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Ubisoft has officially greenlit a sequel to The Crew claims insider

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

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.
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Amazon acquires rights to the Split Fiction film adaptation

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.
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Tango Gameworks returns after split with Microsoft

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

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.
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Insider reveals why EA’s Black Panther was cancelled

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.
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People Can Fly cancels two of its upcoming projects

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.
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MultiVersus is officially Dead and Delisted

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

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.
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SpongBob and the TMNT reportedly coming to Sonic Racing CrossWorlds

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.
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Multiple SEGA games are being removed from mobile stores

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.
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GAME cancels Switch 2 pre-orders with no explanation

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.

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

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.

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A Death Stranding anime is also in the works, according to Kojima

Back in late 2022, it was announced that a film adaptation of Hideo Kojima’s Death Stranding was in the works. Since then, we’ve gotten quite a few updates, including news on its writer/director, distributor and even a release window. In a surprise announcement Kojima revealed that not only is the aforementioned film in the works, but so too is a Death Stranding anime.

In an interview conducted by Vogue Japan (translated by VGC), Hideo Kojima spoke on Death Stranding, its sequel and the upcoming A24 film. In discussing the live-action film, Kojima had this to say:

“I am currently working with A24 on a live-action film adaptation of Death Stranding. When it comes to adapting games into visual media, there are works like The Last of Us, which stays true to the original storyline, and films like The Super Mario Bros Movie which are more of a service to fans of the game.”

He continued, “While these works have their own merits, as a film enthusiast, I want to pursue the expressive potential of cinema. I aim to create a Death Stranding that can only be realised through film, one that could win awards at festivals like the Cannes Film Festival or the Venice Film Festival.”

In a surprising revelation, Kojima confirmed that another DS project is in the works, saying “In fact, we are also currently working on an anime adaptation.”

Death Stranding Anime

Little else has been shared regarding this newly announced project, however this isn’t the first time that Kojima has made reference to a Death Stranding anime, with the creative telling Variety last year “What comes next are different forms of media – movies, anime, TV dramas, etc. Basically, expanding the game IP to other media. That’s the second phase. That’s what we’re aiming for next” – in reference to Death Stranding.

It was already a question as to what Kojima has planned for the Death Stranding film, how closely it’ll tie in to the game, and whether the actors will reprise their roles in the film.

With an anime now also in the works, Kojima’s plans for the world of Death Stranding have become even more curious. We will have to wait and see what is in store. Fortunately, we’ll have Death Stranding 2: On the Beach to look forward to in the meanwhile.

KitGuru says: What do you think of Kojima’s statements? Would you prefer a film or anime adaptation? Will either of these projects connect directly to the game? Let us know your thoughts down below.

The post A Death Stranding anime is also in the works, according to Kojima first appeared on KitGuru.
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The Witcher 3 surpasses NES Mario with 60 million copies sold

10 years ago, CD Projekt Red released The Witcher 3: Wild Hunt to universal acclaim. For many, this game put CDPR on the map, pushing them to become one of the most loved studios around currently. While fans eagerly await the team’s next game, The Witcher 3 continues to sell like hotcakes, having now surpassed 60 million total units sold.

As part of the company’s latest fiscal earnings / investor relations report, CDPR offered updates on their current ongoing projects – including the fact that almost 60% of the company’s developers are currently working on The Witcher 4.

Speaking of The Witcher, CDPR also offered some updates on its games’ sales figures, revealing that as of the 28th of May 2025, The Witcher 3: Wild Hunt has sold over 60 million copies. This makes it the 12th best-selling game of all time so far – currently sitting between the original Super Mario Bros. (58 million) and Terraria (65 million).

The Witcher 3 Million

Despite releasing back in 2015, The Witcher 3 has only increased in its adoption rate over time, with the game selling 10 million units between 2022-23 to push it to 50 million. Though slightly slower than the previous milestone, selling a further 10 million in the following 2 years (bringing total units to 60 million) is still rather remarkable.

Of course, The Witcher 3 has seen a ton of support since its launch a decade ago, with the game receiving two substantial and critically acclaimed expansions – alongside the more recent release of its ray-tracing upgrade (and even a Netflix show or two).

By the time The Witcher 4 officially arrives, Wild Hunt could very well have entered the top 10 best-selling games of all time. We will have to wait and see.

KitGuru says: Are you surprised by The Witcher 3’s continued success? Will its sequel perform just as well? What do you think The Witcher 3’s final milestone sales figure will be when all is said and done? Let us know down below.

The post The Witcher 3 surpasses NES Mario with 60 million copies sold first appeared on KitGuru.
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Summer Game Fest to include over 60 partner publishers

In the days following last year’s Summer Game Fest, the show’s creator Geoff Keighley confirmed that SGF would be returning in 2025. Sure enough, with this year’s Summer Game Fest set to go live in a little over a week, the extensive list of partner publishers has been revealed – including PlayStation, Xbox, Nintendo and dozens more.

Ahead of the official start of Summer Game Fest on the 6th of June, Keighley and his team have shared their initial list of partner publishers who will be present at the showcase, taking to Twitter to say: “We’re proud to welcome a record-setting 60+ partners for #SummerGameFest 2025, a global celebration of video games in Los Angeles this June.”

The full list of attendees has not yet been shared, but we already have a massive list of confirmed publishers/partners, including but not limited to:

  • Sony
  • Microsoft
  • Nintendo
  • Steam
  • Square Enix
  • SEGA
  • CD Projekt
  • Capcom
  • 2K
  • 505 Games
  • Bandai Namco
  • Techland
  • Epic Games
  • Focus Entertainment
  • IOI
  • Devolver Digital

Summer Game Fest Partner

As mentioned, this is but a taste of the full list of publishers set to make an appearance at the show. Of course, Summer Game Fest is typically a rather long showcase which features new exclusive announcements alongside more typical paid advertisements.

As such, while each of the listed publishers may not be bringing their latest and greatest to the show, expect still a strong line-up of new announcements, gameplay reveals, release dates – and more. Summer Game Fest 2025 kicks off on the 6th of June.

KitGuru says: What do you think of the list of attendees so far? Are there any notable studios missing? What are your expectations for this year’s SGF? Let us know down below.

The post Summer Game Fest to include over 60 partner publishers first appeared on KitGuru.
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EA cancels its Black Panther project and shuts down Cliffhanger Games

Back in 2023, EA officially announced that they were working on a brand new game based on Marvel’s Black Panther IP. In order to make this project a reality, the publisher founded a brand new studio – Cliffhanger Games. Since then, we’ve heard a number of details surrounding its genre, gameplay and more. Unfortunately, all this work was ultimately for naught, as not only has the Black Panther game been cancelled, but Cliffhanger Games has been shut down.

As reported by IGN, EA recently sent an email to the staff at Cliffhanger Games, informing them that the Black Panther game has been cancelled – and as a result the studio is being shut down.

According to the email, this was done in order to “sharpen our focus and put our creative energy behind the most significant growth opportunities.”

In one small piece of silver lining, a number of the affected employees will be transferred to other areas at the company, with EA Entertainment president Laura Miele writing: “These decisions are hard. They affect people we’ve worked with, learned from, and shared real moments with. We’re doing everything we can to support them – including finding opportunities within EA, where we’ve had success helping people land in new roles”. That said, lay-offs will still be taking place, though no exact figure was shared.

Black Panther Cliffhanger

The cancellation of the Black Panther game represents a fearful moment for other Marvel video game projects – in particular Iron Man, which is currently in development at EA’s Motive Studio.

Aside from the announcement of its existence, little else was known officially about the Black Panther game. That said, based on leaks and rumours, it appears as though the project was planning to feature an open-world, RPG elements and even multiple protagonists.

While certainly a shame to see the project ultimately cancelled, fans will HOPEFULLY be able to play as Black Panther in Skydance’s Marvel 1943: Rise of Hydra – assuming it too doesn’t get canned.

KitGuru says: What do you think of this cancellation? Are you disappointed? Between this, Marvel 1943, Iron Man and Wolverine, which Marvel game were you most looking forward to? Let us know down below.

The post EA cancels its Black Panther project and shuts down Cliffhanger Games first appeared on KitGuru.
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Elden Ring Nightreign is FromSoftware’s lowest rated game in years

Over the past 15 years or so, FromSoftware has gone from strength to strength. Starting with 2009’s Demons Souls, the studio has had a generational run with each new game receiving an increasing number of sales and accolades – culminating with Elden Ring as one of the highest rated games of all time. Though seemingly still a good game, the studio’s upcoming Elden Ring: Nightreign has become the lowest-rated FromSoft title since 2018’s VR exclusive Deracine.

Ahead of its official release on the 30th of May, the review embargo for Elden Ring: Nightreign has been lifted, with critics now sharing their thoughts and opinions on the co-op multiplayer spin-off.

With a Metacritic score of 78 and an OpenCritic rating of 80, Nightrein is far from a critical failure (and is in fact the 18th highest rated game of the year so far). That said, compared to the original Elden Ring’s score of 95 (and Shadow of the Erd Tree’s 94), Nightreign represents a major step down in critical consensus.

While reviewers seem to agree that the co-op aspect of Nightreign is solid, criticism surrounding the game ranges from a relative lack of replayability, its focus on one subsect of the Elden Ring community, and a somewhat contrasting game design philosophy which “completely break the magic of FromSoftware's formula.”

Elden Ring Nightreign

Of course, being a multiplayer title, the game could see improvements over time. So far, FromSoftware have already addressed some early concerns, including the game’s lack of a two-player option. Beyond this, the team promised that future updates will introduce additional bosses, foes, classes, and other features.

Though perhaps not the greatest start for Elden Ring Nightreign, more important will be the response from fans – and given that the base Elden Ring has sold over 30 million copies, there should easily be a solid few million who find Nightreign’s gameplay loop alluring. We will have to wait a couple more days to find out what the rest of the community thinks.

KitGuru says: What do you think of Nightreign’s early reviews? Are you concerned for the launch state of the game? What was your favourite aspect of Elden Ring? Let us know down below.

The post Elden Ring Nightreign is FromSoftware’s lowest rated game in years first appeared on KitGuru.
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Apple doubles down on gaming, acquiring their first video game studio

All the way back in 2019, Apple launched its Arcade subscription service – letting iOS/Mac users access over 100 games ranging from ad-free classics to Apple Arcade exclusives. Despite a rather slow rate of growth (for Apple at least), the company looks set to double down on the service, with the iPhone maker reportedly planning a dedicated gaming app – while also acquiring their first studio.

As reported by Bloomberg (paywalled), Apple is currently gearing up to release a new dedicated gaming app later this year (likely alongside the next iOS release).

According to the report, this app will “serve as a launcher for titles and centralize in-game achievements, leaderboards, communications and other activity.”

Beyond this, the application will also collate the remainder of Apple’s gaming-related services, offering access to editorials; the App Store’s game section and is set to replace the company’s old ‘Game Centre’.

Gaming Arcade

Seemingly as a part of this effort, Apple has now acquired their first ever video games studio. In an exclusive report by DigitalTrends, the iPhone maker is said to have purchased RAC7 – the studio behind Apple Arcade exclusive Sneaky Sasquatch. Interestingly, RAC7 consists of just two developers.

Speaking on this move, an Apple representative said “We love Sneaky Sasquatch and are excited that the 2-person RAC7 team has joined Apple to continue their work on it with us. We will continue to deliver a great experience for Apple Arcade players with hundreds of games from many of the best game developers in the world.”

Apple has slowly but surely been filling out its Apple Arcade library with an increasing number of solid and fun titles. That said, it is still somewhat surprising to see the company committing further to the service. It will be interesting to see exactly what the company has planned for its new Gaming App.

Discuss on our Facebook page HERE.

KitGuru says: What do you think of Apple’s upcoming plans? Have you tried Apple Arcade? What did you think? Let us know down below.

The post Apple doubles down on gaming, acquiring their first video game studio first appeared on KitGuru.
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The Long Dark gets free ‘Visual Enhancements Update’

The Long Dark is a unique and much-loved survival game which captured the interest of many following its Early Access debut all the way back in 2014. In the many years since, The Long Dark has continued to see updates from the studio. With the final chapter of the game’s story nearing completion, the team have announced and released ‘The Long Dark – Visual Enhancements Update’ – bringing improvements across all systems.

Announcing this ‘Visual Enhancements Update’, the team at Hinterland Studio wrote “This is a free update available to anyone who owns THE LONG DARK or SURVIVAL EDITION, and includes visual enhancement options targeted at high-end systems, various bug fixes, and tuning changes.”

Alongside the announcement, a video was released going into detail on some of the improvements made. While focused on high-end PCs and current-gen consoles the update does bring some notable enhancements to even older systems (Switch 1 included), namely:

  • Coloured Shadows
  • Coloured Fog

Of course, a majority of the upgrades are limited to PC, PlayStation 5 and Xbox Series, including:

  • Anisotropic Filtering
  • Enhanced Draw Distances
  • Terrain Blending
  • Ambient Particle Effects
  • Improved Terrain Shadows
  • Improved Anti-Aliasing
  • Improved Ambient Occlusion
  • Improved Structure Shadows

As is the case with all PC games, your ability to utilise these features will depend on your rig and its capabilities. That said, Hinterland Studio did share what they have listed as recommended specs to make the most out of this update, writing:

“If you would like to enable all visual enhancements and run at a target of 60FPS at 2560 x 1440 resolution, we recommend a PC using an Nvidia RTX 3060 GPU or equivalent, 3GHz or faster CPU, and 32GB of system RAM.”

As always, your mileage may vary, but it is still a welcome surprise to see a decade old game receive such extensive visual enhancements. Hopefully the long awaited final chapter is just around the corner. The Visual Enhancements update is available now on PC, and coming next month to consoles.

Discuss on our Facebook page HERE.

KitGuru says: What do you think of this update? Which of the visual enhancements do you think will be most impactful? Let us know down below.

The post The Long Dark gets free ‘Visual Enhancements Update’ first appeared on KitGuru.
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PowerWash Simulator’s final free update arrives tomorrow

A couple months ago, the team at FuturLab officially announced that a sequel to their much-loved PowerWash Simulator would be arriving at some point this year. At the time, the team promised to continue supporting the first title up until the release of its sequel. With PowerWash Simulator 2 getting closer by the day, FuturLab have now announced the final free update: The Muckingham Files 6.

Making the announcement via BlueSky, the team at FuturLab wrote: “As we approach our final stop on our PowerWash Simulator journey, we'd like to thank you all for joining us. The Muckingham Files 6 will be arriving shortly! Coming May 29th to PC, Xbox One, Xbox Series X|S, PlayStation 4|5 and Nintendo Switch.”

PowerWash Update

Based on the image shared alongside the announcement, it appears as though the final level will take players to a train station of sorts – or perhaps inside a train itself.

Regardless, the support that PowerWash Simulator has received since its launch back in 2022 is admirable – both in terms of free updates and paid DLC. Hopefully FuturLab will double down on what worked with the impending release of PowerWash Simulator 2. Until then, it looks like players have one final job to do.

Discuss on our Facebook page HERE.

KitGuru says: What do you think of the game's post-launch support? Are you excited for the sequel? What would you like the next game to do better/differently? Let us know down below.

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Sony officially announces Days of Play celebrations with 25% off PS5 consoles

Yesterday, ahead of an official announcement, we reported on the leaked details surrounding Sony’s upcoming annual Days of Play celebration, including some of the many deals planned to go live with the event. Now, ahead of its arrival, Sony has officially announced Days of Play 2025 – alongside a ton of deals.

Taking to the PlayStation Blog, Sony officially announced, dated and detailed 2025’s edition of its Days of Play celebrations, writing: “It’s official – Days of Play is back for 2025! We are kicking off the 2025 celebration on May 28, with community activities, new content coming to PlayStation Plus, and great offers on PS5 consoles, games, and accessories.”

As mentioned previously, one of the biggest deals going live with the event surrounds the PlayStation 5 consoles themselves. Though slightly different between regions, US buyers will be able to get their hands on a Black Ops 6 PS5 bundle for just $399.99 ($120 discount). Those in the UK/Europe meanwhile can obtain a bundle-free PlayStation 5 for £339.99 / €399.99.

Days of Play Sony

Beyond this, players will be able to get $50 off of a PS5 Pro; $50 off PSVR2 – and between $20-30 off of all other PlayStation accessories.

As expected, other PlayStation products and services are also being discounted, with PS Plus members able to get up to 33% off of an annual subscription – and current members being able to upgrade their tier for a third off also.

Full details on Days of Play 2025 can be found HERE, including specifics on merch sales, PlayStation’s digital store promotions and more. PlayStation’s 2025 Days of Play begins at midnight on the 28th of May and will run until the 11th of June.

Discuss on our Facebook page HERE.

KitGuru says: Are you looking forward to this year’s Days of Play? Will you be purchasing anything? Should these discounted console prices become the new default? Let us know down below.

The post Sony officially announces Days of Play celebrations with 25% off PS5 consoles first appeared on KitGuru.
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June’s PlayStation Plus games include Destiny 2: The Final Shape and much more

Each year, Sony hosts its annual PlayStation Days of Play celebrations, announcing a ton of different promotions, sales and community events. As part of 2025’s event, the console maker has unveiled the suite of titles coming to all tiers of PlayStation Plus throughout the month of June – including some bonus additions.

Announced as part of the company’s Days of Play celebrations, Sony has uncharacteristically given us what initially appeared to be the full slate of games set to drop onto PlayStation Plus Essential, Extra and Premium throughout the month. Typically, the console maker would first announce the Essential line-up, then wait until mid-month to reveal the rest of the tiers’ additions.

Given that the Days of Play celebrations will go live tomorrow, it seems Sony was feeling extra generous, offering 6 additional bonus titles alongside the regular suite of PS Plus Extra/Premium titles (still slated for announcement sometime next month). With that, the full list (so far) of titles arriving in June includes the following:

PS Plus Essential

  • Destiny 2: The Final Shape | PS5, PS4 (May 28)
  • NBA 2K25 | PS5, PS4 (June 3)
  • Alone in the Dark (2024) | PS5 (June 3)
  • Bomb Rush Cyberfunk | PS5, PS4 (June 3)
PlayStation Plus PlayStation Plus

PS Plus Extra

  • Another Crab’s Treasure | PS5 (May 29) 
  • Skull and Bones | PS5 (June 2) 
  • Destiny 2: Legacy Collection | PS5, PS4 (June 4) 
  • Grand Theft Auto III – The Definitive Edition | PS4, PS5 (June 10)

PS Plus Premium

  • Myst | PS5, PS4
  • Riven | PS5, PS4 

In case you missed it, as part of Sony’s Days of Play, the company is also offering up to 33% off of its PlayStation Plus subscriptions. Given that June will likely be one of its strongest months for releases, now might be a good time to subscribe to PS Plus if you were thinking of doing so.

Discuss on our Facebook page HERE.

KitGuru says: Are you looking forward to Days of Play? What do you think of the  line-up for next month? What other titles do you hope to see added to Extra/Premium in June? Let us know down below.

The post June’s PlayStation Plus games include Destiny 2: The Final Shape and much more first appeared on KitGuru.
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PlayStation’s Days of Play deals leak ahead of official announcement

Each year, Sony hosts its annual Days of Play celebrations, in which the console maker offers a ton of discounts across the board, alongside other various promotions. Ahead of 2025’s official announcement, some of Sony’s plans have leaked early – revealing some rather substantial deals on both the PS5 and PS5 Pro.

As shared by known PlayStation leakers Dealabs, Sony’s upcoming Days of Play is set to go live on the 28th of May and will run until the 11th of June.

While the full suite of deals have not been shared, some of the more significant discounts planned include:

  • €100 off PS5 Slim
    • Standard Edition – €449.99
    • Digital Edition – €399.99
  • €50 off the PS5 Pro – €749.99
  • €50 off PSVR2 – €399.99
  • €20 off DualSense – €54.99

Days of Play

Beyond this, Sony’s PlayStation Plus subscription is also set to receive a discount, with up to 30% off planned during Days of Play.

As with previous years, expect there to be much more going on during the event, with other accessories, games and more likely to be discounted. In the past, Sony has also offered sales on its merchandise and so we will likely see something similar this year.

While ostensibly little more than a big sale, Sony’s annual Days of Play does represent one of the best times for you to make any PlayStation-related purchases. Days of Play 2025 is slated to go live from tomorrow.

Discuss on our Facebook page HERE.

KitGuru says: What do you think of Sony’s Days of Play? Do you plan to pick anything up this year? Should these discounted prices become the default RRP? Let us know your thoughts down below.

The post PlayStation’s Days of Play deals leak ahead of official announcement first appeared on KitGuru.
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Upcoming Nintendo Direct slated to go live during Switch 2 launch week, claims insider

2025 is a vital year for Nintendo, with the Switch 2 just over a week away from launch. While the company has already had its big blowout console reveal event, the Direct was somewhat lacking. Fortunately, it seems as though Nintendo has another showcase planned to go live either during the launch week of the Switch 2 – or very shortly after.

Known insider PHBrazil recently took to their livestream to offer some details on Nintendo’s upcoming plans. According to the leaker (as translated by Famiboards members Dan and Guaraná) the next Nintendo Direct is planned to go live either during the week of Switch 2’s launch [5th June – 12th June] or the week following.

Either way, having another Direct around the launch of their new console makes a great deal of sense, with plenty of previously announced Nintendo games lacking any release dates currently.

Switch Direct

What type of Direct Nintendo will be hosting has not been shared, though considering the fact that it is planned to go live around the Switch 2’s launch (and is during the Summer E3 months), expect it to be somewhat significant.

Just some of the officially announced Switch 2 titles which have yet to get a release date include Hyrule Warriors: Age of Imprisonment; Kirby Air Riders; Metroid Prime 4; Pokémon Legends: Z-A and more. Hopefully all these and more are present during the upcoming event. We will have to wait and see.

Discuss on our Facebook page HERE.

KitGuru says: What do you think of the Switch 2’s launch line-up? What are you expecting from this upcoming Direct? Which first party Nintendo game are you most excited for? Let us know down below.

The post Upcoming Nintendo Direct slated to go live during Switch 2 launch week, claims insider first appeared on KitGuru.
  •  

Call of Duty Mobile x NieR: Automata crossover announced

Less than a year after its launch, the controversial Call of Duty: Warzone Mobile has announced that it will be shutting down. Meanwhile, 2019’s Call of Duty: Mobile continues to thrive with countless content updates, crossovers and more. In a move which should be far from surprising at this point, the queen of crossovers – 2B from NieR: Automata – is coming to COD Mobile.

Releasing a teaser trailer, the official COD Mobile YouTube channel confirmed that 2B is set to join Call of Duty Mobile as a new operator, writing “Built for war. Designed with purpose.”

Going live alongside Season 5 of COD mobile on the 28th of May, this crossover is a rather meaty one, with the team stating:

“The new Battle Pass brings a collection of Operator Skins, Weapon Blueprints, and more with a futuristic dystopian theme inspired by the season’s collaboration with NieR: Automata, including a themed event featuring the Kui Ji – YoRHa No. 9 Type S operator and two Draws featuring the operators Kestrel – YoRHa No. 2 Type B and Fiona St. George – Commander White.”

Beyond cosmetics, the crossover also brings with it a new limited time game mode, writing “Complete objectives to earn action points which can be spent to move through a branching path. Reach checkpoints, navigate counterattack routes, and collect Skill Chips to unlock exclusive routes. Conduct the counterattack successfully to earn rewards like the Kui Ji – YoRHa No. 9 Type S operator and four different melee weapons themed around NieR.”

As mentioned, NieR / 2B have crossed over with countless other properties since the release of Automata back in 2017 – with just some of the collabs including but not limited to: Soul Calibur; Granblue Fantasy Versus; Gravity Rush 2; Stellar Blade; Fall Guys; PUBG; The First Descendant and MANY more.

While Call of Duty Mobile was already doing perfectly fine on its own, this latest crossover could see a not-so-insignificant number of new fans join in on the fray. Season 5 of Call of Duty Mobile goes live this Wednesday.

Discuss on our Facebook page HERE.

KitGuru says: Have you played COD Mobile at all? How do you think it compares to the console experience? Would you welcome a NieR crossover with a mainline console COD? Let us know down below.

The post Call of Duty Mobile x NieR: Automata crossover announced first appeared on KitGuru.
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Hellblade II to get physical release through Limited Run Games

Earlier this year, rumours popped up claiming that the Xbox exclusive Senua’s Saga: Hellblade II would be going multi-platform. Sure enough, just last week Microsoft officially announced Hellblade II Enhanced for the PlayStation 5 coming this Summer. As expected of a Microsoft release, there won’t be a full-on physical release. Fortunately, those who still subscribe to physical media will be able to get a disc copy of Hellblade II through Limited Run Games.

As reported by Wario64, the ESRB recently rated Senua’s Saga: Hellblade II for the Xbox Series consoles as well as PS5. Interestingly, the listing has Limited Run Games as the partner for a physical release.

While Limited Run Games has been through some controversies in the past due to various quality issues (among other things), it seems as though this will be the best way for those wanting a physical copy of Hellblade to obtain one.

Hellblade Limited Run Games

As mentioned, Microsoft has moved away from physical game releases in recent years, with a majority of first-party Xbox titles being exclusively digital – and even the physical PS5 releases being little more than a DRM-disc.

As such, hopefully at the very least this LRG version of Hellblade II should include the full game’s data directly on the disc. While it would have been preferable that Microsoft themselves handled disc printing, this is still preferable to the alternative of no discs whatsoever.

Discuss on our Facebook page HERE.

KitGuru says: What do you think of Xbox’s move away from physical media? What’s your opinion on Limited Run Games? What do you hope is enhanced with this upcoming release? Let us know down below.

The post Hellblade II to get physical release through Limited Run Games first appeared on KitGuru.
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‘Fantasy Life i: The Girl Who Steals Time’ exceeds expectations with over 500,000 copies sold 

Fantasy Life was a cute and cosy JRPG with life-sim elements which released back in 2012/14 for the Nintendo 3DS. A rather charming and well-liked release, the team at Level5 seemed to have ‘levelled’ things up for this long-awaited sequel – with Fantasy Life i: The Girl Who Steals Time having already sold over half a million copies in mere days.

Making the announcement on Twitter, Level5 shared the following: “Fantasy Life i has officially surpassed 500,000 copies sold worldwide! To show our gratitude, we’re releasing a brand-new illustration! This is just the beginning! We hope you continue enjoying your cozy, one-of-a-kind slow Life in Reveria to the fullest!”

For context, ‘Fantasy Life i’ just launched a couple days ago on the 21st of May, and while there have yet to be enough official critic reviews to land on a consensus, player feedback has been nothing but positive, with the game currently sitting at a 9.2 out of 10 on Metacritic (matching its Steam score of 92% ‘very positive’).

Fantasy Life Time

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 currently the top trending game on SteamDB), is it safe to say that Fantasy Life i: The Girl Who Steals Time is already a major success.

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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.

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Pokémon game franchise nears half a billion copies sold

Pokémon is by far the biggest media franchise of all time, with the popular anime/game/merchandise machine amassing almost $100 Billion in revenue since its inception back in 1996. While a majority of this revenue comes externally of the games themselves, GameFreak’s output still continues to sell like gangbusters – with almost half a billion games having been sold in the 29 years since the OG Pokémon Red/Blue/Green.

Updating the ‘Pokémon in Figures’ section of their site, Nintendo/GameFreak/Creatures (aka. The Pokémon Company) have revealed just how successful their games continue to be. Despite an ever increasing drop in critical reception, Pokémon games continue to push millions of copies each year.

With 9 million more units sold in the past 12 months (despite no new mainline games releasing since 2022), as a gaming franchise Pokémon is closing in on a massive milestone – with nearly 500 million total units sold (489 million to be exact).

While not video game related, what is perhaps even more impressive/surprising is just how well the trading card game is performing. While over 75 billion cards have been printed to date, a staggering 13.6% of all cards were produced in the past year alone.

Pokémon Franchise

Though not quite the top video game franchise of all time, Pokémon is certainly up there, currently positioned as the 4th best-selling – only behind Call of Duty (500 million); Tetris (520 million); and Mario (925 million). Of course, rounding out the top 5 is none other than Grand Theft Auto with 450 million units sold.

Despite the ongoing and seemingly ever-increasing success of the Pokemon game franchise, it will be interesting to see whether next year’s GTA VI manages to help push it out of the no.4 spot. We will have to wait and see.

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KitGuru says: What do you think of Pokemon games in today's day and age? How long before it surpasses both Call of Duty and Tetris? Is the Pokémon game series too big to fail? Let us know down below.

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A24 is making an Elden Ring film

Elden Ring is one of the biggest new IPs of this generation, with FromSoftware’s open-world action-RPG from 2022 scooping up countless Game of the Year awards while selling over 30 million copies. Given its success, it perhaps comes as little surprise that a film adaptation based on the game is now in the works – said to be distributed by A24.

As reported by the publication Deadline, director Alex Garland has been tasked with helming both the writing and directorial duties for the film adaptation of FromSoftware’s Elden Ring.

Little else is known about the film currently, aside from the fact that it will be distributed by A24 and its list of producers include Peter Rice; Andrew Macdonald; Allon Reich and George R. R. Martin of A Song of Ice and Fire / Game of Thrones fame.

Elden Ring A24

Alex Garland, for context, has directed a number of well-known projects including 2014’s Ex Machina; 2018’s Annihilation and most recently 2025’s Warfare. As a writer, Garland has also worked in the video games space, having contributed to 2013’s DMC: Devil May Cry.

Elden Ring is not the first video game adaptation to come from this distributor, with Hideo Kojima’s upcoming Death Stranding film also being released by A24 – likely some time in 2027.

The narrative of Elden Ring (as with all FromSoftware games) is secondary to its lore, world and overall vibes. As such, it will be interesting to see how Garland and co. choose to adapt this game into a live-action medium.

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Nearly half of Elden Ring owners on PC have played for 100+ hours

Elden Ring is one of the biggest new hits of this generation, with the FromSoftware-developed title amassing tons of awards and selling over 30 million copies. Despite the sheer abundance of copies sold, it seems Elden Ring has managed to keep its players hooked for the long-run – with nearly half of all owners on PC having played for over 100 hours.

As shared by Alinea Analytics, FromSoftware’s 2022 open-world action-RPG Elden Ring has resonated greatly with players – especially in the PC space. According to the report, across the 15.7 million Steam players of Elden Ring (43% of all sales), nearly half have played for over 100 hours (45% of players).

Of course, Elden Ring is far from a short game, with the main story alone taking an average of 60 hours to complete. Combine this with all of the optional side content and the Shadow of the Erd Tree expansion, and it begins to make sense why the game’s playtime is so high.

100 PC

Of course, just because a game is long, doesn’t mean players will stick by it till the end. Clearly, Elden Ring has resonated with millions upon millions of players (with a solid 50k players still concurrently hopping into the game on a daily basis on Steam).

It will be interesting to see how these figures change as and when the upcoming Elden Ring Nightreign releases – and whether it will have the same level of sticking power as the first game.

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KitGuru says: When did you first pick up Elden Ring? How many hours have you put into the game? What is it about Elden Ring that makes it so alluring? Let us know your thoughts down below.

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Leaks suggest impending announcement for new Bioshock project

For well over 10 years, fans have been eagerly awaiting the official announcement for a new Bioshock game. Since the release of Infinite in 2013, countless leaks and rumours have popped up pertaining to a potential Bioshock 4 – from the engine it’ll use to in-game screenshots and more. With patience waning, it seems 2K is finally gearing up to make an official announcement soon.

As reported by mp1st (who previously leaked the alleged screenshots of the next Bioshock), 2K is said to be “preparing an announcement related to the BioShock franchise” sometime “fairly soon, most likely before the end of summer.”

Exact details on what this project will be is currently unknown, with the publication speculating that it could be the next mainline game, news on the previously-announced Netflix project, or perhaps even “a remake or a proper remaster of the original BioShock.”

Bioshock Leaks

According to mp1st, the upcoming announcement is likely connected to the city of Rapture in some way, seemingly indicating that this could be related to the aforementioned remaster/remake of the first game.

Of course, as with all leaks and rumours, these should be taken with a pinch of salt. We’ve been hearing for years now that a new Bioshock is nearing an announcement, with reports as far back as 2022 suggesting an impending reveal.

Bioshocks 1 and 2 in particular are excellently tense and unique horror/thriller experiences, and so hopefully whatever 2K is working on right now manages to capture that feeling. We (hopefully) won’t have to wait long to find out.

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New Resident Evil IX details leak as Revelations 3 is reportedly cancelled

For well over a year now, we’ve heard an increasing number of details surrounding Capcom’s next mainline RE title Resident Evil IX. While we’ve yet to get any official announcement, one known insider has now offered new details on the game’s development – alongside some of Capcom’s cancelled plans.

For quite a while now, known Capcom leaker DuskGolem has shared details on the next mainline Resident Evil game – RE: IX. Previously claimed to be reinventing the franchise with an open-world format, DuskGolem has now offered additional details on the current state of the series, taking to Twitter to say:

“So RE9 originally started development in 2017 (Andi says 2016/2017, but it was in early 2017 after RE7 underperformed at launch to Capcom's expectations. RE7 went on to have a huge tail in sales, but this was a bit reactionary. And the original version of RE9 was trying to be the opposite of RE7, i.e. big open world multiplayer game). RE9 originally starred Leon & Jill in a fictional island based off Singapore.”

Resident Evil IX

As expected, things change during development, and RE: IX appears to be no exception, with DuskGolem continuing: “The project got a pretty heavy reboot in 2021 around the time Village came out, though a few things stayed the same like Leon is still the main character.”

Given how efficient Capcom has typically been in recent years with its releases, the evolving development of Resident Evil 9 explains why fans have had to wait so long for the next mainline entry.

Beyond RE9 however, DuskGolem also shared some unfortunate news regarding the previously-rumoured RE: Revelations 3, writing “The Rebecca focused Revelations 3 I talked about back in early 2020s was cancelled in 2022, was originally a Switch game first.”

Further details on Resident Evil 9, including the implementation of its rumoured open-world nature can be found HERE.

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KitGuru says: Are you looking forward to RE9? What do you think of all the leaks so far? Are you glad to see Leon returning as a playable lead? Let us know down below.

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This week’s free Epic Games Store titles include SIFU and more

Each week, the Epic Games Store gives away a title or two for free to all those with an Epic Games account. Following on from last week’s surprise titles, Epic is giving away a few rather substantial games, including SIFU and the brand new Deliver At All Costs.

Available to add to your library from now until the 29th of May at 4PM UK Time, Epic account holders can look forward to the following:

  • SIFU (Sloclap)
  • Deliver At All Costs (Far Out Games / Konami)
  • Gigapocalypse (Goody Gameworks / Headup GmbH)

Deliver At All Costs is a brand new game published by Konami which sees you “Join Winston Green, a down-on-his-luck courier with a fiery temper and a mysterious past — as he delivers highly unconventional cargo, leaving a trail of havoc and chaos behind him.”

SIFU meanwhile is an excellent and highly satisfying rogue-like brawler from the team behind Absolver and the upcoming football title ‘Rematch’. Released back in 2022 as a PlayStation console exclusive, SIFU was praised for its visceral combat, enjoyable gameplay loop and an overall satisfying experience.

Last but not least, Gigapocalype is a “2D pixel art destruction game, inspired by classical Kaijū movies such as Godzilla and King Kong and the game classic Rampage.”

All three of these games are free to claim right now, and will remain so until Thursday the 29th of May – at which point they will be replaced by as-of-yet-unknown offerings.

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KitGuru says: What do you think of this week’s line-up? Which of the three are you booting up first? Let us know down below.

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Sony may be planning a Summer State of Play after all

This past week, there’s been a great deal of discussion surrounding Sony and its future PlayStation showcase plans. While it initially seemed as though fans would have to wait until September for the next event, one leaker has claimed that a State of Play could arrive as soon as next month.

Yesterday, we reported on a leak from reputable insider NateDrake who claimed to have heard nothing regarding any upcoming PlayStation Presentation. Following this, another leaker stated that Sony’s next event is currently scheduled for sometime in September.

Now, Jeff Grubb has weighed in on the matter, stating via their Game Mess Mornings Podcast “Someone commented on ResetEra – NateDrake – who’s reliable, and says he hasn't heard anything about a May event from Sony this year. I haven't either, but that's because something's happening in June – it's a June thing. They're doing something in June.”

State of Play Sony

Offering some additional details, Grubb continued, “Now is that going to be a big Showcase? I don't think so. I've said a couple months ago that I heard that they were discussing – going back and forth about doing a Showcase or a State of Play. Sounds like they've probably settled on a State of Play – I'm not 100 percent about that aspect of it – it's probably a State of Play though. But I have heard June.”

According to Grubb, obtaining clarity on this situation was “abnormally difficult” which explains why there has been so much back and forth on what is actually happening.

Assuming a State of Play is planned for some time next month, expect at the very least for the upcoming Ghost of Yotei to feature in some form or another. Hopefully PlayStation has some cool announcements planned. We shouldn’t have to wait long to find out.

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KitGuru says: What do you think of PlayStation’s upcoming plans? Would you rather there be a State of Play in June or a full PlayStation Showcase in September? Let us know your thoughts down below.

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Resident Evil 3 and 4 Remakes close in on 10 million copies sold

Unlike most publishers, Capcom consistently releases their game sales data – providing up-to-date figures for all of its ‘Platinum Titles’ (games which have passed 1 million units in sales). As part of their latest report, Capcom has revealed that multiple Resident Evil games are biting at the heels of 10 million total units sold.

Updating the Platinum Titles section on their Investor Relations site, Capcom has shared its latest sales data as of the 31st of March. While the company had already disclosed the impressive launch sales of Monster Hunter Wilds, it is now officially currently sitting as the 7th best-selling Capcom game of all time with 10.1 million units sold – pushing Resident Evil 5 out of the top 10.

Speaking of Resident Evil however, the last quarter proved to be a rather significant one for the franchise, with both Resident Evil 3 Remake and RE4 Remake closing in on 10 million copies sold – both currently sitting at 9.9 million.

Resident Evil 10 million

Of course, despite the release of MH: Wilds, other other Monster Titles continue to sell well, with Monster Hunter World Iceborne passing 15 million units (15.2M) – and Rise’s Sunbreak expansion nearing 10 million (9.8M); pushing total franchise sales past 120 million.

Considering the fact that Monster Hunter Wilds only released at the tail end of February, I expect Capcom’s next quarterly report to have the game easily as one of the publisher’s top 5 best-selling titles of all time. We will have to wait and see.

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KitGuru says: What do you think of this latest sales report? Are you surprised by any of the positions? How many units do you think MH: Wilds will have sold by the next quarterly report? Let us know down below.

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Leaker reveals Ubisoft’s upcoming plans for Assassin’s Creed Shadows

Earlier this year, Ubisoft released Assassin’s Creed Shadows to a decent level of success, achieving one of the highest critic scores in quite a few entries – while also posting solid player numbers. Though Ubisoft have announced many of their post-launch plans for AC: Shadows, some details remained shrouded. Thanks to insiders however, we now have a much more concrete timeline of what’s in store.

As reported by known industry leakers Insider-Gaming (who have spoken on Ubisoft many times in the past), the company is planning to have its first paid DLC ‘Claws of Awaji’ arrive some time this September. Officially, the DLC is currently slated for a rather vague release window of “later this year.”

Perhaps more exciting however is Ubisoft’s plans beyond 2025. While the team have already shared their ‘Year 1’ roadmap, according to insider-gaming, the previously rumoured co-op mode “currently codenamed ‘LEAGUE' is still in development and intended to release sometime next year.”

Creed Shadows

Little else was shared, however, we did get a few ancillary details on this upcoming mode, with one source telling Insider-Gaming “while [Naoe and Yasuke are] obviously central characters, there's a deeper narrative tied into the co-op that will expand the experience beyond just the two of them.”

In case you missed it, Insider-Gaming previously offered a full breakdown of all the unannounced Assassin’s Creed games which are planned to release over the coming years – the full details of which can be found HERE.

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KitGuru says: What do you think of Assassin’s Creed Shadows so far? Which of the announced updates are you most looking forward to? Do you have high hopes for the co-op mode? Let us know down below.

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Lies of P to get two new difficulty modes in upcoming update

Lies of P represents one of the best non-FromSoftware games to tackle the Souls-like genre. Released back in late 2023, the game has gone on to be enjoyed by over 7 million players. Despite this, its relative difficulty remains a point of contention for some potential players. As such, in alignment with the game’s upcoming DLC, Lies of P is getting two new difficulty options.

As reported by VGC, Neowiz – the studio behind Lies of P – has offered some new details on their upcoming Overture Expansion. As part of this, the game’s director ‘Jiwon Choi’ revealed that an update will arrive in alignment with the DLC, introducing new difficulty modes for the first time.

According to Choi, “We wanted to make sure a wider audience of players could play the game,” attributing the additions to player feedback, stating “we have a lot of feedback from customers, and from our developers. So by making development adjustments and introducing these difficulty options, we can offer the experience to different types of players. This broadens the base.”

Lies of P Difficulty

Those who enjoy the more hardcore aspects of souls-likes praised the difficulty of Lies of P, and so it will be interesting to see how said players react to the news. Of course, this is just an added option, with the game set to have 3 difficulty modes in total:

  • Butterfly’s Guidance – Easy
  • Awakened Puppet – Medium
  • Legendary Stalker – Default / Original

Those looking for a challenge however will still find one, with the Overture Expansion said to feature new enemies with “dozens of new patterns to learn and attacks to dodge”. Both the DLC and update will arrive at some point this Summer.

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KitGuru says: Are you excited for Lies of P: Overture? What do you think of the added difficulty options? Should more souls-likes offer different difficulties? Let us know your thoughts down below.

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Starfield update goes live for all with bug fixes and QoL improvements

Earlier this month, Bethesda Game Studios released their first patch for Starfield in quite some time, bringing with it a number of quality-of-life improvements alongside a ton of bug fixes. Previously only available to beta users, Starfield’s May update is now officially available for all to download.

Releasing the full patch notes onto their site, BGS wrote: “Starfield’s latest update features additional support for Creations as well as numerous fixes for Quests, vehicles, UI and the Shattered Space DLC.”

The full list of changes and additions can be found HERE, but some of the most notable include:

  • Updated resolutions to include 32:9 and 32:10 resolutions as well as more 16:9, 16:10, and 21:9 resolutions
  • Added Very Low display settings to improve performance on some devices
  • Creation Kit: Creations up to 2GB in size can now be uploaded
  • A keyboard binding is now available for the boost button (PC)
  • A marker for the vehicle will now show up on the player's compass

Starfield Update

Given the fact that it is a BGS game, this latest update of course also fixed a ton of different bugs, the complete list of which can be found HERE.

While far from the most comprehensive patch, Starfield fans continue to patiently wait for the promised second expansion ‘Starborn’. Hopefully a much more substantial update is in the works to coincide with its eventual release. We will have to wait and see.

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KitGuru says: What do you think of this latest update? Which new feature are you most glad to see? Are there any bugs you’ve encountered which have yet to be addressed? Let us know down below.

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DOOM: The Dark Ages achieves studio’s biggest launch* with 3 million players

Launching just last week, DOOM: The Dark Ages is the latest title from id Software – the studio known for their work on the DOOM franchise as well as their performant idTech engine. Though not quite as universally praised as 2016’s reboot, the 3rd entry in this new trilogy has proven to be a hit; surpassing 3 million players to become the fastest-performing game in the studio’s history – albeit with some caveats.

Making the announcement on BlueSky, the official Bethesda Softworks page wrote the following: “Thank you for making DOOM: The Dark Ages the biggest launch in id's history – 7x faster to 3 million players than DOOM Eternal.”

The Dark Ages 3 million

Of course, while 3 million players is a massive achievement for such a short amount of time, it is worth noting that DOOM The Dark Ages is a day-one Game Pass addition – something which the aforementioned DOOM Eternal did not benefit from (arriving on the service 5 months after launch).

As such, while passing 3 million players 7 times faster than DOOM Eternal is worthy of note, it is equally important to understand the context of this announcement. It will be interesting to see how long we’ll have to wait for the next player count update.

KitGuru says: Are you one of the 3 million players? Did you purchase the game or play through Game Pass? Which entry in the new DOOM trilogy is your favourite? Let us know down below.

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