
(Strokes cat) Good eeeeeevening, Mr Bond. You thought you could escape 2025 without your game, 007: First Light, catching a delay? For shame, Mr Bond. It has, and will now Bondily emerge in May 2026.

(Strokes cat) Good eeeeeevening, Mr Bond. You thought you could escape 2025 without your game, 007: First Light, catching a delay? For shame, Mr Bond. It has, and will now Bondily emerge in May 2026.
Never say never again.
007 First Light, a brand new James Bond game from the developers of the Hitman series, has been delayed, IO Interactive has announced. The game will now launch on 27th May 2026, two months after its original 27th March release date.
Sharing a statement on social media, IOI CEO Hakan Arbak called First Light “our most ambitious project to date” and that “this decision allows us to ensure the experience meets the level of quality you players deserve day one.”
Read the full article on nintendolife.com
Bowling is one of those sports that anyone can play and have fun with, but only a few will have what it takes to master it. PBA Pro Bowling 2026 is no different. Whether you’re a dedicated bowling fan wanting to play the most realistic bowling game ever, or a casual gamer looking for a fun way to decompress and have fun with friends, PBA Pro Bowling 2026 is your next obsession.

When the FarSight Studios development team decided to make a new version of the game, they had one goal in mind: to make PBA Pro Bowling 2026 the most realistic and fun bowling game ever. Sounds easy, right? Not quite.
“We had to walk a fine line to make sure that the game was realistic enough to appeal to real bowlers, and still fun and engaging for casual gaming fans.” said Hale Obernolte, the game’s Director. “ Bowling is fun and approachable for everyone, but can also get repetitive fairly quickly if you aren’t a hardcore bowler. With this in mind, we added several new exciting game modes along with a deep and engaging career mode to make sure that the game always feels fresh and enjoyable. These important aspects of the game really elevated the playing experience and ended up being one of the main things that separates PBA Pro Bowling 2026 from other bowling games.”

The improved physics and need to adapt to changing conditions make the game fun and engaging for all kinds of players, but what most fans are truly excited for are all of the new game modes in the game.
The FarSight team made the decision to expand this version of the game beyond standard tenpin bowling by including two entirely different types of bowling: Candlepin and Duckpin. Never heard of them? You’re not alone; these niche versions of bowling are pretty much only found in New England (US). Candlepin and Duckpin not only add variety to the game, but also allows players to play versions of bowling they likely would not be able to try in-person.

Normal tenpin bowling is also kept fresh with all-new game modes such as Strike Derbies, Spare Pickup Challenges, Oil Pattern Roulette, Team Bowling, and more. These new types of gameplay are not only a highlight for true fans of bowling, but also bring an entertaining challenge for gamers that keeps the game interesting over time.
Perhaps the most exciting aspect of the game for long-time fans and new players alike is the overhauled career mode. PBA Pro Bowling 2026 has one of the most interesting and engaging career modes of any sports game on the market, where players can track their progress through achievements and stats as they master the lanes and make their mark on PBA history.
Character customization is always a highlight of any game – whether making a character that looks like you helps you to really immerse yourself in the game, or you’d rather have fun making the craziest character possible. Unlike past versions of the game, PBA Pro Bowling 2026 allows full customization of your character’s appearance!

You start off as a rookie in your home town and advance through local, state, and regional competitions on your path to becoming a PBA superstar. Becoming a PBA legend isn’t just about tournaments though, you’ll also get to play all of the new fun and exciting game modes along the way. As you complete tournaments and challenges you’ll earn Pro Shop Credits which can be used to collect over 110 pieces of apparel and over 250 bowling balls.
The new career mode has been a huge draw for bowling fans and sports gamers alike. Who knew that a bowling game could be so much fun!
PBA Pro Bowling 2026 is available for purchase now on the Xbox Store! We can’t wait to see you on the lanes.
FarSight Studios
From Local Leagues to the PBA Tour
• Progress through a deep single player career, starting in local leagues and advancing to the PBA Tour
• Build your ball arsenal from 270+ officially licensed bowling balls
• Customize your bowler with a full character creator and 120+ apparel items to collect
Real World Ball and Oil Physics That Reward Skill
• Realistic ball motion shaped by oil patterns, lane friction, and simulation grade physics
• Oil pattern breakdown and carrydown change ball reaction over time
• Adjust line, speed, rev rate, and ball choice as conditions evolve
Improve Your Skills Across Multiple Modes
• Traditional Tenpin bowling alongside Candlepin and Duckpin bowling
• Skill focused challenges like Strike Derbies, Spare Pickup Challenges, No Tap, and Oil Pattern Roulette
• Designed for practice, competition, and mastery
Bowl Against Licensed PBA Pros in Authentic Venues
• Compete against over 30 licensed PBA professionals
• Bowl across 13 unique venues inspired by real and imaginative locations
• Broadcast style presentation and commentary from the TV broadcast team of Rob Stone and Hall of Famer Randy Pedersen enhances the professional atmosphere
Prove Your Skill Against Others
• Compete in online multiplayer with friends and rivals around the world
• Bowl with or against up to 4 friends in couch local multiplayer
Designed for both newcomers and experienced bowlers, PBA Pro Bowling 2026 balances approachable gameplay with rewarding depth and long term progression. Do you have what it takes to bowl with the greats?
The post Why PBA Pro Bowling 2026 Hits for Bowlers and Casual Gamers Alike appeared first on Xbox Wire.

It’s no stretch to say I wouldn’t possess the privilege of having this job without Vince Zampella. Call of Duty 4: Modern Warfare changed the way I played games, interacted with them as part of a community, and made me think deeper about level and mission design than I had up to that point in my life. I was fifteen upon its release in 2007, and, although I had enjoyed playing games throughout my childhood up until then, nothing had a stranglehold on me quite like the rhythmic nature of the original Modern Warfare’s multiplayer. For hours on end, I’d run around the tight hallways of Vacant’s disused office block with a shotgun or sit cowardly waiting at one end of Crossfire, hoping someone ran across my sniper-scoped view. You see, I had also been firmly rooted in single-player until now, growing up on a mixture of point and click adventures and Grand Theft Auto (at far too early an age), but it was COD 4 that opened my eyes to this whole other side of gaming that I have grown to love in the years since. Thousands of hours of my life have now been lost to Call of Duty, Rainbow Six Siege, and Overwatch, and I have Vince Zampella to thank for that.
Of course, no one man makes a game of the scale of Call of Duty by themselves, but there’s no denying the impact that Zampella had on that particular series and the shooter genre in general over the past two decades. Long before Modern Warfare, unbeknownst to me, he had been shaping my video game tastes for years. A lead designer of Medal of Honor: Allied Assault, he helmed EA’s signature WW2 shooter at a time when cinematic aspirations were a relatively new idea in the medium. Taking cues from Steven Spielberg’s Saving Private Ryan, I’ll never forget the first time I played through its phenomenal Normandy landing sequence on Omaha Beach and how it evokes the terror of that scenario to full effect.
That philosophy would then be translated to the series with which Zampella will always be synonymous: Call of Duty (which, in Zampella’s own hilariously blunt words, only exists because “EA were dicks”). Its early entries were fantastic, with 2 being a particular favourite of mine back in 2005. I’d always had a fascination with this period in time, with my dad subjecting me to many, many WW2 films as a child — The Great Escape, The Longest Day, The Dambusters, A Bridge Too Far. I’d sit down in front of all of them on a Sunday afternoon (at, again, likely far too young an age), so it was only natural that once I reached my teens, I’d want to experience these battles and behind-enemy-lines missions for myself.
I’ll admit, then, that I was sceptical about Call of Duty 4: Modern Warfare in the run-up to its release. I’m someone who is naturally wary of change, and I was hesitant to trade in my trusty M1 Garand for an M16. I couldn’t have been more wrong, though, as it would almost instantly become my favourite shooter campaign I’ve ever played — with Titanfall 2, a later Zampella project, the only one to run it close. The way it took those movie-like aspirations into the present day was stunning, turning its lens from the likes of those films my father showed me to discoveries of my own, such as Ridley Scott’s Black Hawk Down and Body of Lies. The way it placed you in the action was unlike anything I’d played up until then, with the exhilarating opening to Crew Expendable and the explosive crescendo of Shock and Awe just two of its many highlights.
And then, of course, there’s All Ghillied Up, which turns each of the campaign’s ideas on its head at its halfway point, in what is still to this day one of video gaming’s most iconic levels. It’s no hyperbole to say that this is one of the missions that opened my eyes to what goes into video game design and what is possible when ideas are taken out of the box and given the freedom to be built upon. It’s such a delicate, balanced piece of work that runs like clockwork, even when you try to mess with its systems, that I couldn’t help but think about how it was constructed. The stealthy crawl for a haunting Pripyat is a masterclass in level design, and credit has to go to Zampella, who was Studio Head at developer Infinity Ward at the time, for encouraging and incubating such creativity.
Modern Warfare’s campaign is a landmark in its own right (among many other achievements, it’s also got one of the most memorable blockbuster sequences in gaming history), but when you also add to it, perhaps the most revolutionary multiplayer shooter pre-Fortnite, a package that would set the stage for a series to take over the world, is born. Call of Duty 4’s multiplayer is the first time I can remember engaging with video games online to a great extent. For my sins, I didn’t own an Xbox at the time, so I was late to the Halo party. Instead, Modern Warfare was my gateway into this world, as I began to hoover up anything I could to get better at the game, and watch clips at a skill level I knew in my heart I could never reach. I’d look up meta builds, which felt like a novelty at the time, and engage with wikis and guides on sites like IGN at a time when I had zero aspirations of one day being someone who would pen words there myself. The simple but effective loop of Modern Warfare’s multiplayer opened my eyes to all of this, with its moreish loop of levelling up guns and unlocking attachments, only to prestige and do it all over again, filling most of my after-school evenings. I simply could not stop playing, and didn’t want to, either.
Zampella’s influence on me would ring on long after his time on Call of Duty was done, though. After forming Respawn, his work on Titanfall saw its 2016 sequel reach, and some would argue maybe even eclipse, the heights of Modern Warfare’s campaign. The fluidity of its movement, the destructive joy of piloting its many mechs, and, of course, the level design of the likes of Effect and Cause and Into the Abyss are all-timers when it comes to single-player shooters. From that universe, Apex Legends would form. Still, my battle royale of choice captures that Titanfall mobility and combines it with a punchiness to its arsenal of weapons that few can match. And then there’s Star Wars. 2023’s Jedi: Survivor is one of my favourite games to come out in recent years, and fulfilled the promise of its original to fantastic effect, making me feel like I was playing a new Star Wars film, much like the original trilogy my dad also used to show me as a kid in between those WW2 epics. Incidentally, I had been floating the idea of replaying Survivor around in my head over the Christmas break. I now know, I definitely will be.
As I said earlier, no one person makes a game of the scale Vince Zampella would be a part of creating by themselves. But there is just no denying the impact that the legendary Call of Duty, Battlefield, Medal of Honor, Titanfall, and Star Wars Jedi developer had on video games in the 21st century. Not only a pioneer when it comes to first-person shooters, but his drive to consistently create cinematic experiences is one that has permeated through the medium for decades now. On a personal level, I’m incredibly grateful. Not only because many of these games have been some of my favourites to play throughout my life, but because if it wasn’t for how much more engaged they made me in them, I likely wouldn’t be lucky enough to enjoy writing about them for a living. To Vince, I say thank you. I may never have got to meet you, but I have loved playing the games you helped create greatly, as I know so many millions of others have too.
Simon Cardy is a Senior Editor at IGN who can mainly be found skulking around open world games, indulging in Korean cinema, or despairing at the state of Tottenham Hotspur and the New York Jets. Follow him on Bluesky at @cardy.bsky.social.
Every game we scored 9/10 or above.
For those of you in North America giving the gift of Switchmas (sorry…) this year, then the Nintendo eShop ‘Hits For The Holidays’ has come to the rescue to help fill up that gaming library.
From now until 4th January 2025 at 11:59pm PST, there are tons of discounts on classic Switch titles to Switch 2 editions. You can, of course, check out everything there is on offer on the eShop itself, but where’s the fun in that? Don’t you just want to see the best of the best?
Read the full article on nintendolife.com
It has been eleven years since I started building the world of Injection π23. Eleven years circling the same fears and the same question: what does fear do to the way we look at reality? Injection π23 Tabula Rasa is the end of that journey.
I’m a solo developer, and I’ve spent practically my whole life making music. There’s no big studio or office full of people behind Abramelin Games. The Injection π23 trilogy began as a need to put certain things in order, and it ended up becoming a love letter to classic survival horror.
Tabula Rasa is the third and final chapter. It’s the point where everything I’ve been hinting at for years – in the two previous games, in the symbols, in the imagery – finally comes into focus. It closes a loop.
The setting of the game is not invented. It’s based on a real town where I’ve lived, with its slopes, plazas, narrow streets and corners that only truly make sense once you’ve walked them many times. In Tabula Rasa I tried to recreate that feeling of being in a specific place, not just on a generic map.

First, I rebuilt it as faithfully as I could. Then I started to deform it. The town you explore in the game is a mixture of reality and altered perception: recognizable buildings twisted by anxiety, everyday spaces turned hostile, places that should feel safe and here feel profoundly strange. Walking through Injection π23 means walking through a mind contaminated by fear.
On the surface, Tabula Rasa looks like a story about symbols, experiments and hidden societies. There are codes, geometric figures, references to mind control and power structures working in the shadows. The protagonist’s mind is trying to give shape to something that is, deep down, much more mundane and painful.

It’s a story about broken trust. About what happens when the mind decides the world is too dangerous to look at directly, and builds a system of symbols and threats just to keep going. Two ways of looking at the same reality are constantly colliding: one tries to protect itself, the other refuses to keep hiding the wound.
In the middle of all this noise there is a presence that doesn’t need symbols or speeches, or emotional prosthetics like the smile on the character’s shirt.
Joy, the protagonist’s dog, is the emotional thread that runs through the entire trilogy. He represents a clean bond, a safe place to retreat to when everything else has fallen apart. Joy is the center of a small world the protagonist refuses to let go of.

In terms of gameplay, Injection π23 Tabula Rasa is aimed at players who miss a certain kind of classic survival horror – the kind of game where moving slowly isn’t a flaw, but a design choice.
There is careful exploration, limited resources to manage, puzzles that rely on the environment, and encounters that don’t try to make you feel powerful, but vulnerable. The game trusts that you can find your own way: there’s no giant arrow telling you where to go every second, and getting a little lost is part of the experience.
At the same time, I’ve tried to keep that classic feeling from becoming an unnecessary barrier. Movement has weight, but the controls respond the way you expect from a modern game. The camera offers options so each player can find a comfortable balance between tension and playability. On Xbox Series X|S, the goal has been to use the hardware to deliver smooth performance, a clean image and very short load times, without betraying the slow rhythm the genre needs.

Puzzles are another important part of the design. Some are necessary to progress; others exist only for players who enjoy staring at a symbol, a number or a strange pattern on a wall until it finally clicks.
There are visible layers – locks, mechanisms, combinations – and more hidden layers that connect different areas of the game, and even different entries in the trilogy. There are multiple endings, secrets for players who search every corner, and small clues scattered around for those who want to build their own mental map of the Injection π23 universe.
You don’t have to solve everything to complete the main story. But if you like sharing theories, taking notes, comparing details with other players and looking for a larger meaning in all the loose pieces, Tabula Rasa is built to reward that kind of obsession.
This game doesn’t try to appeal to everyone.
If you’re drawn to games like the early Silent Hill titles, classic Resident Evil, or that kind of horror that takes its time, you’ll probably find something here that resonates: heavy atmosphere, slow pacing, spaces that stay with you, and a story that doesn’t hand you every answer.

If, on the other hand, what you’re looking for is constant action, very clear on-screen instructions and an experience that never pushes you out of your comfort zone, Tabula Rasa might not be the best fit for you. And that’s okay. This game aims for a different kind of experience: more introspective, stranger, and sometimes more uncomfortable.
I can’t tell anyone how they should interpret what they’re going to see on screen. You will bring your own story, your own way of looking at the world. All I can offer is an honest space, built with patience and a clinical obsession with detail, for you to walk through at your own pace.
When Injection π23 Tabula Rasa comes to Xbox Series X|S, I hope that as you walk through this town you don’t feel like you’re just moving through a map. I hope it feels like stepping into a place someone has been trying to understand for a very long time – and that, in some way, that attempt connects with something in you too. Injection π23 Tabula Rasa is available today on Xbox Series X|S.
Abramelin Games
Control a lonely character away from society who desperately searches for his dog and becomes involved in a dark conspiracy.
Story about secret societies and mind control programs, inspired by historical facts and real events.
The post Injection π23 Tabula Rasa Brings Classic Survival Horror to Xbox Series X|S appeared first on Xbox Wire.

007 First light is delayed two months for “further polish,” developer and publisher IO Interactive has announced.
The James Bond adventure video game was due out March 27, 2026, but will now release on May 27, 2026. In a statement published online, IOI said the delay would ensure it was able to deliver “the strongest possible version at launch.”
It’s worth noting that 007 First Light’s new release date is just a day after Grand Theft Auto 6 was due to be released before its latest delay to November 19, 2026. Essentially, IOI has snapped up the release slot left vacant by Rockstar’s behemoth.
007 First Light was thought to have benefited from the GTA 6 delay, coming out at the time just two months before GTA 6’s prior release date. In an interview with GamesIndustry.biz from last month, IOI CEO Hakan Abrak was asked about GTA 6 kindly getting out of 007’s way.
“It would be a lie not to say that obviously spring looks really good,” he replied. “I want to say in the same breath that GTA 6 is a welcome thing for the industry. I do believe a lot of gamers who maybe haven’t played for a while will get into things again, and generally for the industry as a whole, I think that will be amazing.”
Clearly, GTA 6’s delay has given IOI even more room to breathe, and it’s snapped that extra time up to give 007 First Light the best chance possible of having a strong launch.
Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
We eight scribes from RPS are,
Bearing jokes, we wrote in the past,
Christmas crackers, god we’re knackered,
After twelve months of graft.
O, reader of wonder, loved the most,
Why not subscribe to Supporters posts?
January leading, still proceeding,
See you once we’ve munched our roasts.
But first, time to enjoy your lovely joke!

Star Citizen developer Cloud Imperium Games has told fans that the Mark Hamill-fronted single-player space adventure Squadron 42 is still on track for a 2026 release date — and not to expect “a long, drawn-out marketing campaign” beforehand.
Founder and CEO Chris Roberts wrote in a blog post that CIG is focusing on quality and polish as it moves toward an internal beta milestone and, eventually, a full release for Squadron 42 at some point next year.
“We’re confident in the direction the game is headed and are fully focused on delivering,” Roberts said. “We know many of you are eager to play, and we’re looking forward to putting it in your hands. We don’t plan on a long, drawn-out marketing campaign as we’ve already done our share of trailers and gameplay previews. When it’s time, you (and the rest of the gaming world) will hear a lot more from us.”
All chapters are said to be fully playable from beginning to end, and “we’ve been playing through the game ourselves regularly,” Roberts added. “Squadron 42 is a large game, over 40 hours in length, and it’s becoming increasingly clear how special it will be once the remaining polish, optimization, and bug fixing is complete.”
He continued: “a big part of what makes this possible is the technology we’ve built at CIG over many years. The ability to move seamlessly from on foot, into a vehicle you can fly and move around inside, down to a planet or across star systems, all without loading screens, creates a level of immersion that’s very difficult to replicate. That combination of close-up interaction and galactic scale is at the core of what will make Squadron 42 so unique.
“Equally important is the quality of the content itself. From writing and performance capture to characters, environments, ships, lighting, sound, cinematics, and design, the level of care across the entire game is something I’m incredibly proud of. Combined with deeply interactive systems, it creates an experience that pulls you into the world and keeps you there.”
Roberts, known for creating the Wing Commander series also starring Mark Hamill, showed off a Squadron 42 demo back in 2024. It was heavy on flashy cutscenes, with CGI representations of Hollywood stars such as Gillian Anderson, Henry Cavill, Gary Oldman, and Mark Strong mixed with on-rails turret action in a huge space battle. The demo ended with a first-person shooter segment as the alien enemy boarded the player’s ship.
As for Star Citizen itself, Roberts described 2025 as “the Year of Playability” for the space sim.
“It was a year when more people played than ever before and spent more time in the ’verse than at any point in our history,” he said. “That momentum did not happen by chance. It came from a focused effort to improve quality of life, performance, and reliability, and to make the gameplay experience more engaging and rewarding to return to.”
Star Citizen is reportedly set for a full release sometime in 2027 or 2028, or as Roberts has put it, one or two years after the release of Squadron 42. No firm release window was offered in his latest blog post, but he did say next year will see the developer “continue improving stability and depth in Star Citizen while expanding and connecting core systems that shape how you play, from Engineering to Inventory, Crafting, Social Tools, and other foundational features, alongside expanding the playable universe itself.”
Star Citizen is considered one of the most controversial projects in all video games. Over the 13 years since its crowdfunding drive began, Star Citizen has been called many things including a scam by those who wonder whether it will ever properly launch. Its virtual space ships, some of which cost hundreds of dollars, are often the focus of criticism. Roberts is said to have confirmed he’s raised just over $1 billion for Star Citizen from players so far.
Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
Celebrating the small(er).
2025 has been a bit of a loud, bonkers year for video games. Big title after big title, a brand new console in the Switch 2, and a new GOTY contender almost every other week. It’s been breathless, but not without industry struggles, mass layoffs, cancellations, and closures.
Which is why now, more than ever, it’s important to shout out those smaller titles, those games that go a little more under the radar in a jam-packed release calendar. And 2025 has been incredible for independent games and smaller studios, with many of the year’s best titles coming from those corners. Some of those are part of our big Staff GOTY list, of course.
Read the full article on nintendolife.com