Intel's fancy new AI tool measures image quality in games in real time, so upscaling artifacts and visual nasties have nowhere to hide
Star Wars fans, here is something really special for you today. Republic Commando is considered by many as one of the best Star Wars games. And today, we present you with a new cool RTX Remix Mod that adds Path Tracing to it. Made by Chaos007, this is an early demo of an RTX Remix … Continue reading Star Wars: Republic Commando RTX Remix Demo Released →
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NACON and Teyon have shared the official PC system requirements for RoboCop: Rogue City – Unfinished Business. This is a brand-new standalone sequel to Rogue City, and it’s built with Unreal Engine 5. So, let’s take a look at what kind of PC you’ll need to play it. To run it, PC gamers will at … Continue reading PC Requirements for RoboCop: Rogue City – Unfinished Business →
The post PC Requirements for RoboCop: Rogue City – Unfinished Business appeared first on DSOGaming.
As promised, Bandai Namco released the free Next Gen Update for the PC version of Dragon Ball Z: Kakarot. This update will improve the game’s graphics. And, YouTube’s ElAnalistaDeBits shared a video comparing the old version with the new remastered one. So, let’s check it out. Dragon Ball Z: Kakarot came out on PC in … Continue reading Dragon Ball Z: Kakarot – PC Original vs Next Gen Update Remaster Graphics Comparison →
The post Dragon Ball Z: Kakarot – PC Original vs Next Gen Update Remaster Graphics Comparison appeared first on DSOGaming.
Good news, ‘80s action fans: Blasting bad guys’ brains out and balls off is still RoboCop’s business, and business is… unfinished. A standalone expansion to 2023’s entertainingly authentic RoboCop: Rogue City, RoboCop: Rogue City - Unfinished Business takes Robo’s relentless rampage off the scum-riddled streets of Old Detroit and up through the heavily guarded heights of OMNI Tower in an all-new, 10-hour killing spree. The bad news is that with precious few new weapons and enemy types, the action of Unfinished Business never really elevates enough to match the skyward trajectory of its setting or distinguish itself as little more than a replay of the original. There’s still plenty of ultra violence to indulge in here, but it’s a form of mindless fun that’s as familiar as it is ferocious.
Not unlike the 2012 sci-fi splatterfest movie Dredd, the action of Unfinished Business is contained almost entirely within the one highrise building and sees RoboCop making his way from the ground floor to its upper reaches in search of some stolen OCP equipment. It borrows a bit of BioShock as well, since Robo is initially led along by an anonymous assistant on the other end of a two-way radio, and that helps to lend a welcome air of mystery to the story’s opening half – even if it doesn’t eventually pay off with any shocking plot twists like Irrational Games’ underwater classic.
As was the case with the previous game, the success of Unfinished Business’ storytelling largely hinges on the often hilarious deadpan delivery of original RoboCop actor Peter Weller in the main role. Whether he’s repeating iconic lines from the movies or making subtle mockery of almost everyone he meets, Weller’s performance is a noticeable cut above the rest. Admittedly, that’s not a super high bar to clear since the supporting cast often sound like they’re voiced by hastily dashed-out placeholder recordings someone forgot to fill in with the real ones, and each seem to draw from the same shallow pool of character heads, making it tough to really distinguish one from the other. In the end, I was happy to go along for the ride all the way to Unfinished Business’ bullet-riddled gore-gasm of a climax, in spite of the fact that I didn’t particularly feel compelled to focus on anyone other than the scumbags standing squarely in front of my ironsights.
Beyond the story, though, Unfinished Business is a fairly flat 10 hours because while it increases the amount of bad guys you have to shoot, it doesn’t do nearly enough to expand the variety of ways you do it. If you’ve played 2023’s Rogue City, then you’ve already experienced the bulk of what Unfinished Business’ combat has to offer. Once again, you’re able to ricochet bullets off walls to stylishly snipe enemies hidden behind cover, perform breach-and-clears on almost every door you come across in bloodsplattered slow-motion, and shoot explosive barrel after explosive barrel as you RoboStop and RoboDrop absolutely every criminal you come across. It’s all presented with the same fan-pleasing flair, from the green Apple IIe-like graphics of Robo’s heads-up display to the iconic theme music that swells along with the increasing enemy numbers, and that certainly still goes a long way. It’s just a shame to see the skill and Auto 9 upgrade systems copied across seemingly unchanged. You unlock the exact same perks like armour-piercing rounds and the ability to automatically deflect incoming enemy fire, just a little faster this time thanks to the story’s shorter runtime.
There are a handful of new mechanical enemy types to contend with at least, though none of them really shake things up to a dramatic degree. I did find myself making more consistent use of Robo’s returning slow-mo skill in order to combat the fast-moving robobombs that rapidly roll towards you, as well as the swarms of flying security drones that dart unpredictably through the air above. But while the nimble killbots that cartwheel around the place seem threatening at first blush, they quickly prove to be about as resilient as a jar of baby food as I either shattered their robot skulls with a quick burst of bullets or simply picked them up and disposed of them like katana-wielding Kleenexes, even on the hardest difficulty setting.
OMNI Tower itself does offer the occasional interesting space to host the slaughter in, from the vibrant video arcade and cinema found in the relaxation zone to the trashbag-strewn underbelly of waste management (complete with a Star Wars-style trash compactor to frantically blast your way out of). Those are the exception, though, and most of the carnage takes place in the charmless concrete corridors in between. That’s to be expected from a tour through a corporate dystopia, sure, but it doesn’t make for a lot of fun surprises. Despite the striking gallery of gore and particle effects that shower over each firefight, there were times that Unfinished Business’ drab interiors made it feel less like a thrilling action adventure and more like wandering in circles through a shopping mall carpark trying to work out where I left my 6000 SUX.
Still, the biggest problem I had with Unfinished Business’ gunplay was the same one I found with 2023’s Rogue City. That is, Robo’s signature Auto 9 – blessed as it is with unlimited ammo, easily upgradeable attributes, and an undeniable cool factor – makes the dozens of other firearms found throughout the campaign almost entirely redundant. It’s just so overequipped to deal with everything that’s thrown your way that I never found a good enough reason to holster it. It would be akin to a Star Wars adventure in which you default to the use of a lightsaber – you’re probably not ever going to clip it to your belt and pick up a Tusken Raider’s gaffi stick to crack heads with instead.
There is one exception: the cryo cannon that’s introduced in the second half proved to be worth a few charged-up trigger squeezes, especially since its sub-zero rounds turn your targets into instant ice sculptures that can be subsequently shattered like the T-1000. That’s a time-honored video game tradition that dates back to Duke Nukem 3D. But otherwise I almost never felt the need to bend over and grab any other dropped firearms – and not just because Robo appears to have the knee joints of an 80-year-old man (as well as the voice of a 78-year-old). In fact, the only time I felt forced to employ enemy uzis and shotguns was during an especially violent rescue mission late in the story – and that’s only because the thing I was trying to rescue was, funnily enough, my stolen Auto 9.
Unfinished Business’ structure is effectively built around a cycle of using your Auto 9 to deep-six hordes of mercenaries, pausing to settle disputes between citizens in side missions that veer from moderately humorous to completely banal, and then flicking some switches and turning valves in its basic puzzle sections to open the path ahead before resuming the unrelenting blaze of glorious gore. There are only a handful of detours along the way that at least try to mix up the otherwise predictable pacing, with varying degrees of success.
In one flashback mission we get to pull on the kevlar-lined vest of Alex Murphy in his pre-RoboCop days, as he and his fellow officers are dispatched to investigate the whereabouts of some known perps. I enjoyed this small glimpse of Murphy’s origins in the Metro South precinct even if the stilted banter between his squad was more than a little wide of the mark, and there were some fun Easter eggs to find here including a memo that referenced the ominous rise of a new criminal on the scene that I won't spoil here.
However, the setting of this sequence lacks imagination given that its abandoned mill surroundings are a bit too similar to the site of Murphy’s infamous ‘crucifixion’ scene witnessed in the first film, and its combat feels somewhat topsy turvy. Where RoboCop must scramble to find OCP charges in order to replenish his rapidly depleting health, regular flesh-and-bone Murphy somehow magically regains it in between shootouts. That’s typical for a lot of first-person shooters, but it’s less of a contrast to playing as a walking tank than I’d been expecting. On the flipside, Murphy can only wield his boring old service pistol, which is frustrating because this was one of the few times I actually wanted to pick up a gun I found but couldn’t. It all makes for a diversion that’s important to the plot, but not particularly compelling to play.
Thankfully, the same can’t be said for the late-game level where you get to pilot an ED-209 mech. This fabulously frenetic stretch of fan service allows you to use twin arm cannons to shred through each hapless human like they’re that one poor bastard executive that probably should have hid in the bathroom during the original ED-209 demonstration, blast through concrete walls with rocket barrages, and even trample over a model of Old Detroit’s skyline while battling rival robots like you’re revelling in a small-scale clash of Kaiju. Sure, it’s perhaps not as cathartic as it could have been given that by that point I’d already very efficiently turned hundreds of mercenaries into mincemeat with Robo’s Auto 9. But I can’t pretend I wasn’t grinning like an idiot through the entire sequence, which ratchets up the carnage to ludicrous levels and doesn’t linger long enough to outstay the welcome of playing as a near-invincible killing machine.
I never got tired of seeing RoboCop himself onscreen either. As was the case with the previous game, his polished steel armour looks absolutely spot-on and he always seems to be lit with ambient neon lights like he’s emerging out of the driver’s side of a Ford Taurus on the poster for the 1987 film. That said, outside of the smooth lines of Robo’s movie-accurate character model there’s a noticeable roughness to Unfinished Business, at least on the PlayStation 5 version that I played. During my time with it I suffered frame rate dips, audio dropouts, animation glitches, dodgy lip syncing, ridiculous moon physics during slow-motion breaches, characters disappearing completely during finishing moves and story cutscenes, and even the occasional crash to the home screen. After a while I started to wonder if the “Unfinished Business” title was a nod to RoboCop’s everlasting quest for justice or merely a reference to the launch state of the game itself.
Games Workshop has added a Black Library logo to its official Big Summer Warhammer Preview showcase, sparking speculation the company may announce new novels that finally move the overarching Warhammer 40,000 narrative forward.
Big Summer Warhammer Preview, set for this Friday, July 18, will contain reveals for Games Workshop’s main tabletop games, including Age of Sigmar, The Horus Heresy, and of course Warhammer 40,000. Its initially released digital poster for the event did not feature the logo for Black Library, Games Workshop’s in-house book publishing division. However, on July 16, it released a new version of this poster with the Black Library logo added, sparking speculation that fans will get new novel announcements as well.
Why is this exciting for fans of the setting? There is a great deal of speculation that Games Workshop may finally be ready to move the Warhammer 40,000 narrative forward with either a brand new series of books, the teased meet-up between two returned primarchs, or the long-awaited third book in Dan Abnett's Bequin trilogy.
IGN has reported on the now mythical Pandemonium before, when fans speculated its delay might have something to do with Games Workshop and Amazon getting their narrative ducks in a row ahead of the Henry Cavill-fronted Warhammer 40,000 Cinematic Universe. It is perhaps the most-anticipated book in all Warhammer fandom. The first novel in the Bequin series, Pariah, came out in 2012. Its sequel, the Warhammer 40,000 lore treasure trove that is Penitent, followed nearly a decade later, in March 2021. Pandemonium does not have a release date, and the wait for an announcement is fast becoming Warhammer 40,000’s version of George R. R. Martin’s M.I.A. Game of Thrones book, The Winds of Winter. Some fans are speculating — perhaps more with hope than expectation — that now is finally the time for a Pandemonium reveal.
There's heightened interest in Pandemonium because it promises to actually move the overarching Warhammer 40,000 plot forward. Penitent ended with a significant lore revelation (it has to do with the identity of the mysterious King in Yellow, which we won’t spoil here), and so the ramifications of Pandemonium for the wider Warhammer 40,000 universe could be huge.
Perhaps more realistic is a new novel series set during the period known as The Scouring. This is the largely unexplored time in Warhammer 40,000 history when the Imperium ran down the traitor legions following the defeat of Horus 10,000 years before the current setting. With the Horus Heresy seemingly wrapped up following the release of Era of Ruin, The Scouring seems like a natural next step for Games Workshop if it wants to continue filling in the gaps in the Warhammer 40,000 narrative.
Or this may all be much ado about nothing, and Black Library’s presence at the show ultimately goes down as a disappointment. You’d like to think that Games Workshop knew what it would do to fan expectations by slapping the Black Library logo on its preview poster, though.
Which leads me neatly into why Warhammer 40,000 lore fans get excited by teases like this in the first place. As I’ve reported before, the Warhammer 40,000 story, such as it is, is a slow moving beast. The scribes at Games Workshop sometimes take years to inch the overarching plot forward. Take, for example, the return of beloved primarch, Lion El'Jonson, which was announced in March 2023. Now, over two years later, the character is yet to do much of anything in the setting, his hotly anticipated reunion with his brother, Roboute Guilliman, seemingly further away than ever. Could a new novel finally detail this sure to be spicy meet up?
Maybe, on Friday, we’ll finally get some answers. The Big Summer Warhammer Preview is set for 7pm BST / 11am PDT on Friday, July 18.
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.
Quality gaming chairs don’t usually come cheap, especially if you prefer shopping with big, well-known brands – the Razer Iskur V2 X aims to change that. Coming in at a base price of $300, it blends comfort and style at around half the price of the higher-end flagship Iskur V2, with a few compromises to take note of. It’s not necessarily the cheapest option, but it’s a quality and comfortable offering that’s definitely worth considering if you’re looking for a brand name budget-level gaming chair.
The Razer Iskur V2 X doesn’t break the mold in gaming chair designs and doesn’t aim to. If you’re seen the previous iteration of the Iskur we reviewed a while back, or most other racing style gaming chairs, then you’ll have a good idea of what to expect here. It sports a typical bucket seat-inspired design when it comes to its overall shape and design. It has a tall back and wide seat with ample padding for your bottom and back. The backrest is tall, extending all the way behind your head, and both it and the seat have stylized bolsters to guide you toward their center. Unlike most gaming chairs of this type and price range, these bolsters aren’t overly pronounced and there’s no sense of being cramped or hugged into place.
There’s a recline lever on the right that allows you to lean back up to 152 degrees if you want to take a quick nap or kick back with your feet up. The armrests are adjustable, but only in two dimensions (height and rotation). You can rock in place or lock the chair at a certain angle using a lever below the chair or adjust its resistance with a large knob on the bottom, and the height is also adjustable by around four inches. It’s all standard stuff when it comes to typical racing-style chairs.
What you don’t get is any kind of adjustable lumbar support, and there are no pillows in the box to fill in any gap you might have in the lower back area. Instead, it comes with an integrated lumbar curve and a contoured backrest that helps position you properly without needing to think about it, at least for me. I’m 5-foot 8-inches and found that it was well positioned for me, so I didn’t miss having a lumbar pillow. Razer recommends the chair for people up to 6-foot 2-inches, but without any kind of adjustability, it won’t be a match for everyone.
Its lack of pillows is disappointing; at $300, it’s “budget” compared to Razer’s higher-end chairs, but it’s not necessarily cheap and you’ll be stuck paying extra for pillows if you need them. This is especially noteworthy since the original Iskur was so well known for its lumbar support.
Thankfully, in most other respects the Iskur V2 X impresses, especially with its build quality. It’s available in black and green or grey and black fabric, which is what I had in for testing. The quality of the weave and embroidery was excellent and includes stylized touches such as the snake-like diamond scales on the back and seat. Aesthetically, it’s a good match against the full Iskur V2, so if you like its looks, this is a much cheaper way to add it to your setup.
Razer also did a nice job making sure it nails the basics for durability and comfort. The wheel base is made of aluminum instead of plastic, which is a nice upgrade at this price and eliminates a common point of failure. I also appreciate that the tilt base, while definitely simpler than the full-fledged Iskur V2, operates smoothly and quietly and still includes key adjustments like tilt tension and angle lock. It also uses a steel frame to support long-term daily use, which isn’t always the case with more affordable chairs.
The cushioning is thick enough and soft enough to be comfortable straight out of the box and the fabric hits the midpoint between softness and robustness. It’s not quite as thick as the Iskur V2, but it’s as thick as it needs to be for a decent seating experience long-term. The armrests are also topped with a dense foam padding that’s soft enough to stave off elbow pain.
There are definitely some trade-offs here, as mentioned above – the biggest ones being the non-adjustable lumbar, lack of pillows, and 2D armrests. Apart from the backrest, the others really aren’t as impactful, and if you mesh with the backrest, it’s not that big of a deal. The overwhelming impression is that, for the most part, this is a chair that makes reasonable compromises on accommodating a range of needs in order to keep its price down.
Assembling the Iskur V2 X is straightforward, so if you’ve assembled a gaming chair before, you’ll already know what to do. If not, Razer includes detailed instructions and everything you’ll need to get started. Everything comes separate in the box, which means lots of packaging material, but you don’t need to be especially handy to get it put together within about 20 minutes.
If it is your first time, I recommend getting everything set out ahead of time. With the parts in front of you, it’s pretty easy to intuit the assembly process. You’ll start by getting the casters inserted into the wheelbase, which is a toolless friction-fit. Then, you insert the gas piston into the center hole, cover it with the plastic shroud and wheel it to the side.
From there, I recommend attaching the backrest if you’re by yourself. This is a simple two screws on their side, but lining the threaded holes up with the side brackets can be awkward due to the size of the backrest. With that done, you cover each with their own shroud and then tip the whole setup forward for easy access to the bottom of the chair.
The tilt base attaches with four screws and Razer uses channels for each, so you can easily line them up and move the whole unit as needed before tightening it down. After that, you simply take the wheel assembly you put together before and slide the top of the gas piston into the hole in the base– tip the chair upright and you’re done.
I was able to spend about a month with the Iskur V2 X and over that time I truly put it through its paces. It lived at my home gaming PC setup for the first half of the review period and then I moved it into my office to see how it would hold up to long hours throughout normal workdays. Like I alluded to in the beginning of this review, the V2 X’s lumbar support was a good match for my back, so across my entire test period, I never got up sore or felt like I was paying a price for using it for too long – well, with one exception near the upper body.
The lack of a neck pillow turned out to be a big omission. Such a small accessory may not seem like it means a lot but it truly does, at least on the Iskur V2 X. The back contours in such a way that it leaves a larger gap behind your head. Leaning back feels immediately awkward unless you’re also reclining and shifting away from a normal seating posture. I eventually harvested a pillow from another gaming chair, but you should probably plan on getting one alongside this chair if you don’t also have a spare, because it really needs it.
With that problem addressed, the chair comes into its own and begins to demonstrate its value through looks and overall comfort. The fabric stands up to more expensive fabric chairs I’ve tested, including those from Secretlab that cost around double the price of the Iskur V2 X. And, if you care about looks, you can rest assured that it doesn’t look budget at all.
I was worried that the 2D armrests would be an issue when swapping between a controller and mouse and keyboard, but they offered just enough to accommodate either, at least by adjusting the width using the fasteners under the seat. Technically, 2D armrests aren’t width adjustable, but since each armrest runs on a track, you have an inch or two of give/movement to better accommodate the natural lay of your arms. It’s a middle ground that may not be elegant, but it gets you there.
And that’s really the story of this chair. There are sacrifices in adjustability, but the core is very good and is made to be more durable and rougher-wearing for the kind of rigorous use whether it be for a gaming setup or office setting. Although it is the “budget” option in the Iskur lineup, It’s not the cheapest, but those extra dollars get you that build quality and fabric finish you should expect. Whether that’s a worthy exchange is up to you.
There’s something oddly satisfying about scooping up post-sale scraps that should be gone by now. The Prime Day rush is done and dusted, yet a slew of cracking offers have somehow avoided the discount bin cull. I’ve been trawling the dregs so you don’t have to, and what’s still kicking around is honestly worth your time and wallet.
In retro news, I’m lighting a 17-candle cake for Secret Agent Clank using the low-heat blast of a Tie-A-Rang (that tuxedo-grade gadget that slices through henchmen and decorum with equal style). I fondly recall this offbeat PSP spin-off from the Ratchet & Clank universe as a genre-jumper, swapping the series’ traditional bombastic platforming for a stealth-lite spy parody, all deployed to smooth jazz riffs.
While it never hit the highs of the mainline series, Secret Agent Clank did something admirable: it gave the sidekick his moment. With Ratchet framed for a crime he didn’t commit, Clank stepped out of his buddy’s shadow and into a tux, creating a rare handheld experience that mixed rhythm games, QTE spy action, and mini stealth sequences with Bond-level puns. It wasn’t a revolution, but it showed how Insomniac’s world was elastic enough to stretch into spin-offs without snapping.
Aussie birthdays for notable games.
- Gran Turismo Concept (PS2) 2002. eBay
- Secret Agent Clank (PSP) 2008. eBay
- Echochrome (PSP) 2008. eBay
- Sonic Mania Plus (NS,PC,PS4,XO) 2018. eBay
Contents
On Switch, Super Mario RPG is a must-grab. This remake not only nails the SNES original’s off-kilter humour and rhythm-based battles, but it’s also secretly the first Mario game with a Square Enix touch. If you’d rather go full outlaw, Red Dead Redemption runs beautifully in handheld mode and yes, you can hogtie NPCs on a moving train. It still works. I checked.
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Xbox Series X players, Alan Wake 2 is absurdly good value right now. It's a masterclass in digital horror, with Remedy writing actual playable pages of the in-game novel. Meanwhile, Cyberpunk 2077 is (kinda sorta) finally the game we were promised, and Night City has never looked better or felt more alive thanks to the Phantom Liberty DLC injection.
Xbox One
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Over on PlayStation, I’ve been loving Epic Mickey: Rebrushed on PS5. It’s not just a port – it retools the physics and AI while keeping the concept art-inspired charm. Ghost of Tsushima Director’s Cut on PS4 is also a no-brainer. Its Kurosawa Mode isn’t just visual flair because the devs studied actual samurai films to get the camera angles and lens grime just right.
PS4
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And finally, on PC, Pacific Drive is a wild roguelike driving sim I can’t stop recommending. It turns car maintenance into a full-on survival mechanic. If you want bang for buck though, Moonlighter at under four bucks is insane. It’s Zelda by day, capitalism by night. Trust me, it works.
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Audiophilia for less
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Adam Mathew is our Aussie deals wrangler. He plays practically everything, often on YouTube.
There’s an old idea called the sophomore slump that says second efforts generally aren’t as good as the first. Sophomore students don't care as much as freshmen; bands have less time to make a second album than the “out of nowhere” breakout hit they worked on for years; athletes who have exceptional rookie years regress to the mean; and so on. There’s no denying the power of new car smell, and part of the reason College Football 25 popped off as hard as it did (and trust me if you’re unsure: it popped off) was because it’d been more than a decade since NCAA 14. People really, really wanted a new game based on college football. It didn’t hurt that it was also a good one, but the annual “it’s the same game as last year” fatigue of the sports genre hadn’t set in yet. College Football 26 doesn’t benefit from new car smell anymore, but it’s not a game suffering from the sophomore slump, either. This season is better than last year’s; it’s just more focused on steady improvement than breakout success.
Here’s the secret, y’all: once a sports series “solves” the gameplay, it’s never really going to be bad. And College Football 26 (and frankly, Madden, too) has largely solved the “make the football video game play good” part of the football video game. At worst, it’s going to feel samey from year to year, like you’re stuck in football-themed purgatory at a party that’s never quite bad enough to leave. That’s not College Football 26; this is good-ass barbeque, and I’m happy to be here. But like a good-but-not-great QB working on his footwork and release, the devil is in the details. Improvements here are more evolution, less revolution, but this is an annual sports game. You kinda knew that going in.
Part of that is because College Football 26 is built on a really firm foundation. College Football 25 was a good game, and it still has that infectious spirit and sense of tradition that made it a nice change of pace from the more straight-laced Madden. This year’s iteration expands on that in good ways. One of the things I appreciate most is the Trophy Room, which tracks the real world trophies you’ll accumulate across your entire career, no matter what mode you’re in. It’s cool to see stuff like the Heisman Trophy, the Unitas Golden Arm Award, and the Orange Bowl Trophy collected in one place, and be able to learn about them, too. There’s a lot of history to college football, and I appreciate that EA has tried to capture that.
Aside from the addition of the Trophy Room, though, there are no new modes in College Football 26. The options are the exact same as last year, so I am going to copy and paste last year’s paragraph breaking down the modes. Fair’s fair, right?
“You’ve got Play Now, Road to the College Football playoffs, which is a quickfire online ranked mode where you’ll pick a team and try to guide them to a National Championship; Road to Glory, which lets you create your own player and pilot them through their college career; the flagship Dynasty mode, where you’ll helm one of College Football 25 26’s 136(!) [Delaware and Mississippi State are new additions] teams as either a head coach or an offensive or defensive coordinator; Practice and Minigames; and finally, College Ultimate Team (CUT), the college version of Madden Ultimate Team. Just like its big brother, CUT is a slot machine masquerading as a trading card game that will almost assuredly make EA hundreds of millions of dollars and eventually earn the ire of the community as it gets more updates per year than every other mode combined.”
I was kinda hoping that College Football 26 would move its tutorials out of Ultimate Team, but no such luck. This is still a bad system and it’s still a deeply cynical move on EA’s part. Again, I quote from last year’s review:
“The only reason to do it this way is to corral new players into CUT so they can fall down the money hole – of course, it’s somewhat self-defeating that they have to figure out that the tutorials are in CUT in the first place, which is something College Football 25 26 doesn’t actually tell you. As someone who doesn’t play Ultimate Team beyond my obligations as a critic for obvious reasons [and presuming I hadn’t played College Football 25], I would’ve just assumed that there were no tutorials at all and EA simply wanted college football-curious folk who didn’t already play their football to wander around aimlessly until they figured it out for themselves. In actuality, EA wants all of us to get hooked on CUT and spend lots and lots of money. I’m not sure which is worse.”
That’s all still true, but the College Football team has at least made some really nice quality of life updates to Ultimate Team. I’m going to single out two I appreciated in particular: One is the Pack Helper, which will immediately tell you if a player is better than someone in your current lineup and let you equip them on the spot without entering another menu. The other major one is that you can now see your challenges from the play call screen and bring them up at any time pre-snap, no more pausing required. These, as well as some other changes, are very nice tweaks. That said, I functionally believe, deep in my soul, that these modes are predatory, more than a little evil, and designed to trigger the dopamine-producing parts of our brain that gambling stimulates in the hopes that you will continue to spend money for a chance at a good outcome, which is what gambling is, and I cannot endorse anything about them. Yes, you can build a team without spending money, but it is designed to take much longer than just opening your wallet, and given that doing so can literally make your team better, it is pay to win. These are unremarkable and verifiable truths. Do with them what you will. I say we move on to greener pastures.
The mode that has seen the most meaningful changes in my eyes is Road to Glory, where you’ll create a player and begin your college journey. Notably, you can now (kind of) play through your high school phase, which determines how colleges view you. Last year, my very own Joe Throw was a five-star recruit because I work hard enough already. This year, I said “f*** it, we ball,” and legendary QB Joe Throw started down the more challenging path of a two-star prospect because why not? You have more customization options this year – I could select my throwing style, shotgun stance, running animation, line up look, and so on – that is really cool, and once I got Joe Throw all prettied up and ready for the dance and selected my archetype (I opted for Backfield Creator), it was time to step out onto the floor. There are six preset teams to play for (I played for the Rattlers), but you can build your own in the Team Builder if you’re so inclined.
After a brief interview with a local reporter allowed me to talk about what I was looking for in a college program, I set up my recruiting board, which showed me what potential schools thought of Joe. You might think you’d play full high school games, but the reality is you’ll select up to four of five possible goals and play through drives based around them, whether that means throwing a play action pass while avoiding a ball-hawking safety, leading your team on a late drive to win the game, or converting an important third down.
How well you do will determine what you put on tape, which is how colleges will evaluate you. Each school has its own criteria and is looking for different things in its players, so some will jive with certain goals (and player archetypes) more than others. Navy is probably more interested in a mobile QB who can run the option than a pocket passer, and will evaluate you accordingly, while a school that runs a pro style offense probably wants a cat who can sling it.
It’s a solid system, even if I wish we were playing full games instead of regular drives. That said, I do like it overall, and it’s a big improvement over last year. I also like that you get a limited number of retries per game depending on your difficulty, and that teams will give you special challenges you can undertake to improve your tape score with them, or tell you that they’re just not that into you thanks to their current lineup or because they’ve just secured a commitment from another player at your position. That doesn’t mean they won’t give you a scholarship or you can’t try out for them as a walk on; it’ll just be harder.
As a two-star recruit, my path was really difficult. I essentially had to play perfectly to get an offer from my preferred school (Virginia), but I liked the challenge. I also like the little touches EA has added: Senior Night, how the camera trails your player during run outs, and a hat ceremony where you can fake people out before you select your school. I started off as a third string QB at Virginia, but it wasn’t long before Joe Throw was in a position battle for the backup spot. Once I won that, he was soon promoted to starter.
Otherwise, stuff is more or less the same as last year, and the same problems persist. It takes too long to get access to things like audibles and hot routes, your coach will make boneheaded play calls (why are we constantly running play action when we never run the ball, coach?) with limited options for you to change them, and your coach will blame you for “stalled drives” when your receivers drop the ball or your running back gets stuffed. You know, things that are not your fault, reducing his trust in you. Some of these restrictions don’t even make sense. Why am I allowed to call timeouts and not audibles? Why can I flip the play on the play call screen but not after I come to the line? It’s maddening until you earn the ability to do basic things. I get that this is meant to simulate earning your coach’s trust and serve as progress in what is essentially a sports RPG, but it can also be frustrating to deal with.
Outside of the games, Road to Glory is largely the same. You’ll manage your time between studying, resting to restore your health, upping your leadership skills, training, and managing your brand. There are occasional extras, like NIL deals and the opportunity to study for or cheat on tests, and so on, all of which mostly boil down to text exchanges that offer their own risks and rewards. You now have to manage Coach Happiness and Career Health, which are nice additions, though the former is very easy if you’re smart (and don’t get caught cheating). The latter requires making sure your Season Health stays as high as it can, otherwise it reduces your career health pool in the subsequent season. These are good additions, if still a little easy to manage. Joe Throw is once again almighty, and Road to Glory is still the same as it was: solid, but not great.
Dynasty is where most people will spend their time, and it’s got the same highs and lows as it did last year, though there are some great upgrades. Over 300 real world coaches are in College Football 26, complete with their own playbooks, tendencies, and skills. Custom coaches have more customization options, from their clothing to how they behave on the sidelines, and they all now have a level cap of 100 up from College Football 25’s 50. Jack-of-all-trades builds are harder than specializing, though you can compensate for this by hiring coordinators who supplement your weaknesses.
There have also been an enormous number of quality of life changes here. I won’t go into all of them because we’d be here forever and EA has a blog explaining all of that anyway, but I dig many of them, like how bringing in a player close to your school costs fewer recruiting hours than flying in someone from across the country, and that you can always see your team needs when you’re on the recruiting menu because they’re now pinned to the top of the page. Oh, and now every player has a dealbreaker (some of which change over time), so there’s more players in the Transfer Portal at the end of any given year, and how much they progress between seasons (or how much weight they gain) is based on how good your school’s training facilities are. Better still, you can finally level them up manually. It’s great stuff, and I saw how much harder it is to recruit at a school like UConn (my online dynasty) and Boise State (my solo world). All very good, very welcome changes, among many, many others.
However, many of Dynasty’s improvements are largely still around the edges, under the hood kind of stuff. This is the same engine and the same car, and you have to love the act of recruiting, leveling up your coach, and playing games because, beyond that, there isn’t much else to do. Dynasty is still good, but it’s very much “more of the same, just better.” If you liked it last year, you’ll like it this year. If, like me, you wish there was more to do, that hasn’t changed. I’m going to try to stick with my Online Dynasty longer than I did last year, but it still doesn’t compel me the way Franchise does in Madden.
The best stuff might be the on-the-field tweaks. The little change I’m happiest about is to how defenders play the football when it’s in the air. If you’ve played College Football or Madden in the last few years, you’ve probably noticed defenders intercepting passes that they couldn’t have seen without turning around. They essentially had eyes in the back of their heads, and it could be very frustrating. EA has said they’ve changed that, and in my testing, it’s proven true. Now a defender has to see the ball to pick it off, and you’ll notice defenders turning their heads (or not) before the ball arrives. If they don’t, however, it doesn’t mean that defender can’t make a play on the ball. They can still swat it. It’s a good change because it’s two-fold: you now actually have a reason to swat the ball down instead of going for the pick every time, and better defenders can now make plays average ones can’t.
I’m also a big fan of dynamic subs and custom zones for defenders. The former allows you to swap players on the field and not just on the playcall screen (thank God), though you have to wait a play for the substitution to take effect, and the latter is the defensive version of last year’s custom stems for routes on offense. I enjoy the defensive game more than the offensive one, so being able to set where I want my zones to be on the field in real-time and not in a menu is welcome. I’m enjoying playing around with this stuff, and I imagine I’ll be using it quite a bit. And man, being able to sub on the field is a godsend, even if it’s not immediate. Maybe one day we’ll get to the point where players are running on and off the field in real time. That would be neat, but this is a good first step to that (hopefully possible) future.
Ahead of San Diego Comic-Con, DC continues to reveal big plans for Fall 2025. Hot on the heels of the reveal of Absolute Evil, DC is shedding light on DC K.O., the publisher's next big crossover event.
Overseen by Absolute Batman writer Scott Snyder and Superman writer Joshua Williamson and building on the foundation of 2024's DC All In, DC K.O. explores what happens when the fate of the entire DC Universe hinges on a Mortal Kombat-style death tournament. 36 fighters will enter the tournament, with only one standing the chance of rising through the ranks and building up enough Omega Energy to challenge Darkseid himself.
“DC K.O. is a knock-down, drag-out fight between all your favorite DC Super Heroes in a cosmic tournament to save the universe from Darkseid,” said Snyder in DC's press release. “Darkseid has evolved into something bigger and stronger than ever.”
“He’s destroyed the future,” added Williamson. “There’s no future for the DC Universe because of what he’s done—the heroes’ only shot is to stop him in the present.”
DC is teasing that readers will be greatly surprised at which heroes enter the tournament and, especially, which ones make it through the early battles. However, the core of DC K.O. is built around Superman.
“Metal was a Batman story, Death Metal was a Wonder Woman story—and DC K.O. is a Superman story,” said Williamson.
“I wanted to tell a story about Superman looking into his own heart of darkness,” said Snyder. “It’s a very personal story wrapped in nine layers of candy exploding in your face.”
The core, five-issue DC K.O. miniseries will be written by Snyder and illustrated by Javi Fernández (Batman & Robin). Williamson, meanwhile, will write several tie-in books spinning out of the main series. Other ongoing DC books like Justice League Unlimited and Titans will also tie into DC K.O.
DC K.O. kicks off with the prologue issue Justice League: The Omega Act #1 on October 1, 2025, followed by DC K.O. #1 on October 8.
For more on Snyder's current DC work, find out what happens when Absolute Batman meets Absolute Joker.
Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on BlueSky.