Minecraft Education: Build Online Safety Skills in New DLC

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Minecraft Education: Build Online Safety Skills in New DLC

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Mixtape Preview: It’s All About The Music in the Idyllic ‘90s

I’m sure I’m not alone in thinking that mixtapes (or Spotify playlists now) were an important part of those crucial, formative teenage years. I’m also sure that I’m definitely not alone in the shared experience of putting together the perfect playlist to share with my friends or a significant other. Simply put, those playlists tell a story. And while the ones from my teenage years may seem like nothing more than whatever cool metalcore bands I was into and in at the time, te memories created from those long lost CD-Rs and iTunes playlists still stick with me years later.

The importance of music during that formative but extremely awkward time is how we expressed ourselves and built an identity. The subgenres and scenes were as important to me as anything during those teenage years playing in garage bands, getting sunburned at the Warped Tour, and sifting through thousands of MP3s on my beat-up laptop in order to build that week’s lineup of songs.

In video game form, Mixtape does – at least so far – an excellent job at invoking the feeling of needing that perfect soundtrack for day-to-day life. From the start of the demo, I was skating in a picturesque northwestern town during golden hour while listening to Devo’s “That’s Good”. The vibe check was passed immediately when the protagonist, Stacey, breaks the fourth wall and explains the importance of good headphones and a good playlist. Mixtape’s presentation is a hybrid of a traditional point-and-click adventure similar to Life is Strange, mixed with abrupt but natural fourth-wall breaks for exposition and what the characters are feeling in that moment. While this isn’t a new thing, very few games have managed to pull it off like Mixtape does, and it has yet to overstay its welcome.

Mixtape seems best described as a blend of a video game and a stylish TV show.

From the few chapters I’ve played, Mixtape seems best described as a blend of a video game and a stylish TV show. The camera work and intentionally low frame rate animation on the characters lend a charm to it, and the dialogue, while a bit campy, never took me out of the moment. Stacey, Slater, and Cassandra are very much your typical teenage archetypes in the best way possible. While they weren’t annoying or overbearing like some rebellious teen-fronted games tend to be, the trio are definitely written in an unrealistic way that works perfectly for the story Mixtape is trying to tell. It’s obvious that these three are meant to be stereotypical in a way that evokes a feeling of nostalgia from the player. There were a few moments where I found myself saying “been there before,” and for a story that’s clearly trying to invoke a specific feeling of anemoia (nostalgia for a time that never existed) with the player, it nails that.

Let’s talk about Mixtape’s namesake. The music here, while not necessarily anything that would have landed on one of the thousands of CD-Rs I made as a teen, is outstanding. In the little bit of the campaign I played, the needle drops included a mix of songs ranging from Devo to Silverchair, which show the potential diversity of Mixtape’s final soundtrack, and I’m glad the developers at Beethoven & Dinosaur didn’t go with your run of the mill “safe” selection of hits from the ‘90s. It’s obvious that the team is digging deep with the music selection in order to not only tell its story about music snobs hoping to craft the perfect mixtape in order to get a job as a music supervisor, but also tell the story about the final day of three teens’ high school years.

Of course, vibes and music aren’t everything when it comes to video games, and the gameplay is where Mixtape started to feel a little flat. While there were a few moments in the demo that required a bit more interactivity than finding something highlighted on screen, such as escaping from the police in a shopping cart, throwing toilet paper at Stacey’s principals house, and positioning Stacey and Slater into various poses in a photo booth, the select chapters I played felt like they were missing the welcome bit of interactivity that other point-and-click adventures offer. While the best moments had a decent amount of gameplay, a few chapters felt like I was watching a (very polished) interactive show rather than playing a video game. That being said, Mixtape’s gameplay isn’t necessarily the selling point here, because every time I found myself thinking about it, something cool would happen on screen, the needle would drop, and I would be pulled right back into Stacey Rockford’s story.

After playing 30 minutes of Mixtape, I can clearly see the direction Beethoven & Dinosaur is looking to take with this ‘90s-set teenage adventure. The visuals are striking, its sense of nostalgia and warmth are unlike anything I’ve seen recently, and the needle drops definitely made me want to play more than what the demo allowed me. Is it going to be everyone’s favorite thing? Probably not, but that’s the fun of making the perfect mixtape, isn’t it?

Embark would like you all to play nice in Arc Raider’s temporary PvE event Shared Watch, which starts today

The single most offputting thing about a game like Arc Raiders, i.e. an extraction shooter, is that every single other person you meet in-game is Schrödinger’s asshole. They could be a friend who you share a story or some loot with, or they could mercilessly gun you down at the drop of a hat. It’s certainly not for everyone, but in the game’s latest update, a new PvE event has arrived encouraging everyone to walk hand in hand together to defeat those big bad bots.

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‘I Play Kojima’s Latest Game Then I Return to Fallout 4’: Ghost in the Shell Director Mamoru Oshii Says He’s Racked Up 10,000 Hours While Avoiding the Main Quest

Mamoru Oshii, the director of legendary anime movie Ghost in the Shell, has said that he’s played Fallout 4 for 10,000 hours while avoiding its main quest.

In a Japanese video interview to mark the 30th anniversary of Ghost in the Shell, Oshii chatted about his love of games — and specifically Fallout 4.

“Looking at Steam, my playtime (in Fallout 4) is around 8,000 hours but before that I played it on PlayStation, so I think altogether I’ve put in about 10,000 hours,” explained Oshii, the director behind anime cyberpunk movie Ghost in the Shell and its sequel Ghost in the Shell 2: Innocence, in remarks translated by IGN. “I’m still playing now,” he added.

So what is the appeal of Fallout 4 to Mamoru Oshii? The 74-year-old called it a “game that seems to have been made for my own desires,” and described how he wanders the ruins of the post-apocalyptic world carrying a rifle and accompanied by the game’s canine companion, Dogmeat.

Outside of Fallout 4, Oshi explains that he’s also a big Hideo Kojima fan and plays every new game from the Metal Gear Solid creator — he recently finished playing Death Stranding 2: On the Beach, in which he actually appears as an NPC known as The Pizza Chef.

But for almost a decade, Oshi said he had followed a cycle where he breaks off from playing Fallout 4 to play Kojima’s new game upon release, completes it, and then… returns back to Fallout 4 once more. “There are no other games I want to play,” Oshii simply said.

“I once tried PUBG and racked up 250 hours,” he casually noted, but said that he didn’t really like online multiplayer games or first-person shooters that require quick reflexes. “They’re not for me,” he noted. (He does recall taking a commemorative screenshot after getting a Chicken Dinner in PUBG, but only once.) “After all is said and done, I prefer playing games on my own,” he said.

“Fallout 4 is just right,” he continued. “Although it’s an action game, as people who play it will know — it has the VATS system.” Fallout’s slo-mo aiming system allows even people who are no good at aiming to land shots, he suggested. “If the game didn’t have this, I probably couldn’t play it.”

Mamoru Oshii previously revealed in great detail to Automaton that he has a rather eccentric way of playing Fallout 4 – that he doesn’t ally with any factions, and has ignored the main storyline in favor of spending hours on side quests and raids with Dogmeat as his sole companion. His playstyle seems to be that of a community-minded lone wolf, stripping all the gear off raiders and gunners.

“It’s a win-win,” he noted, “I get to enjoy the pleasure of stripping scumbags naked while also contributing to the local community’s welfare.” He’s said that he is particularly hostile towards Brotherhood of Steel members (who he likens to Nazis) and always sneak kills whole units (at one point, he amassed so many Brotherhood of Steel Power Armors that he used them to build a moat). Back when he played on console, Oshii apparently gathered so much loot at his base that his PS4 struggled to run the game.

“Around 4 years ago, I ran out of things to do (in Fallout 4),” Oshii explained. “So I installed mods.” However, the Angel’s Egg director noted that Fallout 4’s new version (i.e. the 2025 Fallout 4 Anniversary Edition update) rendered his mods unusable. Upon launching Fallout 4 after the update, Oshii says that instead of his customized character, “some random bald guy wearing a suit suddenly appeared, and it took a lot of effort to get the game back to normal. I wish they’d stop changing things without asking.”

Image credit: Vittorio Zunino Celotto/Getty Images

Verity Townsend is a Japan-based freelance writer who previously served as editor, contributor and translator for the game news site Automaton West. She has also written about Japanese culture and movies for various publications.

‘Next Game in the Making’: Split Fiction Director Josef Fares Posts Set Photo Which Fans Think is a 3-Player Hint

It Takes Two and Split Fiction director Josef Fares has posted the first photo from the set of developer Hazelight Studios’ next project.

The image shows Fares, dressed in a cosy-looking sweater, in front of three actors in performance capture suits. Clearly, work has now begun on Fares’ next game — and intriguingly, he seems to be doing his best to disguise who the actors are.

With his arm outstretched and thumb raised, Fares is successfully blocking most of all three actors’ faces — and this appears to be by design. “Next game in the making,” Fares captioned the post, with a thumbs up emoji. “We’re back in the kitchen, cookin’ up something really delicious,” the official Hazelight Studios social media account responded, adding: “Now with Strategic Arm Placement Tech.”

Fans of Fares’ games have commented on the post to say they are suitably uncertain who the actors involved might be — though many more have noted the fact that Fares is using this first sneak peek to showcase three actors being visible. Could this signify a three-player game, after the studio’s recent focus on titles featuring a pair of prominent characters?

“Three-player Hazelight Game?” wondered one fan, Spenny99. “It Takes Three?????” questioned Jcbartlett25. “It Takes Three lookin great Mr. Fares,” added hotpicklepizza.

Co-op adventure Split Fiction launched last year to rave reviews, and went on to sell more than 4 million copies. Its story focuses on a pair of writers, Zoe and Mio, who become trapped in their interweaving sci-fi and fantasy narratives.

“An expertly crafted co-op adventure that pinballs from one genre extreme to another, Split Fiction is a rollercoaster of constantly refreshed gameplay ideas and styles – and one that’s very hard to walk away from,” IGN wrote in our Split Fiction review, awarding the game 9/10.

Fares’ previous game It Takes Two also proved popular, with its story focused on a husband and wife who plan to get a divorce. We called it “a beautiful, breakneck-paced, co-op adventure that’s bubbling over with creativity,” in IGN’s It Takes Two review, which also returned a 9/10.

Before that, Fares previously released prison escape adventure A Way Out, starring two convicts, and Brothers: A Tale of Two Sons, starring… two sons. Should Fares actually be making a three-player game, it would indeed be a break from the norm.

Tom Phillips is IGN’s News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

Review: Mario Tennis Fever (Switch 2) – Slim For Singles, But An Addictive Core Gives It Online Legs

Nadal it’s cracked up to be?

Having never been any sort of tennis fan for my entire childhood — Wimbledon always seemed a bit posh to me — I fell completely and utterly in love with the sport in my teenage years through the medium of video games.

Yes. Video games. They’re a whole thing! And just as has been the case with American football, basketball, and ice hockey, my initial interest in tennis was stoked by a game; in this case, the incredible Super Tennis on SNES.

Read the full article on nintendolife.com

New Helldivers 2 update out today

In an unprecedented and unforeseeable event, the Cyborgs have returned to once again threaten the liberty and sovereignty of Super Earth and its inhabitants. This nightmarish turn of events follows the discovery that the Automatons seized the schematics for the Star of Peace with the intent to build one for themselves and use it for their dark and violent purpose. They have been tasked by the Cyborg Legion to carry out these crimes.

New Helldivers 2 update out today

The Helldivers have been ordered to take on the dark and grim streets of Cyberstan’s cities and stop this collusion of bots and Cyborgs in its tracks!

The factory cities

Now Super Earth is taking the fight to the heart of Cyberstan. Drop into the bot homeworld and prepare to breach the fortress walls of their massive factory cities. Fight through the inhospitable landscapes that power the Automaton war machine: industrial complexes that are heavily defended with hazards around every corner.

The community of Helldivers must work together to clear a path through Cyberstan’s factory cities–choose which cities to destroy, making sure to bring down every building and leave no bot standing as you democratize these heartless machines.

New mission & objectives

Your primary mission will be to stop the production of more Cyborgs, as well as compromise Automaton defenses trying to stand in your way. Helldivers will also have the opportunity to clean up: destroy their mega factories building by building, and tear down the symbolic statues of the war criminals and terrorists revered by Cyborg scum in order to further destabilize and demoralize their regime.

But beware–an old familiar threat rises in these dark, foreboding streets: the Cyborgs have returned with new weapons of mass destruction.

Old enemies return

You must face down three new types of enemies in the Cyborg subfaction. Outsmart the Agitators, who command the Automaton legion in the field, are heavily armored and can take control of enemy squads, making tactical decisions on the battlefield.

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Fight them while the Cyborg Radicals rush you from every side to make the fight up close and personal. They are the most extreme vision of a wretched Cyborg-run future: they push their bodies to the limit with cybernetic and bio-enhancements, turning themselves into a mockery of humanity.

And finally, fight the Vox Engine: the Voice of the Cyborg Legion. This war machine, piloted by a high-ranking Cyborg officer, rolls across the battlefield, blaring Cyborg’s propaganda. It is armed with dual laser cannons, rockets, laser gatlings–all to ensure no one can stop the spread of their message.

Helldivers call for aid

And Super Earth shall answer! Along with the recently-deployed Siege Breakers Warbond which features defensive assistance like the G/SH-39 Shield, Helldivers will also be able to purchase the War Horses set of armor in the Superstore.

Global reinforcement limits

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Sending reinforcements to Cyberstan is a great risk for Super Earth, which means it will be essential for the Helldivers to stay alive for as long as possible.

Every death will be counted in the Battle for Cyberstan, using a Galactic Reinforcement Counter marking the finite number of Helldivers able to be deployed. If the counter reaches zero, it means we have lost the Battle for Cyberstan.

Helldivers, we cannot lose to this renewed Cyborg threat. Your objectives must be completed while ensuring maximal lifespans for all divers. Stim your squadmates, bring defensive stratagems, and survive as you fight your way across Cyberstan, destroying the factory cities together!

The latest Helldivers 2 update, Machinery of Oppression, is live now!

*Requires base game, paid purchase of Super Credits, and game progression to unlock.
Gameplay requires internet access and paid-for PlayStation Plus membership (sold separately) on PS5.  

ZA/UM’s New RPG Is Similar To Disco Elysium Because ‘We’re Still the Same People’

Take one look at Zero Parades: For Dead Spies, the upcoming RPG from ZA/UM, and you can immediately see the similarities between it and the studio’s previous game, Disco Elysium. It’s an isometric game with a striking art style, featuring dialogue-heavy gameplay where conversations are displayed vertically on the right-hand side of the screen.

Take a closer look and there are even more similarities. There’s a “Conditioning” system that replicates many of the functions of Disco Elysium’s unique Thought Cabinet. Its story aims to be deeply political and introspective. And then there’s the skills system, which manifests as a sentient inner monologue, commenting on your choices and the world around you.

For some Disco Elysium fans, this overlap may feel uneasy. In 2022, game director Robert Kurvitz and art director Aleksander Rostov – creatives key to the look, feel, and vision of the celebrated RPG – were among a number of staff who left the studio in an “involuntary” manner. ZA/UM claimed they were fired for misconduct, while Kurvitz and Rostov accused the company’s majority shareholders of fraud. Many fans believe those fired to be victims of corporate conspiracy. Those same fans may now be concerned to see the studio building a Disco Elysium successor based on such similar design foundations without the involvement of those original creatives.

In a recent interview, IGN discussed these concerns with Jim Ashilevi, writer and VO director at ZA/UM, and asked why the studio didn’t consider finding a new direction for Zero Parades.

“I think it would have made sense for us to go in a completely different direction if the entire team was comprised of new talent,” Ashilevi said. “But since such a large number of the key players that built Disco Elysium are here to build Zero Parades, it just didn’t make sense for us to just disregard that part of our experience as amateur game makers and start learning new ways of telling stories.”

ZA/UM’s head of studio, Allen Murray, estimates that around 35% of the studio’s current staff roster is made up of people who worked on either the original version of Disco Elysium or the expanded “Final Cut” release. The studio’s total staff numbers around 90.

“We’re still the same people,” Ashilevi continued. “We still have the same interests. The stuff that interests us in the world of video games, but also in other media – in film and literature and theater – that hasn’t changed. Hopefully it has evolved, but I think we’re still basically the same people.

“We’re just going by our gut, basically, and we’re following our own obsessions,” he said. “And a lot of that was present in Disco Elysium. It will be present in Zero Parades as well, largely due to the fact that those are the same people who were there to build that cool world.”

In a previous interview with members of ZA/UM, which took place just prior to Gamescom 2025, IGN asked Ashilevi and lead technical artist Nicolas Pirot how they felt about fans who may be feeling cautious about a new ZA/UM RPG following the departures of Kurvitz, Rostov, and others.

“I understand why some people might have reservations,” said Pirot. “It’s not up to me to tell them what to think or what to experience. I think what we are trying to do is tell an incredible story. And I think all we can do is hope that, when Zero Parades is ready, that people like it enough to participate and to see who we are as a group.”

“We are here to write more stories,” Ashilevi added. “That’s all we’re here for. And if that upsets people or makes them feel cautious, fair. But there is a new game coming out soon and I hope you check it out. And if you don’t like it, that’s fine. That’s completely fine.”

ZA/UM intends to launch Zero Parades this year. An espionage RPG themed around power struggles and failure, the team hopes it will stand distinct from Disco Elysium without “fully re-inventing the wheel.”

Matt Purslow is IGN’s Executive Editor of Features.

MindsEye studio reportedly installed monitoring software on staff PCs without their knowledge, as execs continue alleging sabotage

Management at Scottish studio Build A Rocket Boy, makers of notoriously panned GTA-like MindsEye, have reportedly installed monitoring software onto the PCs of their staff without informing the workers beforehand. The move appears to be linked to ongoing claims from BARB executives that the game’s prospects have been deliberately sabotaged by third parties.

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