This tech DIYer swapped their graphics card's cooling for a CPU cooler because why not? Also it actually works
© TrashBench on YouTube
© TrashBench on YouTube
© Future
© Asus
Electronic Arts has just announced the next part in its Madden NFL series, EA SPORTS Madden NFL 26. The game will be using the Denuvo anti-tamper tech on PC, and you can also find below its official PC system requirements. EA claims that the game is powered by a new AI-driven machine learning system trained … Continue reading EA SPORTS Madden NFL 26 uses Denuvo, gets PC requirements →
The post EA SPORTS Madden NFL 26 uses Denuvo, gets PC requirements appeared first on DSOGaming.
© FromSoftware
© CloudFest
© Future
© CD Projekt Red
© Future
© Rachel Luna/Getty Images
We’re a little over four months into this new generation of graphics cards, and while we would usually be waiting more than a year for cards like the Radeon RX 9060 XT, we got this one three months after the flagship, which is a blistering pace. I mean, the RX 7600 XT, the 9060 XT’s direct predecessor, launched in January 2024, more than a year after the Radeon RX 7900 XTX that headlined that generation.
That does mean the 9060 XT is launching a little sooner than it would have in previous years, but it also means it comes less than two years after the card it’s replacing. That’s going to suck if you bought a 7600 XT thinking it was going to be current-gen for a couple years, but if you’ve been on the fence about upgrading, the 9060’s on-average 40% performance uplift over its predecessor rewards your patience a bit.
Unfortunately, like Nvidia did recently with its RTX 5060 Ti, Team Red is launching two versions of the Radeon RX 9060 XT, one with 16GB of VRAM for $349 and one with 8GB for $299. AMD only sent the 16GB model for review, but you should still avoid the 8GB version – games are becoming more dependent on VRAM every day.
Both versions of the Radeon RX 9060 XT are built on the RDNA 4 graphics architecture, just like the incredible RX 9070 XT. Both versions of the 9060 XT are built on the same AMD GPU, with 32 Compute Units, making for a total of 2,048 Streaming Multiprocessors (SMs). The only major difference between the two cards is the memory budget, with one 16GB model and an 8GB version for $50 less.
This makes the RX 9060 XT a substantial step down from the 9070 XT, which features double the Compute Units, or even the 9070, with its 56 CUs. The Radeon RX 9060 XT does have the same amount of VRAM as these more powerful cards, but on a much smaller 128-bit memory bus. Compared to the 256-bit bus of Team Red’s pricier cards, you get half the memory bandwidth, at 320GB/s.
Compared to its predecessor, though, the AMD Radeon RX 9060 XT basically takes the same specs of the RX 7600 XT and moves them to a new graphics architecture, along with some faster memory. Both cards have 32 Compute Units with a total of 2,048 SMs and 16GB of VRAM on a 128-bit bus. However, the memory is clocked a bit faster on the new generation, at 20GB/s, compared to 18GB/s on the 7600 XT.
What’s confusing, though, is that AMD essentially has two power budgets listed in the specs it shared with me. There seems to be both a 160W ‘base’ version of the card, and a 180W version, presumably meant for factory-overclocked versions. The card I tested peaked at 182W in my testing suite, so I obviously got the latter. There likely isn’t a major difference between these two cards when it comes to performance, it’s just that clock speeds are obviously going to be higher in a graphics card with a higher power budget. This only accounted for around a 200MHz difference in my testing, which isn’t enough to make a meaningful impact to gaming performance.
Just like the 9070 cards, AMD is not selling its own reference version of the RX 9060 XT, but the Gigabyte RX 9060 XT Gaming OC 16G I was sent had no problem dealing with temperatures. Throughout my testing, the 9060 XT peaked at just 59°C, with a hot spot temperature of 86°C. That’s thanks to this card’s triple-fan design, which leaves plenty of room if you want to try your hand at overclocking this card.
While the AMD Radeon RX 9060 XT can totally play most games at 1440p, it really shines at 1080p, especially if you like to turn on all the spiffy graphics effects in modern games. On average, I found that the 9060 XT was about 41% faster than the RX 7600 XT at 1080p – not bad considering that card is just over a year old. What’s more interesting, though, is how well it compares with the more expensive RTX 5060 Ti.
I don’t have a RTX 5060 for testing yet, so comparing instead to the RTX 5060 Ti, Nvidia’s latest mid-range card was on average about 12% faster than the Radeon RX 9060 XT, despite being 19% more expensive. The performance difference does grow to 14% when I eliminate 1440p and synthetic performance, but you’re still getting a better deal with the AMD card, assuming prices hold up. They probably won’t, of course, but I can’t tell the future.
As with all of our graphics card reviews, all testing was done on the most recent driver, to make sure all data is up to date. That means Nvidia cards were tested on Game Ready Driver 576.52, AMD cards on Adrenalin 25.5.1, and the Intel Arc B580 was tested on Intel Graphics Driver 32.0.101.6874. The AMD Radeon RX 9060 XT itself was tested on a pre-release driver provided by AMD.
While it doesn’t exactly represent real-world gaming performance, 3DMark is usually the first test I run on a new graphics card, as it shows the potential I’m dealing with. The AMD Radeon RX 9060 XT got 2,995 points in Speed Way and 3,753 in Steel Nomad. These are both DirectX 12 tests, with and without ray tracing, respectively. And while the 9060 XT did fall behind the RTX 5060 Ti in Speed Way, it essentially broke even with the more expensive Nvidia card in Steel Nomad. The 9060 XT did so well in Steel Nomad, in fact, that it beat its last-generation counterpart by a whopping 60% at a similar price point – something I haven’t seen much of this generation.
Call of Duty: Black Ops 6 is generally considered optimized for AMD hardware, so it shouldn’t be too surprising that AMD edges out a win against the RTX 5060 Ti here, even if it’s just a slight lead. Team Red’s latest is about 8% faster than the RTX 5060 Ti in this game at 1080p, averaging 202 fps with FSR 4 and DLSS set to ‘Quality’, respectively.
Cyberpunk 2077 is basically on the opposite side of the spectrum, and in my experience performs better on Nvidia’s GPUs. Even here, though, the Radeon RX 9060 XT managed 80 fps with the ‘Ray Tracing Ultra’ preset at 1080p, with FSR set to Quality. The RTX 5060 Ti was faster, for sure, but only by 10%, averaging 88 fps with the same settings, just with DLSS. This shows how far AMD has come, too, as the RX 7600 XT gets just 46 fps with the same settings – making for a 74% performance jump.
I like to test Metro Exodus: Enhanced Edition without upscaling, simply because the game only supports DLSS. And while I do think upscaling is necessary these days, I’m not going to enable it on Nvidia cards if I can’t apply similar settings on the competing cards. But even in this ray tracing-heavy game with no upscaling, the 9060 XT hits 59 fps at 1080p, which is just 9% short of the 5060 Ti’s 65 fps.
In Red Dead Redemption 2, the Radeon RX 9060 XT averages 105 fps with all the settings cranked, compared to 101 fps from the 5060 Ti and just 73 from the Radeon RX 7600 XT. The difference between Team Red and Green’s latest cards is within the margin of error here, but considering the price difference, that’s still a win in AMD’s favor.
Total War: Warhammer doesn’t support anything in the way of ray tracing or upscaling, so it gives a clear picture of pure rasterization performance, which is especially important if you play older games. In this game, the Radeon RX 9060 XT managed an average of 125 fps, compared to 154 from the 5060 Ti and 91 from the 7600 XT. That’s a 19% lead in favor of Nvidia.
What’s fun about Assassin’s Creed Shadows is that it’s so demanding, which is a far cry from how easy Mirage was to run, especially on AMD hardware. Shadows has become one of the most demanding benchmarks in my entire suite, and the 9060 XT manages just 45 fps on average at 1080p with all the settings maxed out. Nvidia isn’t too far ahead here either, getting just 51 fps at the same settings.
Black Myth Wukong is another incredibly demanding game that has ray tracing baked into it by default. Just like Assassin’s Creed Shadows, the Radeon RX 9060 XT scrapes by with 45 fps, compared to 57 from the 5060 Ti and 31 from the RX 7600 XT.
Whenever I talk about any graphics card launching this year, pricing is the elephant in the room. Because AMD is advertising a price of $349, which is totally reasonable for what the RX 9060 XT is. However, there is a very high possibility that the price is going to be much higher when it actually lands on store shelves. I just can’t possibly predict how much the price is going to move when the card actually launches a day after this writing.
It’s entirely possible that AMD is able to produce enough of these cards to keep the price relatively stable over the next few months. Unfortunately, I have no way of accurately predicting this one way or the other.
If the AMD Radeon RX 9060 XT stays available for around $349, it’s an incredible graphics card. It’s significantly faster than its last-generation counterpart and manages to stay within grasping distance of the more-expensive RTX 5060 Ti. But if the price rises by a hundred dollars? Well, it becomes a lot harder to recommend, and that’s without the 8GB model further complicating the matter.
My advice? Pay close attention to the store listing and make sure you’re getting what you pay for. The AMD Radeon RX 9060 XT has the potential to be an awesome mid-range GPU, just don’t pay too much for it.
Jackie Thomas is the Hardware and Buying Guides Editor at IGN and the PC components queen. You can follow her @Jackiecobra
A Switch 2 Edition for No Man's Sky will be available alongside the launch of Nintendo's new console, developer Hello Games has announced.
This version will come as a free upgrade for current No Man's Sky owners, and offer a range of improvements such as full multiplayer, high-res texture support, and improvements to resolution and frame-rate.
No Man's Sky on Switch 2 also offers cross-save and cross-play, so you can pick up exactly where you left off on Switch 1 — or elsewhere.
Hello Games has said the Switch 2 version of its successful sci-fi adventure survival game is the product of 12 month's work getting to grips with Nintendo's new hardware, after receiving development kits a year ago.
This new version arrives alongside (and, unsurprisingly, also contains) the latest big update for No Man's Sky, entitled Beacons. This overhauls settlements and adds town management to the game, with some surprising new features.
Alongside new homesteads to discover, you'll be able to become mayor of multiple locations. This will let you design hangout locations such as bars or fishing ponds, defend your towns from attack, and even get involved in the lives of your settlers, welcoming them in and helping them resolve disputes.
Beacons launches as a free update on all No Man's Sky platforms today, ahead of the game's Switch 2 version launching tomorrow, June 5.
Nintendo has a swathe of Switch 2 Editions also set to arrive tomorrow, although some of these will need paying for, while others (Zelda: Breath of the Wild and Zelda: Tears of the Kingdom) also come included with a Nintendo Switch Online subscription.
Today, Nintendo has released an array of updates to existing Switch 1 games in readiness for them to be played on Switch 2. For some, such as Pokémon Scarlet and Violet, this means improved visuals on when running on Nintendo's new console. For others, such as Super Mario 3D World + Bowser's Fury, this includes support for GameShare sessions.
Tom Phillips is IGN's News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social
Mario Kart 8's souped-up 200cc difficulty isn't yet included within Switch 2 launch title Mario Kart World — but Nintendo has hinted at the possibility of its reappearance via a post-launch update.
Nintendo added 200cc mode to the Mario Kart series for the first time in Mario Kart 8, though it only turned up in a post-launch patch. Could Nintendo be planning to do the exact same thing for the series' follow-up? It seems very likely.
Speaking to Rolling Stone, Mario Kart World producer Kosuke Yabuki acknowledged that 200cc had been a popular addition to the series, but stopped short of confirming anything around its return — for now.
"Some players are really happy with the addition of high difficulty modes likes this," Kosuke teased. "However, does that mean we're going to consider adding engine sizes that are larger than 150cc to Mario Kart World? I'm afraid I can't say just yet."
It's not surprising that Nintendo has not included 200cc within Mario Kart World at launch. The mode's arrival at a later date allows the game's fans to learn courses and get used to playing at the standard 150cc (or lower, if you need) before the tougher challenge of 200cc arrives at a later date.
This will likely only be more of a consideration with Mario Kart World's multiplayer-friendly gameplay, in which groups of players are encouraged to team up and explore together, their GameChat open, and cameras switched on.
Presumably, whenever Mario Kart World's 200cc update does arrive, all players will need to be playing at the same level to explore the game's map together. It's therefore better, once again, to let players get to grips with 150cc first before things step up a gear, or engine size.
Mario Kart World launches this week alongside Nintendo Switch 2, and boasts a seamless map that can be explored at will. Just don't go into this offering expecting it to be like Forza Horizon, IGN has said. And in other important Mario Kart news, IGN asked Nintendo if the game's already-beloved Cow character is really eating beef.
Tom Phillips is IGN's News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social
The Witcher 4 tech demo offered a stunning look at what CD Projekt has insisted is just that: a tech demo. As IGN has reported, it is not representative of The Witcher 4 gameplay. But it’s hard not to look at the Unreal Engine 5 tech demo set within the world of The Witcher and wonder if it gives us a clear sense of what to expect from the game, which is still years from release.
The tech demo, captured on a PlayStation 5 and running at 60 frames per second, follows Ciri as she explores the never-before-seen region of Kovir in the midst of a monster contract (CD Projekt confirmed Kovir is a playable area in The Witcher 4).
There is an incredible amount of detail in the tech demo, with fluid animations on a level we have yet to see on the current generation of consoles. Ciri and her horse Kelpie have particularly impressive movement and interactions with each other, NPCs, and the game world as they make their way through the mountains of Kovir to the bustling port town of Valdrest. At one point in the demo, CD Projekt upped the NPC count in the market scene to 300 individually animated characters. The showcase ended with a first look at Lan Exeter, the winter capital and a major port city in Kovir.
CD Projekt, of course, knows what it’s like to set expectations for one of its upcoming video games and then miss them. Just look at the disastrous launch of Cyberpunk 2077 back in 2020, which the company spent years recovering from. So, there is an inevitable question for CD Projekt: is what we’ve seen in The Witcher 4 tech demo what The Witcher 4 will look like?
That’s a question we put to Kajetan Kapuściński, Cinematic Director at CD Projekt, at Epic’s State of Unreal 2025 event. His response was as vague as you’d expect from a developer working on a game that won’t be released until 2027 at the earliest, but he did say this: the tech demo "shows our ambition."
Here’s Kapuściński’s response in full:
“So what you've seen today is a tech demo that was powered by Unreal Engine 5, and that was a project that we worked on together with the Epic team. That was a demo that we crafted so both companies can work on some technology that will be powering Witcher 4 in the future.
“So it's not gameplay of The Witcher 4 per se. What you have seen shows our ambition, our cutting edge technology that we co-developed to make the game possible to be made. And it shows our artistic direction as well, and our, let's say, how we would like to approach some things.
“But everything you saw is subject to be changed. That is a snippet of what we have now. We wanted to show it to the public, we wanted to show what we worked on together. And now having these tools, having these possibilities, we are working with the game.”
In the same interview, we asked Wyeth Johnson, Senior Director, Product Strategy at Epic Games, if the tech demo’s performance (60fps with ray tracing on a base PS5) reflects what players can expect to play on a PS5 in a released product.
“Oh absolutely. We can't lie here," he replied. “The technology that we're making has to be directly relevant for what players expect and players across the entire hardware spectrum are asking for amazing 60 frame per second gameplay.”
60fps with ray tracing in a big open-world game like The Witcher 4 on base PS5 is beyond the performance we’ve come to expect from the current generation of consoles, but Johnson said working with CD Projekt on The Witcher 4 tech demo “allowed us to push very rapidly and aggressively towards far higher performance at incredible fidelity.”
This, clearly, is beyond what we’re expecting from the five-year-old PS5. Players have become conditioned to believe that if they're playing on a PlayStation or an Xbox and they want ray tracing, it’s 30 frames per second and that’s it. But Johnson insisted the console hardware “is incredible” and there’s more performance to be squeezed out of it.
“What you have to do is you have to be clever about how you take advantage of that hardware,” he said. “And I think if you were to summarize many of the things that we did, it's to take things that normally happen serially one after another and make them go wide, make them go parallel. Much more hardware capability is harnessed when you take that approach.
“When you look at things like our new Unreal animation framework and this fast geometry streaming, letting you move through the environment at whatever speed is desired, all of these things are there to go much more wide, and that enables you to unlock the hardware a little bit more easily. And these are intrinsic to Unreal Engine going forward.
“You have to take time to understand how you can unlock all these little amazing capabilities that were handed by the hardware manufacturers. You work with it and you find the areas, you find the bottlenecks and you optimize.
“It's somewhat remarkable; if you look at some of our more early demos, you're seeing two, three, 10x improvements in performance with very, very similar visuals, and that's just you're finding the edge cases, you're finding the ways to improve, and then you go right down to the bottom and make those intrinsic to what Unreal can do. Then amazing developers like CD Project Red get to then build on top of that.”
Expectation for The Witcher 4 is sky-high, and fans want to know exactly what to expect from the game right now. On this, Kapuściński kept his cards close to his chest. But he did offer a tease of sorts:
“If you analyze the flow of the demo, you can actually pick up some elements that can show the direction that we are heading to, and the possibilities that come with our cooperation and what we've achieved so far. So for example, looking at the forest, there's this vista bit when you can see a huge forest, which is now using Nanite foliage. The ability to render such amount of trees and foliage of such fidelity, that's something that unlocks new powers.
"And also the Unreal animation framework, the optimization that comes with the amount of NPCs, so moving characters that you can see in the screen space. We have another vista moment with the huge crowd, like over 300 animated actors there. And that's something we need, and that's something that if you connect some dots that shows the direction we want to go to.”
So, huge, highly detailed forests and huge, highly detailed crowds confirmed for The Witcher 4!
One of the big questions about The Witcher 4 is target launch platforms. With this tech demo on PS5, the suggestion is it will be a cross-gen game that also runs on the next-gen consoles (PS6 and the next-gen Xbox). But if it’s due out on current-gen, does that also mean it will be available on the underpowered Xbox Series S? It’s worth remembring that Rockstar’s Grand Theft Auto VI is, as it stands, also due out on current-gen consoles including the Xbox Series S. So if GTA 6 is possible on Microsoft’s cheaper console, perhaps The Witcher 4 is, too.
CD Projekt has indicated The Witcher 4 won’t be out until 2027 at the earliest, so it may be some time before we find out.
Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
Surprise! Unknown Worlds has dropped a new 10-minute Q&A about all things Subnautica 2.
The video interview between community manager Donya Abramo and creative producer Scott MacDonald gives us few more details about what's coming up in the action survival game, including confirmation that we're going back to a silent protagonist. There was also an emphasis on assuring fans that rather than being a co-op game that lets you play solo, Unknown Worlds has specifically designed Subnautica 2 to be a single-player adventure with optional co-op (yes, there is a difference!).
As for just how big Subnautica 2 will be? "The playable map size will be bigger than what we originally launched in early access on the original Subnautica, and even Below Zero's early access release," said MacDonald. "But just how big and how deep you'll be able to go over the course of early access? We're not exactly sure yet. The entire world is being handcrafted by a talented team of world designers and environment artists, and they're pouring everything into the world right now.
"We're aiming for this to be the biggest and most exciting Subnautica game ever once we hit 1.0 in a few years' time."
Not everything is coming back bigger and better, though. Apparently, the Cyclops, Seamoth, and Sea Truck will not return, but new vehicles are being developed that are "designed in the same spirit, just more suited to the brand new environment they need to navigate."
"Though a big sub won't be ready for the start of early access, know that the team is hard at work behind the scenes crafting one," added Abramo.
While we're still no closer to a concrete release date, the team did confirm an early access period will launch later this year, and it's because of that early access period that the release is limited to PC and Xbox — there is no way of releasing an early access product on PlayStation as yet. There is sadly no VR support at this time, either.
Right now, there are no plans for proximity chat, but the option is "being investigated" by the development team. In the meantime, it's recommended you connect with your pals via Discord.
The new installment in the Subnautica series accommodates up to four players, taking them to an all-new planet, complete with new environments, flora, and fauna to discover. We still don't know when it's coming, but you'll be able to dive in sometime later in 2025 on PC and Xbox Series, including on Game Pass for top-tier subscribers.
We thought predecessor Subnautica was amazing, awarding it a 9.1, writing: "Subnautica's a survival game with focus and an excellent sci-fi story, but its greatest achievement is its underwater horror." The last game in the series, Subnautica: Below Zero, similarly scored an impressive nine out of ten in its IGN review.
Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world's biggest gaming sites and publications. She's also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.
© Future
© FromSoftware
© Future
© Gigabyte
© Activision
© DIY Perks
© FromSoftware / Bandai Namco
© Kevin Schafer via Getty Images
The developer of Balatro has confirmed the reason his viral hit poker game doesn't have any microtransactions or ads is because seeing games with those types of things "makes me want to put my computer in the dishwasher and set it to pots and pans."
"The honest reason I don't have microtransactions/season pass/ads/100 DLCs/etc in Balatro isn't just about the ethics of those practices, but because when I play other games that have those things it makes me want to put my computer in the dishwasher and set it to pots and pans," Localthunk posted on Bluesky.
"Like, I get why people add those things, but you're shooting your UX in the foot if players are having their first impression and also being bombarded with a bunch of nonsense that isn't actually the game."
When asked if he was "subskeeting" free to download digital collectible card game Marvel Snap, Localthunk replied: "This isn't about them, but I'm not letting them off the hook either lol. There's, like, a 95% chance that if the game is [free-to-play] then the main menu UI is more complicated than the actual game UI."
Microtransactions are an ever-present hot topic within the gaming community, with some developers and publishers accused of exploiting their customers with predatory in-game stores. Some government agencies, like the consumer council in Norway, have called loot boxes exploitative and predatory, and they're banned in some parts of the world like Belgium and the Netherlands. Even some senators in U.S. have called for a ban on "greedy" in-app purchases after they were investigated by the FTC.
Just last week, Activision sparked a backlash when it quietly added adverts to Call of Duty: Black Ops 6 and Warzone's loadout menus, which the company later removed, claiming it was a "feature test" published "in error."
Localthunk was recently compelled to denounce AI art after a subreddit moderator erroneously claimed neither the developer nor publisher Playstack had an "issue" with AI-generated art. Localthunk came out on the record to say: "Neither Playstack nor I condone AI 'art'. I don't use it in my game, I think it does real harm to artists of all kinds. The actions of this mod do not reflect how Playstack feels or how I feel on the topic. We have removed this moderator from the moderation team."
Balatro is the viral deckbuilder where you play illegal poker hands, discover game-changing jokers, and trigger adrenaline-pumping and outrageous combos. IGN's Balatro review returned a 9/10. We said: "A deck-building poker roguelike of endlessly satisfying proportions, Balatro is the sort of fun that threatens to derail whole weekend plans."
Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world's biggest gaming sites and publications. She's also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.
Ahead of the console’s launch tomorrow, the Nintendo Switch 2 Pro Controller is back in stock at Amazon UK for £74.95.
Otherwise, this latest controller for the Switch 2 is out of stock at almost all other major UK retailers, including My Nintendo Store, Argos, ShopTo, Smyths, Currys, John Lewis, EE, and Game UK.
At the time of writing, the only other online store where you can currently grab the Pro Controller is Very for £74.99. While Game UK’s product page for the controller looks like it’s available to order, the website will state it’s out of stock as soon as you add the item to your bag.
Still, Game UK implements delivery fees for all manner of orders, even those over a certain amount and selected for store collection, so we’d have only recommended it as a last resort anyway.
Although restocks of the 2 Pro Controller are inevitable, supply is currently too irregular to be continuously available, just like the Switch 2 console itself.
Still, in the same manner as the Pro Controller for the original Nintendo Switch 2, it is worth the investment, depending on your play style. Adding the latest version of the HD rumble feature, amiibo functionality, motion controls, screenshot capture button, and a 3.5mm audio jack, the new controller also comes with new mappable GL/GR buttons on the rear grips.
The original Pro Controller for £46.99 for is still compatible with the Nintendo Switch 2 as well, but the new version is the best way to get more out of playing its new games like Mario Kart World, Cyberpunk 2077: Ultimate Edition, Donkey Kong Bananza, and the Switch 2 edition of Tears of the Kingdom.
While the price tag for the Switch 2 Pro Controller might be a bit high, it’s well worth the cost if the Joy-Con grips aren’t ideal for you and if you’re going to be playing on the regular over the next few years.
Ben Williams – IGN freelance contributor with over 10 years of experience covering gaming, tech, film, TV, and anime. Follow him on Twitter/X @BenLevelTen.
The developers of Warhammer 40,000: Space Marine 2 have essentially said "it’s what the Emperor would have wanted" and made a big weapon change in the game not for balance reasons, but because it’s just really, really cool.
Saber Interactive released patch notes for the Siege Update (Patch 8), which is available now on the Public Test Realm (PTS) for PC players, and in those confirmed it had extended the weapon arsenal in PvE to add the Thunder Hammer for the Bulwark class.
Thunder Hammers are perfect for bonking the crap out of Tyranids and Chaos Marines with wide, swinging attacks that have great reach, but the weapon type is limited to the Assault class. The Bulwark class is also great, with its huge shield and overpowered, game-saving abilities. But up to this point the Bulwark was unable to wield a Thunder Hammer. It made sense that it couldn’t, given you need two hands to bring a Thunder Hammer to bear on a heretic’s noggin, and you can’t do that while holding a Storm Shield.
Now, a Bulkwark can equip a Thunder Hammer, but there is an understandable catch: if the Bulwark uses a Thunder Hammer, it can’t also use a Storm Shield. This significantly changes what the Bulwark is all about, which is being a Space Marine who hunkers down for proper last stand stuff. The class has various abilities tied to using the Storm Shield, such as Shield Bash, which when using a Thunder Hammer are no longer available.
What I love is the patch notes explanation from Saber Interactive justifying this change. It basically amounts to an admission that it doesn’t make a great deal of sense lore wise, but they’re doing it anyway for FUN.
“We are adding this option only because we think it will be very cool and it's a shame that only one class can use the Thunder Hammer,” Saber explained. “We are not done with Bulwark, more interesting gameplay things are to come.”
As a result, the Bulwark’s perks have been updated, which you can find detailed in the patch notes below.
Elsewhere, there is a hugely exciting tease for expanded customization options coming to Space Marine 2, one that’s already got fans hyped for what’s to come in future patches.
We are preparing a very big update for customisation, players will be able to reuse chapter champion armour parts on other classes (with lore accuracy, clipping and technical restrictions). While it's not going to be in this patch, we wanted to mention this in this patch notes to assure you that we are going to continue expanding our customization system.
The patch notes do not reveal any new weapons or Operations mode maps, so it seems the focus here is squarely on Siege, which arrives in fully fleshed out form as part of Patch 8 on June 26. But Saber has confirmed new content is set to hit the game, including a new class. Season 4 also includes a new game mode for PvP and a new Chaos enemy. Check out IGN’s exclusive interview with Saber on Space Marine 2’s Siege mode for more information.
There’s a lot happening in the world of Space Marine 2, despite the surprise announcement that development of Space Marine 3 development had begun. Space Marine 2’s year one roadmap remains in place, and a Master Crafted Edition of Space Marine 1 is about to launch.
Siege Mode expands on our PvE operations, emphasizing endless enemy waves that challenge even the strongest teams. When overwhelmed, players may call reinforcements for assistance. Engage in intense battles across three distinctive sectors, each requiring strategic adaptation. Side objectives emerge during combat, providing essential resources used to summon elite Space Marines or a formidable Dreadnought, drastically shifting battlefield dynamics.
The Battlefield
The battle unfolds within a fortified Imperial stronghold on Kadaku, relentlessly attacked by endless waves of Tyranid and Thousand Sons enemies. The fortress has three rotating sectors: Defensive Positions, the Arsenal, and the Control Room. In each sector, you will face five waves of enemies before your squad advances to the next sector, ultimately cycling back to reinforce earlier positions.
Survival Against Waves
Face increasingly challenging enemy waves, with direct assaults from Tyranids and cunning sabotage by Chaos forces. Brief (1 minute) intermissions between waves offer strategic opportunities, clearly indicated through UI notifications.
Side Objectives
Dynamic tasks such as capturing strategic points or retrieving Data-slates from fallen allies deepen tactical gameplay and supply critical resources essential for continued survival.
Shop and Reinforcements
Earn Siege Mode resources through successful combat and Side Objective completion. You can spend these resources at the fortress Shop. You can:
1) Buy ammunition, medicae stimms, equipment, armour boosts, guardian relic (these items have the same exact behaviour as in Operations Mode).
2) Summon specialized Space Marines providing targeted support and bonuses. Each player can have only one summoned Space Marine.
3) Deploy Cadian Troopers to provide additional firepower.
4) Collectively pool your resources to unleash the devastating power of a Dreadnought.
Boss Encounters
Every fifth wave introduces formidable boss battles, occasionally facing multiple elite foes simultaneously. Triumph in these encounters to progress to new fortress sectors.
Infinite Waves
If your resolve endures through fifteen brutal waves, prepare for endless combat of increasing difficulty, reduced resources, and shorter preparation times. Even the Primarch of the Ultramarines understands that ultimate victory here is unlikely — but your bravery will echo through the halls of eternity."
Perfect if you’re looking for a challenge
Added White Scars Chapter Champion.
Added White Scars Chapter Weapon Skin Pack.
Added White Scars Chapter Customisation Pack.
Added Blood Angels Customisation Pack.
We are adding this option only because we think it will be very cool and it's a shame that only 1 class can use the Thunder Hammer. We are not done with Bulwark, more interesting gameplay things are to come.
New Finishers for Bulwark
This change is made according to the community poll that we made a while ago. We think that Absolute difficulty wasn't that hard to begin with and now with a slight power creep of constant weapons buffs, perk buffs and prestige perks the situation is much worse.
After doing multiple test we have scrapped the idea of having 2 Terminus enemies in Operations mode at the same time (except in Siege mode), because this meant that you would have to encounter them all of the time, otherwise one run with dual terminus spawns would be much harder than a run with 2 Terminus enemies spawning one by one.
Instead we've tried to make Terminus spawns harder and more intense. We are going to continue to monitor how Absolute Difficulty is, and make necessary tweaks.
Prestige Perks Class Update
Old: “Chapter Banner additionally removes negative Status Effects while active.”
New: “When the Chapter Banner is active, all Squad Members do not lose control upon taking Heavy Hits and cannot be knocked back within its zone.”
Assault Prestige Perks Update
Old: “Collecting an Armour Boost restores Ability Charge by 100%.”
New: "When charging a Ground Pound, you become Invulnerable for 3 seconds."
Sniper Prestige Perks Update
Old: “Collecting an Armour Boost restores Ability Charge by 100%.”
New: "Equipment Damage radius increases by 15%."
Heavy Prestige Perks Update
Old: ”Activating Iron Halo removes negative Status Effects.”
New: "Equipped Weapon's Maximum Spread decreases by 25% when firing without aiming."
Tactical Prestige Perks Update
Perks have been updated to reflect the addition of the Thunder Hammer to the Bulwark’s arsenal.
Old: “After a Shield Bash, Melee Damage increases by 30% for 10 seconds.”
New: "After a Shield Bash or Thunder Hammer Pommel Smash, Melee Damage increases by 30% for 10 seconds".
Old: “Shield Bash deals 200% more Damage.”
New: "Shield Bash deals 200% more Damage. Thunder Hammer Pommel Smash deals 100% more Damage and deals area-of-effect Damage within a 7-metre radius. Cooldown is 5 seconds."
Old: “After a Shield Bash, Melee Damage increases by 15%, you do not lose control upon taking Heavy Hits and you cannot be knocked back for 10 seconds.”
New: "After a Shield Bash or Thunder Hammer Pommel Smash, Melee Damage increases by 15%, you do not lose control upon taking Heavy Hits, and you cannot be knocked back for 10 seconds".
“Every 40 seconds, all Squad Members automatically restore 1 Armour Segment “ -> Cooldown decreased from 40 to 30 seconds.
Tactical Perks Update
Old: “After a Finisher, the equipped Ranged Weapon reloads automatically.”
New: "After a Finisher, the equipped Ranged Weapon reloads automatically, and your Primary Weapon deals 20% more Damage for 10 seconds".
Old: “Recoil is reduced by 25% and Ranged damage against Extremis-level enemies is increased by 10% for all Squad Members.”
New: “Equipment Charge is restored by 1 for all Squad Members. Cooldown is 60 seconds.”
“Weapon Spread and Recoil is reduced by 20% and Ranged Damage against Terminus-level enemies is increased by 10%” -> Ranged Damage bonus increased from 10% to 15%.
Assault Perks Update
“Damage from Melee Attacks executed while sprinting or dashing increases by 40%.” -> Damage increased from 40% to 100%.
“After a Ground Pound, you take 15% less Ranged Damage, do not lose control upon taking Heavy Hits and you cannot be knocked back for 10 seconds” -> Damage reduction increased from 15% to 20%. Knock back immunity duration increased from 10 to 15 seconds.
Vanguard Perks Update
“Each Melee Attack you land reduces the Ranged Damage you take by 2% (up to 20%). If you do not land a Melee Attack for 5 seconds, the effect ends.” -> Consecutive hit multiplier increased from 2% to 5%. Max bonus increased from 20% to 30%.
“After you are grabbed or knocked back, you deal 25% more Melee Damage for 15 seconds.” -> Bonus damage increased from 25% to 30%. Duration increased from 15 to 20 seconds.
Sniper Perks Update
“Weapon Spread is reduced by 25% and Ranged Damage against Extremis-level enemies is increased by 10% for all Squad Members.” -> Ranged Damage increased from 10 to 15%.
“Bolt Carbines reload 20% faster, and their Weapon Spread and Recoil are reduced by 15%.”
Old: “When your Health is below 10%, Reload Speed increases by 30%.”
New: “If your Armour is fully depleted, Reload Speed increases by 20%.”
“After a Gun Strike, heating speed increases by 30% for 6 seconds.” -> Duration increased from 2 to 6 seconds.
Combat QoL
There are not many weapon balance tweaks in this patch because our statistics show that usage and win rate for all weapons is in a good spot right now. With the next big update we are going to focus on weapon versions balance inside each archetype, because this is where we see a big room for improvements.
Inferno Pistol
PvP
With the next patch we are going to take a closer look at PvP weapon balance.
Customisation
We are preparing a very big update for customisation, players will be able to reuse chapter champion armour parts on other classes (with lore accuracy, clipping and technical restrictions). While it's not going to be in this patch, we wanted to mention this in this patch notes to assure you that we are going to continue expanding our customization system.
Levels
Intimidating Aura is probably the most overpowered perk right now, but we think that it should still work independently from selected weapon
Tech
Main Known Issues
Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
© FromSoftware
Nintendo has released a wave of patches for many of its biggest Switch games, ahead of Switch 2's arrival. These free updates are now available to download, and include a fresh version of Super Mario 3D All-Stars — the retro game compilation Nintendo controversially only sold for a limted time.
To be clear, these updates are free to download, and separate to the paid Switch 2 Editions of some games that Nintendo is also selling.
As ever, Nintendo has kept the details of many of these patches vague — so it may be that further changes are found in the coming days as fans finally get their hands on Switch 2 and find out for themselves.
In the meantime, the update to Super Mario 3D All-Stars has players wondering whether Nintendo might be planning to put its classic compilation of Super Mario 64, Super Mario Sunshine, and Super Mario Galaxy back on sale. Nintendo only sold the game for a specific window around Mario's 35th anniversary, and now only physical copies are available to buy second hand.
If you own any of the Switch games listed below, it might be a good idea to get your updates downloading as soon as possible, since Nintendo's servers will likely be very busy in the coming days.
Here are all of the Nintendo Switch game updates now available to download:
The following updates have been made when playing the game on Nintendo Switch 2:
General
The following updates have been made when playing the game on Nintendo Switch:
General
The following updates have been made when playing the game on Nintendo Switch 2:
General
The following updates have been made when playing the game on Nintendo Switch:
General
The following updates have been made when playing the game on Nintendo Switch 2:
General
Note: An update addressing the problem above has not been distributed for “Pikmin 3 Deluxe Demo ver.” However, we plan to perform the same fix as the full game in a future update.
The following updates have been made when playing the game on Nintendo Switch 2:
General
The following updates have been made when playing the game on Nintendo Switch 2:
General
Note: The version number in the lower right of the software title screen is still Ver. 1.0.0. The version number displayed in the software menu on the HOME Screen will display 1.0.0a if the update is applied.
The following updates have been made when playing the game on Nintendo Switch 2:
General
Note: The version number in the lower right of the software title screen is still Ver. 4.0.0. The version number displayed in the software menu on the HOME Screen will display 4.0.0a if the update is applied.
The following updates have been made when playing the game on Nintendo Switch 2:
General
Note: The software update is required to play on Nintendo Switch 2.
The following updates have been made when playing the game on Nintendo Switch 2:
General
ARMS - Version 5.51
The following updates have been made when playing the game on Nintendo Switch 2:
General
*Compatible with Ver. 5.4.1 for "local communication" and "LAN play". Not compatible with Ver. 5.4.0 or earlier for "local communication" and "LAN play". Please be aware of the versions of each other's update data.
The following updates have been made when playing the game on Nintendo Switch 2:
General
The following updates have been made when playing the game on Nintendo Switch 2:
General
The following updates have been made when playing the game on Nintendo Switch 2:
General
The following updates have been made when playing the game on Nintendo Switch:
General
Note: Update data with the above content will also be distributed for the demo “Clubhouse Games: Guest Pass” as Ver. 2.0.0d.
The following updates have been made when playing the game on Nintendo Switch 2:
General
Note: An update is also available for the Game Builder Garage Demo version to support the content above (Ver. 1.1.0).
The following updates have been made when playing the game on Nintendo Switch 2:
General
To make playing on Nintendo Switch 2 more enjoyable, we have implemented the following features:
*Even if you play on Nintendo Switch, you will need to download the latest update data to play online elements.
*Local communication is not compatible with previous versions. Please make sure that you and the people you play with have the same version of the update data.
The following updates have been made when playing the game on Nintendo Switch 2:
General
Note: Does have local user compatibility with Ver. 1.1.0. Does not have local user compatibility with Ver. 1.0.0. Please be careful of the update version on each player’s system.
The following updates have been made when playing the game on Nintendo Switch 2:
General
The following updates have been made when playing the game on Nintendo Switch 2:
General
The following updates have been made when playing the game on Nintendo Switch:
General
The following updates have been made when playing the game on Nintendo Switch 2:
General
Tom Phillips is IGN's News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social
© An Rong Xu/Bloomberg via Getty Images
© Getty Images / Brian A. Jackson/South Florida Sun Sentinel
Kinetic Games' terrifying ghost investigation game, Phasmophobia, is getting the Hollywood treatment.
Horror specialist Blumhouse — the credits of which include Five Nights at Freddy's, The Conjuring, and M3gan — has partnered with the UK developer to create a feature film adaptation. At the moment, nothing else is known, so we're not yet sure who'll be writing or directing it, let alone starring in the movie.
“It’s a big moment for the whole Kinetic team, and the start of something really exciting,” said Daniel "Dknighter" Knight, director of Kinetic Games. “We never could’ve imagined the incredible heights this game would reach when it launched five years ago, and we’re so thankful to our amazing community for the lasting impact Phasmophobia has had in the gaming space and beyond.
"Working with Blumhouse and Atomic Monster marks an incredible new chapter for the game, and we can’t wait to share more as the project develops.”
Phasmophobia is a four-player online co-op psychological horror where you and your team of paranormal investigators enter haunted locations filled with spooky activity and gather as much evidence of the paranormal as you can. Since it launched in early access in 2020, spawning a new genre of ghost hunting games, it's passed 23 million sales thanks to its blend of co-op horror and investigative gameplay. Later this month, we'll get the Chronicle update, which overhauls evidence, the journal, and levelling and progression.
Phasmophobia even made IGN's 25 best horror games ever made list… do you agree with our placement?
We didn't have a great time with Blumhouse's last big horror game adaptation; we gave Five Nights at Freddy's a 4/10: "This big-screen take on the indie-horror sensation has too much plot and not enough of the game's primal security-cam thrills." A second Freddy's move is out in December 2025.
Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world's biggest gaming sites and publications. She's also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.
The Fantastic Four: First Steps director Matt Shakman has commented on whether Robert Downey Jr's Doctor Doom will make an appearance in the upcoming movie, and seemingly confirmed the character will be absent.
But Shakman's awkwardly-phrased response has left fans doubting the director's words.
When asked about Doom's presence within The Fantastic Four: First Steps by Empire magazine, Shakman stated: "Doom is not a part of my film, and therefore not a part of my purview" (thanks, ComicBookMovie).
On the surface, this response looks pretty definitive. Doom is not part of the film Shakman made, and also therefore not something the director can discuss. But fans have been quick to point towards the post-credit scene added to Thunderbolts*/The New Avengers just weeks before its launch — which wasn't technically a part of the film its director made either.
Indeed, pre-production on the upcoming Avengers: Doomsday (which definitely does feature Downey Jr's Doctor Doom) began with its directors, the Russo brothers, filming Thunderbolts' post-credits scene that links that film with The Fantastic Four.
As the run-up to Avengers: Doomsday continues, fans think the Russo brothers may have done exactly the same thing with The Fantastic Four: First Steps, including a scene revealing Doctor Doom to link it forward into Doomsday.
Fans have also pointed to the fact that, in the Marvel comics, Doom is a key antagonist for the Fantastic Four, and in particular its leader Reed Richards. If Doom was to debut anywhere, the end of First Steps would be fitting.
And then there's the fact that, when faced with otherwise confirming what would be a huge reveal, Shakman is clearly limited in what he can say. Will Doom pop up? Whatever the film's director may be saying, it feels likely we'll have to wait until the film's July 25, 2025 launch date to find out for certain.
Tom Phillips is IGN's News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social
NVIDIA has just released a new Hotfix driver for its graphics cards. According to the release notes, the NVIDIA GeForce Hotfix 576.66 driver addresses some issues that plagued the latest triple-A games. So, let’s take a closer look at it. The NVIDIA GeForce Hotfix 576.66 driver fixes crashes that could occur in both Dune: Awakening … Continue reading NVIDIA GeForce Hotfix 576.66 Driver Released & Detailed →
The post NVIDIA GeForce Hotfix 576.66 Driver Released & Detailed appeared first on DSOGaming.
The Nintendo Switch 2’s launch is imminent, and with it, free Switch 2 updates for more than ten existing games from the original Switch’s library. A pair of these are Pokémon Scarlet and Pokémon Violet, which are pretty widely criticized for their relatively poor performance on the Switch. I got to play the newly updated Pokémon Scarlet on the Nintendo Switch 2 for thirty minutes, and the Switch 2 upgrades are incredibly clear.
The official Nintendo website says the free Switch 2 updates for Pokémon Scarlet and Pokémon Violet include:
The vague description definitely put me off at first, but now I know Pokémon Scarlet and Pokémon Violet on the Nintendo Switch 2 run in 4K at 60FPS. Or, at least, those are the settings–I didn’t have the equipment to measure if that 60FPS is indeed steady–but by the naked eye, I can still recognize it as markedly improved. As soon as I loaded into the game, on a huge 4K TV, I was stunned by how nice everything looked. No jagged pixelated edges on blades of grass, or even Pokémon, here.
The Switch 2 updates have also increased the number of Pokémon that can appear on screen, and from a further distance. For instance, flying over Casseroya Lake on the Switch 2 was a drastically different experience compared to on the Switch: I saw numerous Pokémon swim along the surface from a distance and didn’t experience any noticeable stuttering once I began to swim. Even when it began to rain, Pokémon Scarlet on the Switch 2 still didn’t struggle even a little. In fact, it continued playing like normal, as if the weather effects were meant to just… work.
The framerate improvements are especially immediately obvious when viewing faraway moving objects, like the windmills by West Province (Area One) - Central, or distant Pokémon and people. I also didn’t experience stalling or glitches when in a raid battle or when Terastalizing. I didn’t get to play online or co-op, however, so we’ve yet to see if the updates improved those aspects (that desperately need it.)
Visuals are subjective, so there’s only so much I can say to emphasize that the difference is certainly noticeable, but you can watch the comparison video on this page. I can also report on some favorable loading time comparisons that will let you judge for yourself.
These approximate comparisons are between Pokémon Violet running on a V2 Switch (the Monster Hunter Rise special edition, specifically) in 1080p, and Pokémon Scarlet running on a brand new Nintendo Switch 2 in 4K.
Loading from title screen:
Fast travel from North Province (Area One) to Casseroya Lake:
Fast travel from Blueberry Academy to Paldea:
Besides the fast travel loading time improvements, the menus are also so much snappier. Models in menus load in pretty much immediately, a stark contrast to the agonizing seconds you’d have to wait on the original Switch between trying on clothes in the menu; or hairstyles or accessories in stores.
To be completely honest, the performance of these games didn’t prevent me from enjoying them the first time around. I still appreciated the new open-world format, more fleshed-out characters, and never-before-seen new Pokémon friends, lag be damned. I certainly was frustrated enough that I avoided switching out Pokémon because of how long it took, sure, but overall, Pokémon Scarlet and Violet were fun for me regardless. However, now that I’ve played it on the Switch 2, the performance and visual issues of the original are certainly less ignorable, and thankfully I never need to play it on an original Switch again.
To neatly sum it up, Rebekah Valentine in IGN’s original Pokémon Scarlet and Pokémon Violet review said: “Let’s talk about the Donphan in the room here: these games run like garbage.”
This, I’m relieved to say, isn’t the case on the Switch 2. Sure, they’re still not perfect–I did experience one stutter when dashing on Koraidon, and there are still texture issues and texture pop-ins–but the visuals and performance are far from garbage. They’re so much better, in fact, that I’m tempted to say the free Switch 2 updates are closer to a light remaster than just an optimization – even though it really should’ve just run better to begin with. I’m that impressed, but to be fair, I did go in with somewhat low expectations–how much better could a simple update make a game that ran with so many issues in 1080p on the original Switch?
Just how well Scarlet runs on the Switch 2 makes me question if this iteration of Pokémon was planned for the Switch 2 all along. The update does this much and is free? Suspicious.
Conspiracy theories aside, if the performance of Scarlet and Violet on the original Switch turned you off from playing, it’s absolutely worth giving them another shot on the Switch 2. I’m certainly going to go back and play more of the Indigo Disk DLC with these updates intact. These games are right at home on the Switch 2 and feel like they should have been here all along, and this gives me so much hope for the performance of the Switch 2 version of Pokémon Legends: Z-A later this year.
These were my first impressions from just thirty minutes of hands-on play, so there could certainly be issues I missed or that reveal themselves later, but I encountered significantly less issues in these thirty minutes on the Switch 2 compared to the thirty minutes on the original Switch I spent capturing the comparison footage. You’ll be able to see the differences between the Pokémon Scarlet and Pokémon Violet Switch versions for yourself once the free updates are out on June 5, alongside the launch of the Switch 2. Simply connect your Switch 2 to the internet and perform a system update to download free updates.
We’ll also begin a mini review update for Pokémon Scarlet and Violet on the Switch 2, so look out for that evaluation after playing for longer in the near future!
If you do decide to jump into Paldea on the Switch 2, don’t miss our thorough Pokémon Scarlet and Pokémon Violet Guide, with a handy Scarlet and Violet golden-path walkthrough, a complete Scarlet and Violet Pokédex, and more.
Casey DeFreitas is a deputy editor on the guides team at IGN who has always loved Pokémon. Catch her on socials @ShinyCaseyD
© Kinetic Games
© SteelSeries
© Future
© Remedy Entertainment
© Awaken Realms
It’s a corker of a week for gaming discounts (and very imminent console launches). Basically, your backlog is about to get even heavier. From experimental indies to sprawling open worlds, the savings this week are spread across all platforms like butter on warm banana bread. And with some of these titles dipping to historic lows, it’s not a bad time to fill in the gaps in your shelf (digital or otherwise).
In retro news, I'm celebrating the 16th birthday of Infamous, a PS3 exclusive that I refuse to inexplicably capitalise as inFamous or inFAMOUS (no wait, just did...God damn it). My overriding memory of this super sandboxer from Sucker Punch was that it was edgier and more mature than its Sly Cooper stablemate. Also, it went more or less head-to-head against Radical Entertainment's Prototype.
Despite not letting me flying kick gunships like Alex Mercer, I loved Infamous over its more mean-spirited (and morale-system-less) competitor. There was a real joy of movement to zipping about Empire City as Cole, the newly minted Electro super. SP also wove a compelling tale with a decent twist that drew from two absolute money DC Comics, DMZ and Batman: No Man's Land. It's a sin this joy-sparking classic hasn't been remastered properly for modern audiences.
Aussie bdays for notable games
- Game Boy Camera (GB) 1998. eBay
- Game Boy Printer (GB) 1998. eBay
- Mario vs. Donkey Kong (GBA) 2004. eBay
- Infamous (PS3) 2009. eBay
- The Sims 3 (PC) 2009. Get
- Rhythm Heaven (DS) 2009. eBay\
- Red Faction: Guerrilla (PS3,X360) 2009. Redux
- Trash Panic (PS3) 2009.
Contents
Nintendo gets off to a roaring start with Monster Hunter Rise, Capcom’s critically acclaimed beast-battler that introduced the clever new Wirebug mechanic-originally prototyped using rubber bands in the dev team’s office. Meanwhile, Into the Breach sneaks in at just over a fiver, and if you didn’t know: every playthrough’s scenario was painstakingly hand-balanced by a single designer to ensure chess-like precision.
Expiring Recent Deals
Or gift a Nintendo eShop Card.
Over on Xbox Series X, Wild Hearts delivers massive kaiju-hunting vibes for a fraction of the cost-and fun fact: the creature designs were inspired by traditional Japanese yokai. Also down to a steal is The Witcher 3 Complete Edition, a game so beloved that CD Projekt had to patch in more Roach-on-rooftop bugs just to keep the memes alive.
Xbox One
Expiring Recent Deals
Or just invest in an Xbox Card.
For PS5, the stylish Persona 5 Royal brings charm and turn-based chaos, and did you know Morgana’s codename was “Bandit Cat” during early localisation drafts?
PS4
Expiring Recent Deals
PS+ Monthly Freebies
Yours to keep from May 1 with this subscription
Or purchase a PS Store Card.
Today on PC, Disco Elysium lets you argue with your own emotions, literally. It's a concept cooked up during the writer’s time in an Estonian punk band and the end result won many a GOTY award. Do not miss out.
Expiring Recent Deals
Or just get a Steam Wallet Card
Expiring Recent Deals
Audiophilia for less
Do right by your console, upgrade your telly
Adam Mathew is our Aussie deals wrangler. He plays practically everything, often on YouTube.