Pokemon Legends: Z-A Makes a Major Change to Mega Evolutions

Mega Evolution is making a major comeback in Pokémon Legends: Z-A, and as IGN learned in a recent hands-on with the new action-forward title, there’s more than one new spin on the years-old mechanic: you can trigger Mega Evolution multiple times in a single battle.

In the core Pokémon games, like in X and Y where Mega Evolution was introduced, you can only Mega Evolve one Pokémon per battle, even if your first Mega Evolution Pokémon faints.

Unexpectedly, that wasn’t the case during IGN’s battle against a Rouge Mega-Evolved Victreebell in Legends: Z-A–they were able to Mega Evolve all three Pokémon on their team capable of Mega Evolution, as long as they gathered the required Mega Power.

In Pokémon Legends: Z-A, the Mega Ring icon in the bottom right of the screen displays how much Mega Power you currently have. Each attack builds up Mega Power, but you can also charge it up by collecting Mega Power orbs in Rogue Mega-Evolved Pokémon battles, and by breaking certain crystals in the city.

We didn’t get to test if you can Mega Evolve multiple times in trainer battles, but were told by a public relations representative that you’re not limited to a single Mega Evolution per battle–as long as you have the Mega Stone and Mega Power to support it. It’s also been confirmed you can Mega Evolve the same Pokemon multiple times, as the Mega Evolution is retained only as long as you have the Mega Power to sustain it.

Read more about Mega Evolution, and how Mega Power can be used besides Mega Evolution, in Pokemon: Legends Z-A in IGN’s final preview, plus check out every new Pokemon in Legends: Z-A revealed so far.

Casey DeFreitas is a deputy editor on the guides team at IGN and has been catching Pokemon since the very beginning. Catch her on socials @ShinyCaseyD.

This Spider-Man Magic Card Is Already Selling for $1,250 Ahead Of Release Day

Marvel’s Spider-Man set for Magic: The Gathering arrived in prerelease form last week, and if you cracked open some packs early, then you could be about to be happier than Eddie Brock on Emo Night.

That’s because, aside from the Infinity Stone debut for the new set, one card is already up for a market price of $1,250 on TCGPlayer. Here’s what you should be looking out for.

For this new set, Wizards of the Coast has released a series of Spectacular Spider-Man cards with a textured foil finish. There are five different versions going for a lot of money right now, and while it’ll be tough to find them unless you’re looking in the horrendously overpriced Collector Boosters, one is reaching new heights of market value.

The Bombastic Bag-Man Suit, pictured above, is up for $1,250 on TCGPlayer, meaning its market value is actually higher than The Soul Stone right now. The thrown-together suit, which includes a Fantastic Four hand-me-down and a literal paper bag, is clearly well worth it for collectors.

Curious about its comic book origins? It stems from Reed Richards removing the symbiote from Peter Parker, leaving our hero without any clothing. Johnny Storm ‘helpfully’ loaned the wall-crawler the costume we see here, but we can’t quite tell if the “Kick Me” sign is on Peter’s back.

The fun suit isn’t alone, either. The Six-Armed Spider-Man suit is up for $1037 right now, and while all of these prices could change in the next few days, you’ll undoubtedly be over the moon if you find one.if you find one. Next up, a personal favorite of mine, The Black Suit, is up for $949, while the Spider Armor MK 1 Suit is $850. Rounding things out, the awesome Future Foundation Suit has a market value of around $850, too.

If you’re looking to go chase these rare cards without wanting to pay the big bucks, then unfortunately, you might just be out of luck. Collector’s boosters are the best chance at scoring these rare finds, and they’re sold out completely except for resellers (who are charging upwards of $1000 for just 12 Packs).

Lloyd Coombes is an experienced freelancer in tech, gaming and fitness seen at Polygon, Eurogamer, Macworld, TechRadar and many more. He’s a big fan of Magic: The Gathering and other collectible card games, much to his wife’s dismay.

Monster Hunter Wilds’ collab with Final Fantasy 14 looks like a neat way to do some digital cosplay

Capcom and Square Enix announced earlier this year that Monster Hunter Wilds and Final Fantasy 14 would be collaborating with one another, and the first trailer for the former’s collab received a proper look in today. It’s coming as part of the action game’s third title update, so there’s more included than just Final Fantasy bits, but that does seem to be the main thing here. So what’s included?

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Video: Hades 2 Casts A Spell Over Us On Switch 1 & 2

Time never stops.

Rejoice, Gods and Goddesses! Hades II launches on Switch and Switch 2 tomorrow, 25th September 2025. Gosh, can time slow down a little bit? There are so many games coming out at the moment.

You’ll see reviews have gone live at a number of sites today and might be thinking “wait, where are NL’s impressions?” Well, they’re coming very soon! So keep an eye out in the coming days.

Read the full article on nintendolife.com

How Version 2.0 Brings Ara: History Untold into a New Age of Strategy Gaming

How Version 2.0 Brings Ara: History Untold into a New Age of Strategy Gaming

Ara: History Untold Asset

Summary

  • The Revolutions v2.0 Update for Ara: History Untold is available starting today.
  • It features a wealth of new features and updates, including a new culture and influence system, Adaptive AI, unique leader and nation traits, a new map generator, and more.
  • Ara: History Untold is available for Xbox on PC, Steam, and with Game Pass Ultimate and PC Game Pass.

The launch of Ara: History Untold was only the beginning. From day one, we envisioned a deeper, more expansive experience for our historical, turn-based strategy game — developed by Oxide Games in partnership with Xbox Game Studios and Stardock Entertainment. Over the past year we’ve listened closely to you, our players, and transformed some of these bold ideas into reality. Today, we’re excited to announce the release of a massive update for Ara: History Untold: the Revolutions v2.0 Update.

We’re also celebrating the one-year anniversary of the game’s 2024 release by announcing a lower price for the base game and the availability of two DLCs, the Deluxe Leader Pack and the Official Game Soundtrack, that includes the digital art book.

Our goal with Version 2.0 is to bring you a strategy game that is both fun to play and unique to the genre. The team has been hard at work taking your feedback and molding them with our own innovations to keep Ara’s strengths, while improving nearly every area of the game. In many ways, it feels like a whole new experience.

Culture & Influence

Art, music, language, and traditions feed the game’s Quality of Life system with a new Culture stat that generates Influence. You can spend Influence in the all-new Culture shop to buy Claims for your Cities and new Cultural Traits for your nation.

Unique Units Per Nation

Each nation now has its own unique unit. For example, the Mongols gain Mangudai (elite horse archers), while the Aztecs gain Jaguar Warriors. Leader abilities reward specific playstyles. Genghis Khan has a leader feature that rewards having units in combat and for taking cities. Harun al-Rashid uses his leader traits to gain an advantage by building relationships and gaining an advantage through research and paragons. Benito Juarez can steal the game through taking care of his cities and accentuating strong buffs with golden ages.

Quotas & Priorities

Based on player feedback, we have streamlined crafting and greatly reduced micromanagement from crafting queues. In Version 2.0, you can simply set quotas and priorities. The player maintains total control without having to micromanage their economy.  Players can ensure their production pipelines are created and distributed in an efficient way without having to micromanage each building or crafting queue.

Cultural Conquest

With the new Revolutions tech, you can unlock the Agitator who can incite rebellions in foreign regions.  Imagine a city that has strategic improvements and key strategic resources. Send the Agitator to incite rebellion and claim their resources as your own.

This region prevents the nation from being contiguous. Capturing it creates a land connection.

Unique Leader and Nation Traits

Each leader and nation gets unique traits that change how that nation plays. A host of new leader traits have been added or adjusted to make each one feel and play more distinctive. The units give nations a truly distinct feel and character and provide access to tactics and strengths other nations won’t have.

Adaptive AI

We revamped the entire AI system to be smarter and added a game option called Adaptive AI so it can stay competitive. When Adaptive AI is on, the AI checks multiple game stats and adjusts its difficulty level in each specific area, making the game better adapt to your skill.

AI Shop Owners

In Version 2.0, you can let the AI Shop Owner – workshop, factory, or weaver for example – run the shop for you, including setting up priorities and quotas. This is handy when you conquer a massive city that has a dozen city improvements. Rather than managing multiple shops, you simply press a button and let the AI handle it.

New Map Generator

We changed the way resources are distributed to reflect more natural geography. Horses and zebras won’t exist in the same ecosystem, for example. Other resources, like coffee, are only found in clusters.

We also made extensive changes to the map system, introducing new map styles that allow you to create random maps with unique shapes, varied ecosystems, and multiple style options to choose from.

And Much More!

These are just some of the improvements delivered in Version 2.0. You will also find improvements in rendering, UI, and performance. You can read here on the official site all the new features available with this massive update. The Revolutions v2.0 Update is our boldest update to Ara: History Untold yet and we can’t wait for everyone to dive in!

Ara: History Untold is available on Xbox on PC, Steam, and with Game Pass Ultimate and PC Game Pass.


Ara: History Untold

Xbox Game Studios


3

PC Game Pass

Build a nation and lead your people throughout history to the pinnacles of human achievement as you explore new lands, develop arts and culture, conduct diplomacy, and go head-to-head with your rivals to prove you are the greatest ruler ever known. It’s Your World Now.

Ara: History Untold is an evolution in historical grand strategy, featuring beloved classic PC strategy mechanics alongside innovative gameplay like a national crafting economy, true simultaneous turn resolution, a non-linear technology tree, and cloud-backed synchronous/asynchronous multiplayer – all with an expansive and vibrant presentation where you can zoom out from surveying the very edges of your empire all the way down to your citizens living their daily lives. In Ara, there are no pre-set paths to victory, leading to endless possibilities. Your choices will define the world you create, your experience, and your legacy.

Explore an Immersive Living World

Explore a dynamic living world filled with life and charm across sweeping landscapes ranging from tropical jungles to sand-swept deserts as you discover the resources you need to develop your nation. Witness the world come to life in vivid, realistic detail as citizens move throughout the world and react dynamically to times of health and sickness, war and peace, wealth and despair with unique biomes, cultures, and eras representing the diversity of human experience.

Build Your Nation

Serve your people and grow your prestige with numerous Improvements, from forges to libraries, citadels to cathedrals, public parks to industrial factories – as well as a global variety of the greatest architectural Triumphs ever conceived and built by human hands.

Guide your people through the eras of human discovery

Nurture your people’s brilliance and invention as you progress your Nation through twelve unique Technology Eras, making the hard choices about where to focus your Nation’s greatest minds. As you near the end of each Era, you’ll have to decide how fast to push your scientists along the path to the future – at the risk of the present.

Oversee a rich and detailed national economy

Harvest the bounty of the natural world and deploy the labor of your people with a depth-filled National Crafting system. Will you manufacture Amenities – like lavish feasts – to provide your cities and citizens with powerful benefits, or invest in the creation of Equipment – the weapons of war – to prepare your Armies to defend your nation or conquer your rivals? Whatever paths you choose you’ll need to carefully optimize your resources and production to achieve the most efficient systems if you want to outpace your rivals to fortune and lasting glory.

Rule Your Way

Choose from dozens of history’s most influential figures to embody as you reshape the world through your choices. The unique and varied global Leaders and Nations in Ara emphasize a wide variety of different playstyles. Experiment with gameplay-impacting Traits and powerful Leader Abilities drawn from the effect they had on world history. Whether friend or foe, each Leader has a distinct personality based on their historical background that informs their AI behaviors.

Experience True Simultaneous Turns

Every turn each nation’s actions and choices resolve simultaneously, leading to suspense, anticipation, unique outcomes, and surprising twists on the classic turn-based formula. The fate of your people will be determined by your decisions and your ability to predict your opponent’s next move, putting your skill as a leader to the ultimate test.

Defend your people by land, sea, and air

Warfare in Ara is presented in the Living World, as thousands of years of military conflict reflect the progress and martial prowess of your people. Develop technologies to advance your weaponry against your rivals, hone your wartime economy and industry to gain the edge, and outthink your opponent’s strategies as maneuvers resolve authentically at once thanks to the power of True Simultaneous Turns.

Prove Your Worth in Online Multiplayer

Combining the speed and surprise of True Simultaneous Turns with the power of the cloud – multiplayer in Ara is fast, seamless, and able to be enjoyed asynchronously with a wide range of options to tailor you and your friend’s experience to the way you want to play together.


The post How Version 2.0 Brings Ara: History Untold into a New Age of Strategy Gaming appeared first on Xbox Wire.

Monster Hunter Wilds Free Title Update 3 out Sep 29, includes Final Fantasy XIV content

Monster Hunter Wilds Free Title Update 3 arrives on September 29, featuring a special collaboration with Square Enix’s MMORPG, Final Fantasy XIV Online! The update includes the additional monster Omega Planetes, a wide variety of collaboration content from the world of Eorzea, and much more.

In early October, Final Fantasy XIV Online will also add collaboration content from Monster Hunter Wilds, including the Guardian Arkveld. We hope you check out the fun collaboration content in both games!

Monster Hunter Wilds – Free Title Update 3

Embark on a new quest in Monster Hunter Wilds, which begins with the arrival of the characters Alpha and Omega from Eorzea, the setting of Final Fantasy XIV Online.

After downloading the update, hunters who are at least Hunter Rank (HR) 41 or higher and have completed the main mission “What Lies Ahead” can take on a new special extra mission in the Iceshard Cliffs.

Additional Monster: Omega Planetes

Omega Planetes has traveled across dimensions! Having descended into the Forbidden Lands, the Omega frame now bears a new name—one that sets it apart from the others.

Omega Planetes will spawn a Nerscylla Clone as it charges its powerful Delta Attack. Defeating the Nerscylla Clone will generate a powerful shield for you and your allies to take shelter in, so be sure to work together to take it down. Other creatures like the Morbol Seedling and the Cactuar—said to have wandered in from the otherworldly realm of Eorzea, will also appear in this special collaboration.

Two Jobs from Final Fantasy XIV join the Hunt

The two-handed sword wielding Dark Knight, who unleashes powerful techniques with the power of darkness, and the Pictomancer, who attacks by bringing paintings to life, are two unique jobs reinterpreted with unique gameplay mechanics in Monster Hunter Wilds.

Dark Knight

Activating the skill Soul of the Dark Knight on the Bale Armor α series armor unlocks the special action: The Blackest Knight. Using The Blackest Knight from the item bar consumes your own HP to generate a powerful barrier. The Greatsword “Shadowbringer” also features a unique dedicated weapon skill.

Pictomancer

Using Soul of the Pictomancer lets you unleash powerful spells with Pictomancy via the item bar. Cast three different spells in sequence and finish with the powerful Mog of the Ages spell. 

Pictomancy deals high damage to monsters in Final Fantasy XIV Online and possesses high damage potential in your hunts, so don’t forget to take advantage of it! 

Enjoy a variety of content from the collaboration, including Palico equipment, a Seikret Decoration, Pendant, Gesture, Hunter Profile background, poses, nameplate, and title!!

Arch-Tempered Nu Udra emerges in Free Title Update 3

The third Arch-Tempered monster, Arch-Tempered Nu Udra, arrives as a permanent Event Quest on Wednesday, October 22.

Defeat Arch-Tempered Nu Udra and obtain materials to forge the Nu Udra γ series hunter armor and the Udra γ series gear for your Palico. Hunters taking on this challenge will need to be at least HR100 or higher to accept this quest. 

Celebrate Autumn with the Festival of Accord: Dreamspell Seasonal Event

​​

Autumn comes to the Grand Hub during the Festival of Accord: Dreamspell! Enjoy the spooky splendor of the new decorations and meals in the Grand Hub, and obtain various rewards like limited-time gear, gestures, and camp decorations when the event runs from October 22 to November 12. We look forward to greeting you in the Grand Hub and its mysterious and unique autumn vibe!

Additional Systems and Other Features

Select a quest completion animation priority

Want a certain completion animation to play after completing a quest? You can now use the Quest Clear Animation Priority setting to select your certain animations to be prioritized at the end of a hunt. Select your favorites to customize your hunts even further!

Additional quest completion animations will be available as paid DLC. Both the Handler Set and the Smithy Set will be available on PlayStation Store after the release of Free Title Update 3, both as part of Cosmetic DLC Pack 3 and as individual purchases. 

Four nostalgic gestures arrive as free downloadable content

Check PlayStation Store to download the free gestures after the release of Free Title Update 3. 

New Event Quests

More new Event Quests are coming after the release of Free Title Update 3, including quests where you can obtain materials for crafting special equipment and rarity 8 Artian Parts, as well as a challenge quest against Seregios.

We’re also introducing a Free Challenge Quest against Arch-Tempered Nu Udra, where you’ll aim to complete the quest as fast as possible to earn exclusive rewards. This quest will be available for a limited time, so make sure to stay tuned to the Monster Hunter social accounts for more information in the future.  

Paid DLC content

Cosmetic DLC Pack 3* will be available alongside Free Title Update 3 and features a variety of items that can be obtained as part of the pass or purchased separately. 

*Cosmetic DLC Pack 3 is not included in the Cosmetic DLC Pass. It may take some time for the content to appear in the store.

Free Title Update Roadmap

Free Title Update 4 arrives this December, marking the explosive return of the Giant Halberd Dragon, Gogmazios. The update will also further build upon endgame elements and introduce various other improvements, so we hope you look forward to it! 

We hope you continue to enjoy Monster Hunter Wilds!

Is OD Connected to P.T.? Hideo Kojima’s New Horror Game Explained

Kojima Productions’ recent Beyond the Strand livestream gave us our first proper look at OD, the developer’s horror game that’s being produced in collaboration with Xbox Game Studios. While the project’s first trailer features barely more than a couple of minutes of gameplay and is set entirely in a single room, it’s already creating quite a buzz. That’s because it’s distinctly reminiscent of P.T., Hideo Kojima’s famous 2014 “playable teaser” for a Silent Hill game that never was. P.T. went on to influence an entire wave of dread-fuelled horror games, but it seems like Kojima is finally returning to those ideas himself for OD.

While there’s no suggestion that OD and P.T. are directly related, it’s already clear that this new Xbox exclusive horror is reusing and reinterpreting many of the themes, motifs, and designs that were established in the Silent Hills teaser. From ominous knocking to terrifying babies, let’s explore the significant connecting threads between these two projects.

Suburban Terror

Perhaps the most clear link between OD and P.T. is their perspectives and settings. P.T. is played from the first-person perspective and takes place in what (at least initially) seems to be a mundane and unremarkable suburban home. OD appears to be following that approach, at least with the sequence we see in the trailer. The area in which the terror unfolds could be a room in anyone’s house – the dull walls, herringbone flooring, and miserable weather outside suggest another boring day in suburbia. But, like P.T., there are unnerving elements that pierce through the mundanity. For one, why is the room only furnished with two armchairs, both of which are oddly positioned? Secondly, and most importantly, why is there a shrine of burning candles?

Cryptic Puzzles

P.T. earned widespread acclaim because it approached horror in a way largely unseen in video games prior. While its first-person perspective and complete lack of combat may well have been influenced by 2010’s Amnesia: The Dark Descent, P.T. went several steps further and avoided any sense of traditional video game enemies. Instead, your foe was the environment itself: an endlessly looping corridor that holds you hostage until you can solve its many mysteries. With no tools provided aside from a simple flashlight, these puzzles were cracked through the use of simple observation. Find the right clues, and the house would morph on your next loop, slowly revealing the disturbing components that pieced together to tell the story of a murdered family.

While there’s no suggestion that OD will feature any kind of looping hallway, it does appear to take a similar approach when it comes to puzzles. The trailer opens with the protagonist, played by Sophia Lillis of It and Dungeons & Dragons: Honor Among Thieves, being told to “Light the fires to celebrate their [redacted]”. She then proceeds to light a number of candles using a box of matches, with each new flame causing changes in the environment.

Hush, Little Baby

Perhaps the most obvious and immediately scary element of this puzzle is its use of crying infants. As Lillis lights a baby-shaped candle, the shrieks of a crying newborn immediately fill the room, causing her to flinch and drop the match.

Kojima, of course, has a famous connection to babies via Death Stranding, in which “Bridge Babies” are used to detect spirits. However, P.T. also prominently featured crying babies, as well as the more horrifying image of a mutated, bloody fetus lying in a bathroom washbasin. The trailer does nothing to explain how babies are related to OD’s story, but it’s clear that Kojima is once again turning to the chilling sound of a distressed infant to give you goosebumps.

Who’s There?

While the baby’s cries are certainly disturbing, the more ominous noise is the constant knocking that becomes increasingly louder and more frantic as the trailer progresses. This will clearly be a significant element – as revealed as part of the Beyond the Strand livestream, OD is subtitled “Knock”.

“I really am afraid of big knock sounds,” explained Kojima. And, once again, we can see that expressed in P.T.. Since the entire game takes place in a corridor, the environment is naturally filled with doors, and creepy knocking echoes through the hallway as you complete loop after loop.

Of course, it’s not the knocking itself that’s frightening, but what it signifies: someone (or something) that wants to get inside. It’s a warning that your safety is about to be breached. And considering that you have no weapons in P.T., that’s a terrifying prospect. The same seems to be true of OD – Sophia Lillis’ character has no ability to defend herself from whatever is trying to get through that door.

Don’t Look Back

If it wasn’t already obvious from the oppressive atmosphere and screaming babies, it’s generally considered a bad idea to conduct a ritual about which you know nothing. Sophia’s candle lighting seems to summon something – we never see it, but after all that knocking, we hear that it opens the door and slowly, dramatically approaches. While neither we nor Sophia can see this foe, something else does: an image of an eye stuck to the window. As the man (or monster?) closes in, we see the image change – the eye opening wide in horror at what it observes.

Once again, there’s a link to P.T. here. During one of the loops, all the pictures mounted on the corridor’s walls are replaced with images of eyes that move and change as you walk through the house, as if they are observing you.

P.T. also preyed on the idea of a malevolent figure lurking behind you. The house is haunted by a spectral woman known as Lisa, who appears in a variety of frightening sequences. But beyond those scripted moments, there’s always the unsettling feeling that Lisa is close by – flickering shadows and eerie sound effects make it seem as if she’s just beyond your peripheral vision. And that’s because she quite literally is: her character model is tethered to you, constantly following behind you as you explore the house. While we have essentially no information on how OD will play, the final moments of the trailer do suggest that the fear of someone being right behind you will be explored, just as it was in P.T..

The Hills are Silent

As the unseen enemy approaches Lillis, you can hear the increasingly erratic sound of a Geiger counter. It seems to act as some kind of proximity sensor, akin to the motion detector used in Aliens. Or, perhaps more appropriately, the screeching static of Silent Hill’s radio.

P.T., of course, was both a “playable teaser” and reveal for Silent Hills, a collaboration between Hideo Kojima and Guillermo del Toro that would have been the next, potentially revolutionary chapter in Konami’s Silent Hill series. And while there’s absolutely no chance that OD is a secret Silent Hill game – Konami is not involved at all – there do appear to be a few nods to the series throughout this trailer.

Aside from the Geiger counter replicating the function of Silent Hill’s enemy-alerting radio static, there’s also the fact that the message that begins the trailer’s ordeal is delivered on a card through a gap in the door. This is reminiscent of Silent Hill 4: The Room, in which cryptic messages are slipped under the locked door of protagonist Henry Townshend’s apartment.

The door through which OD’s mysterious message is delivered may also be hiding a small nod to Silent Hill – the design features nine red panels arranged in a three-by-three grid. This resembles the same three-by-three grid of red squares seen in Silent Hill 2, which featured on the game’s Japanese box art and can be found in-game as the story’s final save point.

It wouldn’t be surprising to see a number of other subtle references to Silent Hill in OD, but once again, this certainly isn’t Kojima finally making Silent Hills. And so while there are clear parallels between OD and P.T., the two are not canonically connected. It seems more likely that OD will relate to P.T. in the same way that Death Stranding – particularly its sequel, On The Beach – relates to Metal Gear Solid. DS2 features a refreshed approach to combat that echoes the stealth sandbox of MGS 5, and one of its central characters, Neil Vana, is a clear nod to Kojima’s most enduring hero, Solid Snake. While Kojima no longer has any official ties to his former workplace at Konami, it’s clear that he still enjoys making connections with his past projects, and so it’s only logical that OD – his first horror project since Silent Hills – will echo P.T. in a number of ways.

But it’s not how OD replicates P.T. that’s the interesting thing – the more exciting prospect is how it will build on P.T.’s successes. And so now we look forward to learning much more about this project. After all, we know so little about it. We do know that Get Out and Nope director Jordan Peele is involved, but that he’s working on a separate OD experience, one that will replace the “Knock” subtitle with a different kind of fear. So is this an anthology of games, each one exploring unique phobias? Or will OD be a collection of different media, breaking boundaries between games and films? P.T. reimagined the shape of horror over a decade ago, of course, so we’re more than ready to see Kojima do it all over again.

Matt Purslow is IGN’s Executive Editor of Features.

Steam’s latest beta lets you easily check if you have Secure Boot enabled before firing up Battlefield 6 or Call of Duty

Steam’s latest client beta has given you another way to quickly check whether you’ve got secure boot enabled before you hop into some FPSsing about. Enabling the setting’s become mandatory for the likes of Call of Duty: Black Ops 7 and Battlefield 6, as the possibly futile war on cheating continues to rage like, er, well, you know.

It’s a controversial way of going about trying to limit the amout of fraudulent 360 no-scopes, as it involves publishers mandating an aspect of how players’ hardware’s used, if a pretty easy one to check with a trip to your BIOS if you know what you’re doing. Not everyone’s used to delving into those settings though, which is why it’s nice Valve have made this useful addition to their game playing place.

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Hollow Knight: Silksong Reinforces the Metroidvania Genre’s Accessibility Barriers

After years of waiting, Hollow Knight: Silksong is finally in the hands of the people. By this point, many will even have completed it. Gone are the days of applying clown makeup during each major gaming event, replaced instead by widespread love for Team Cherry’s sequel. Yet, for me, I’m struggling to be excited about Silksong, despite the fact it’s the latest entry in one of my favorite genres.

For this issue of Access Designed, I’m not going to be analysing Hollow Knight: Silksong in the traditional sense. The game’s demands of speed and precision, combined with a lack of accessibility features and my own disability, has meant that I physically can’t play it. And so I’m unable to give an accurate analysis of gameplay, story, and even the art direction of different zones, all of which can be examined through an accessible lens. Instead, I want to talk about the overarching problems of the Metroidvania genre itself, and how Silksong is just perpetuating and reinforcing inaccessible barriers.

It Goes Beyond Difficulty

Like its predecessor, Silksong continues the trend of challenging players with complex platforming and boss battles. While difficult experiences have become mainstream successes in recent years, some Hollow Knight players have noted that Silksong can be particularly punishing. Those concerns have been at least partially addressed by the developers, who notably nerfed two early game bosses within the first week of Silksong’s release. And while difficulty is absolutely an accessibility issue, I’m not going to argue for or against it in Silksong.

Difficulty is the proverbial low hanging fruit of accessibility critiques. Accessibility consultants, champions and journalists have written articles about what difficulty is or isn’t, produced clips or reels talking about the importance of difficulty settings, and created countless threads on social media, advocating for more diverse accessibility tools to adjust a game’s difficulty. We spend so much time championing the inclusion of difficulty options that we often miss other crucial barriers that prevent a variety of disabled individuals from enjoying a new game. Is Silksong difficult? According to reviews and conversations, yes. Should we focus all our accessibility arguments on that alone? Absolutely not.

What Silksong Lacks

Aside from no accessibility settings for difficulty, Silksong’s overall settings options are minimal, especially for a game released in 2025. Volume can be adjusted through sliders, the HUD can increase in size, and some actions can be rebound, but only on specific buttons. For disabled players looking for a variety of accessibility menus, Silksong is objectively a disappointment.

While I acknowledge that studios do not all share the same engine and thus don’t have a unified toolbase to create accessible options, nor do developers all have the same level of knowledge to implement these features, I do wish Team Cherry had taken direct inspiration from Prince of Persia: The Lost Crown’s Memory Shards system. Ubisoft’s smart new addition to Metroidvanias allows you to take a screenshot of a location and pin it to the map, which provides a persistent reminder of previously-visited zones that may require specific items to traverse, or places to return to once you’ve become stronger. This option revolutionized the Metroidvania genre, with The Lost Crown becoming one of last year’s most accessible games. While Silksong does feature the ability to purchase and place markers on your map to help remember safe areas and other important points of interest, there’s nothing that comes close to The Lost Crown’s Memory Shards. I understand Team Cherry may not have the same resources as Ubisoft, but to offer nothing that aids accessibility beyond the bare minimum in the form of map markers is frustrating.

What Silksong Gives

As I’ve mentioned through previous editions of Access Designed, options are not the only form of accessibility. While Silksong fails to provide numerous accessible settings, its use of inclusive design, particularly through Tools, can give some relief. The Fractured Mask, for instance, prevents a fatal blow from killing Hornet. This is fantastic for physically disabled players that struggle with precise motions, or cognitively disabled players that need more time to memorize boss attack and movement patterns, allowing for a second chance at life before returning to a rest bench. The Fractured Mask is also great for difficult parkour sections, and the fact that this Tool recharges on rest means you always get that second chance on every attempt. The Compass, meanwhile, tracks your position on Silksong’s sprawling map, and is another helpful item for cognitively disabled players. And my personal favorite Tool that I’ve discovered through watching let’s plays is the Magnetite Dice, which randomly nullifies a single hit. Despite the random chance associated with this item, this is great for physically disabled players that may lack energy during extensive play sessions.

But these Tools aren’t offered immediately. Players are forced to progress through the game, beating challenging bosses and completing side quests before unlocking them. While I’m a firm believer that disabled people deserve to be challenged by the games they play, offering crucial pieces of accessibility from the very start of the game doesn’t limit that challenge – it just enables us to play like everyone else. In Silksong, some players may not make it far enough to unlock the Tool that would provide them with a vital accessibility feature.

The Overarching Metroidvania Problem

Silksong’s difficulty and lack of accessibility offerings make for an inaccessible challenge, but that’s not why I can’t play. As my disability progressed and I lost function in my hands, I found the speed and precision required to play Metroidvanias became too much. Even The Lost Crown, with its accessibility offerings, was too taxing for me to finish.

Before I decided to purchase Silksong, a friend advised me to wait until he could play. After several hours, he told me not to buy the game because the speed, combined with the dexterity needed to platform, fight, and use items, would undoubtedly leave me exhausted and frustrated. Therein lies my biggest critique of this genre – beyond what we’ve seen in The Lost Crown, no accessibility settings or system designs have yet to address the speed and inaccessibility of the core combat and platforming gameplay.

I am the first person to admit I am no game designer. I also acknowledge it’s virtually impossible to make every game accessible to every disabled player. Yet, as a lifelong fan of the genre, I genuinely miss playing these games. I’m not critiquing them out of baseless anger, but rather a desire to play one of my favorite genres once again.

Hollow Knight: Silksong, from the perspective of a sequel, is an achievement. Yet, for disabled players looking to dive deep into Team Cherry’s newest game, it’s an accessibility failure. Difficulty aside, disabled players have few offerings to help them navigate the map and defeat challenging enemies. And for those comments undoubtedly proclaiming that not every game is made for everyone, let it be for the individual to decide – not based on inaccessible practices, but rather just a fondness of the genre. For developers looking to Silksong’s success, I ask that they please use its lack of accessibility as motivation. As a lifelong fan of the Metroidvania genre, I hope someone will use Silksong’s failures as inspiration to make me return.

Grant Stoner is a disabled journalist covering accessibility and the disabled perspective in video games. When not writing, he is usually screaming about Pokémon or his cat, Goomba on Twitter.

Hades 2 1.0 review

I am gonna claw out your eyes, then drown you to death. I AM GONNA CLAW OUT YOUR EYES, THEN DROWN YOU TO DEATH. So goes the chorus to the hit single Hades 2 girl group Scylla and the sirens have been rehearsing in lethal fashion for a year and a bit. It’s one of the most pervasive earworms I’ve encountered in my 26 years on this Earth, the kind of ditty that’d make the Backstreet Boys blush.

Within an hour of returning to Hades 2, now that it’s morphed into its full 1.0 release form, those words were just as firmly lodged in my skull as they were when I defeated Chronos for the first time during the roguelike’s early access phase. By all rights, I should find the purposefully mocking tune annoying, but I don’t. Much like the rest of Hades 2, no matter how many runs I make through the depths of the underworld and to the summit of Olympus, moments when it’s actually, properly grated on me have been few and far between.

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