Assassin’s Creed Shadows’ new update will let you literally spring into action and check for pointless granular stats

Video game updates are an incredibly funny thing, mostly because I come from a time where they weren’t a thing at all, apart from the odd second printing that patched some things here and there. Which is why my humerus has been particularly tickled by the news that a new Assassin’s Creed Shadows has arrived today that, amongst a couple of other things, add in the ability to simply let you jump.

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Screamer Final Preview: Turning Every Race Into a Street Fight

Screamer doesn’t ease you in. Within seconds of the first race, a car zoomed past me and detonated — parts scattering across a rain-slicked tunnel — because an opponent activated Strike mode and clipped the wall at full speed. That’s the tone of this anime-inspired combat racer, which is kind of like Wipeout meets Mario Kart, but instead of picking up shells to shoot at the competition, every vehicle is equipped with a powerful device called the Echo, which gradually converts defensive energy into offensive firepower. Here, you have to weigh your decisions carefully instead of hoping to drive over a particular item. The satisfyingly complex resource management system underneath gives Screamer a tactical backbone that neither of those games attempted. After a few hours with a pre-release PC build, the arcade racing already has a confident mechanical identity — fast, physical, and surprisingly deep — and while the story mode serves primarily as a tutorial for those systems, the arcade racing is where Screamer’s identity truly shines. What I played suggests that Screamer’s combat racing foundation is strong enough to carry the weight the developer is placing on it.

Sync or Swim

Screamer’s central system is built around two resource meters that sit on opposite sides of the HUD, and the interplay between them sets it apart from the combat racing pack. On the left, Sync — the defensive resource — builds passively over time and actively through skilled play: cornering well, timing gear shifts, maintaining speed through turns. Sync powers your Boost (hold LB for a sustained speed increase) and your Shield (tap RB, which costs one full Sync tank and provides temporary protection against incoming Strikes and Overdrive hits). When you spend Sync on either of those actions, it converts into Entropy, the offensive meter on the right side of the screen.

Entropy is where things get dangerous. Two bars of Entropy activate Strike (press RB), which grants a temporary speed burst during which any opponent you collide with explodes — a full KO that removes them from the race temporarily. Fill all four Entropy tanks and you unlock Overdrive (click both thumbsticks), which turns your car into a flaming battering ram that detonates everything it touches. The catch is lethal: during Overdrive, hitting any track barrier detonates you instead. It’s the most powerful tool in Screamer, and it punishes even a slight misjudgment with the same instant death it dishes out.

I felt like I was making real decisions at 200 miles per hour, not just button mashing.

The conversion loop is what makes this more than a standard boost-and-shoot racer. Boosting spends Sync but generates Entropy, which means aggressive drivers who constantly burn speed are also passively building toward their combat abilities. Shielding spends Sync and directly banks one tank of Entropy, so even a defensive play feeds the offensive meter. Every race becomes a rolling calculation: do you burn Sync on a boost to close the gap, or bank a Shield to both protect yourself and charge toward a Strike? Do you spend two Entropy bars on an immediate KO attempt, or hold out for the full Overdrive? The system teaches restraint through its own logic rather than through punishment, and even on balanced difficulty, the races produced a rhythm that felt strategic rather than purely chaotic — I felt like I was making real decisions at 200 miles per hour, not just button mashing.

The right thumbstick handles drifting, and this is the control that makes Screamer’s handling feel distinct. Rather than braking into corners, you pull the right stick to execute a drift that whips the car sideways through turns without losing meaningful speed. Once you internalize the two-stick rhythm — left for steering, right for drifting — the movement stops feeling like you’re fighting the car and starts feeling like you’re commanding it. There’s also an upshift system: over the course of a race, you manually shift gears to increase your top speed, which layers a progression curve onto each race rather than just the meta-game. The cars have weight to them, too. Not the sluggish, input-delay kind — more like the satisfying heft of something that wants you to feel every collision and every wall scrape. Consecutive clean upshifts without collisions also accelerate Sync generation, rewarding precision beyond individual inputs. Meanwhile, hitting a barrier at speed costs you momentum but doesn’t destroy you (unless you’re in Overdrive), which keeps the racing forgiving enough to stay fun while the combat systems layer on the tension.

Built Different

Screamer’s initial boot experience demonstrates surprising care. Players can choose between a Quick Start, which throws them directly into the action, or a Guided Setup that walks them through video, audio, and accessibility options. The accessibility suite is particularly comprehensive, featuring: full one-handed control remapping for either the left or right hand, complete with automatic throttle and the ability to reassign every input to a single side of the controller; deuteranopia, protanopia, and tritanopia colorblindness filters with adjustable intensity on a scale of one to ten; independently scalable subtitle and menu text sizing; and a tinnitus reduction filter with configurable frequency (default ten kilohertz) and gain (default negative twelve decibels). This level of audio accessibility is rare in racing games, and its upfront inclusion, rather than being buried in a submenu, is commendable.

Streamers, meanwhile, will immediately appreciate the licensed audio content toggle. A single switch disables copyrighted music before going live, eliminating the need for third-party workarounds. This small inclusion demonstrates an understanding of how people actually play and broadcast games in 2026.

This preview was played on PC at a 3440×1440 ultrawide resolution, where the visual style looked impressive. The arcade modes ran smoothly on medium settings with DLSS set to balanced, delivering solid visuals: neon-soaked tracks popped with color, car models showed visible collision damage, and the sense of speed remained strong even without maxed-out post-processing. The graphics menu is highly granular, offering individual sliders for anti-aliasing, post-processing, effects, shadows, reflections, global illumination, texture quality, foliage, and shading, as well as upscaling options across Nvidia DLSS, AMD FSR 4.0, and TSR, with frame generation support for compatible hardware.

One final note: Screamer offers five AI difficulty tiers, ranging from Very Easy to Very Hard, along with driving aids, including arcade throttle (automatic full acceleration), neural throttle and brake assist, neural steer and drift assist, and neural handling for cornering and wall avoidance. While these are useful options, they are hidden within the custom game settings rather than being presented during the initial setup. For a game that otherwise prioritizes accessibility so effectively, burying the driving aids behind layers of menus feels like an oversight that could unnecessarily challenge less experienced players during their initial races.

Full Roster

Each of the fifteen characters is split across five teams of three — one Leader and two Members per squad — and brings a unique passive ability that meaningfully alters their playstyle. For example, Frederick’s Reaper’s Dance empowers his Strike and grants bonus Sync on KO, but makes him explode on contact with track barriers while Striking — a high-risk, high-reward tradeoff. Hiroshi’s Unstable Boost extends boost duration the longer you hold it, rewarding players who can maintain clean racing lines. Roisin’s One More Freckle reduces Strike’s Entropy cost and allows it to chain continuously, turning her into a relentless close-range threat. Only a handful of characters were accessible in the arcade build, but the differences between them were pronounced enough that swapping rosters changed your approach to the same tracks.

The character and world design leans heavily into an anime aesthetic, which sets the tone for Screamer’s hero shooter-esque vibe. Screamer’s opening cutscene uses fully animated, cel-shaded sequences to introduce its tournament cast — veterans and newcomers assembling for the Screamer Tournament, run by a figure named Gage who installs the Echo device on every vehicle. The voice acting, at least in the brief cinematic that played before the crashes began, is standard English-dubbed anime: serviceable, occasionally cheesy, and tonally consistent with the art style.

The Echo system — which in gameplay terms is the Sync-to-Entropy resource loop — is positioned in the lore as the bridge between narrative and mechanics, justifying why these racers can blow each other up. It’s an ambitious framework. However, the preview build’s story mode, which includes six episodes of anime-driven narrative with special race rules, functions effectively as a tutorial for Screamer’s systems but struggles with pacing and presentation. The dialogue frequently interrupts races mid-action to deliver exposition, and at least from my first impressions during the opening segments, the character writing lacks the personality needed to justify the dramatic framing. It’s functional, but the arcade modes remain the stronger draw.

Rules of the Road

Arcade mode, where I spent most of my time for this preview, offers substantially more customization than the genre typically provides. Three preset race types — Free For All (all fifteen racers on the grid), Leaders (just the five team captains), and Members (the ten sidekicks) — each produce distinct competitive dynamics. Free For All is maximum chaos, with fifteen vehicles jostling for position as Strikes and Overdrives erupt across the pack. Leaders is tighter and more personal: a five-racer sprint where every KO matters. Members sits in the middle, offering ten-racer fields with a different tactical flavor, since sidekick abilities tend toward more specialized functions.

The custom ruleset editor is the real surprise. You can adjust lap counts up to nine, set competitor numbers up to sixteen, and toggle from a long list of modifiers that reshape the racing experience: deactivate Overdrive entirely for a pure racing mode; disable all fighting mechanics to remove Strikes; toggle off individual character skills; force permanent Overdrive for every racer from the opening lap; adjust passive Sync generation rates; activate Power Shift (where Active Shifting unleashes a massive speed surge); enable Volatile Ecosystem mode where all racers are permanently vulnerable to KOs; or turn on Gage’s Finest, which prevents vehicles from losing parts on collision — essentially a no-destruction cosmetic mode. I didn’t test every permutation, but the breadth suggests serious potential for community-driven rulesets and custom competitive formats.

There’s also an upshift system: over the course of a race, you manually shift gears to increase your top speed, which layers a progression curve onto each race rather than just the meta-game.

Team Race adds another layer. Duo and Trio variants allow mixed teams across factions, as long as a Leader is present, and scoring combines final placement points with KO tallies. Smashing your own teammates hurts your combined total, which creates an interesting wrinkle when everyone is fighting for position in the same pack. The map selection across the preview’s initial tracks — Port, Downtown Run, Route 1N, Stadium Olympus — offers a strong mix of environments, and I even noticed a fifth map unlock as a reward for playing the mode. Tight urban corridors lined with neon signage give way to wider circuits with sweeping elevation changes, and day versus night settings noticeably affect visibility and atmosphere. Repeated arcade play also unlocked a new character, new music, and cosmetic items, hinting at a progression system that rewards continued engagement — though how deep that progression goes remains an open question.

Waiting for Green

After spending a few hours exploring the arcade modes, what emerged is a combat racer with a genuinely clever resource system, meaningful character differentiation, and a custom ruleset editor that could give Screamer real longevity. The Sync-to-Entropy conversion loop forces players to think two steps ahead, spending defensively to build offensively. This tactical layer elevates Screamer’s racing above the typical grab-a-pickup-and-fire template. Milestone’s expertise in crafting racing games shines through in every drift, boost, and well-timed Strike.

However, some big questions remain. It’s unclear whether the writing of the much broader campaign arc ultimately does justice to the character-driven structure, whether the pacing between cutscenes and races ends up feeling earned, and whether the campaign’s special rules add meaningful variety beyond what exists in the arcade mode. These unanswered questions are central to Screamer’s overall appeal, but for now, Screamer’s strong racing foundation warrants attention, and I look forward to its upcoming March 26 release on PS5, Xbox Series, and PC.

Crusader Kings 3 devs Paradox are working with a mystery modder on spreadsheeting up the inbred monarch grind

I wake up at 3AM. Do 50 pull-ups on a halberd wedged in the door frame. Do 50 push-ups on the cold stone floor. A servant hands me my protein mead and a wine frappamachiato. I violently double fist the two beverages. I don’t eat breakfast, because food that isn’t flavourless cup gruel is the enemy of productivity. Then, I’m dressed in my robes for the commute to the throne room. The magic starts. It’s 5AM in Crusader Kings 3 and I’m on my medieval monarch grindset.

I pull out Paradox’s latest dev diary. Oh, look at that, they’re working with a mystery modder on bringing exactly the sort of big number tables to the strategy game that I need to tell at a glance whether I’m out-grinding my inbred wealth-creating cousins who rule other nations across the world.

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Cthulhu: The Cosmic Abyss Still Needs More Danger in its Undersea Horror | IGN Preview

Seeing Cthulhu in the title of a game will, fairly or not, stack a pile of expectations on top of it as tall as the walls of R’lyeh. The Cosmic Abyss does meet some of them, focusing heavily on not just the physical danger involved in immersing oneself in the mysteries of lost and cursed history, but the mental toll as well. It exceeds some too, placing the well worn fictional mythos in a setting it doesn’t often get fit into. But the limited time I had with the first couple of chapters was soaked with the sinking fear that even though its puzzles and atmosphere were brain tickling, there weren’t enough moments where the consequences of playing with this eldritch fire felt real or dangerous.

Cthul-clue

In the Lord’s Year of 2026, you’re going to have a hard time adapting HP Lovecraft’s cosmic horror mythopoeia in a way that feels fresh, but developers Big Bad Wolf make a good effort. It follows well worn tropes, like putting players in the shoes of a detective chasing more and more bizarre clues down an inter-dimensional rabbit hole. But the near-future setting, in a world that clearly benefits from advanced technology but still remains recognizable to denizens of our real world, spices things up in curious ways. My favorite is its optimistic take on an AI companion named Key that can actually be a general benefit to society, or at the very least towards your investigative efforts to know the unknowable.

Cthulhu: The Cosmic Abyss gives you a million chances to use it in crime scenes, which are dense with dark nooks to shed light on and stones to be turned over. Its key feature, the Vault, takes every clue you find that could be consequential to solving the mystery and puts it in a big board, where you can move them around and draw connections between them, Charlie Day-style. Some of these clues may become a deduction, which asks a question that can be answered by another clue in order to unlock some key breakthrough to help solve your case. These weren’t common, but were always impactful.

The Vault takes every clue you find that could be consequential to solving the mystery and puts it in a big board, where you can move them around and draw connections between them, Charlie Day-style.

The handiest tool in Key’s arsenal is the sonar. After spending energy to scan the chemical makeup of an item or material, you can send a sonar ping out into the wild to find more objects that match that chemical. Pick up a weird rock and think it might have friends? Send a ping! Bloodstained drag marks suddenly and suspiciously end? Send a ping! You can even combine different materials, up to four, to further narrow down a thing you might be looking for, like if you wanted to find a specific sort of metal that is also covered in eldritch mold for some reason. It’s a clever way to help nudge players along who might be stuck, but without completely blowing the answers to some of the more important puzzles along the way.

Key can also be upgraded to give itself bonus abilities, like one where discovering clues has a slim chance to earn back some energy. I wasn’t really moved either way about the offerings available in the two chapters of the demo. When I did take the time to apply these, it never required me to change the way I play, and I spent no time weighing the value between potential opportunity costs of any of my available options. These might be more consequential in the full release, but I found them to be completely ignorable here.

A Policy of Non-Confrontation

Another way The Cosmic Abyss stands out among its peers is that it’s entirely free of combat, relying completely on the investigative and exploration aspects to provide tension and conflict. That’s a pretty bold choice, and puts a lot of faith in the team’s ability to create bad enough vibes that walking into dark rooms can feel like their own sort of boss fight. I’m not sure The Cosmic Abyss crushes this every time, though.

Many of the spaces make great first impressions. In chapter one, you and your partner, Elsa, arrive at the flooded and dilapidated home of a missing agent of your mysterious organization, Ancile. This house is a mess, floor littered with ancient artifacts, archeological relics, notes scribbled with nonsense, and just straight up trash. The rundown walls cast just the right kinds of shadows that make it feel like touching anything might wake the monstrous building itself.

This goes doubly so for chapter two’s undersea mining facility that sprawls like a metal maze of corridors covered in blood and some sort of goop that is somehow more upsetting than blood. Every wing is a new set of uncomfortably disheveled but relatively routine looking things that lead you through a door and into a room where something obviously blasphemous went down.

But it’s really all sizzle that is hot when you’re in the moment but cools quickly. Besides some things falling off of shelves without warning, you’re never actually in danger in the haunted-feeling house of the first chapter. Though the second chapter’s complex heavily implies that there might be a sort of eldritch minotaur trapped in its watery labyrinth, you never get the displeasure of having to directly encounter one. I did a lot of running around and backtracking through the expansive sea base, and besides unlocking doors to get to new rooms, the building itself remained static, not really changing based on my actions or the progression of the plot, which definitely made it feel like I was treading water when trying to solve my way to the next big moment.

The other side of that coin, though, is that a lot of the solutions to the puzzles are hiding in plain sight, with the clever assessment of the clues you encounter and proper use of your tools being all you really need to find answers. It made me feel like a genius when I skipped from point A to point C in a logic path because I came to my own conclusions that let me skip B entirely (or simply got lucky and found a vital piece of a puzzle early). It also made me feel like a real dunce when I would continually miss the solution despite very clear clues that might as well have been neon signs pointing to it. The puzzles themselves aren’t tough, nothing more than just pattern recognition or just good old fashioned problem solving. The Witness, this is not.

Path of Least Resistance

The Cosmic Abyss does create a bit of friction by tempting the players themselves to take shortcuts at the risk of their sanity. Corruption is introduced in chapter two, and wracks your brain anytime you come into contact with some real evil juju, limiting Key’s abilities and possibly having more adverse effects that are unclear in the scope of this demo. The miners under the sea found a mysterious altar, and now they’re all missing. You can follow their footsteps to see how they activated this demonic device, but participating in the same ritual that vanished the people you were down here to find seems like a terrible idea, doesn’t it? Trying to find a relatively safe alternative to that requires taking the deductive reasoning version of the long way seemed the more sensible alternative, which meant me frustratingly spending a lot of time poking every object I could to figure out what I was missing, the lure of just trading my sanity for the quick and easy solution always hanging above me. In this limited demo, taking corruption seemed largely harmless, but as you move from chapter to chapter, carrying the mental scars of your past mistakes with you, I can see how this could hang over you like a long, Cthulhu face tentacle of Damocles.

My biggest fear for Cthulhu: The Cosmic Abyss was assuaged pretty early – this game does a great job setting Lovecraft’s well-worn mythos in a time and place that feels unique among its many, many contemporaries. It also leans into problem solving in a way maybe other games like it don’t, focusing more on the finding out parts of diligent detective work than the effing around parts of attempting to gun fight a bog monster. And though the puzzles you’ll encounter throughout tend to balance feeling rewarding to solve while being approachable, the tense and slow-burning pace is great for the process of discovery but doesn’t pay off the patience with many scares or really any pushback at all from anything that isn’t a puzzle. That said, I’ve only seen the tip of what it has to offer, so it’s hard to speak to how these elements evolve as you get closer to the real deal monsters, and how systems like Key’s upgrades and clever Sonar expand without playing more, which we will all have the chance to do when Cthulhu: The Cosmic Abyss releases on April 16th.

Unreal Tournament 2004 is now grabbable for free and optimised for modern PCs, thanks to dedicated fans

Well, this is cool. You can now download Unreal Tournament 2004 for free and with a patch that ensures it’ll run smoothly on modern hardware. This is all thanks to a fan community called OldUnreal, who’ve made it their mission to keep Epic’s classic shooters alive, even going as far as getting the Fortnite publishers’ permission to do so.

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The Rogue Prince Of Persia Spring Roadmap Reveals Two Upcoming Free Major Updates

And they’re right around the corner.

With the Dead Cells team on development duties, we knew it was only a matter of time before The Rogue Prince of Persia landed even more content, and what do you know, there are two major updates right around the corner.

Evil Empire recently shared a blog post on the game’s Steam page, revealing the Spring 2026 roadmap with all of the new additions we can expect in the coming months. Alongside the new ‘Flaming Horses’ tool (out now), the team announced the ‘Breathless Update’, which will arrive in April, and the ‘Endgame Update, which’ll launch in May.

Read the full article on nintendolife.com

Coming to Xbox Game Pass: Kingdom Come Deliverance II, The Witcher 3: Wild Hunt, EA Sports College Football 26, and More!

Coming to Xbox Game Pass: Kingdom Come Deliverance II, The Witcher 3: Wild Hunt, EA Sports College Football 26, and More!

Happy Tuesday everyone – I know this day of the week is always better when it comes with a side of games coming soon, games available today, and updates you might have missed for some of your favorites. Let’s jump in!

Available Today

Aerial_Knight’s DropShot (Cloud, Xbox Series X|S, Handheld, and PC) – February 17
Game Pass Ultimate, PC Game Pass

Available Day One with Xbox Game Pass! Aerial_Knight’s Dropshot is a high-speed, stylized FPS / Race where you play as Smoke Wallace. As a kid, he was bitten by a radioactive dragon, turning his skin purple and giving him the power to fire bullets from his fingertips. Race rivals, fight dragons, shoot smart, and look cool when you land.

Avatar: Frontiers of Pandora (Cloud, Xbox Series X|S, Handheld, and PC) – February 17
Game Pass Ultimate, PC Game Pass

Avatar: Frontiers of Pandora is a first-person, action-adventure game set in the never-before-seen Western Frontier of Pandora. You, a Na’vi, were abducted, trained and molded by the human militaristic corporation RDA to serve their purpose. Fifteen years later, you’re free but find yourself a stranger in your birthplace. Reconnect with your lost heritage, discover what it truly means to be Na’vi, and join other clans to protect Pandora from the RDA. Plus, enjoy the new third person update to experience Pandora from a whole new perspective.

Avowed (Cloud, Xbox Series X|S, and PC) – February 17
Now with Game Pass Premium

A year of updates comes to an end with new playable races, New Game Plus Mode, Photo Mode, custom game options, a new weapon type in the quarterstaff, and a host of gameplay fixes and improvements. This update offers a perfect time to both start or return to your journey in the Living Lands.

Coming Soon

Death Howl (Cloud, Xbox Series X|S, Handheld, and PC) – February 19
Game Pass Ultimate, Premium, PC Game Pass

Already available on PC in Game Pass, journey through the sorrowful spirit world in a soulslike deck builder. Craft cards and claim powerful totems to defeat the woeful spirits lurking in the mystical lands. Unravel the tale of a grieving mother in her desperate attempt to defy death and bring back her son.

EA Sports College Football 26 (Cloud and Xbox Series X|S) – February 19
Game Pass Ultimate

EA Sports College Football 26 is now on The Play List. Rep your colors across 136 FBS schools featuring over 300 authentic coaches, 2,700 new plays, and 10,000 college athletes with upgraded abilities. Ultimate subscribers can play now with EA Play, then score a Supercharge Pack from February 19–March 20 and save 10% on EA digital purchases.

The Witcher 3: Wild Hunt – Complete Edition (Cloud and Console) – February 19
Game Pass Ultimate, Premium

Explore a legendary dark fantasy open world as monster slayer Geralt of Rivia in an epic quest to find his daughter — the Child of Destiny — Ciri. Follow a branching story full of choice and consequence across distinct regions, enjoying everything The Witcher 3 has to offer through the Complete Edition.

TCG Card Shop Simulator (Game Preview) (Cloud, Xbox Series X|S, Handheld, and PC) – February 24
Game Pass Ultimate, Premium, PC Game Pass

Open and manage your own local game store. Stock shelves with the latest booster packs or crack them and collect the cards for yourself. Set your own prices, hire staff, host events, and expand your card shop.

Dice A Million (PC) – February 25
Game Pass Ultimate, PC Game Pass

Available Day One with Xbox Game Pass! Have you ever tried to roll 1,000,000 on a set of dice? No? Build the right bag of die, and you might just pull it off. The luck of the roll is in your capable Hand, decked out in powerful rings, with more than a few tricks up the sleeve.

Towerborne (Full Game Release) (Console, Handheld, and PC) – February 26
Game Pass Ultimate, Premium, PC Game Pass

Towerborne is launching as a complete game from an in-progress preview on February 26. The full release adds more story, areas, enemies, and progression, with updated difficulty and balance for different playstyles. Cosmetic rewards are now earned through gameplay, along with many polish and quality improvements. With launch you’ll also get offline play and optional online co-op.

Final Fantasy III (Cloud, Xbox Series X|S, and PC) – March 3
Game Pass Ultimate, Premium, PC Game Pass

With the power of light nearly eclipsed by the power of darkness, only the crystals’ four chosen adventurers can save the world.

Kingdom Come: Deliverance II (Cloud, Xbox Series X|S, and PC) – March 3
Game Pass Ultimate, Premium, PC Game Pass

Kingdom Come: Deliverance II is a thrilling Action RPG, set amid the chaos of a civil war in 15th Century Bohemia. You are Henry of Skalitz – an ordinary man doing extraordinary things – caught in a gripping tale of revenge, betrayal and discovery as he embarks on an epic journey.

In Case You Missed It

Menace (Game Preview) (PC) – February 5
Game Pass Ultimate, PC Game Pass

Command a strike force of marines, mercenaries, and criminals in the lawless Wayback system, cut off from the Core Worlds. Unite factions to face an unknown threat. Deploy tanks, walkers, and infantry with a massive selection of equipment to choose from, train your troops, plan operations, and engage in tactical battles.

Diablo II: Resurrected (Console and PC) – February 11
Game Pass Ultimate, Premium, PC Game Pass

See the latest updates with Diablo II: Resurrected here! Play the definitive Diablo II experience now with Xbox Game Pass, featuring remastered versions of Diablo II, the Lord of Destruction expansion, and more.

High on Life 2 (Cloud, Xbox Series X|S, and PC) – February 13
Game Pass Ultimate, PC Game Pass

An intergalactic conspiracy threatens the fate of humanity! Team up with a wide cast of talking alien guns as you shoot, stab, and skate your way through exotic locales across the galaxy to take down the bad guys and save your favorite species (humans)!

Game Updates

Overwatch: Season 1: Conquest (Console and PC) – February 10
Game Pass Ultimate, PC Game Pass

Season 1: Conquest launches Overwatch’s next big story as five new Heroes arrive together, bringing fresh playstyles and a faction-driven Conquest event. Choose your side as Overwatch and Talon collide, with evolving gameplay and a narrative that shapes the future.

In-Game Benefits

Microsoft Mahjong (PC) – February 24
Game Pass Ultimate, Premium, Essential, PC Game Pass

Find your focus in Microsoft Mahjong! Get in the zone with soothing sounds & tranquil scenes as you pair tiles to solve the board. Ramp up difficulty, tackle Daily Challenges, and increase clarity as you master Achievements. Lock into laid-back fun as you recharge with Mahjong.

Leaving February 28

The following games are leaving the Game Pass library soon. Jump back in to tie up any loose ends or save up to 20% off your purchase to keep the fun going!

  • Monster Train (Cloud, Console, and PC)
  • Expeditions: A MudRunner Game (Cloud, Console, and PC)
  • Injustice 2 (Cloud, Console, and PC)
  • Middle Earth: Shadow of War (Cloud, Console, and PC)

As always, we’ll be back here soon for more games, more updates, and if you keep an eye on @XboxGamePass, more memes. Talk soon!

The post Coming to Xbox Game Pass: Kingdom Come Deliverance II, The Witcher 3: Wild Hunt, EA Sports College Football 26, and More! appeared first on Xbox Wire.

The Rogue Prince of Persia Outlines 2026 Roadmap, Includes New Elements, Difficulties, Weapon Affixes, Tools, Parkour, And Arenas

While the promise of a Prince of Persia: The Sands of Time Remake disappeared along with several other games earlier this year, Prince of Persia fans still have spin-off The Rogue Prince of Persia — and now its team has unveiled a sizable 2026 spring roadmap.

Via Steam, developer Evil Empire wished its community a happy 2026, and confirmed the addition of a Flaming Horses tool as a nod to lunar new Year of the Horse. This tool unleashes a herd of flaming horses that “charge forward, leaving a burning trail behind them.”

“We’ve always wanted a burning tool that works like Altan’s Bracelets, and the year of the fire horse provided the perfect creative spark,” the team teased. “Plus, when you talk about Persian culture, you have to talk about the horse! From the Nisean Horse and the Royal Road to the legendary Rakhsh from the Shahnameh, horses are legendary.”

That’s not all, though. The “Breathless” update is slated to arrive with a public beta at the end of March, promising a “quicker and more intense” experience. This includes a rework of the game’s first hour, tighter pacing and improvements to when and how you unlock new game content and new mechanics, as well as changes to bosses’ difficulty. “Reworks of the level design of the first few biomes will also highlight our iconic wall-run move and make each biome quicker and tougher,” developer Evil Empire said.

There are changes for established players, too, including a new Freeze element, which is coming with a new weapon, the slingshot, arenas — “zones that lock you in, and the only way out is to defeat wave after wave of enemies!” — and weapon affixes which can “make each weapon that appears in your run much more interesting and varied, giving you some difficult choices to take…”

Here’s the full update:

The “Breathless update” will arrive with a public beta around the end of March! As you can guess from its title, this update means making the whole experience quicker and more intense, leaving you… breathless!

We have done a big rework of the pacing of the first hour, including when and how you will unlock new game content and new mechanics, as well as the bosses’ difficulty. Reworks of the level design of the first few biomes will also highlight our iconic wall-run move and make each biome quicker and tougher.

For veteran players who have been looking forward to new toys to play with, don’t worry, we’ve got you covered! First up, we’re introducing a new element – freeze – which is coming with a new weapon, the slingshot!

Next on the list is the arenas – zones that lock you in, and the only way out is to defeat wave after wave of enemies!

Most importantly, weapon affixes are coming too!! These affixes will make each weapon that appears in your run much more interesting and varied, giving you some difficult choices to take…

End Game Update

That’s it for the first update, let’s quickly talk about the second one!

We’re planning for it to land in early May, and some of the content may change, but we know what we’d like to do… It will focus on the End Game, plus bringing more challenges like Speed Run mode and Daily Awakening.

You’ll be able to really test your skill and push the limit with this update coming! Speed, precision, and strategy—show us what you’ve got.

From 2025 to 2026

Looking back on 2025, it was a big year for The Rogue Prince of Persia. We finally graduated from Early Access and increased the game’s Steam review score from 70% upon Early Access release to 88% so far with your support and help!

Of course, we’re not just on Steam, we’ve also successfully brought the game to Switch, Xbox, and Playstation! Right now, we are almost at the point of having 1 million people who’ve played our game!

Even though we are only in the second month of 2026, the game has already achieved something else: we have been included in the Bafta awards longlist and gained 4 nominations at the french game awards ceremony PEGASUS, including best game. We’re crossing all the fingers and toes we have until March.

Following the awards season, vinyl and physical collector editions are also on the way! We believe it will be a great year for the rogue prince of persia, and we can’t wait to make this game better with you guys in 2026!

Ubisoft began this year by announcing a sizable company restructure, resulting in the cancelation of six games, including its Prince of Persia: Sands of Time remake, and a delay to a further seven titles. Two Ubisoft studios will close completely as a result of the changes, while others are subject to further layoffs.

Prince of Persia creator Jordan Mechner recently reacted to Ubisoft’s cancelation of its Prince of Persia: The Sands of Time Remake, describing the loss of any project as a “brutal experience” for developers. “A cancelation so close to release can be particularly devastating for younger team members who don’t have decades of past shipped titles on their resumé,” he said. “It’s tough to suddenly absorb that the past four years of hard work you were proud of, and looking forward to seeing out in the world as your new calling card, will now never see daylight.”

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

.Hack//Z.E.R.O. Is Our First .Hack Game in Almost 10 Years

Surprise! Japanese studio CyberConnect2 is marking its 30th anniversary with the announcement of a new .hack game: .hack//Z.E.R.O.

To whet our collective appetites, we’ve even been treated to a teaser trailer, which you can watch below.

.hack is a series of action RPG games that explore a virtual game-space called The World, with action taking place both there and in our real world, branching off of a multimedia franchise that extends to a collectible card game, a Japanese-only MMORPG, plus animated movies, manga, and live-action TV shows.

It’s been the best part of ten years since we last had a .hack game — the last was .hack//G.U. Last Recode in 2017 — but don’t let that put you off: Hiroshi “Piros” Matsuyama recently told Famitsu that the new release won’t link directly to any previous title, so you don’t need to come into the game with any prior knowledge.

Although .hack has always been developed by CyberConnect2 and has usually been published by Bandai Namco, Bandai Namco has given CyberConnect2 permission to “manage the entirety of the project from planning and development to release.”

As for what to expect? “World-renowned violinist Taro Hakase has penned the music, kick-starting the project to the dexterous tune of his violin. .hack//Z.E.R.O. will be a novel RPG experience that blends the series’ trademark duality of fantasy (game world) and reality (real world) with modern expectations, infused with 100% pure CyberConnect2 spirit.

“The game will be enjoyable for both veteran fans and new players alike,” the team said. “Please look forward to this newest iteration of .hack.”

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

Ahead of The Witcher remake, the Witcher 1’s lead story designer has just wrapped up a 26 episode dev commentary

While a lot of the Witchery chatter so far this year has been about an extra Witcher 3 DLC rumoured to be in the works, one of the projects we know for sure CD Projekt have on the go is a remake of the first Witcher game. Ahead of the remake’s arrival, a key dev on the 2007 RPG has just finished a developer commentary run through it, which makes for a great way to pass some time between Witchery things.

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