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Reçu aujourd’hui — 3 juin 2025KitGuru

Early RX 9060 XT overclocking benchmarks spotted

3 juin 2025 à 18:32

The AMD Radeon RX 9060 XT has reportedly become available early through unofficial channels. Redditor “uesato_hinata” shared images and screenshots of the card running with a modified driver.

Initial findings regarding the card's overclocking capabilities suggest that users won't be able to increase the VRAM speed, as the Reddit user could not exceed 2538MHz without crashing. However, the GPU frequency was boosted by 200MHz with a -40 mV voltage offset and a 10% increase in power limit. The card has a maximum Total Board Power of 182W, but after overclocking and undervolting, the user achieved 3.46GHz at 199W. In terms of performance, the RX 9060 XT scored 17,069 in Time Spy, putting it at the same level as a Radeon RX 7700 XT.

 

Moreover, another Reddit user (via VideoCardz) shared the results of a leaked review, giving a better picture of how the upcoming Radeon RX 9060 XT compares against other GPUs. Compared to the RTX 5060 Ti 16GB, the RX 9060 XT 16GB was 3.5% faster in 1% lows but 3.6% slower in average FPS at 1080p. In 1440p, the RX 9060 XT was 7.8% faster in 1% lows but 5.6% slower in average FPS. Lastly, with ray tracing at 1080p, the RX 9060 XT was notably slower, with 1% lows being 10.5% lower and average FPS 10.1% lower than the RTX 5060 Ti.

AMD plans to release the Radeon RX 9060 XT graphics cards on June 5th. These cards are expected to be cheaper than the RTX 5060 Ti, going for £269.99 for the most affordable 8GB cards to £359.99 for the 16GB models.

KitGuru says: Do these performance figures match your expectations for the Radeon RX 9060 XT? Are you thinking about getting one?

The post Early RX 9060 XT overclocking benchmarks spotted first appeared on KitGuru.

Sony will host 40-minute PS5 State of Play stream tomorrow

3 juin 2025 à 18:00

It looks like Sony is looking to make some new headlines ahead of the Switch 2 launch later this week. Today, Sony confirmed that a new State of Play stream is due to take place, airing tomorrow, June 4th. 

The next PlayStation State of Play stream will be taking place tomorrow at 10PM BST. The stream will be over 40 minutes long, which means we will be getting quite a few substantial announcements for upcoming PS5 titles.

The stream will give us a preview of what is coming to PS5 in the months ahead. Borderlands 4 and Mafia: The Old Country are two titles likely to get a trailer. The big focus is likely to be Ghost of Yotei, the long-awaited sequel to Ghost of Tsushima.

It is unclear if Bungie will have much of a presence during this stream. While Marathon was poised to launch in September, the recent alpha playtest led to mixed reception and on top of that, Bungie was found to have been using stolen art … again. With all of the negativity surrounding Bungie at the moment, we'll either see things going quiet on Marathon for a while, or Sony will attempt to override the recent bad press with fresh new headlines about the game.

KitGuru Says: Will you be tuning into this week's State of Play stream? Are there any already announced games you're hoping to get an update on?

The post Sony will host 40-minute PS5 State of Play stream tomorrow first appeared on KitGuru.

From Software confirms plans for Duos mode for Elden Ring Nightreign

3 juin 2025 à 17:11

Elden Ring Nightreign has been off to a good start sales wise, despite being the lowest-rated From Software game in years. Currently, players are awaiting balance updates to make the game more playable solo, but beyond that, fans are also waiting for From Software to add a duo mode.

Ahead of launch, Elden Ring Nightreign director, Junya Ishizaki, said that the lack of two-player mode was an ‘oversight' during development. Now, From Software has confirmed that it will be making an official duos mode for the game, allowing for teams of two players.

The announcement was made as part of From Software's thank you post, after the game amassed 3.5 million players. Here is the full quote: “In addition to the DLC releasing later this year, new additions will be gradually implemented, including enhanced fights against existing Nightlords starting this month, as well as Duo Expeditions at a later date.”

There is no date for Duos yet, but considering a modder has already implemented two-player co-op, it shouldn't take From Software too long to figure out from a technical perspective. At present, Elden Ring Nightreign can only be played either solo, or in a group of three players.

KitGuru Says: From Software tends to focus on single-player games, so I'm not too surprised there have been some initial oversights in multiplayer game design. Hopefully the studio learns from the launch and adapts quickly.

The post From Software confirms plans for Duos mode for Elden Ring Nightreign first appeared on KitGuru.

CDPR will avoid Gwent and Thronebreaker style spin-offs moving forward

3 juin 2025 à 16:43

After the success of The Witcher 3, CD Projekt Red invested in a number of spin-off games in an attempt to diversify its portfolio beyond massive single-player RPGs. Unfortunately, efforts like Gwent and Thronebreaker did not pay off, and now it sounds like CD Projekt Red won't be going down that path again.

On CDPR's podcast, AnsweRED, Marcin Iwiński and Adam Badowski discussed CD Projekt Red's spin-off attempts, saying that the experience has led them to the belief that the company needs to focus on the open-world RPGs it is known for, rather than branching out into new genres.

“In all that we’re doing, we’ve learned that we need to be razor sharp focused. We cannot do so many things we would love to do, we are tempted to do. We tried, and it didn’t work out. We have to focus on what we are good at and really put 100% into it.”

The quote is in reference to CDPR's previous attempts at new genres, like the standalone version of Gwent, the card game that first appeared as a mini game in The Witcher 3, as well as Thronebreaker, a small deckbuilding RPG that told a new story set in The Witcher universe. CDPR also made attempts to break into multiplayer gaming with Cyberpunk 2077, only for the game's multiplayer component to be cancelled.

Previously, a Witcher co-op game was also in development under the title Project Sirius, but previous concepts for the game were scrapped and now, the current status and scope of the project is unknown.

Moving forward, CDPR will focus primarily on what it is good at – single-player RPGs. The first new RPG coming from CD Projekt Red will be The Witcher 4, which just had a gameplay reveal earlier today, which you can find HERE.

KitGuru Says: Thronebreaker was good but it fell into a very niche genre. Gwent unfortunately got too ambitious and turned into a far, far different game compared to what we had in The Witcher 3, which put many off of trying it. I'm not sure the answer here is to ‘only' focus on open-world RPGs, as I'd hate to see CDPR fall into the same trap as Ubisoft, where most games feel the same, with different coats of paint.

The post CDPR will avoid Gwent and Thronebreaker style spin-offs moving forward first appeared on KitGuru.

CDPR showcases new Witcher 4 gameplay running on PS5

3 juin 2025 à 15:49

It turns out CD Projekt Red had much more to show off at Unreal Fest than I had anticipated. At the event this afternoon, CD Projekt Red showcased a chunk of Witcher 4 gameplay footage for the first time, giving us a look at the region of Kovir, which is making its first appearance in the videogame series.

The Witcher 4 tech demo follows Ciri in the midst of a monster contract in the region of Kovir. While Kovir has not appeared in any of the games so far, it is a prominent location in the books, rich in natural resources thanks to its mountains and lush forests. So far, the game is looking fantastic:

Since the strategic partnership was announced in 2022, CDPR has been working with Epic Games to develop new tools and enhance existing features in Unreal Engine 5 to expand the engine’s open-world development capabilities and establish robust tools geared toward CD PROJEKT RED’s open-world design philosophies. The demo, which runs on a PlayStation 5 at 60 frames per second, shows off in-engine capabilities set in the world of The Witcher 4, including the new Unreal Animation Framework, Nanite Foliage rendering, MetaHuman technology with Mass AI crowd scaling, and more.

The tools showcased here will soon be available to all Unreal Engine 5 developers as part of the engine's 5.6 update. Speaking on tech demo, CDPR co-CEO, Michał Nowakowski, tempered expectations, stating that the game is still “far from finished”. Previously, CDPR confirmed that The Witcher 4 would not release until 2027 ‘at the earliest', so we're a good 2 to 3 years away from getting to play the game for ourselves.

The Witcher 4 is described as a new open-world RPG from CD Projekt Red, kicking off a brand new saga where players will take on the role of Ciri, Geralt's successor. While not confirmed yet, rumour has it that Geralt will indeed still be alive in The Witcher 4, so while he isn't the main character anymore, he will still play a role in the story ahead.

KitGuru Says: What did you think of The Witcher 4 gameplay shown this week? So far, the game looks incredible, but I'm a little hesitant to take things at face value. After all, The Witcher 3 did look vastly different in its original E3 tech demo, only for the art direction to completely change for the final release in 2015.

The post CDPR showcases new Witcher 4 gameplay running on PS5 first appeared on KitGuru.

IO Interactive is hosting its first ever games showcase this week

3 juin 2025 à 14:00

Last night, IO Interactive announced 007 First Light, the studio's long-awaited James Bond game. As it turns out, IO Interactive has much more up its sleeve, with the company set to showcase a trio of games later this week as it transitions into being a game publisher, alongside a development studio.

The IOI Showcase will go live on the 6th of June as part of Summer Game Fest. During the event, IO Interactive will be showing off the latest updates for HITMAN: World of Assassination, and give us our first real look at 007 First Light, the studio's new original James Bond game.

On top of those two in-house titles, IOI will also showcase MindsEye. This game is being published by IO Interactive but developed by new studio ‘Build a Rocket Boy', which was founded by former Rockstar producer, Leslie Benzies.

The IOI showcase goes live at 6PM PDT on Friday. Unfortunately for those of us in the UK and Europe, that puts the live time at 2AM BST on June 7th for the UK, or 3AM CET for mainland Europe.

KitGuru Says: IO Interactive has blossomed since leaving Square Enix and now appears to be bigger than ever before. Hopefully this first showcase goes well, but due to the timing of it, I certainly won't be staying up to catch it live.

The post IO Interactive is hosting its first ever games showcase this week first appeared on KitGuru.

Ubisoft has officially greenlit a sequel to The Crew claims insider

3 juin 2025 à 13:00

Despite there not being too much hubbub around The Crew Motorfest, Ubisoft’s relatively new racing series has been a success for the publisher (minor controversies aside), with the first game in the series surpassing 12 million players and its most recent release becoming the fastest-selling entry yet. While Motorfest continues to receive post-launch support, Ubisoft has reportedly greenlit the next entry in The Crew.

Taking to Twitter, known industry insider Tom Henderson has claimed that “The next The Crew game has been greenlit at Ubisoft,” offering very little else in the way of additional details.

Interestingly however, Henderson did share one extra titbit of information, responding to the question “The Crew or Motorfest?” with a simple: “Crew.”

The Crew Motorfest Ubisoft

Based on this, it seems as though Ubisoft will be moving away from the Forza Horizon style of festival racing as was seen in The Crew Motorfest – instead going back to the format of the first two titles.

Regardless, thanks to its continued support, The Crew Motorfest remains one of the best open world racers around right now, and so it will be interesting to see what the team have in store for its 4th entry.

KitGuru says: What do you think of The Crew Motorfest in 2025? Would you welcome a return to the series’ more traditional format? How could The Crew 4 elevate things? Let us know down below.

The post Ubisoft has officially greenlit a sequel to The Crew claims insider first appeared on KitGuru.

Hell is Us PC system requirements and exclusive demo released

3 juin 2025 à 12:59

Hell is Us has been shaping up to be one of the most interesting games of the year. Ahead of the September launch, a demo has now arrived on PC, although it will only be available for a limited time. 

The Hell is Us demo is now available on Steam, but only until the 16th of June, so if you are interested in trying the game out, you'll need to do so in the next couple of weeks, otherwise you'll be stuck waiting until the game's official release on the 4th of September.

If you do plan on grabbing the demo, then you'll want to take a look at the game's PC system requirements, which you can find below:

The recommended spec calls for an RTX 2080 Ti or an RX 6750 XT graphics card for 1080p/60FPS gameplay. If you are looking to play at 1440p with High settings, you'll apparently need an RTX 3080 or an RX 6800 XT.

Due to ‘technical constraints' the demo version of the game will not be available for consoles, which doesn't exactly fill me with confidence for the game's Xbox and PS5 launch but we'll have to see how things go.

In Hell is Us, players will be thrown into a country divided by a brutal civil war and overrun by supernatural creatures. Armed with a drone and a sword, players will have to fight their way through, exploring and investigating along the way. Players will be encouraged to follow their instincts while roaming the world, as there will be no quest markers or compass.

Hell is Us releases on the 4th of September 2025.

KitGuru Says: This is one of my most anticipated games of the year, so I'll be checking out the demo. Have any of you grabbed the demo already? What do you think of the game so far? 

The post Hell is Us PC system requirements and exclusive demo released first appeared on KitGuru.

Fantasy Life i: The Girl Who Steals Time reaches new sales milestone

3 juin 2025 à 12:00

More than a decade on from its predecessor’s release, Fantasy Life i: The Girl Who Steals Time launched late last month to near immediate success – selling half a million copies in its first few days. Since then, momentum has yet to slow down, with the game having surpassed another milestone on its journey to 1 million units sold.

Making the announcement on Twitter, the team at Level5 wrote: “Over 800,000 Copies Sold Worldwide! Fantasy Life i has officially sold over 800,000 copies worldwide!”

Interestingly, and in a rather uncommon practice, the studio also offered projected sales figures, adding “Thanks to everyone's support, we might even hit 1 million copies by the end of June. Join players around the world and enjoy your own kind of slow life!”

For context, Fantasy Life i: The Girl Who Steals Time arrived to relatively little fanfare on the 21st of May, however quickly gained traction almost immediately after – reaching a peak concurrent player count of 65k on Steam by the 25th.

Fantasy Life The Girl Who Steals

Though we never received official sales figures for the original Fantasy Life, the game was confirmed to have sold over 300,000 units in Japan by April 2013 – 4 months on from launch. That said, international figures were never revealed following its global release in 2014, and so it is unknown exactly how well the first game performed.

Given the fact however that reviews for the sequel are sitting high above the 3DS’ release (and that the title is continuing to sell consistently ahead of the Switch 2 version’s arrival), is it safe to say that with 800,000 copies already sold Fantasy Life i: The Girl Who Steals Time is a major success.

KitGuru says: What do you think of Fantasy Life i: The Girl Who Steals Time so far? How does it compare to the 3DS original? What’s your favourite game from Level5? Let us know down below.

The post Fantasy Life i: The Girl Who Steals Time reaches new sales milestone first appeared on KitGuru.

Star Wars Jedi director moves to D&D

3 juin 2025 à 11:19

Stig Asmussen made a name for himself as the director of the Star Wars Jedi games. Unfortunately, before completing the planned trilogy, Asmussen departed EA to start a new studio, Giant Skull, and now, we know more about their first project. 

Asmussen's next game will be a Dungeons & Dragons title, having signed a licensing deal with Wizards of the Coast. The untitled game is described as an “all-new single-player action-adventure title set in the world of Dungeons & Dragons”.

The game is in development for both PC and consoles, using Unreal Engine 5. We don't really know much more than that at this stage but as this is a new studio, we would expect to be waiting a couple more years before we see anymore concrete information.

Giant Skull is the latest in a growing number of studios signing deals with Wizards of the Coast. After the success of Baldur's Gate 3, there has been a resurgence of interest in D&D video games, and other companies like Starbreeze, Invoke Studios and Game Loft are all working with the D&D license right now.

Larian Studios won't be amongst the new wave of studios developing D&D games though. The company butted heads with Wizards of the Coast during development of their masterpiece, Baldur's Gate 3 and as a result, the studio has already confirmed that it has no plans to make Baldur's Gate 4.

KitGuru Says: Are you a fan of D&D? Are you looking forward to the incoming wave of new D&D video games? 

The post Star Wars Jedi director moves to D&D first appeared on KitGuru.

Amazon acquires rights to the Split Fiction film adaptation

3 juin 2025 à 11:00

Following the successful launch of Hazelight Studios’ Split Fiction earlier this year, it was quickly announced that a film adaptation would be on its way. With the ‘bidding war’ over, it seems as though Amazon is finalising a deal to distribute the film.

As reported by Deadline, Amazon MGM Studios is said to be finalising a deal to acquire the rights to the Split Fiction film adaptation. Back when it was first announced in March, the media company Story Kitchen was “putting together” the cast list, director, writers and more.

Since then, we’ve gotten a great deal more information, with Jon M. Chu and Sydney Sweeney reportedly involved – and Paul Wernick & Rhett Reese (of Deadpool and Wolverine fame) helming the script.

According to Deadline, the deal ultimately exceeded $2 million, with other potential buyers having included Sony.

Split Fiction Amazon

With Split Fiction now coming from Amazon, it will be interesting to see whether the film will get a cinematic release or launch as an Amazon Prime exclusive.

Split Fiction is the latest game from Josef Fares and Hazelight Studios. Released back in March, the title saw universal acclaim and has gone on to sell over 4 million copies in the 2 months since – making it rife for adaptation. Will it wind up being as successful as the game? We’ll have to wait and see.

KitGuru says: Did you enjoy Split Fiction? How do you think the film will handle the adaptation? Let us know down below.

The post Amazon acquires rights to the Split Fiction film adaptation first appeared on KitGuru.

Tango Gameworks returns after split with Microsoft

3 juin 2025 à 10:15

Roughly one year ago, Microsoft made the shocking announcement that they would be closing down Tango Gameworks – the publisher’s only Japanese studio who also happened to release the critically acclaimed success “in all key measurements” Hi-Fi Rush. Fortunately, the studio was saved thanks to publisher Krafton last August. Finally Tango Gameworks is ready to step back out of the shadows.

As part of an overhaul to their website, Tango Gameworks has announced that the studio is fully back and ready to work on new games, writing “It took us some time, but the official office for Tango Gameworks, Inc. is open, and our hybrid work environment finally has its in-office counterpart! These things take time, but our office in Tokyo is back open as we fill it with our memorabilia from our projects and begin decorating based on our new brand identity!”

Alongside this, the team debuted its new logo, branding and studio philosophy, writing: “Finally, after months of waiting, Tango Gameworks is back, and in a brand-new way. We’ve opened our site to give our fans and future team members a look into our studio.”

Tango Gameworks Studio

They continue, “Focused on what it feels like to make a game, our vision is centered on a studio that acts like a creative workshop, making games and experiences that emphasize that ‘hand-made’ feel we put into our work.”

Of course, don’t expect a finalised project from the team any time soon, with part of this latest announcement also focusing on their hiring efforts – currently recruiting for a dozen positions including Senior Animator; Senior Character Artist; Senior Graphics Programmer and more.

That said, the studio is in good hands, with John Johanas (The Evil Within 2 and Hi-Fi Rush director) serving as Tango’s Creative Director.

All in all, while the Microsoft debacle certainly set the company back by quite a bit, it is exciting to see Tango Gameworks gearing up for its grand return.

KitGuru says: Are you glad to see Tango Gameworks alive and well? What would you like their first new project to be? Let us know your thoughts down below.

The post Tango Gameworks returns after split with Microsoft first appeared on KitGuru.
Reçu hier — 2 juin 2025KitGuru

Nvidia RTX Pro 6000 beats the RTX 5090 in gaming

2 juin 2025 à 18:00

Overclocking specialist and TechTuber Roman ‘der8auer' Hartung has demonstrated that Nvidia's RTX Pro 6000 Blackwell workstation graphics card, priced at around £8,000, can outperform consumer-grade GPUs in gaming, even without a Game Ready Driver.

Getting one of these graphics cards isn't easy, especially considering its price. However, der8auer was able to get one and test it thoroughly. In his tests, the RTX Pro 6000 was benchmarked against the RTX 5090 and RTX 4090 in several demanding games at 4K resolution with maximum settings, although Ray Tracing was switched off for the Cyberpunk 2077 benchmark.

The results showed significant performance gains over the RTX 50 series flagship, with the RTX Pro 6000 being 14% quicker on average than the RTX 5090 in Cyberpunk 2077, with 13% better 1% lows. However, it consumed 15% more power. In Star Wars Outlaws and Remnant 2, the RTX Pro 6000 was 11% faster than the RTX 5090 in both cases. Lastly, in Assassin's Creed Mirage, the RTX Pro 6000 was 3% quicker than the RTX 5090, but as der8auer pointed out, that could be a driver issue.

As a reminder, the RTX Pro 6000 is built on the same GB202 GPU as the RTX 5090 but boasts more CUDA cores (24,064 vs. 21,760), along with additional TMUs, ROPs, Tensor cores, and RT cores. Another big differentiator is its massive 96GB GDDR7 memory on a 512-bit bus, compared to the RTX 5090's 32GB.

Discuss on our Facebook page, HERE.

KitGuru says: If you had the money to spend on an Nvidia RTX Pro 6000, would you get one to use only for gaming?

The post Nvidia RTX Pro 6000 beats the RTX 5090 in gaming first appeared on KitGuru.

CDPR confirms plans to present Witcher 4 tech at State of Unreal this week

2 juin 2025 à 17:42

Back in 2022, CD Projekt Red arrived at Unreal Fest, armed with the first teaser image for The Witcher 4. During that event, we learned that CD Projekt Red was switching to Unreal Engine 5 for future titles. Now, the studio is returning to Unreal Fest, with a new look at the technology going into the game. 

CD Projekt Red confirmed today that it will be presenting at this week's State of Unreal event. Fans may want to have a look, as the company will be “showcasing some of the innovative technology and features that will power The Witcher 4 and beyond”.

Now it is worth noting that we are unlikely to see anything more than a small vertical slice, with the goal of showcasing various features. It could serve as a tease of the world we'll be exploring in The Witcher 4, but don't expect any story details, character confirmations, or anything that could be considered a ‘spoiler'.

The first trailer for The Witcher 4 came out last year and was rendered in-engine, so expect a similar level of visual fidelity from whatever CD Projekt Red is presenting at this event. While development on the game appears to be making good progress, it is also worth noting that CD Projekt Red has already confirmed that The Witcher 4 will not be releasing in 2026. The door is open for 2027, however.

Discuss on our Facebook page, HERE.

KitGuru Says: This will be interesting to those with an actual desire to know more about game development and the lengthy process. It will not be interesting to anyone expecting to see early spoilers for The Witcher 4. 

The post CDPR confirms plans to present Witcher 4 tech at State of Unreal this week first appeared on KitGuru.

IO Interactive’s James Bond game revealed as ‘007 First Light’

2 juin 2025 à 17:15

In the years since splitting from Square Enix and becoming an independent studio, IO Interactive has been quietly working away on a brand new James Bond game. Now, we finally have a title – 007 First Light. 

IO Interactive has revealed a teaser image for its new James Bond game, titled 007 First Light. The studio plans to reveal the game later this week, so expect a trailer in the coming days.

Whether or not this trailer will include a release date, or any real gameplay footage, still remains to be seen. Still, it is an exciting development, as IO Interactive is the perfect studio to deliver a new take on James Bond, thanks to its decades of experience working on the Hitman games.

007 First Light will feature a new version of James Bond, not tied to any previous film or book, and will tell an original story. IO Interactive has ambition to continue this series beyond the first game too, but whether or not we get a sequel likely depends on how well the first game sells.

Discuss on our Facebook page, HERE.

KitGuru Says: We'll be back with more news on the trailer and any other game details later this week. 

The post IO Interactive’s James Bond game revealed as ‘007 First Light’ first appeared on KitGuru.

Fractal Meshify 3 Ambience Pro RGB Case Review

2 juin 2025 à 16:31

Fractal has been producing high-quality PC cases for a long time, with a recent focus on airflow and cooling with its Meshify and Torrent series. Today Fractal is launching its latest Meshify chassis – the Meshify 3, and it comes in black or white colours, with or without tempered glass and RGB and in regular or XL sizes. In this review, we are taking a closer look at the regular-size Meshify 3, but it’s the Ambience Pro RGB version that sounds exciting – or does it?

Timestamps:

00:00 Start
00:45 The New Case
01:16 Pricing
01:41 Original Plan put on Hold
02:04 The Design
02:47 Tool Free panel removal
04:20 Front I/O
04:33 Cooling Support
05:38 Mobo Support
05:45 GPU / CPU Support / Cover
06:38 PSU Shroud / Mount
07:45 Cable Management
08:40 Drive support / HUB
09:42 The cables / spacing
10:14 Floor Of The Case
10:45 Accessories
11:09 Test System Hardware & Methodology
12:20 Test Results
14:03 Install thoughts and overall views

Fractal Meshify 3 Ambience Pro RGB Features:

  • According to Fractal the Meshify 3 offers top-tier cooling performance via a front mesh panel and four included Fractal Momentum 14 fans, an aerodynamic chassis design and an air guide directing airflow towards essential components.
  • The Ambience Pro RGB version features Advanced Ambient Lighting with a start-up effect and software-free customisation stored on the included Adjust Pro Hub.
  • It supports up to EATX motherboards, 360mm radiators, big graphics cards, tall CPU air coolers and ATX power supplies.
  • It's also available in several different versions, with or without tempered glass and RGB and there's also an XL version for when you need more space.

Specifications:

  • Case Type: ATX Mid-Tower
  • Dimensions (DxWxH): 423 x 229 x 483 mm
  • Net Weight: 8kg
  • Material: Steel, Plastic, Tempered Glass
  • Motherboard Support: E-ATX (277mm), ATX, MATX, m-ITX
  • Expansion Slots: 7
  • Storage bays: 3.5” x 2 / 2.5” x 4
  • Max GPU Length: 349mm
  • MAX GPU Width: N/A
  • MAX GPU Thickness: 175mm (7 slots)
  • Max CPU Cooler Height: 180mm
  • Max PSU Size: ATX 180mm
  • Pre-installed Fans: 3 x 140 mm Momentum
  • Fan Support: 3 x 120 mm, 3 x 140 mm (Top) 2 x 120 mm, 2 x 140 mm (Front) 1 x 120 mm (Rear)
  • Radiator Support: 120/140/240/280mm (Top) 120/140/240/280/360mm (Front) 120mm (Rear)
  • Dust Filters: PSU / Bottom
  • Font I/O: 1 x USB Type-C 20 Gbps, 2 x USB Type-A 5 Gbps,
  • 1x Audio Combo Jack, Power button
  • LCD Screen: N/A

Thermal Performance Testing

To simulate thermal demand we run the Cinebench R23 multi-thread benchmark and 3DMark Speed Way stress test simultaneously in a loop for 30 minutes to load the system fully. This gives the CPU and GPU enough time to reach constant steady-state temperature. With this data, we can compare how the system handles the thermal demand and measure peak noise levels.

Thermal performance is measured with the case in various configurations, such as the default, with the tempered glass left-hand side panel removed and with the front panel removed to see how these configurations affect the CPU and GPU temperature. During testing, only stock case fans are used unless otherwise specified. All water pumps are set to maximum RPM and fans are set to a custom RPM curve by the Motherboard software/BIOS.

All temperature measurements are presented as Deltas – meaning the ambient temperature has been deducted from the CPU temperature giving us a Delta. Data shown in the charts represent the average component temperature over the length of the test as measured by HWiNFO and then the last 15 minutes of the data are calculated to get the average. The ambient temperature during thermal tests is between 19-20⁰C.

Test System Specification:

  • CPU AMD Ryzen 7 7800X3D
  • MotherboardASROCK X870 Steel Legend Wifi
  • Graphics Card – INNO3D RTX 4080 Super X3 OC White
  • Memory – 64GB (2 x 32GB modules) G.SKILL RIPJAWS M5 RGB DDR5-6400
  • Storage – 1TB Corsair MP700 PCIe Gen5 M.2 NVME SSD
  • CPU CoolerFractal Lumen S28 RGB 280mm AIO
  • Power Supply – Seasonic Vertex GX1200 80+ Gold ATX 3 PCIE 5
  • Case fans – Stock 3 x Fractal Momentum 14
  • Chassis – Fractal Meshify 3 (Ambience Pro RGB White)
  • Operating System – Windows 11

Thermal Performance Overview

We tested the case thermals with a 280mm AIO CPU cooler installed in the roof and with the case in several different configurations. The default configuration shown in the charts is with a 280mm roof-mounted AIO, the stock case fans installed and all case panels fitted.

In the default configuration using just the front 140mm stock Intake fans, the case does well at keeping both the CPU and GPU temperature controlled. With an average load temperature of 64°C over ambient for the CPU and 43°C for the GPU, we consider these good figures for a high airflow case.

Changing configuration has little effect on thermals, removing the glass side only drops CPU and GPU temperature by 1°C. However, removing the mesh panels drops CPU temperature by 3°C which is not significant but it may suggest the mesh is a little restrictive. Adding a rear fan also doesn't significantly affect the CPU or GPU temperature so when using a top-mounted AIO CPU cooler in the Meshify 3, the default configuration is optimal.

With a custom fan curve set to low RPM at idle, a system built inside the Meshify 3 can be configured to be almost silent. However, with only a 280mm AIO supported in the top of the case, under load with a high-power CPU the noise can be quite loud as seen with our test system reaching up to 52dBA noise output.

In this scenario most of the noise comes from the CPU AIO cooler fans, so choosing a good quality AIO with quiet fans will be the key to keeping noise low with the Meshify 3.

Closing Thoughts

Fractal originally planned to release this case earlier this year. However, due to ourselves and other media finding issues with the tightness of PCIe slots and having difficulty installing graphics cards, the company delayed the launch globally to resolve the issue before release, which it has done now with a revision of the slots so the problem won't be experienced by the end user. So well done to Fractal on that one.

That said, I can't help but feel a little disappointed with the Fractal Meshify 3 Ambience Pro RGB for several reasons. The case doesn’t feel as though it is built to Fractal’s usual high standards, there is a lot of flex in the chassis frame and top panel especially. Some panels don’t align particularly well with uneven gaps too.

The dimensions and naming scheme with the Meshify 3 is confusing for users of previous Meshify cases, as the regular case is now more like the size of the Meshify 2 compact, while the Meshify 3 XL has dimensions/specs closer to the Meshify 2 regular case. The main issue with that is you can't run a top-mounted 360mm AIO in the regular Meshify 3.

There are some good things about the case though, the cooling has been well designed, the air scoop in the floor helps to direct cool air to the graphics card, the included Momentum 14 fans seem reasonably quiet and efficient and the RGB lighting effects from the fans and the LED strips built into the case are good. The new Adjust Pro RGB fan hub is easy to connect up and configure RGB effects using the software free web-based configuration tool.

Cable management is quite easy with the adjustable cable clamps integrated into the case and other than only supporting 280mm top radiators, the hardware support is decent with EATX motherboards, big graphics cards and tall CPU air coolers all supported. The lack of top 360mm radiator support is an issue for me though, I would always recommend top radiator mounting in gaming systems and I think the Meshify 3 is predominantly aimed at enthusiast gamers.

However, it is quite an expensive case for what you get; the Ambience Pro RGB version is priced at over £200 in the UK or almost $220 U.S., which is high compared with similar cases. There are loads of excellent value cases available for much less than this with a similar amount of included fans and an integrated RGB fan hub, with equal build quality so if you are interested in the Meshify 3’s high airflow design and compact dimensions, shop around first to see what you can get as there are some great deals out there.

The Fractal Meshify 3 and Meshify 3 XL are available in the UK now from Scan priced from £129.98 HERE. The Meshify 3 Ambience Pro RGB White featured in this review is priced at £204.98 HERE.

Pros: 

  • Good airflow from the stock fans.
  • Excellent CPU and GPU thermals.
  • Nice effects from the RGB components.

Cons:

  • A lot of chassis flex and misaligned panels.
  • GPU can be very difficult to insert.
  • Case dimensions and naming structure are confusing.
  • Expensive.

KitGuru Says: Following on from the brilliant Meshify 2, the Meshify 3 doesn't quite hit all our expectations but it has great cooling, and the software-free RGB control is a winner for me.

The post Fractal Meshify 3 Ambience Pro RGB Case Review first appeared on KitGuru.

Call of Duty loadout menu now includes ads for overpriced skins

2 juin 2025 à 16:30

Microsoft is trying everything it possibly can to make back the $70 billion it spent acquiring Activision Blizzard. The latest scheme? Placing more advertisements in Call of Duty, including inside of loadout screens. 

Black Ops 6 players began spotting adverts within the game last week. Now in the loadout screen when you pick your weapons for the round, you may see an advertisement at the top of your list of loadouts. This advertisement aims to entice users to spend money on COD Points to buy one of the game's many premium skins, which often cost over £20 to acquire.

Really ? I have to see this shit now even in the loudouts
byu/SWO0ZY inblackops6

The premium in-game store in Call of Duty is already popular. The franchise makes a ton of money from skin sales throughout the year and massive collaborations with celebrities, TV shows and films often make headlines and get shared around quite a bit. On top of that, Activision often displays these items to you in splash screens before you even get to the main menu upon launching the game.

Apparently, all of that wasn't enough. Now, you need to be forced to stare at overpriced skins even while simply trying to select a weapon.

As you would expect, fans aren't exactly pleased about the increased advertisements within Call of Duty. With the way things are going, it seems it will only be a matter of time until we see real product placement ads within massive multiplayer games. Sports titles like NBA 2K are already there, and Fortnite is slowly making a push for it too, with the addition of Jordan Sneakers to the game as a digital item.

Discuss on our Facebook page, HERE.

KitGuru Says: If something like this led to cheaper game prices, then maybe you could get some consumers on board. However, we all know that will never be the case. In fact, COD 2025 is likely to be the first in the franchise to adopt an $80 price tag for the standard edition. 

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Here is every Switch 2 game available on day one

2 juin 2025 à 15:00

The Nintendo Switch 2 officially launches this week. Ahead of the release on June 5th, Nintendo has now confirmed every Switch 2 game that will be available on day one, along with the Switch 1 titles getting day-one updates for the new console.

Naturally, Mario Kart World is the first game on the list. While this title began development in 2017 for the original Switch console, the scope of the game grew so much that the team opted to save it for Nintendo's next-gen hardware. The game is the first in the series to offer open-world gameplay – it is essentially Mario meets Forza Horizon, but with the usual arcade-style gameplay we all know and love.

Here is the full list of new games available for Switch 2 on June 5th:

  • Mario Kart World
  • Nintendo Switch 2 Welcome Tour (please don't buy this one)
  • Street Fighter 6
  • Bravely Default Flying Fairy HD Remaster
  • Cyberpunk 2077: Ultimate Edition
  • Yakuza 0 Director's Cut
  • Fortnite
  • Split Fiction
  • Fast Fusion
  • Hogwarts Legacy
  • HITMAN: World of Assassination Signature Edition
  • Sonic x Shadows Generations
  • Deltarune
  • Suikoden I & II HD and Dunan Unification Wars
  • Puyo Puyo Tetris 2S
  • Arcade Archives 2 Ridge Racer
  • Survival Kids
  • Kunitsu-Gami: Path of the Goddess
  • NOBUNAGA'S AMBITION: Awakening Complete Edition

Alongside these titles, new ‘Nintendo Switch 2 Edition' versions of older titles will also be available on day-one. You can either buy the game at full price, or if you own the Switch 1 version of these titles, you can buy a cheaper ‘upgrade pack'. At launch, there will be four of these games available, including:

  • The Legend of Zelda: Breath of the Wild
  • The Legend of Zelda: Tears of the Kingdom
  • Sid Meier's Civilization VII
  • Rune Factory: Guardians of Azuma

If you had a Switch 1 and you want to know which of your older games will be updated for the Switch 2 for free, then look no further. The following Switch 1 games will be updated with support for the Switch 2's more powerful hardware:

  • Pokemon Scarlet & Violet
  • New Super Mario Bros. U Deluxe
  • Super Mario 3D World + Bowser's Fury
  • Super Mario Odyssey
  • The Legend of Zelda: Link's Awakening
  • The Legend of Zelda: Echoes of Wisdom
  • Captain Toad: Treasure Tracker
  • Game Builder Garage
  • 51 Worldwide Games
  • ARMS
  • Big Brain Academy: Brain vs. Brain

Nintendo has already confirmed a few major third-party games coming to Nintendo Switch 2 later in the year, like Final Fantasy 7 Remake Intergrade and Star Wars Outlaws. Later this summer, we expect to see a new Nintendo Direct with more Switch 2 game announcements for the console's first year on the market.

Discuss on our Facebook page, HERE.

KitGuru Says: Are any of you grabbing a Switch 2 this week? What games will you be playing first? 

The post Here is every Switch 2 game available on day one first appeared on KitGuru.

Dragon Quest franchise nears 100 million units sold

2 juin 2025 à 13:30

Square Enix has announced that Dragon Quest XI: Echoes of an Elusive Age has sold over 8.5 million units worldwide, making it the best-selling individual title in the Dragon Quest franchise. Moreover, the franchise has just broken through 94 million copies sold, solidifying its place as the second most successful Square Enix game series.

The Dragon Quest XI S figure was reported as of late May 2025 and represents an increase from over 7 million sales reported in December 2024. Dragon Quest XI initially launched exclusively in Japan for the 3DS and PS4 in July 2017, followed by a Western release for PS4 and PC in September 2018. An enhanced version, Dragon Quest XI S: Echoes of an Elusive Age – Definitive Edition, was released for Nintendo Switch in 2019 and later for PS4, Xbox One, and PC in December 2020.

The title's sales contribute significantly to the Dragon Quest franchise, accounting for almost 10% of the 94 million lifetime sales of the whole series. Historically, despite not being as well received in Western markets as in Japan, Dragon Quest is the fourth-best-selling JRPG series, behind Monster Hunter, Final Fantasy and Pokémon.

The latest entry to the Dragon Quest franchise was Dragon Quest 3 HD-2D Remake, which sold over 2 million units within three weeks of its release. Square Enix aims to continue this trend with the upcoming HD-2D remakes of the first two Dragon Quest games, set to release as a two-pack on PC and consoles on October 30, 2025. Moreover, it's also working on Dragon Quest XII, which promises to be more mature than your typical main series entry.

Discuss on our Facebook page, HERE.

KitGuru says: Are you a fan of Dragon Quest? What was the latest game of the series that you've played?

The post Dragon Quest franchise nears 100 million units sold first appeared on KitGuru.

Sega Football Club Champions brings club management to mobile, PC and consoles

2 juin 2025 à 11:30

Sega has announced Sega Football Club Champions 2025, a new free-to-play football management game set to launch in 2025 for PC (Steam), PS5, PS4, iOS, and Android. This comes after Sega-owned Football Interactive cancelled Football Manager 2025 in February 2025, marking the first time the Football Manager franchise had skipped a season since its inception in 2005.

Sega Football Club Champions 2025 will feature over 10,000 professional football players and offer two game modes: Career Mode and Dream Team Mode. The Dream Team mode includes PvP options like Event Matches, Room Matches, and an Arena. The game also holds licensing deals with Manchester City, the J-League, the K-League, and FIFPro. Sega states on its website that the game is “powered” by Football Manager, suggesting it may incorporate elements from the long-running simulation series.

Sign-ups for the closed beta of Sega Football Club Champions 2025 are open until June 13, 2025, with the testing period running from June 19 to June 30, 2025. Players can also pre-register to receive Manchester City-themed in-game rewards.

This new title, alongside Sifu developer Sloclap's arcade football game Rematch (releasing June 19th, 2025), the return of Football Manager, and the annual EA Sports FC release (around September), indicates a promising year for football game enthusiasts.

Discuss on our Facebook page, HERE.

KitGuru says: Do you like the Football Manager games? Do you think Football Club Champions will be a good replacement? 

The post Sega Football Club Champions brings club management to mobile, PC and consoles first appeared on KitGuru.

Xbox Games Showcase and Outer Worlds 2 Direct coming next week

2 juin 2025 à 14:00

Just as promised, the Xbox Games Showcase is returning this month. We are one week away from the showcase, which will be followed by a dedicated Direct stream detailing The Outer Worlds 2, which is positioned to be one of Xbox's big holiday season releases.

The Xbox Games Showcase 2025 will air on the 8th of June at 6PM UK time. Immediately after the main event, Microsoft will go live again with a deep-dive stream showing off The Outer Worlds 2, the sequel to Obsidian's hit 2019 Sci-Fi RPG.

Microsoft has found a formula that works for its Summer showcases. The main show will primarily focus on trailers and rapid-fire announcements, while the following Direct stream focuses on one major game each year. In 2023, Microsoft used this slot to showcase Starfield, in 2024 Call of Duty: Black Ops 6 took over the slot and this year, Obsidian gets its turn. Funnily enough, The Outer Worlds 2 won't be the only major release from Obsidian this year, as the company also shipped Avowed back in February.

Typically, the Xbox Games Showcase runs from anywhere between 90 minutes and two hours, so it will be a chunky show with many, many game announcements. The following Direct stream should also be about an hour long.

As for what may be announced, rumour has it that Ubisoft is gearing up to show off the long-awaited Splinter Cell remake. Microsoft and Ubisoft have a strong relationship when it comes to these showcases, and I expect that to continue this year. Other games likely to make an appearance include Hollow Knight: Silksong, Minecraft Dungeons 2, Ninja Gaiden 4, and the Persona 4 remake. As Fable and Gears E-Day are both targeting 2026, it is possible that we get a new look at both titles.

Discuss on our Facebook page, HERE.

KitGuru Says: The Xbox First Party studios are firing on all cylinders at the moment, so I expect to see a few surprises at this year's showcase too. My main hope is for a first-half 2026 release date for Fable, so I'll be keeping my fingers crossed for that.

The post Xbox Games Showcase and Outer Worlds 2 Direct coming next week first appeared on KitGuru.

June’s leaked Humble Choice line-up includes Legacy of Kain; Sker Ritual and much more

2 juin 2025 à 13:00

Each month, all those with a Humble subscription are privy to a select number of titles for ‘free’ as part of the company’s Humble Choice service. Ahead of its official announcement, the list of titles being offered during the month of June have leaked – including the likes of Tchia, Sker Ritual and Warhammer 40,000 Boltgun.

As reported by known leaker ‘bilibili’ Humble Choice subscribers are set to receive a solid selection of 8 titles. Likely to go live over the coming days, June’s Humble Choice line-up features the following:

  • Biped
  • Dungeons of Hinterberg
  • Legacy of Kain: Soul Reaver 1&2 Remastered
  • Nobody Wants to Die
  • Sker Ritual
  • Star Wars: Episode I: Jedi Power Battles
  • Tchia
  • Warhammer 40,000: Boltgun

Though perhaps not the most overwhelming of months, June’s line-up includes a ton of excellent games, including the highly underrated Tchia: an open world collectathon which features fun and unique mechanics, a robust physics system and an excellent soundtrack.

Sker Ritual meanwhile is a Call of Duty Zombies-inspired round-based horde shooter from the team at Wales Interactive – known best for their work on full-motion video games including The Bunker; Late Shift, as well as Sker Ritual’s survival horror predecessor Maid of Sker.

In previous months, Humble would also include a couple bonus items, be it coupons for some of the included games’ DLC, or even a subscription to IGN Plus. As such, expect something similar to be offered alongside the above. Still, for £8.99, Tchia alone is enough of a reason to re-up your subscription for the month.

Discuss on our Facebook page HERE.

KitGuru says: What do you think of this month’s offerings? Have you heard of Tchia before? Do you prefer Humble Choice or their Bundles instead? Let us know down below.

The post June’s leaked Humble Choice line-up includes Legacy of Kain; Sker Ritual and much more first appeared on KitGuru.

Insider reveals why EA’s Black Panther was cancelled

2 juin 2025 à 12:15

Last week, we reported on the surprising announcement by EA that they would be cancelling their previously-announced Black Panther project while also shutting down Cliffhanger Studios. Stated to have been done in order to “sharpen our focus and put our creative energy behind the most significant growth opportunities,” insiders have now given a much more candid explanation for what went down exactly.

As reported by known industry insider Jason Schreier via Bloomberg (paywalled), the cancellation of the Black Panther project came as a surprise to the team at Cliffhanger Games, who according to Schreier “was actively hiring staff.”

Beyond this, Black Panther had reportedly “passed what EA calls a gate – a development milestone where executives review a game's progress and decide whether to continue production.”

Black Panther

The project was said to feature an evolved (and presumably legally-distinct) form of WB’s patented Nemesis System, with this title in particular featuring “various playable heroes from the comic-book universe, such as T'Challa, Killmonger and Shuri, all competing for the mantle of Black Panther. The player would take control of one of these heroes, while the others would become rivals with whom the player could cultivate relationships.”

Unfortunately, according to the report EA were not pleased that the game remained in pre-production 4 years into its development, leading to its cancellation – despite the fact that Cliffhanger Games “had only just begun scaling up.”

It’s not been the best of times for superhero-based video games, with WB’s Wonder Woman being cancelled a couple months back; Marvel 1943: Rise of Hydra getting delayed and now this. Hopefully EA’s other Marvel projects are in okay standing.

Discuss on our Facebook page HERE.

KitGuru says: Are you disappointed by the cancellation? What is EA’s strategy right now? Do you have any hopes for the Iron Man project? Let us know down below.

The post Insider reveals why EA’s Black Panther was cancelled first appeared on KitGuru.

People Can Fly cancels two of its upcoming projects

2 juin 2025 à 11:30

In the past few years, studio People Can Fly have been quite busy, with the team behind the likes of BulletStorm and Outriders working on 4 separate projects at once. Unfortunately, half of these have now been cancelled, with both Projects Gemini and Bifrost being “suspended.”

Taking to Twitter to make the announcement, People Can Fly CEO Sebastian Wojciechowski wrote: “Today we made a very difficult decision to suspend the development of project Gemini and project Bifrost.”

According to the studio, “The suspension of the Gemini project is a consequence of the fact that the Publisher has not presented us with a draft of the subsequent content rider to the Publishing Agreement covering the terms and conditions of further milestones on project Gemini and the lack of communication from the Publisher as to its willingness to continue or terminate the Gemini project.”

For context, Project Gemini was announced in partnership with Square Enix, leading many to believe that it would have likely been a sequel or follow-up to Outriders. Unfortunately, two years on from its release back in 2021 and the game had still yet to make a profit – which may be the reason why ‘the publisher’ didn’t want to continue with the follow-up.

People Can Fly Projects

The second game to be cancelled was project Bifrost, a self-published title which according to Wojciechowski “was suspended due to the above and the analysis of the Group's cash flow, which showed a lack of prospects for securing organizational resources and funds necessary to continue the production and release of this project.”

As expected, these cancellations have come alongside a round of lay-offs, with the CEO expressing “our deepest regret and sadness over how these events have unfolded and our sincere gratitude for everyone's contribution up to this point.”

Currently, People Can Fly still have two titles in the works – serving as co-developer for Gears of War: E-Day while also working on project Delta with Sony/PlayStation. Hopefully both these remaining projects manage to pass the finish line.

Discuss on our Facebook page HERE.

KitGuru says: What do you think of these cancellations? Did you enjoy Outriders? Would you have welcomed a sequel? Let us know down below.

The post People Can Fly cancels two of its upcoming projects first appeared on KitGuru.

MultiVersus is officially Dead and Delisted

2 juin 2025 à 10:45

MultiVersus represents one of the weirder falls from grace in recent years. Launched in beta to a wave of success, the game was taken offline in order to be retooled for its full 1.0 launch. Unfortunately, the final product wound up being inferior to the beta for a multitude of reasons, leading to the announcement of its impending closure. Now, MultiVersus is officially dead and has been delisted.

As of now, MultiVersus has been officially taken offline and has been delisted from all storefronts. Those who logged into the game during its 5th Season can continue to play the game (and redownload if necessary), however there are no longer any online services running  – meaning you’ll have to make do with either solo vs AI or local play.

As mentioned, MultiVersus was a hit when it first launched into open beta back in 2022, seeing over 150,000 concurrent players on Steam at its peak. In an odd decision however, instead of continuing to build upon the beta leading to its 1.0 release, WB opted to take the game fully offline for roughly a year.

MultiVersus Delisted

Upon its return last year, MultiVersus was criticised for many of its changes, ranging from gameplay to monetisation and more. Despite this, WB seemed committed, and went on to acquire the developers Player First Games shortly following its relaunch.

Finally however, back in January MultiVersus was confirmed to be shutting down in May – followed shortly by the announced closure of Player First Games. All in all a rather depressing end to what appeared at one time to be a promising new mascot fighter.

Discuss on our Facebook page HERE.

KitGuru says: What did you think of MultiVersus? What was its biggest failing? Let us know down below.

The post MultiVersus is officially Dead and Delisted first appeared on KitGuru.
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KitGuru Games: Ubisoft Has No Vision And Its Games Lack Identity

31 mai 2025 à 15:28

I love a good video game redemption story, as I have emphatically expressed in the past when discussing the journey which Hello Games and No Man’s Sky went on. While of course it would be preferable that a game is released in a perfect state – representing the exact vision that the development team had for it – one of the next best things is for a title to scrounge its way out of a pit of unfulfilled promises and redeem itself through dedicated care and support.

Given enough time and effort, a team with a cohesive vision, will and the creative freedom to do so can turn even the most disappointing game into the masterpiece which it had intended to be. Here’s the thing though, in order for such rare occurrences to take place, the team in question above all else must have a concrete vision for the identity of their game – even if the launch result was not able to represent it.

This is the problem with Ubisoft. Known for their middle-of-the-road output, the publisher has in the past and present shown a commitment to making sweeping changes to its games post-launch in order to craft an overall improved experience in the long-term. Unfortunately, Ubisoft appears to have neither the vision – nor its games the sense of identity – in order to elevate them beyond just being “another Ubisoft game.”

Ubisoft Vision

Before going ahead, I want to briefly give Ubisoft some credit. While not applicable to every release, the publisher has in recent years shown a greater dedication to the long-term support for its games. Though this comes in various shapes, sizes and timelines, the ever-increasing fiscal danger which the publisher has found itself in has seemingly forced them to commit to a more rapid and reactive response to player feedback with its games.

The poster child for this is none other than 2024’s Star Wars Outlaws. Marketed as being the first open-world Star Wars game, Ubisoft had a lot riding on the success of this licensed title – not only due to the likely-exorbitant fees required from such a partnership with Disney – but also thanks to a number of previous high-profile disappointments. And so, when Star Wars Outlaws released and its lukewarm sales figures were only matched by its critical reception, Ubisoft had to act.

Thus would come what is perhaps one of the most clear examples of a game creator seemingly going directly against their own vision. While ultimately for the betterment of the title itself, even just a couple notable alterations to a game’s design can fundamentally change it – and Ubisoft introduced star destroying levels of changes; so much so that it is quite clear that whatever vision the team had for the game was fleeting.

As mentioned, Star Wars Outlaws launched to a rather lukewarm reception, with criticism surrounding the game involving discussions of insta-fail stealth sections; limited gunplay and stretched out checkpoints. All this, and much more, created a particular sense of identity and vision which the team at Massive Entertainment were clearly going for. Even prior to release, they said it themselves: you are not a superhuman jedi nor a Sith lord. Instead, you are Kay – an outlaw whose relative lack of firepower requires them to sneak around; hoping that they don’t encounter any enemies.

In many ways, it was clear that this sense of atmosphere and style of gameplay was an intentional part of the game’s design. Unfortunately, fans didn’t like the vision which Ubisoft presented. So what did they do? They changed it completely.

Starting with the very first title update, Star Wars Outlaws was already backtracking on its design philosophies introducing “tweaks and improvement on some challenging stealth moments”. Considering the fact that stealth was advertised as a core part of the game’s experience, already changing how it functions does not give the greatest sense of confidence in the world.

This was just the beginning however. When it came to stealth, each update introduced further sweeping changes, including but not limited to:

  • Reducing your detection while rolling
  • Tweaked the overall stealth experience by adjusting AI detection, the number of NPCs and their positioning, patrol pathing, camera detection and highlighting environmental opportunities to reduce player friction
  • Reduced detection chances when using cover
  • Implemented stealth changes to ‘False Flag' and other missions to give players more flexibility in how they approach situations without the risk of failing
  • Improved enemy detection
  • Improved detection signs and feedback of cameras
  • Added visual indication of when an NPC starts detecting the player
  • Made it clearer whether a takedown could trigger combat

While in and of themselves enough changes to drastically impact Outlaws’ stealth experience, compounding with other gameplay; economy; traversal and combat changes and Star Wars Outlaws today is a wholly unrecognisable and different beast – with just some of the combat changes being as followed:

  • Added a quick throw button for using grenades
  • Improved NPC combat behaviour
  • Scaled ‘Wanted' difficulty based on player progression
  • Removed autosave restrictions for combat/detection
  • Improved enemy AI and combat behaviour
  • Improved enemy tactical decision-making in combat to encourage more active management of their positioning
  • Decreased enemy damage per shot while increasing the damage cadence increase over time
  • Enabled the use of combat in parts of syndicate districts
  • Added weak points to various enemies
  • Adjusted weapon aiming (spread, recoil, etc.) to allow for more precision and management
  • Updated weapon damage values for Kay for all weapons
  • Increased headshot damage when hitting enemies
  • Added enemy stagger to explosions
  • Improved NPC cover usage during combat
  • Improved camera when shooting, aiming down sights, and moving aim
  • Improved enemy AI when detecting grenades and when Kay is hidden in smoke
  • Improved detection when ‘in-combat' state
  • Improved shooting when behind cover to prevent hitting the environment
  • Improved enemy AI when moving to cover/being suppressed

Pretty much all of these changes sound positive, with Ubisoft seemingly addressing many of the biggest complaints which players had with the game. Here’s the thing though, each of these singular patch notes could alone be enough to alter the game’s original experience. When a game creator has vision, every decision, design choice and compromise is made in alignment with said vision.

For a game which is stealth focused, wanting you to feel somewhat underpowered in order to force you sneak around, even just one of the changes listed above could wholly impact the overall experience, pacing, and identity. For example, a seemingly mild change such as “Adjusted weapon aiming (spread, recoil, etc.) to allow for more precision and management” is enough to displace the game’s original intent. Making players a more accurate marksman immediately affects the sense of tension, danger and risk during any stealth sections as one missed shot could alert everyone around you. Now, with the ability to pop a clean headshot from far away, that sense of danger, risk and fear is gone.

That is just looking at a single patch note and its impact on the experience. But game design decisions are not made in isolation. Every single one of the changes above make an increasing and exponential impact on Outlaws’ identity – from the increased headshot damage to the amount of camera sway, and even the choice to switch from Performance to Quality Mode as the default on console shows a wavering sense of vision.

While of course the choice in graphical fidelity is welcome, most casual players are unlikely to even open the options menu, meaning the default experience needs to be well thought out, balanced and designed with intent. Opting for the 30fps mode as default makes sense for a game like Star Wars Outlaws, with its emphasis on using high-end rendering techniques, cinematic flair and even lens distortion which replicates that of the original trilogy of films. For some reason however, the team decided to ship the game out with performance mode as the default – only to quickly change it around post-launch. Similarly, while the game was also almost entirely advertised in an ultra-wide cinematic aspect ratio, Outlaws didn’t even fully support the format at launch.

All the above is still far from the complete list of alterations made in the months following Outlaws’ launch. Other miscellaneous – yet equally as impactful – changes, this time for general gameplay and traversal, include:

  • Improved the speeder's response and reaction when called
  • Improved speeder collision with the environment to reduce being knocked off the speeder
  • Improved speeder travel by reducing collisions with objects in the environment
  • Kay now holsters a two-handed weapon in more situations such as when climbing, grappling or using the speeder
  • Added the ability to free fire Kay's blaster while riding the speeder
  • Kay is now thrown off the speeder when hit by a melee attack
  • Added the ability to press jump twice when near a grapple point to activate it
  • Improved attaching and releasing input when using the grappling hook
  • Increased spawn rates for speeder races
  • Miyuki Traders have been upgraded to full vendors and now sell passive system upgrades in addition to previous resource items
  • Added new space contracts for all players that include multiple challenge types

Once again, these seemingly small tweaks have an overall major impact on Outlaws’ ‘intended’ experience. Once a somewhat clunky and risky mode of traversal for escape, requiring a meter build up in order to fire at the enemies, Kay can now easily blast any adversaries around her at any time, all the while maintaining a greater sense of control of the speeder. This fundamentally changes the way that a player will interact with the world around them.

Similarly, though admittedly done in a rather poor manner, Outlaws’ limiting of your weaponry – in having you constantly drop the guns which you’ve picked up off of enemies – served a function. Seemingly inspired by the likes of Uncharted, Outlaws’ gunplay was intended as a sort of continuously moving and somewhat hectic affair in which you would be constantly and consistently picking up other guns, expending their ammo and then picking up another.

The limited ammo and inability to hold onto these guns purposefully pushed players to use the tools given to them, instead of hoarding them for later “just in case”. This system has of course been turned on its head as a result of these tweaks. Even the changes made to trading can have a notable impact on the game’s economy – affecting all elements from progression to the vibes.

These are all design decisions which Ubisoft would have considered during the earliest days of Star Wars Outlaws’ development – or at the very least they should have considered. Am I being a bit harsh? Absolutely. With the typical developer/publisher relationship in mind, what likely took place was that the creatives at Ubisoft had a vision for Star Wars Outlaws – that being a somewhat challenging, stealth focused game with a mix of pre-planning, and flexible emergent gameplay when all hell inevitably breaks loose.

Be it due to a lack of time, budget, mismanagement or simply a failure to execute on the vision, reception towards Outlaws was mid, and so too were its sales. The higher-ups at Ubisoft likely saw this and panicked, with even the power of the Star Wars IP failing to keep the game floating above water. With neither care nor concern for the original game’s vision, those at the top then took their golden executive lift down to the offices of the ‘workers’ with one simple command: “fix the game.”

What does this mean? Who knows exactly, and so the dev team opted to address the game’s various complaints one at a time. The insta-fail sections are annoying? Get rid of them. The game doesn’t look as good as the pre-release material? Change the default graphics mode. The weapons feel discouraging to use? Turn them into laser beams. Bit by bit, with each change and alteration made, the original identity of Star Wars Outlaws was stripped away from it. Now, what you're left with is a game which while admittedly objectively better, feels more generic, sanitised and somewhat vision-less.

The buck doesn’t stop with Star Wars Outlaws however. While one of the more clear examples in years, the early changes made to the more recently-released Assassin’s Creed Shadows seems to indicate them once again heading in a similar familiar direction. While the launch reception towards Assassin’s Creed Shadows was certainly more positive than Outlaws’, its overall experience still remained far from perfect. 

The 4th entry in the series’ RPG-styled AC offerings, Assassin’s Creed Shadows managed to improve greatly over 2020’s Valhalla. Even so, in the immediacy following its release, Ubisoft committed to making a ton of changes (mostly for the better). Though far less extensive when compared to Outlaws (due to being a more recent release), some of the biggest changes coming to Shadows over the course of the next year include:

  • New Ally, abilities, activities, and additional backstory that will permanently impact the game
  • Multiple parkour updates, stating with:
    • Height-gaining back-ejects
    • Height-gaining side-ejects
    • Vertical Ledge Jump allowing both characters to jump and grab onto awnings and lower overhangs
  • Horse-auto follow and faster speeds
  • Speed improvements
  • Mastery nodes reset
  • Can turn off weapon glints
  • expanding the Alarm System and are bringing it to the Open-World to give you even more challenge! 
  • Investigation board shortcut

As mentioned, Shadows only released relatively recently, and so Ubisoft has not yet had the chance to wholly alter its identity. Still, as was the case with Star Wars Outlaws, each of the above patches could fundamentally change the way you play and experience the game.

Horse auto-follow makes traversal trivial and mindless – making the strongest aspect of Shadows, its environmental visuals more easily ignorable. Similarly, while the mastery node reset is a welcome addition as it allows for more experimentation, this now removes the careful considerations which players needed to make and plan for previously in order to more directly role play in this RPG.

Parkour in Shadows was designed in a way to discourage the practice when playing as Yasuke due to his relative lack of skills and heavier build in this regard compared to Naoe. Assuming the aforementioned parkour improvements come to both Naoe and Yasuke, then Ubisoft will have once again sanitised one of the game’s biggest design decisions.

As a champion of accessibility, I welcome changes which can make any game more approachable and available to as many people as possible – so long as it does not clash with the creator’s original intent. Pretty much all of these changes made are seen as being positive, ultimately making for a more agreeable experience. The issue isn’t in that these features exist at all, but that they have come (or are arriving) long after launch and in direct contrast with the game’s original experience.

Am I more likely to play Assassin’s Creed Shadows once all the updates have been released as compared to its launch state? Of course, and in this regard, Ubisoft has done the correct thing in wanting to improve the game post-launch. The thing is, with so many drastic changes released in a sporadic and seemingly disconnected manner to the rest of the game, it feels less like Ubisoft are shooting for the stars, missing and then trying to correct for the missed trajectory.

Instead, the company appears to have just needed to get the game off the ground first – and would then worry about any issues as and when they encountered it. Or in the worst case, Ubisoft were shooting for the stars, they missed, and so the executives told them to aim at the sun instead; changing the mission statement all the while.

Ubisoft is a weird company. Anytime a new game is announced from the publisher, it is presented with a strong sense of direction, vision and identity. Unfortunately, this vision is rarely met come the game’s official launch day – leading to a response from the team which ultimately undoes many of the design decisions that made the game what it was. This is why Ubisoft has no vision – and its games lack identity.

Discuss on our Facebook page HERE.

KitGuru says: What do you think of Ubisoft’s output in recent years? Would you rather they stick to their guns when it comes to game design principles, or do you appreciate how reactive they are to critical reception? Let us know down below.

The post KitGuru Games: Ubisoft Has No Vision And Its Games Lack Identity first appeared on KitGuru.

Lian Li introduces Uni Fan SL-Infinity Wireless with dual side design

31 mai 2025 à 14:30

Lian Li has launched the new Uni Fan SL-Infinity Wireless, a fan series designed for extensive customisation. It features three independently controllable lighting zones and distinct dual-layered infinity mirror patterns on both sides, offering two different visual styles.

The fans feature L-Wireless Sync 2.4 GHz technology, enabling wireless control of ARGB lighting (58 LEDs per fan) and fan speeds. This technology reduces cable clutter by eliminating the need for a central hub, giving your system's internals a cleaner aesthetic. The receiver can connect to either side of the fan for easy installation. An updated 4-pin cable ensures the fans are recognised as PWM devices in the BIOS, and a built-in tail PWM cable provides additional power. Lighting effects can be fully customised with the upgraded L-Connect 3 software.

All fan models use an embedded fluid dynamic bearing (FDB) for additional durability and low-noise operation. However, there are differences in their specs, with the standard model rotating between 200 and 2300 RPM and pushing up to 67 CFM of air with a static pressure of 3.4 mmH₂O at a noise level of 29.2 dB(A). The reverse models also rotate between 200 and 2300 RPM and can push up to 69.7 CFM of air with a static pressure of 2.2 mmH₂O at a noise level of 32.2 dB(A).

The Uni Fan SL-Infinity Wireless fan series is available in black and white, with conventional or reverse airflow options. It costs $104.99 for a 3-pack and $31.99 for a single unit. Pre-orders are now available.

KitGuru says: What do you think of Lian Li's decision to have various side designs for its new fans? Do you think other brands should follow the example, or is a single-sided design the way to go?

The post Lian Li introduces Uni Fan SL-Infinity Wireless with dual side design first appeared on KitGuru.

Death Stranding 2 will have its live “Game Premiere” at Summer Game Fest

31 mai 2025 à 13:30

Kojima Productions is set to host a “game premiere” presentation for Death Stranding 2: On the Beach with Geoff Keighley on the Summer Game Fest main stage. This event will occur on Sunday, June 8/9th, at 7 p.m. PT / 3 a.m. BST, concluding this year's Summer Game Fest schedule.

The presentation is described as an “exclusive look” at the game and will feature special guests alongside Kojima and Keighley, likely including core cast members.

This presentation marks the beginning of a “world tour” for Death Stranding 2 that will continue until November. The tour itinerary is as follows:

  • June 8th: Los Angeles (Summer Game Fest)
  • June 14th: Sydney
  • June 26th: Tokyo
  • June 28th: Paris
  • June 30th: London
  • July 4th: Seoul
  • July 6th: Taipei
  • July 9th: Hong Kong
  • July 12th: Shanghai
  • August: Riyadh
  • October: São Paulo
  • November: Lucca

Additional details regarding each stop on the tour have yet to be announced. Death Stranding 2: On the Beach will be released for PlayStation 5 on June 26th, 2025.

KitGuru says: Are you interested in Death Stranding 2? Are you planning on going to any of the world tour events?

The post Death Stranding 2 will have its live “Game Premiere” at Summer Game Fest first appeared on KitGuru.

Elden Ring Nightreign sells 2 million copies in first 24 hours

31 mai 2025 à 12:30

FromSoftware and Bandai Namco's Elden Ring Nightreign has rapidly surpassed 2 million players within a day of its release and amassed over 300,000 concurrent players on Steam. 

Notably, Elden Ring Nightreign is unavailable on subscription services like Xbox Game Pass, suggesting that the 2 million player count closely reflects copies sold. The game also reached over 310,000 concurrent users on Steam (according to SteamDB), though player feedback has been mixed (66% on Steam user reviews). Still, the number of concurrent users will likely be beaten during its first weekend.

Common criticisms to the game include a perceived lack of options for solo players and the absence of crossplay, which is often expected in modern multiplayer titles. Despite these complaints, reviewers have praised it as being quite fun, featuring many of what made the original Elden Ring a great game. The game currently has an OpenCritic score of 80, with 79% of critics recommending it.

KitGuru says: Have you already bought Elden Ring Nightreign? What do you think of From Software's new take on the soulslike genre?

The post Elden Ring Nightreign sells 2 million copies in first 24 hours first appeared on KitGuru.

Intel Nova Lake-S socket may be compatible with older and current CPU coolers

30 mai 2025 à 18:00

Intel's next-generation desktop CPU socket, LGA-1954, is rumoured to retain the same physical dimensions as its predecessors, LGA-1851 and LGA-1700. This news, surfacing from recent shipping manifests and various industry reports, suggests a potential silver lining for enthusiasts looking to upgrade their systems in the future, as they can retain their cooling solutions. The LGA-1954 is expected to be the platform for Nova Lake-S processors, which are slated for a 2026 launch following the reported Arrow Lake Refresh later this year.

Based on the manifest shared by Ruby_Rapids (via VideoCardz), the LGA-1954 socket measures 45mm x 37.5mm, identical to both LGA-1851 and LGA-1700. The LGA-1954 socket's footprint strongly indicates that many existing CPU coolers designed for these older platforms will remain mechanically compatible, potentially saving costs for builders. Despite the identical dimensions, the LGA-1954 significantly increases the pin count to 1,954, most likely to accommodate enhanced power delivery for Intel's increasingly complex CPU designs.

Note, however, that mechanical compatibility doesn't guarantee optimal thermal performance. Modern Intel desktop CPUs, being non-monolithic designs, often feature shifted heat hotspots. For instance, the LGA-1851 has a hotspot positioned slightly towards the northeast of the TIM. Nova Lake-S will likely present similar challenges, meaning existing coolers might not perfectly align with these new hotspots. While a complete cooler replacement might not be necessary, specialised mounting hardware, such as offset bars, could still be required to ensure proper cooler alignment. Future Nova Lake-S CPUs may also feature higher TDPs, meaning current solutions might not offer enough cooling power to handle the upcoming CPUs.

Despite the potential for cooler reuse, transitioning to LGA-1954 will still require a new motherboard, as the current LGA-1851 motherboards will remain exclusive to Arrow Lake and its refresh. Hopefully, the LGA-1954 will have a longer lifespan than the LGA-1851.

KitGuru says: Changing the socket yet again won't do Intel any favours, as consumers will likely not be too happy about buying a new motherboard. However, if the performance of the upcoming CPUs is good, consumers may give the company a pass.

The post Intel Nova Lake-S socket may be compatible with older and current CPU coolers first appeared on KitGuru.

EA says its three-game partnership with Marvel is ‘still strong’ after Black Panther cancellation

30 mai 2025 à 17:30

Earlier this week, EA revealed that it has closed down one of its single-player studios, Cliffhanger Games, and cancelled its Black Panther title. This game was one of three planned Marvel game projects and despite its cancellation, EA says there will still be three games on the way.

EA and Marvel Games had a deal in place for three major video game releases. The first was Iron Man, by EA Motive and the second was the Black Panther game. Black Panther has been cancelled, but Iron Man is still in the works at EA Motive. It would seem that while Black Panther was cancelled, EA still plans to deliver three Marvel games in the years ahead.

In a statement sent to IGN, EA said that the relationship between itself and Marvel was still “strong” and that the previous deal between the two companies is still ongoing: “The multi-title, long-term relationship between Marvel Games and EA, a creative collaboration focused on original storytelling with various, beloved Marvel characters, remains strong. Development of our console and PC titles, beginning with Marvel's Iron Man, is led by Motive Studios”.

The last part of that statement makes it sound like EA Motive will now be responsible for all three Marvel games. Whether EA has pivoted to an Iron Man trilogy, or plans to develop three separate, unconnected games with different characters in each, still remains to be seen.

KitGuru Says: I'm looking forward to the Iron Man game, but with EA shutting down two single-player game studios in back-to-back years, I wouldn't take this as confirmation that we will definitely see all three of these games come to fruition.

The post EA says its three-game partnership with Marvel is ‘still strong’ after Black Panther cancellation first appeared on KitGuru.

The Witcher 3 is getting cross-platform mod support

30 mai 2025 à 16:50

Ahead of The Witcher 3's launch in 2015, CD Projekt Red promised mod tools as a free DLC post-launch. The mod kit for the game ended up being fairly minimal, offering users ways to edit textures but not much else. Fortunately, CD Projekt Red released a far more comprehensive set of modding tools in 2023, allowing users to create genuinely new content for the game, like custom quests. Now, mod support is heading to consoles.

As part of CD Projekt Red's Witcher 3 10-year anniversary celebration, the company has now announced cross-platform mod support for the game. Not only will this bring mod support to The Witcher 3 on Xbox Series X/S and PS5, but it will also enable an in-game mod browser for the PC version too.

Like the cross-platform mod support in Baldur's Gate 3, The Witcher 3 will use the mod.io platform, which in itself is quite similar to Bethesda's Creations store. Users can browse, download and enable mods all from an in-game menu, removing the need to use external websites and download/install mods manually.

This all follows the release of a new mod editor for The Witcher 3, which released last year. The new tools allow users to make entire new questlines, introduce custom scripts, or edit existing content in the game.

KitGuru Says: Despite new mod tools being available, we've yet to hear about any fan-made expansions for The Witcher 3 like we see in Skyrim. However, a few creators have added some small new questlines, including ports of quests from The Witcher 1. 

The post The Witcher 3 is getting cross-platform mod support first appeared on KitGuru.

Lost Planet 2 update finally removes Games for Windows Live

30 mai 2025 à 16:00

For years, Games for Windows Live (GFWL) was seen as a blight on PC gaming. Fortunately, Microsoft ditched it, but in the process, some games were left inaccessible. A number of major games have been updated since to remove all traces of GFWL, but it was only in 2024 when Capcom decided to finally start the process. Now over half a year later, Lost Planet 2 has been revived.

When Games for Windows Live shut down, Capcom had to delist a number of titles from PC storefronts like Steam. This week, Capcom revealed that its work has finished for Lost Planet 2, the second game in an excellent trilogy of survival shooters.

If you own Lost Planet 2 on Steam already, you can now download the latest version of the game, which removes all traces of the defunct (and awful) Games for Windows Live system. It isn't all sunshine and rainbows though, as the update did also break online multiplayer and well, if you had a Lost Planet 2 save, it might now be busted.

Fortunately, Lost Planet 1 and Lost Planet 3 both escaped the curse of Games for Windows Live, so those games did not require a new update.

KitGuru Says: I was a big fan of the Lost Planet trilogy back in the 360-era, but I've never tried the PC versions. Do you own these games on PC? Are you glad to see GFWL removed from Lost Planet 2?

The post Lost Planet 2 update finally removes Games for Windows Live first appeared on KitGuru.

Atomic Heart players reaches 10 million players

30 mai 2025 à 15:00

Mundfish, the developer behind the 2023 hit Atomic Heart, is leveraging its debut title's success to expand into a new strategic venture within the gaming industry. As the title just reached 10 million players, the studio has officially launched Mundfish Powerhouse, a new publishing initiative to support developers and investors.

Atomic Heart has surpassed 10 million users across all platforms since its launch in February 2023. Building on this achievement, Mundfish (via Push Square) describes Powerhouse as more than a traditional publishing arm; it aims to be a full-scale creative and operational partner. The new label promises to provide its partners with production expertise, high-end tools, a proven and scalable development pipeline, and hands-on support from concept through to launch.

Mundfish CEO Robert Bagratuni articulated the selective criteria for Powerhouse's collaborations, stating, “Powerhouse will only partner with projects where we see great potential to make noise. Not just a handful of indie hits, but big, bold games that can set a new standard for quality and creative risk”. Mundfish confirmed that Powerhouse is already working behind the scenes with new partners, with more details to be revealed.

While Atomic Heart proved highly popular with players, its critical reception was somewhat mixed, with a Metacritic score of 70. Nonetheless, the game resonated with a large player base, demonstrating its appeal despite its flaws.

KitGuru says: Did you play Atomic Heart? How was your experience with it?

The post Atomic Heart players reaches 10 million players first appeared on KitGuru.

Microsoft reportedly delays Xbox handheld in favour of optimising Windows 11

30 mai 2025 à 14:00

Recent reports indicate a possible shift in Microsoft's strategy for the portable gaming market. Microsoft's long-rumoured first-party Xbox handheld is now said to be facing delays, as Microsoft has realised that Windows still needs a lot of work on the power management front to catch up to alternatives like SteamOS. 

According to Windows Central, Microsoft has prioritised improving Windows 11 gaming performance, specifically for third-party devices like Asus's “Project Kennan”, an Xbox-themed handheld. This decision is reportedly influenced by the threat posed by SteamOS, which often delivers superior gaming performance compared to Windows 11 on handhelds. Just this week, tests of the Lenovo Legion Go S running Windows 11 and SteamOS proved that.

While Microsoft continues to affirm its desire to build its own Xbox handheld in the future, it seems the company is now focusing on optimising the underlying OS and fostering a stronger ecosystem for partner devices. As recently as last November, Xbox CEO Phil Spencer hinted that the company was working on something portable, possibly still in the prototype stage. Jason Ronald, Microsoft's VP of Next Generation, further suggested the device would blend the “best of Xbox and Windows” and be more PC-oriented, functioning as a stand-alone device capable of running Xbox games natively, unlike the streaming-only PlayStation Portal.

We may hear more official news on Xbox's strategy for third-party handhelds and the supposed Xbox portable console at the upcoming Xbox Showcase, which is slated for June 8th.

KitGuru says: Hopefully, the optimisations targeting Windows 11 handhelds will also benefit the gaming experience on laptops and desktops.

The post Microsoft reportedly delays Xbox handheld in favour of optimising Windows 11 first appeared on KitGuru.

SpongBob and the TMNT reportedly coming to Sonic Racing CrossWorlds

30 mai 2025 à 13:00

If you’re looking for an upcoming kart racer that isn’t Mario Kart World, SEGA has you covered, with Sonic Racing CrossWorlds set to launch some time this year. Taking inspiration from the much-loved Sonic and SEGA All-Star Racing Transformed, the upcoming racer looks set to include much more than just Sonic characters – with a new leak claiming that both SpongeBob and the TMNT could make an appearance in-game.

As reported by the same leaker who detailed CrossWorlds ahead of its official announcement, the upcoming Sonic Kart racer will seemingly feature characters outside of SEGAs own repertoire – with both the Teenage Mutant Ninja Turtles as well as SpongeBob Square Pants said to be included in the roster.

Further details surrounding their inclusion has not been shared, meaning it is unknown whether they will be featured in the base game, or as part of a paid DLC pack.

Sonic Racing SpongeBob

Regardless, thanks to the success of the Sonic films, SEGA and Paramount do have a rather strong business relationship and so such an inclusion does make sense – especially as SpongBob himself has featured in multiple Nickelodeon racing titles in the past.

Currently, Sonic Racing CrossWorlds has yet to receive an official release date, with the game still slated for some time in 2025. That said, with SEGA confirmed to be present during the upcoming Summer Game Fest Showcase, it’s possible we might get new details on the upcoming title sooner rather than later.

Discuss on our Facebook page HERE.

KitGuru says: Are you excited for Sonic Racing CrossWorlds? Does it have the potential to be as good as Transformed? What other external characters would you like to see added to the roster? Let us know down below.

The post SpongBob and the TMNT reportedly coming to Sonic Racing CrossWorlds first appeared on KitGuru.

Multiple SEGA games are being removed from mobile stores

30 mai 2025 à 12:00

As a publisher, SEGA has been pretty good when it comes to supporting mobile platforms, with the company releasing both original titles to both Android/iOS as well as bringing ports of their classics to smartphones. Unfortunately, many classic SEGA titles have now been updated with a message announcing their end-of-service.

As reported by Wario64 via BlueSky, a number of SEGA published games have been updated on the Google Play Store with a message which states: “Support for this game will be discontinued, but you can continue playing offline!”

So far, the list of games which have been updated with such a message include Sonic CD Classic; Sonic 4 Episode 2; Super Monkey Ball; Virtua Tennis and Crazy Taxi – among many others.

SEGA Mobile

These titles join the list of other SEGA classics which were discontinued back in 2023 (including the likes of Ristar; Vectorman; Comix Zone and a dozen more). As of now, it appears as though pretty much all ‘SEGA Forever’ mobile ports are being delisted – with the only games yet to receive the update being Sonic 1 and 2.

Though it is possible that the delisting is due to updated APIs (which has in the past caused many games to no longer work on newer versions of Android / iOS), what is equally as likely is that SEGA is preparing for some sort of mobile-based game subscription service. We will have to wait and see, but hopefully these titles do find their way back onto mobile storefronts sooner rather than later.

Discuss on our Facebook page HERE.

KitGuru says: What do you think is going on here? Will SEGA bring these games back to mobile? If so, what do you think their plans are? Let us know down below.

The post Multiple SEGA games are being removed from mobile stores first appeared on KitGuru.

GAME cancels Switch 2 pre-orders with no explanation

30 mai 2025 à 11:00

The UK retailer GAME is in many ways a shell of its former self, with the past 5 or so years seeing the brand shutter stores, end many of its services, and more. In an unfortunate and unexplained move, GAME has cancelled a number of pre-orders for the upcoming Switch 2 – just one week out from its launch.

Releasing the surprise statement to Twitter, the official ‘GAMEdigital’ page announced the following:

“We sincerely apologise for the recent cancellation of some Nintendo Switch 2 pre-orders. We understand how disappointing this is, especially for those who have been eagerly awaiting their order. We're currently working hard to reinstate as many affected pre-orders as possible. If your order was impacted, please know that we are doing everything we can and will be in touch with further updates and next steps.”

The statement concludes with “Thank you for your patience and understanding while we work to resolve this. We truly appreciate your support.”

GAME Switch

While already a major blow to those who pre-ordered the system, what is perhaps more confusing is the lack of any explanation as to why these cancellations took place. Without any official reason being offered, fans are left to speculate. Was it a case of GAME offering more units than they were allotted? Was there a glitch in the system? Unfortunately we don't know.

All that said, and as unlikely as it seems, hopefully GAME are able to honour all of their pre-orders – and get them in the hands of players on day-one. We will have to wait and see.

Discuss on our Facebook page HERE.

KitGuru says: What do you think of GAME in 2025? Would you trust them with any future pre-orders? What do you think the reason for the cancellations was? Let us know down below.

The post GAME cancels Switch 2 pre-orders with no explanation first appeared on KitGuru.

Tiny Tina’s Wonderlands is free on the Epic Games Store

30 mai 2025 à 10:15

Each week, the Epic Games Store gives away a game or two for free to all those with an EGS account. Available right now to claim, this week’s free offerings include Tiny Tina’s Wonderlands and the excellent indie puzzle-platformer LIMBO from Playdead.

Available to claim for free from now until the 5th of June at 4PM UK time, Tiny Tina’s Wonderlands is a spin-off of the popular looter-shooter series Borderlands, trading the Mad Max-like world for a Dungeons and Dragons inspired experience. Though ostensibly still a Borderlands game, the switch-up in weaponry does enough to make the experience worth a try.

LIMBO meanwhile is a highly evocative and unique horror-puzzle-platformer from Playdead – the team behind the equally as excellent ‘Inside’. Released back in 2010, LIMBO represented one of the first big indie games to arrive as a digital-only experience on the 7th-gen consoles; receiving near-universal acclaim. If you have not played LIMBO before, you’ll want to carve out a few hours to give it a go.

Both LIMBO and Tiny Tina’s Wonderlands are available to claim for free until the 5th of July – at which point they will be replaced by two as-of-yet-unknown offerings.

Discuss on our Facebook page HERE.

KitGuru says: What do you think of this week’s offerings? Have you played LIMBO before? Do you prefer it or Inside more? Let us know down below.

The post Tiny Tina’s Wonderlands is free on the Epic Games Store first appeared on KitGuru.

AMD Radeon RX 9060 XT benchmark shows 25% performance uplift over RX 7600 XT

29 mai 2025 à 18:30

Just ahead of its launch, AMD's mid-range Radeon RX 9060 XT graphics card, specifically the 16GB variant, has appeared in Geekbench benchmarks. While Geekbench is a synthetic benchmark and not a direct indicator of real-world gaming performance, it can offer an early glimpse into compute capabilities.

Based on the Geekbench entry shared by Benchleaks, the RX 9060 XT 16GB scored 109,315 points in the OpenCL test and 124,251 points in the Vulkan API test. These results were obtained on a test bench featuring an Aorus X870E Master motherboard and an AMD Ryzen 7 9800X3D CPU.

Comparing these figures with those of its predecessor, the RX 9060 XT appears to be a significant upgrade, showing a performance increase of over 25%. However, it doesn't seem to have what it takes to surpass the RX 7700 XT in these benchmarks, with the previous-generation model remaining faster in both tests. Compared to Nvidia's counterparts, the RX 9060 XT slightly edges out the RTX 5060 in Vulkan but trails in OpenCL. Compared to the RTX 5060 Ti, it falls behind Nvidia's mid-range GPU in both benchmarks.

The Radeon RX 9060 XT is confirmed to feature a PCIe 5.0 x16 interface, 32 CUs (2,048 Stream Processors) and a 128-bit memory bus. It has a boost clock of up to 3.13GHz and 20 Gbps GDDR6 VRAM.

Discuss on our Facebook page, HERE.

KitGuru says: How do you think the Radeon RX 9060 XT will fare in gaming scenarios compared to its predecessors and Nvidia's counterparts?

The post AMD Radeon RX 9060 XT benchmark shows 25% performance uplift over RX 7600 XT first appeared on KitGuru.
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