloober-team-following-the-horror-studios-success-bringing-silent-hill-2-into-the-modern-day/">when it comes to remakes</a>, ensuring there's at least <em>one</em> developer out there who cares about Silent Hill for longer than one development cycle. </p><p>OK, yes, I'm a bit worried about Okamoto's dream of having yearly Silent Hill releases. I worry having so many games will dilute the series I love so much. But Okamoto seems confident fans will be pleased with the apparently "many" secret projects Konami is working on right now.</p><p>He says, "There are still many projects that are still under the works and very unannounced titles. So obviously, we can't go into specifics. But there are still many projects that we are currently exploring and working on as we speak."</p><p>"We would like to let players know," Okamoto continues, "that we have more experiences coming up,  and many types of games that, we believe, will be able to provide positive kinds of surprises for players waiting for this for the series." As more new, spiritually pristine details come out about Silent Hill: Townfall – I mean that in a negative way, I want spiritual orange slime in my horror games and no soap – due September 24, I grow more skeptical of Okamoto's pledge to positive surprises. </p><p>But my bad feelings about Silent Hill: Townfall might just be the fog in me talking. I better keep an open mind if I don't want to end up with a James Sunderland body pillow. </p><p><a href="https://www.gamesradar.com/games/silent-hill/silent-hill-townfall-goes-until-dawn-mode-with-celebrity-cameos-from-the-odyssey-and-lost-actors/"><em>Silent Hill: Townfall goes Until Dawn mode with celebrity cameos from The Odyssey and Lost actors</em></a><em>.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/silent-hill/konami-wants-silent-hill-to-have-an-annual-release-of-new-games-and-its-already-working-on-many-unannounced-projects/</link>
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                            <![CDATA[ All right, I'm listening ]]>
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                                                                        <pubDate>Wed, 26 Aug 2026 17:27:37 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Silent Hill]]></category>
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                                                    <category><![CDATA[Games]]></category>
                                                    <category><![CDATA[Survival Horror Games]]></category>
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                                                                                                <author><![CDATA[ ashley.bardhan@futurenet.com (Ashley Bardhan) ]]></author>                    <dc:creator><![CDATA[ Ashley Bardhan ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/XLhHUVZSAcPehPBc9sGz8e.jpeg ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Jasmine Gould-Wilson ]]></dc:contributor>
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                                                            <media:credit><![CDATA[Konami]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Silent Hill f screenshots]]></media:description>                                                            <media:text><![CDATA[Silent Hill f screenshots]]></media:text>
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                                <p>The Silent Hill franchise is fully awake after years spent frozen in at the back of the fridge, and Konami tells GamesRadar+ its psychological horror series is only going to get healthier. Healthier, like, in its output – but probably not in its content, since there's <a href="https://www.instagram.com/p/DWl5kbejsFF/" target="_blank">an officially licensed James Sunderland body pillow now</a>.</p><p>"Our aim is to, hopefully, have an annual release of new games," Silent Hill franchise producer Motoi Okamoto tells GamesRadar+ through an interpreter at <a href="https://www.gamesradar.com/tag/gamescom/">Gamescom 2026</a>. This plan also motivates Konami to <a href="https://www.gamesradar.com/games/silent-hill/after-silent-hill-f-ditched-maine-for-japan-konami-says-its-considering-taking-the-series-to-other-regions-like-russia-italy-or-south-korea-we-believe-we-could-perhaps-take-similar-approaches-with-other-cultures/">keep moving Silent Hill</a> far away from its original home in fall-apart Maine, as Okamoto says, "If we stay laser-focused on the same American setting, that would exhaust [narrative] possibilities, and also potentially cause fatigue for the playerbase." </p><p>Okamoto wants anyone working on a Silent Hill game to tailor the IP, so keeping it flying around the world lets developers "work within the types of environments and the types of storytelling that works best for them." Every main Silent Hill game released or announced this decade was made by a developer that wasn't Konami, so it sounds like the publisher will continue to experiment with who gets to define Silent Hill. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ShXxQdJLmq7wpHVUqxZnnY" name="silent-hill-townfall-header" alt="Simon looking at a CRTV during the trailer for the new game, Silent Hill: Townfall" src="https://cdn.mos.cms.futurecdn.net/ShXxQdJLmq7wpHVUqxZnnY.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Konami, Annapurna Interactive)</span></figcaption></figure><p>The days of Konami's adored, defunct in-house Team Silent are past sunset and well into the misty night – but Konami's loyal to Bloober <a href="https://www.gamesradar.com/games/silent-hill/the-original-silent-hill-is-getting-a-remake-from-bloober-team-following-the-horror-studios-success-bringing-silent-hill-2-into-the-modern-day/">when it comes to remakes</a>, ensuring there's at least <em>one</em> developer out there who cares about Silent Hill for longer than one development cycle. </p><p>OK, yes, I'm a bit worried about Okamoto's dream of having yearly Silent Hill releases. I worry having so many games will dilute the series I love so much. But Okamoto seems confident fans will be pleased with the apparently "many" secret projects Konami is working on right now.</p><p>He says, "There are still many projects that are still under the works and very unannounced titles. So obviously, we can't go into specifics. But there are still many projects that we are currently exploring and working on as we speak."</p><p>"We would like to let players know," Okamoto continues, "that we have more experiences coming up,  and many types of games that, we believe, will be able to provide positive kinds of surprises for players waiting for this for the series." As more new, spiritually pristine details come out about Silent Hill: Townfall – I mean that in a negative way, I want spiritual orange slime in my horror games and no soap – due September 24, I grow more skeptical of Okamoto's pledge to positive surprises. </p><p>But my bad feelings about Silent Hill: Townfall might just be the fog in me talking. I better keep an open mind if I don't want to end up with a James Sunderland body pillow. </p><p><a href="https://www.gamesradar.com/games/silent-hill/silent-hill-townfall-goes-until-dawn-mode-with-celebrity-cameos-from-the-odyssey-and-lost-actors/"><em>Silent Hill: Townfall goes Until Dawn mode with celebrity cameos from The Odyssey and Lost actors</em></a><em>.</em></p>
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                                                            <title><![CDATA[ Warlock escapes Baldur's Gate 3's long shadow with a very different take on D&D that I'm happy to roll my dice on ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Sitting down for my behind-closed-doors demo, I've little idea of what to expect from Warlock. It's one of those games that's felt shrouded in mystery for the longest time – a third-person action-adventure with ARPG elements, all set against one of the Dungeons & Dragons universe's spookiest settings: Ravenloft's Domain of Dread, Darkon. Only this time – unlike Baldur's Gate 3 – dice, spell slots, turn-based combat, and long rests aren't anywhere to be seen.</p><p>Except they haven't <em>gone </em>anywhere. Developer Invoke Studios has simply repurposed them. I specifically see this in how the game adapts itself to suit real-time combat and exploration. Evard's Black Tentacles is not only a great spell to ensnare enemies with; you can cast it at a wall and attach other items to it, crafting platforms and walkways to get around obstacles. Eldritch Blast is still a powerful cantrip but that too will have additional utility as an exploration tool – perhaps to explode anything suspicious.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="4pTe7nrNsres4HF6taYjrF" name="SS_warlock_gameplay_reveal_2_1080" alt="Kaatri grapples a pillar in a ruin in the Warlock gameplay reveal trailer from Gamescom" src="https://cdn.mos.cms.futurecdn.net/4pTe7nrNsres4HF6taYjrF.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Wizards of the Coast)</span></figcaption></figure><p>Then there's brand new spells like Tasha's Leash, which looks and sounds like Invoke's answer to Mage Hand, letting protagonist Kaatri pick up and throw items to manipulate the environments around her. She can fling a flaming torch into a wooden obstruction, for example, and either grab a handful of water to douse the flames or pick up a puddle of flaming oil to hurl as a makeshift fireball. Because what <em>is </em>D&D without Fireball?</p><p>It all speaks to how Invoke has taken the rules of D&D and transposed them into something entirely different to what many fans might expect, and from my 20-minute hands-off demo, the risks just might pay off.</p><h2 id="lair-of-despair">Lair of despair</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="aDP6kafjndcrXLjbnz2rc" name="SS_warlock_hero_banner_1080" alt="A crop of key art for in Warlock: Dungeons & Dragons that has Kaatri facing forwards among darkness with an intense look" src="https://cdn.mos.cms.futurecdn.net/aDP6kafjndcrXLjbnz2rc.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Wizards of the Coast)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Key info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Developer:</strong> Invoke Studios<br><strong>Publisher:</strong> Wizards of the Coast<br><strong>Platform(s):</strong> PC, PS5, Xbox Series X<br><strong>Release date:</strong> 2027</p></div></div><p>You read it here first, folks: the world of Warlock looks absolutely stunning. Darkon might be one of Ravenloft's Domains of Dread, sharing a plane with the legendary adventure <a href="https://www.gamesradar.com/uk/curse-of-strahd/">Curse of Strahd</a>'s Barovia, but it's teeming with color and vibrance as well as gothic gloom.</p><p>My hands-off demo begins as Kaatri has a conversation with her patron – Tasha the Witch Queen – who marks her new agent with a scar-like sigil over her eye, sealing their pact. It's a scene we glimpse in the new trailer unveiled at Gamescom Opening Night Live 2026, our first taste of Maggie Robertson (Orin the Red in Baldur;s Gate 3, Lady Dimitrescu in <a href="https://www.gamesradar.com/resident-evil-village-guide-walkthough/">Resident Evil Village</a>) as one of the most well-known characters in D&D lore.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="tiZuFdgFSXVUD28GFgBSe8" name="PR_Warlock_04_SCREENSHOT_1080" alt="Kaatri stands on some steps in a mountaintop village, looking out across a craggy wilderness in Warlock: Dungeons & Dragons with a large city that has an imposing tower in the distance" src="https://cdn.mos.cms.futurecdn.net/tiZuFdgFSXVUD28GFgBSe8.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Wizards of the Coast)</span></figcaption></figure><p>Tasha has no hideous laughter here, though her playfully cruel smirk while Kaatri reluctantly agrees to their pact indicates that both patron and pacted will have one hell of an interesting working relationship. Instead, she sends Kaatri out into Darkon, as she hunts down something she "cares deeply for".</p><p>Following this cinematic, the demoist directs us into a town called Crickshank, one of many settlements found across Darkon. This is where Kaatri can look for leads, discover side quests called Mysteries (all noted handily in your journal), and get helpful hints from the locals.</p><p>Giving a coin to a beggar tips Kaatri off about people being dragged away screaming down a nearby alleyway, leading us down into a spiral staircase that's in need of a few repair works. Casting what looks like Evard's Black Tentacles against the curved stone wall, Kaatri can then fasten a nearby slab of rock to it, creating a platform to scale her way to the bottom of the chasm. I also catch her using a spell that looks not unlike Misty Step or Gaseous Form as she dissolves momentarily into a glittering blur of purple particles to get through bars, grates underfoot, and more.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="XftVBrzV58BuQtNG5PoDf8" name="PR_Warlock_01_SCREENSHOT_1080" alt="Kaatri leaps towards an orc with weapon raised in Warlock: Dungeons & Dragons in a field, with a large city behind them in the distance" src="https://cdn.mos.cms.futurecdn.net/XftVBrzV58BuQtNG5PoDf8.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Wizards of the Coast)</span></figcaption></figure><p>One of my favorite things I get to witness as part of my demo is how Invoke performs the art of ritual spellwork. In Baldur's Gate 3, it's a simple case of being able to cast certain spells only once per long rest. But in Warlock, we get to see Kaatri assemble the tools of her magical trade for ourselves.</p><p>She pulls out a levitating worktop that looks very much like a Ouija board, only with strange magical markings and wells for ingredients to be placed (if you have them in your inventory). Kaatri pulls all manner of strange reagents out of her pack – including some poor creature's eyeball, landing with a satisfyingly wet <em>thunk </em>against the wood. I love this more intentional depiction of Tasha's magic at work. Channeled through Kaatri, it makes sense that a witch's powers might look different to those of a fiend, and that methodical process is beautifully represented in Warlock.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="xHbVNbdfT94hq6DiiwEa8G" name="SS_warlock_gameplay_reveal_4_1080" alt="A beholder gleams red as it dive attacks Kaatri, who is glowing purple as she prepares a counterspell in the Warlock gameplay reveal trailer from Gamescom" src="https://cdn.mos.cms.futurecdn.net/xHbVNbdfT94hq6DiiwEa8G.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Wizards of the Coast)</span></figcaption></figure><p>Even the combat is perfectly on theme. Warlocks are a popular choice for solid melee-caster builds in D&D, so watching Kaatri restrain an ogre with tentacles before wresting his sword away with magic only to plunge it into his chest is particularly emblematic of that. For all her hard-hitting combat chops, though, she does turn tail and run from a Beholder. Again, very relatable and lore-accurate behavior. </p><p>I've barely seen 20 minutes of Warlock: Dungeons & Dragons, and I'm already under its spell. Sure, some animations make me stifle a giggle here and there – mainly the ogre staggering about a little too fast and light-footed after being whacked on the head with a sword hilt – but I am extremely impressed with this little vertical slice of magic. Invoke's commitment to authenticity seems to match up with its experimental flourish and ambition, meaning Warlock has just teleported to the top of my action-adventure list when it comes to gorgeous <a href="https://www.gamesradar.com/video-game-release-dates/">new games</a> I'll be hankering for in 2027.</p><p><em>Want to war-lock-in with another adventure that'll put your skills to the test? Our </em><a href="https://www.gamesradar.com/best-arpgs/"><em>best action RPGs</em></a><em> ranking has plenty more recommendations!</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.gamesradar.com/games/action-rpg/warlock-escapes-baldurs-gate-3s-long-shadow-with-a-very-different-take-on-d-and-d-that-im-happy-to-roll-my-dice-on/</link>
                                                                            <description>
                            <![CDATA[ There's more than one way to gamify a TTRPG, and Warlock throws the dice out with the bathwater in my first look ]]>
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                                                                        <pubDate>Wed, 26 Aug 2026 17:00:00 +0000</pubDate>                                                                                                                                <updated>Thu, 27 Aug 2026 10:51:39 +0000</updated>
                                                                                                                                            <category><![CDATA[Action RPGs]]></category>
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                                                                                                <author><![CDATA[ jasmine.gouldwilson@futurenet.com (Jasmine Gould-Wilson) ]]></author>                    <dc:creator><![CDATA[ Jasmine Gould-Wilson ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/rZBfbSkCwFPyDodBEj5dKD.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Jasmine is a Senior Staff Writer at GamesRadar+. Raised in Hong Kong and having graduated with an English Literature degree from Queen Mary, University of London, she started her games journalism career as a freelancer with TheGamer and Tech Radar Gaming before joining GamesRadar+ full-time in 2023. (You might also have seen a few of her shorter reviews printed in SFX Magazine!)&lt;/p&gt;&lt;p&gt;As part of the Features team, her duties include attending game previews and key international conferences such as Gamescom and Digital Dragons in between regular interviews, opinion pieces, and the occasional news or guides stint. In her spare time, you&#039;ll likely find Jasmine thinking/talking about Resident Evil, purchasing another book she&#039;s unlikely to read, or complaining about the weather.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Wizards of the Coast]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A close-up of Kaatri in Warlock: Dungeons &amp; Dragons who has heterochromia and a scarred eye, and another woman who appears to be whispering over her shoulder, cropped for a header image]]></media:description>                                                            <media:text><![CDATA[A close-up of Kaatri in Warlock: Dungeons &amp; Dragons who has heterochromia and a scarred eye, and another woman who appears to be whispering over her shoulder, cropped for a header image]]></media:text>
                                <media:title type="plain"><![CDATA[A close-up of Kaatri in Warlock: Dungeons &amp; Dragons who has heterochromia and a scarred eye, and another woman who appears to be whispering over her shoulder, cropped for a header image]]></media:title>
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                            <article>
                                <p>Sitting down for my behind-closed-doors demo, I've little idea of what to expect from Warlock. It's one of those games that's felt shrouded in mystery for the longest time – a third-person action-adventure with ARPG elements, all set against one of the Dungeons & Dragons universe's spookiest settings: Ravenloft's Domain of Dread, Darkon. Only this time – unlike Baldur's Gate 3 – dice, spell slots, turn-based combat, and long rests aren't anywhere to be seen.</p><p>Except they haven't <em>gone </em>anywhere. Developer Invoke Studios has simply repurposed them. I specifically see this in how the game adapts itself to suit real-time combat and exploration. Evard's Black Tentacles is not only a great spell to ensnare enemies with; you can cast it at a wall and attach other items to it, crafting platforms and walkways to get around obstacles. Eldritch Blast is still a powerful cantrip but that too will have additional utility as an exploration tool – perhaps to explode anything suspicious.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="4pTe7nrNsres4HF6taYjrF" name="SS_warlock_gameplay_reveal_2_1080" alt="Kaatri grapples a pillar in a ruin in the Warlock gameplay reveal trailer from Gamescom" src="https://cdn.mos.cms.futurecdn.net/4pTe7nrNsres4HF6taYjrF.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Wizards of the Coast)</span></figcaption></figure><p>Then there's brand new spells like Tasha's Leash, which looks and sounds like Invoke's answer to Mage Hand, letting protagonist Kaatri pick up and throw items to manipulate the environments around her. She can fling a flaming torch into a wooden obstruction, for example, and either grab a handful of water to douse the flames or pick up a puddle of flaming oil to hurl as a makeshift fireball. Because what <em>is </em>D&D without Fireball?</p><p>It all speaks to how Invoke has taken the rules of D&D and transposed them into something entirely different to what many fans might expect, and from my 20-minute hands-off demo, the risks just might pay off.</p><h2 id="lair-of-despair">Lair of despair</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="aDP6kafjndcrXLjbnz2rc" name="SS_warlock_hero_banner_1080" alt="A crop of key art for in Warlock: Dungeons & Dragons that has Kaatri facing forwards among darkness with an intense look" src="https://cdn.mos.cms.futurecdn.net/aDP6kafjndcrXLjbnz2rc.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Wizards of the Coast)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Key info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Developer:</strong> Invoke Studios<br><strong>Publisher:</strong> Wizards of the Coast<br><strong>Platform(s):</strong> PC, PS5, Xbox Series X<br><strong>Release date:</strong> 2027</p></div></div><p>You read it here first, folks: the world of Warlock looks absolutely stunning. Darkon might be one of Ravenloft's Domains of Dread, sharing a plane with the legendary adventure <a href="https://www.gamesradar.com/uk/curse-of-strahd/">Curse of Strahd</a>'s Barovia, but it's teeming with color and vibrance as well as gothic gloom.</p><p>My hands-off demo begins as Kaatri has a conversation with her patron – Tasha the Witch Queen – who marks her new agent with a scar-like sigil over her eye, sealing their pact. It's a scene we glimpse in the new trailer unveiled at Gamescom Opening Night Live 2026, our first taste of Maggie Robertson (Orin the Red in Baldur;s Gate 3, Lady Dimitrescu in <a href="https://www.gamesradar.com/resident-evil-village-guide-walkthough/">Resident Evil Village</a>) as one of the most well-known characters in D&D lore.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="tiZuFdgFSXVUD28GFgBSe8" name="PR_Warlock_04_SCREENSHOT_1080" alt="Kaatri stands on some steps in a mountaintop village, looking out across a craggy wilderness in Warlock: Dungeons & Dragons with a large city that has an imposing tower in the distance" src="https://cdn.mos.cms.futurecdn.net/tiZuFdgFSXVUD28GFgBSe8.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Wizards of the Coast)</span></figcaption></figure><p>Tasha has no hideous laughter here, though her playfully cruel smirk while Kaatri reluctantly agrees to their pact indicates that both patron and pacted will have one hell of an interesting working relationship. Instead, she sends Kaatri out into Darkon, as she hunts down something she "cares deeply for".</p><p>Following this cinematic, the demoist directs us into a town called Crickshank, one of many settlements found across Darkon. This is where Kaatri can look for leads, discover side quests called Mysteries (all noted handily in your journal), and get helpful hints from the locals.</p><p>Giving a coin to a beggar tips Kaatri off about people being dragged away screaming down a nearby alleyway, leading us down into a spiral staircase that's in need of a few repair works. Casting what looks like Evard's Black Tentacles against the curved stone wall, Kaatri can then fasten a nearby slab of rock to it, creating a platform to scale her way to the bottom of the chasm. I also catch her using a spell that looks not unlike Misty Step or Gaseous Form as she dissolves momentarily into a glittering blur of purple particles to get through bars, grates underfoot, and more.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="XftVBrzV58BuQtNG5PoDf8" name="PR_Warlock_01_SCREENSHOT_1080" alt="Kaatri leaps towards an orc with weapon raised in Warlock: Dungeons & Dragons in a field, with a large city behind them in the distance" src="https://cdn.mos.cms.futurecdn.net/XftVBrzV58BuQtNG5PoDf8.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Wizards of the Coast)</span></figcaption></figure><p>One of my favorite things I get to witness as part of my demo is how Invoke performs the art of ritual spellwork. In Baldur's Gate 3, it's a simple case of being able to cast certain spells only once per long rest. But in Warlock, we get to see Kaatri assemble the tools of her magical trade for ourselves.</p><p>She pulls out a levitating worktop that looks very much like a Ouija board, only with strange magical markings and wells for ingredients to be placed (if you have them in your inventory). Kaatri pulls all manner of strange reagents out of her pack – including some poor creature's eyeball, landing with a satisfyingly wet <em>thunk </em>against the wood. I love this more intentional depiction of Tasha's magic at work. Channeled through Kaatri, it makes sense that a witch's powers might look different to those of a fiend, and that methodical process is beautifully represented in Warlock.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="xHbVNbdfT94hq6DiiwEa8G" name="SS_warlock_gameplay_reveal_4_1080" alt="A beholder gleams red as it dive attacks Kaatri, who is glowing purple as she prepares a counterspell in the Warlock gameplay reveal trailer from Gamescom" src="https://cdn.mos.cms.futurecdn.net/xHbVNbdfT94hq6DiiwEa8G.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Wizards of the Coast)</span></figcaption></figure><p>Even the combat is perfectly on theme. Warlocks are a popular choice for solid melee-caster builds in D&D, so watching Kaatri restrain an ogre with tentacles before wresting his sword away with magic only to plunge it into his chest is particularly emblematic of that. For all her hard-hitting combat chops, though, she does turn tail and run from a Beholder. Again, very relatable and lore-accurate behavior. </p><p>I've barely seen 20 minutes of Warlock: Dungeons & Dragons, and I'm already under its spell. Sure, some animations make me stifle a giggle here and there – mainly the ogre staggering about a little too fast and light-footed after being whacked on the head with a sword hilt – but I am extremely impressed with this little vertical slice of magic. Invoke's commitment to authenticity seems to match up with its experimental flourish and ambition, meaning Warlock has just teleported to the top of my action-adventure list when it comes to gorgeous <a href="https://www.gamesradar.com/video-game-release-dates/">new games</a> I'll be hankering for in 2027.</p><p><em>Want to war-lock-in with another adventure that'll put your skills to the test? Our </em><a href="https://www.gamesradar.com/best-arpgs/"><em>best action RPGs</em></a><em> ranking has plenty more recommendations!</em></p>
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