Bully Online sees modders have another go at schoolyard multiplayer mayhem, arrives in paid early access this year

Bully, Rockstar’s classic boarding school Bart Simpson simulator, is about to have another massive multiplayer mod fired at it from a slingshot. The mod’s dubbed Bully Online, stands atop the battered blazer of a previous attempt to let a bunch of folks play Bully together, and is set to arrive in paid early access this December.

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‘Art Of Rally’ Dev’s Gorgeous Off-Road Follow-Up Drives Onto Switch 2 Next Year

Buckle up.

Back in 2021, Funselektor Labs brought us art of rally, a super sweet driving sim that packed an unexpected depth under the hood. Next year, the team will be following it up with over the hill, an equally gorgeous-looking driver that’s all about trekking off the beaten path. The really exciting news? It’s coming to Switch 2.

While art of rally was all about rally driving (surprisingly), over the hill is for the off-roading fans. You’ll be sitting behind the wheel of a whole host of exploring vehicles from the ’60s to ’80s, making your way through unwelcoming wilderness environments from rocky mountains to icy rivers. You can go it alone in a Solo Tour, or bring three friends along for the ride and use winches and ropes to make sure everyone’s drive goes smoothly.

Read the full article on nintendolife.com

The Wachowskis Asked Metal Gear Creator Hideo Kojima to Make a Matrix Video Game, but Konami Reportedly Turned Them Down

The Wachowskis, the writers and directors behind the Matrix movies, once asked Metal Gear creator Hideo Kojima to design a Matrix video game, but publisher Konami reportedly turned it down.

That’s according to Time Extension, which said that while a December 1999 edition of NextGen magazine stated Kojima was apparently in the running to develop a game based on the blockbuster movie, Konami exec Kasumi Kitaue shot down discussions in favor of keeping Kojima focused on the Metal Gear series instead.

“The Wachowskis were big fans of Kojima,” Konami Digital Entertainment VP of licensing, Christopher Bergstresser, told Time Extension. “So Kazumi Kitaue, Kojima, Aki Saito (who still works with Kojima), and I were at the Konami HQ, and we got a call from the Wachowskis, who wanted to come in and meet with Kojima. So they did!

“The two of them came in with their concept artist, and effectively they said to Kojima, ‘We really want you to do the Matrix game. Can you do that?’ Aki translated this into Japanese for Mr. Kitaue, and Kitaue just looked at them and told them plainly, ‘No.’ We did still get to enjoy the Matrix Japanese premiere and afterparty, though.”

Interestingly, that’s not quite how everyone recalls events. Another former Konami employee, this one unwilling to go on record, claimed Konami had actually shown “strong interest” in the game, and there was “immense disappointment” when the project didn’t go ahead.

The Matrix franchise was adapted into a series of games nonetheless, starting with Shiny Entertainment’s Enter the Matrix in 2003, follow up The Matrix: Path of Neo in 2005, and Monolith Production’s The Matrix Online in the same year. We were also treated to a Matrix-themed tech demo in 2021, The Matrix Awakens: An Unreal Engine 5 Experience, in which Epic Games showed us what Unreal Engine 5 was capable of.

It didn’t turn out too badly for Kojima or Konami, either; after 1998’s Metal Gear Solid, Kojima and his team then concentrated on the critically-acclaimed and award-winning Metal Gear Solid 2: Sons of Liberty, which was released in 2001.

And Kojima is equally busy now, of course. With Death Stranding 2 out the door, Kojima is working on a number of new projects, including horror game OD for Xbox Game Studios. He revealed the first trailer for it last month, sparking speculation that it is connected to P.T. in some way. Certainly, there are striking similarities. The mysterious game will star Dungeons & Dragons: Honor Among Thieves’ Sophia Lillis, Hunters’ Udo Kier, and Euphoria’s Hunter Schafer, with the trailer showcasing Lillis’ character in a spooky house, lighting candles before meeting a malevolent figure.

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.

Civilization 7 will bring back the ability to play as one civ for the whole game, bypassing the divisive Age system

After much wrangling with players over Civilization 7’s Age system, which sees you taking charge of different civilizations as you progress from Antiquity into the Modern era, Firaxis are bringing back the option to play as one culture all the way to the endgame. They’re now playtesting the feature internally, and want players to help by way of a new community testing initiative, the Firaxis Feature Workshop.

Firaxis have also shared a few snippets from Civilization 7’s update 1.3.0, due in the week of November 3rd alongside the Tides of Power DLC, which will be free to existing owners of the troubled 4X strategy game over the Xmas holidays. Update 1.3.0 is all about nautical doings and conspirings, with new naval units and buildings, the addition of ranged combat to ocean warfare, and some delightfully soggy terrain features.

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NASCAR 25 Review

The 2000s are memorable for plenty of peaks. The last truly great salvo of R-rated Hollywood comedies. Finnish mobile phones built sturdy enough to kill a man. Also? NASCAR games. If you know, you know. It’s not a controversial statement to say that, over the last 20 years, no licensed NASCAR game has been able to unseat NASCAR Dirt to Daytona, NASCAR Racing 2003 Season, and NASCAR Thunder 2004 from the podium. Enter NASCAR 25. While several elements of it are roughly hewn and underfeatured – and the multiplayer misses the mark – the moment-to-moment single-player racing it serves up is fast, fierce, and fabulously nuanced. Does it slingshot itself past the very best to ever do it? Not quite. However, it has gotten closer to doing so than any other in the last two decades, and that makes it quite notable.

NASCAR 25 isn’t just the first NASCAR-licensed console game in almost five years, it’s the first ever produced by iRacing – the subscription-based racing simulation of choice for professional race drivers and sim-seat warriors alike. Considering the very foundation of iRacing was built using the source code for the legendary NASCAR Racing 2003 Season, there’s an undeniable element of pedigree at play here. There’s obviously a level of expectation that comes with this sort of heritage but, while it still has plenty of scope for growth and refinement, it’s been nice to see NASCAR 25 succeed in key areas where it counts.

Matched Perfect and Staggered Special

NASCAR 25 is at its very best on the track, rubbing panels at nearly 200 miles per hour. While oval racing isn’t a personal speciality of mine, I do find it massively fascinating just how ruthless it can be – and how different it is to typical circuit racing. As such, NASCAR 25 has me hooked right now.

There isn’t always a consistent racing line in oval racing; depending on the conditions and the track itself, the most efficient way through a bend might be low, somewhere in the middle, or even way up by the wall. You may need to start taking a corner differently to be faster, and I’m finding this necessity to adapt extremely interesting. I’m also particularly attracted to the sort of patience oval racing requires, with events that can unfold over hundreds of laps. Doggedly hanging onto the coattails of a breakaway pack of opponents, dicing with them doorhandle-to-doorhandle, is tense and engaging – but there’s also a part of it that I find almost meditative as I stalk slipstreams lap after lap, waiting for the perfect moment to attempt to lunge and strike.

The reason this all comes together in a meaningfully believable way is really thanks to NASCAR 25’s very impressive and tunable AI, and it’s very much what I crave in a racing game of this type. The core thing I look for constantly is racing that I can play by myself, in my own time, that feels authentic against my skill level. That’s it. I don’t want to be at the mercy of online randos, many of whom are ill disciplined and weave unrealistically across the track. Just sell me the fantasy of being a racing driver. Let’s not kid ourselves: I’m driving pretend race cars that I can pause when I need to pee. I’m not here to take on the world; I just want to enjoy my time. I want to believe I’m in the mix amongst a bunch of bona fide professionals who drive accordingly. NASCAR 25’s AI gets this right.

I want to believe I’m in the mix amongst a bunch of bona fide professionals who drive accordingly. NASCAR 25’s AI gets this right. 

As a very casual consumer of NASCAR racing from the other side of the planet, my interest has ebbed and flowed depending on the involvement of drivers I have existing familiarity with, like Marcus Ambrose and SVG, so I’m not going to claim I can assure you that the AI always make the right tactical decisions. That said, they really do seem to drive with a lot of credibility. They hold their lines extremely smoothly around corners, and they shrewdly carve through packs of other cars competing for spots, effectively bump drafting and changing lanes. The only thing that undoes them is NASCAR 25’s frankly absurd way of penalising corner cutting, which will literally bring your car to a halt wherever you currently are if it detects a track limit violation. This will result in the AI piling up behind you as they all slam on the anchors to stop. It’s a massive immersion killer when it happens.

AI speed operates on a difficulty slider, meaning I was able to get it dialled in to perfectly match my skill level. The values are arbitrary, but they range between 85 and 105. About 100 was the sweet spot for super speedways for me, and slightly lower on short tracks and road courses.

There are a number of settings available to customise the AI, including their predisposition to losing control, their skill in regaining control after incidents, and their resistance to car-on-car collisions in the first place. I’m currently experimenting with making the AI more susceptible to losing it after a decent whack – and dialling incident frequency way up to make things a little more exciting. It probably hasn’t quite resulted in the turmoil I was anticipating, but I appreciate settings like this. There isn’t one, single way to play NASCAR 25. Keep it stern and serious or let it lean a little more Hollywood? It’s a decision the developers are happy to let us handle.

I Don’t Want You Spoiled, Buck

On the topic of handling, the news is also largely positive. It feels strong and challenging with a wheel, and the laser-scanned track surfaces (which have migrated from iRacing) means the characteristics of circuits with bumpier surfaces come through to have interesting effects on the driving feel from race to race. Cars feel balanced and obedient at high speed, and I was particularly impressed with how approachable NASCAR 25 is on a controller – which is important as a console-oriented game. It’s hard for me to accurately put myself into the mind of an inexperienced or younger racer, but there are also a range of assists available – and the simple tuning slider should be sufficient for anyone not looking to get too lost in the weeds when it comes to minor vehicle adjustments. The handy slider is essentially a bunch of quick tunes you can apply to either tighten everything up (which should make your car quite planted and stable, at the cost of some front end responsiveness) or create something looser (and if I’ve learned anything from Days of Thunder beyond what happens when a load of unwanted lettuce reaches Japan, loose is fast and on the edge of out of control).

One key controller problem so far, however, is a peculiar lack of meaningful rumble – and this creates a disappointing disconnect between what’s happening with my car’s grip on-screen and what I’m feeling through my hands. It just injects an unwanted floaty sensation at times, particularly when you don’t realise your rear tyres are spinning up because there’s no tactile information coming in that that’s happening. It makes playing on the expert level handling settings – where ham-fisted throttle mashing will rotate your car around quick smart – a bit more frustrating than I like. I think it’s also contributing to a skatey feeling on road courses, because I can’t really always feel the edge of the grip.

Information is definitely one of NASCAR 25’s weaknesses, overall. It’s not just the fact that it doesn’t really do a great deal to teach a player the ins-and-outs of, say, oval tactics or road course track limits. It’s also missing useful, basic info, like your opposition’s current qualifying times – which can’t be seen while you’re also out trying to set down a scorching lap. You need to return to pit lane to view where you currently stand in the group. The spotter also has a habit of giving us the wrong info, like noting you have clear space inside or outside when you don’t. I’m very lukewarm on how robotic the spotter sounds, too; being direct and matter-of-fact is all well and good during racing, but being unable to muster any convincing human enthusiasm about winning a race makes him feel like a chatbot – and NASCAR 25 misses out on any meaningful personality as a result.

The presentation of career mode is a bit sterile, too. Your driver is never more than a blank silhouette, and the inability to even select a home state or country of origin is odd. It’s small potatoes, sure, but missing the little things does make it all feel a little more impersonal than I’d want from a custom driver. Cars can be customised using a combination of preset designs and some basic shapes, but the livery system is underdone. A one-button system for syncing your design up with your driver and team gear is handy, but simple stuff like flipping the design from one side of a car to the other hasn’t been implemented. You also can’t apply custom shapes to liveries you want to use online, which is an annoying restriction we don’t typically face in other racing games.

I did enjoy the evolution of the custom racing operation and garage backdrop, which is quite cool as you progress up through the four series (and you can compete in up to two series at once), but this first effort is a bit vanilla compared to other career modes in the official motorsport sim space, like F1 or WRC. There’s a basic economy here, where you need to monitor an overall budget and manage repairs between races with a secondary resource called ‘work points’, but I did find myself ploughing through it between races without too much thought.

While I’ve established multiplayer is not my natural environment, it’s not a particularly strong component of NASCAR 25 either way, which is a tad surprising given the sheer volume of online racing experience the iRacing team has. NASCAR 25’s multiplayer is simply a basic lobby system of random races, and there are no scheduled races or special events. It plays just as smooth and reliably as the single-player – even in races against over two dozen online opponents – which is commendable. It just feels listless.

Rumour: Sonic Prime Studio Reportedly Working On Crash Bandicoot Animation For Netflix

Crash might be back.

Crash Bandicoot has been revitalised over the past decade, and there are now reports Netflix has greenlit a new animated series.

According to What’s on Netflix, this new series will apparently be created by WildBrain Studios, the same team behind Sonic Prime. Sonic’s show had a three-season run, with 23 episodes in total between December 2022 and January 2024. This studio is also helping out with a Minecraft animated series for Netflix.

Read the full article on nintendolife.com

Sonic Prime Studio Reportedly Working On Crash Bandicoot Animation For Netflix

Crash might be back.

Crash Bandicoot has been revitalised over the past decade, and there are now reports Netflix has greenlit a new animated series.

According to What’s on Netflix, this new series will apparently be created by WildBrain Studios, the same team behind Sonic Prime. Sonic’s show had a three-season run, with 23 episodes in total between December 2022 and January 2024.

Read the full article on nintendolife.com

Loulan: The Cursed Sand is coming to PS5

Loulan: The Cursed Sand is an action RPG set along the ancient Silk Road in the Western Regions of China. You play as the Cursed Sand, a skeletal warrior wielding the power of sand and sets out to explore the lost kingdom of Loulan, battle mighty foes, and search for his beloved princess.

Inspired by the archaeological discovery of the “Xiaohe Princess,” the story follows the Cursed Sand, a royal guard resurrected after death, as he embarks on a tragic journey to find the lost Princess of Loulan.

For the protagonist, we drew inspiration from the Loulan mummies and the iconic desert sand of the Western Regions, creating a dual-form warrior:

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In Sand Form, golden sand wraps his body — a balanced fighter who wields the power of sand.

Loulan: The Cursed Sand is coming to PS5

When he unleashes the sand and forges a massive sand blade, he shifts into Bone Form — a powerful stance built for one-versus-many combat.

On his journey, he will face powerful factions ranging from the Loulan royal family, who embody the power of the sun, to the frost-bound spiders of the Western Regions.

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We’ve reimagined iconic landscapes of the western region through a fantastical lens, from vast deserts to flowing rivers of sand.

Loulan is supported by SIE as part of the China Hero Project. We are a 16-member cross-regional team, aiming to deliver a rich, ancient Loulan world and a unique, immersive gameplay experience.

Our core team is made up of veteran gamers born in the ’80s and ’90s. We grew up playing action games and were deeply inspired by classics like the original God of War and arcade action games. Many of us have worked on action titles at studios in the U.S. and Japan, including Santa Monica Studio, FromSoftware, and PlatinumGames. We’re truly passionate about this genre and dedicated to pushing its boundaries.

At the same time, we’ve always been fascinated by fantasy worlds inspired by the ancient Silk Road — especially the mysterious and radiant kingdom of Loulan, once a shining jewel along that route. With this project, we aim to bring the beauty and enigma of ancient Loulan to life through a retro top-down camera perspective. Our goal is to blend classic arcade-style combat with modern gameplay innovations — such as the unique interaction between the protagonist and his sandblade. We truly hope players will enjoy the experience.

Nintendo Updates Its Music App With Another DS Soundtrack

Welcome back, New Super Mario Bros.

The Switch Online mobile app Nintendo Music has been updated with another Super Mario-themed soundtrack.

This time, it’s the New Super Mario Bros. album from the DS generation. This platformer was originally released in 2006, and the update today features “all tracks” from this title. This includes 60 tracks in total, with a runtime of 1 hour and 20 minutes.

Read the full article on nintendolife.com

Reminder: Room For More Pokémon? A New Horizons Series Arrives On iPlayer Today

From Z-A and beyond.

Not content with only releasing a new mainline game and tickets to the upcoming pop-up store in October, The Pokémon Company is bringing even more monster-catching content to the UK in the coming weeks with a new series of the Pokémon Horizons anime.

Part one of the third season, subtitled ‘Rising Hope’, will arrive on BBC iPlayer on 27th October, with more episodes following in the future. Those in the US will have to wait a little longer before it makes its regional debut on Netflix on 6th January 2026.

Read the full article on nintendolife.com