Borderlands 4 Gets FOV Slider on Console, Performance Improvements, and Gear Buffs in Big New Update

Borderlands 4 developer Gearbox has released the biggest update to the looter shooter since launch, adding a Field of View (FOV) slider on console, various performance improvements, and various Vault Hunter and gear buffs.

The September 25, 2025 update adds new Weekly Activities, stability and performance improvements, adjustments to some rewards/progression, and further refinements across UI, audio, visuals, and gear. Check out the patch notes, from the Borderlands website, below.

Of particular note is the addition of a FOV slider on PlayStation 5 and Xbox Series X and S, something players had asked for. Gearbox chief Randy Pitchford had responded to the complaints to suggest fairness might have had something to do with the lack of a FOV slider in Borderlands 4, although all that comment did was confuse fans given the PC version has it and there’s crossplay at launch. While its arrival is welcome, Gearbox warned console players that increasing the FOV past the default could cause some dips in performance.

Creative director Graeme Timmins had flagged that Gearbox was more interested in buffing than nerfing Borderlands 4 in the short term, leaving broken builds alone for the time being. And today’s update reinforces that approach, with no nerfs to speak of. Indeed, Timmins took to social media to say Gearbox had too many buffs to fit into today’s update, so it broke them up into their own balance update that’s due out early next week.

The update also includes fixes for the high-profile memory leak issue for Borderlands 4 on console, which causes the framerate to degrade the longer you play. But there’s more to come. “We believe we’ve made significant improvements there, but we’re still investigating data to make sure any remaining issues continue to be resolved,” Timmins explained. “We’re confident that today’s update makes a big difference though, and we’re excited to get feedback/data on it.”

Performance improvements on PC are also welcome. Borderlands 4 is still on a mixed Steam review rating, with most of the negative comments revolving around PC performance. The tech experts at Digital Foundry have said their initial analysis of Borderlands 4 on PC shows significant stutter problems, and have advised against running the game on its ‘Badass’ graphics setting, which suggests there are indeed problems with the Unreal Engine 5 title.

If you are delving into Borderlands 4, don’t go without an updated hourly SHiFT codes list. We’ve also got a huge interactive map ready to go and a badass Borderlands 4 planner tool courtesy of our buds at Maxroll. Plus check out our expert players’ choices for which character to choose (no one agreed).

Borderlands 4 September 25, 2025 update patch notes:

Change List:

Weekly Activities:

  • Weekly Big Encore Boss has switched to a tougher variant of a different existing boss with an even more rewarding loot pool for those that take it on.
  • The Weekly Wildcard Mission has changed. These Missions feature a guaranteed Legendary drop that you can repeatedly earn to get your ideal roll.
  • Maurice’s Black Market Vending Machine has moved to another location and changed its offerings. Remember, while the location is the same, your vending machine items are different from other players, so ask around to see if someone has the item you’re looking for!

Stability & Performance

  • Improvements to stability and performance.
  • Addressed various instances of hitching, low FPS, and crashes.
  • We are continuing to investigate and will make further improvements to stability and performance.
  • Updated character animations for performance improvements.
  • Graphics Preset could be set to High or Very High when using Run Auto-Detect in Visual Menu.
  • [Xbox] Corrected an issue where players would get a black screen after the Vault Symbol loading screen.
  • Addressed rare issues of infinite loading screens during crossplay.
  • Improved loading of characters in menus to reduce visible delays when entering character select.

Rewards & Progression

  • Addressed a reported issue where players could lose or be rewarded unintended extra Skill Points in multiplayer.
  • Addressed an issue that could prevent Contract target enemies from consistently spawning.
  • Updated Repkit lifesteal challenge to track lifesteal from any source.
  • Prevented region discovery trophies/achievements from unlocking before discovering all areas.
  • Prevented instances of unowned DLC content appearing in chests or in menus.
  • Improved clarity of DLC-related warnings and reward availability.
  • Addressed a reported issue where the Reward Center could stop working after claiming the Gilded Glory Pack rewards.
  • Rewards Center popup now correctly excludes already-claimed cosmetics.
  • Reduced sell prices on Gilded Glory Pack gear in Vending Machines.
  • Updated the Break Free Pack reward bundle to redeem properly in all instances.
  • Challenge timing has been updated so players can properly progress from Ultimate Vault Hunter (UVH) 4 to UVH 5 after completing the required Wildcard Mission.
    • When ranking up in multiplayer, players that are not the host will not see the change to their UVH level, but will be able to switch to the higher level. This will be addressed in an upcoming update.
  • Updated Class Mods to prevent them from dropping with incorrect skill points.

Vault Hunter Changes and Balance Adjustments

Harlowe the Gravitar

  • Gravitar Ground State Capstone has been corrected to remove inaccurate verbiage about enemies taking reduced damage when they do not.
  • Gravitar Flux Generator no longer heals enemies with Potential Transference Capstone.
  • Updated Gravitar Accretion passive to consistently grant Lifesteal to allies.
  • Addressed various reported issues with Gravitar Unstable Energy Pocket created from CHROMA Accelerator Action Skill.
    • Includes instances where it would not disappear properly, convert to Cryo Damage, or split as intended with certain skill tree combinations. Skills that saw updates: Special Purpose Magnets Augment, The Shattering Light Capstone, QED passive, Break the Ice passive, Containment Breach Augment, and Eureka! Passive.

Amon the Forgeknight

  • Forgeknight Primal Surge passive now properly restores Shield and Ammo.
  • Forgeknight Firewall Action Skill has been adjusted so Vengeance cannot be stored by Firewall before Scourge is active, as intended.
  • Forgeknight Onslaughter Rocket Punch now connects more reliably with shielded enemies.
  • Addressed a reported issue with Forgeknight Forgeaxe not consistently seeking nearby enemies.

Vex the Siren

  • Addressed a reported issue with Siren Grave Harvest Augment being triggered while Incarnate is not active.
  • Addressed a reported issue where Siren Blight Attunement passive could occasionally fail to damage the Timekeeper.
  • Damage caused by Siren Spirit Bomb passive now counts properly as Companion Damage and changes its color to match attuned element.

Rafa the Exo-Soldier

  • Addressed a reported issue preventing Exo-Soldier Blowout passive from stacking properly when repeating Action Skills.

Gameplay

  • Addressed a reported issue in the “Overwriting a Wrong” Side Mission where nodes would not spawn consistently.
  • Addressed a reported issue in the “Talk to Zadra” Mission where the objective could fail if players exited and relaunched mid-dialogue.
  • Updated beam hit detection, as it was causing beams to not be blocked properly. Eg: Forgeknight Forgeshield.
  • Repkits now consistently consume the correct amount of charges after activating Forgeknight Scourge action skill.
  • Prevented Forgeknight from sliding at the end of Molten Slam.
  • Addressed various reported instances of enemies getting stuck.
    • Impacted Missions: during “Kill Order Forces” in the Fadefields, “His Vile Sanctum” Mission, and “A Lot to Process” Mission.
  • Addressed reported desync issues observed with Lightweight Armature enemy movement in multiplayer.
  • Updated Zadra’s Lab Fast Travel unlock to after discovery.

Gear

  • Vladof Atling Gun Heavy Weapon Ordnance now properly targets Primordial Guardian Inceptus.
  • Queen’s Rest Pistols with Daedalus Ammoswitcher licensed underbarrel now shoot the correct projectiles.
  • Gear with the Short Circuit Augment now traces properly toward enemies instead of random directions.
  • Addressed reported edge cases where interrupting reload could cause ammo desyncs that would prevent ammo from firing.

Gear Balance Changes:

  • Hellwalker: now always spawns with Fire element.
  • Tediore weapons: +10% Damage and +10% magazine size.
  • Order Pistol Lucky Clover (Rocket Reload): increased fire rate.
  • Order Sniper Rifle Fisheye: increased Damage.

UI & UX

  • Updated gear thumbnails in cases where they did not display properly, and ensured stand-in thumbnails load properly.
  • Updated various UI visuals for alignment, consistency, and clarity.
  • Adjusted inventory dropdown menus to prevent unintended selected changes.
  • Added D-pad navigation support to the Reward Center and improved handling of the Inventory Overflow message.
  • Prevented Matchmaking Menu hint bar from displaying incorrect prompts when joining another player’s game.
  • Addressed compass occasionally displaying incorrect location name after teleporting.
  • Updated localization and various text descriptions across the game.
  • Added various improvements to compass, custom waypoint placement, and ECHO location.

Visuals

  • Addressed carryable objects disappearing or appearing in the wrong location after being picked up; includes cases in Ready to Blow, Lost Capsules, and Hangover Helper Missions.
  • Improved triggering of Armor Segment breaks VFX when Shield Capacity effects expire.
  • Updated NPC and enemy pathing.
  • Addressed VFX concerns with various weapons, vehicles, and elemental states.
  • Various animation updates.
  • Various visual updates and improvements.
  • Adjusted rift portal effect to corrected visuals.
  • Updated ECHO-4 to have correct positioning when viewing various menus, and to prevent clipping.
  • Ambient critters have a more natural spawn behavior.

Audio

  • DJs in Carcadia Burn and Fadefields now play their VO when starting or completing Contracts.
  • Adjusted radio music mix for improved audibility.
  • Added missing audio for multiple weapon types, customization, and menu navigation.
  • Reduced instances of voiceover cutting out during Missions.
  • Updated startup movies to have correct audio.

Settings & Accessibility

  • [Xbox/PlayStation] Enabled Field of View (FOV) slider on console.
    • Note: Increasing the FOV past the default could cause some dips in performance.
  • Vehicle Field of View settings will now be changed for both users when playing in splitscreen.

Misc

  • Addressed reported instances of incorrect or deleted characters appearing in Menu or Lobbies.
  • Enabled Tab key in SHiFT UI.
  • Added haptic feedback for controllers to Exo-Soldier Unmissable Missiles Augment.
  • Updated Credits listing.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Japanese Charts: Mario Kart World, Donkey Kong Remain Steady Amidst Trails In The Sky Surge

Across PS5 and Switch, the remake is the best-selling game of the week.

Famistu has published the latest weekly physical charts in Japan, and while a handful of new releases have changed things up a bit, the line-up is still largely the same.

At first glance, you’ll notice that Mario Kart World remains on top, selling a further 33,861 copies. But last week’s new release, Trails in the Sky 1st Chapter, takes both second and third place, with the PS5 version just edging out the Switch release (physically at least) by 58 copies.

Read the full article on nintendolife.com

Assetto Corsa EVO motors into multiplayer racing for the first time in its latest early access update

Vroom. Vroom vroom. Vroom vroom vroom. Ahem, sorry, dunno what happened to me there. Assetto Corsa EVO, the three-letter-yelling follow up to one on Steam’s long-reigning top racing sims, has just gotten its third early access update. It adds in online multiplayer, plus a bunch of fresh cars and tracks to hop into moments before you’re unceremoniously punted off by a random.

I’ve been playing a bit of a waiting game with AC EVO since yapping about it at length for my old home when it first debuted in early access at the start of this year, but this might be the point I hop behind its wheel agaion and see how devs Kunos Simulazioni have managed to flesh it out so far. After all, they’ve now added in a 90s Merc 190E, which is pretty much square German saloon kryptonite for my will to hold off on checking things out.

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Dev Behind the Scenes: Optimizing Guidus Zero for Xbox

Dev Behind the Scenes: Optimizing Guidus Zero for Xbox

Guidus zero key art

Summary

  • Learn how player feedback shaped the gameplay mechanics.
  • What improvements have been implemented for the console release.
  • Guidus Zero is out now on Xbox.

When bringing Guidus Zero to Xbox, we didn’t want to simply port the PC version. Our goal was to craft an experience that feels perfectly at home on an Xbox controller.

In the early builds, movement and attack were bound together in a simple structure. But as combat speed increased, this caused hand fatigue during extended play. To solve this, we separated movement and attack into distinct inputs—a small change that smoothed the battle rhythm and became the foundation of an immediate, responsive control system designed for Xbox.

Our vision was clear: every dodge and every strike had to feel just as sharp and instantaneous as on PC. Xbox players can look forward to fluid movement, precise button mapping, and a combat rhythm tuned specifically for the controller.

Balancing Keyboard and Controller

One of our biggest challenges was ensuring that no matter which input method you use, the experience feels equally satisfying. For months, we fine-tuned responsiveness, button mapping, and input sensitivity to achieve balance.

We knew they could never feel exactly the same—but balance, not uniformity, was the goal. Each input method should feel different yet equally fun, with its own rhythm. On Xbox, this philosophy came together in a combat system that rewards both precision and intuition.

Controls Shaped by Player Feedback

Community feedback played a huge role in shaping the Xbox version. By listening closely, we introduced several key improvements:

* Super Cancel for seamless flow: You can now cancel into movement from any attack. This makes every action flow together, opening up dynamic plays that let you strike and reposition fluidly.

* Piercing dodge for strategic escapes: Based on feedback that dodges felt too restrictive, dodging now covers two tiles and ignores enemy collision, giving you a powerful survival tool when surrounded.

* Dedicated button for thrust attacks: The critical Thrust move no longer requires complex inputs. It now has its own button, allowing you to unleash it instantly when the moment is right.

With this feedback implemented, Xbox playtesters responded that out of dozens of roguelikes they’ve played, the build and combat variety in Guidus Zero keeps pulling them back. Every movement feels meaningful, and the grid-based combat feels natural on a controller.

Action That Rewards Mastery: [Learn from Your Runs]

The real achievement in Guidus Zero isn’t just stat growth or Artifact buffs—it’s the combat instinct and judgment you sharpen through every fight.

Just like learning a fighting game, every victory and defeat builds muscle memory and intuition. Over time, your hands will respond faster, your dodges will grow tighter, and your combos and cancels will flow more naturally. You’ll read enemies more easily and find that single tile of safety you once missed.

Eventually, you’ll find yourself making bolder, faster, and sharper decisions in the same situations that once held you back. With community-driven updates and full Xbox optimization—there’s no better time to descend into the Scar.

Guidus Zero launches today. Sharpen your instincts and uncover the truth that lies hidden in the abyss.

Guidus Zero

Com2uS Holdings Corporation


$14.99

$11.99

The Mysterious Sinkhole “Scar”

Long ago, during an era of racial wars fought to control the continent, a massive sinkhole suddenly appeared at its center.
Born for unknown reasons, what secrets does this mysterious sinkhole hold?
Join the famous explorers of the continent and dive into the unknown to uncover the secrets of the Scar.

Real-Time Grid-Based Action

Guidus Zero is a real-time grid-based roguelike game where you navigate the field in four directions.
Pay close attention to the positions of enemies and their attack ranges.
Time your moves precisely to dodge all enemy attacks and aim for a no-hit clear.

Spirit Power and Treasure Chests

While exploring the Scar, you will come across relics imbued with mystical powers and receive blessings from spirits that aid you in combat. Forge strong bonds with them to unleash even greater power.

Enemies Corrupted by Dark Blood

A dark aura rises from the deepest parts of the Scar, bringing forth corrupted enemies.
Defeat various enemies and powerful bosses as you descend to the deepest floor of the Scar.
The secrets of the Scar and the source of the dark aura await you there.

The post Dev Behind the Scenes: Optimizing Guidus Zero for Xbox appeared first on Xbox Wire.

‘Think RuneScape’ — Arrowhead CEO Rules Out Helldivers 3, Will Keep Updating Helldivers 2 ‘For as Long as It Can Go’

Helldivers 3 is not in any plan developer Arrowhead has right now, the studio’s CEO has confirmed. Instead, it wants Helldivers 2 to keep going for years and years, like veteran MMO RuneScape.

Jagex’s fantasy MMO RuneScape began life as a browser game an incredible 25 years ago. It’s had over 300 million accounts since, and is still going strong today.

So, rather than follow Helldivers 2 with Helldivers 3, as the video game industry would perhaps expect, Arrowhead wants to follow RuneScape’s lead.

As spotted by GamesRadar, Arrowhead CEO Shams Jorjani clarified the studio’s plans in a post on Discord. “We have no plans for HD3,” he said, “just HD2 for as long as it can go. Think RuneScape.”

The idea of a Helldivers 3 had come up recently when Jorjani said a social hub space like the Tower in Destiny was “on the feature list for the next one.” But he later clarified that he was talking about Arrowhead’s next game, not a Helldivers 2 sequel.

His latest comment is consistent with prior statements on the studio’s plans. Jorjani has in the past said Arrowhead hopes to build upon Helldivers 2 to such an extent that it basically becomes a Helldivers 3, but that was clearly figuratively speaking.

“Myself and the directors agree we would love this to be a forever game,” Jorjani added in another Discord post. “Assuming we get a grip on the performance and dev practices we can keep expanding it for a long time. PlayStation is super supportive.”

Jorjani’s comments shouldn’t come as a surprise. The studio has indicated it plans to support Helldivers 2 for years to come, and only recently launched the Sony-published game on Xbox Series X and S and the Into the Unjust update, which added Hive Worlds.

In April, Helldivers 2 production director Alex Bolle told IGN “we want it to be around for years and years and years to come.”

“And it’s almost like, how do we stay true to the Helldivers 2 fantasy, challenging enough that we keep making amazing new features and new systems and all that while we stay true to who we are?” he continued. “And I think it’s something that is so motivating for the years to come.

“The more we figure out how to thrive in a live environment, and we still have a way to go to figure out a lot of things around that, the more we can let creativity loose on new systems that we would’ve never thought about a year ago when we released. I’ve worked on live games before and it’s where you feel like you have something you can figure out: what if I would do this cool thing I’ve seen in other games and adapt it to our sauce, that still makes it true to ourselves? I’m looking forward to this moment.”

So, while Helldivers 3 isn’t happening, more Helldivers stuff very much is. In January, Sony announced that Helldivers 2 was being adapted into a film as part of a collaboration between Sony Productions and Sony Pictures. No other details were offered.

Helldivers 2 is the fastest-selling PlayStation Studios game of all time with an incredible 12 million copies sold in just 12 weeks. Check out IGN’s review of Helldivers 2 on Xbox Series X and S to see what we think of the game as it is today.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Command fleets or pilot mouthwatering starships in Nullspace, a strategy game with a “unique” take on the Fermi Paradox

Tasty-looking space games fill the atmosphere nowadays like satellite launch debris, but perhaps you’ll find room in your weirdly adapted magnetic fishing net for one more – Kaigan’s Nullspace. I came across it in yesterday’s Indie Fan Fest stream, and I quite like the cut of its torpedo bays.

Nullspace grabs me for a couple of reasons. One is its “retrofuturistic universe”, which strikes me as both sleek and cosy. It’s kind of chibi Homeworld. The kitbashed ships come alive with swivelling turrets and manoeuvring jets, but something about the way they’re proportioned, patterned and lit also makes me think of freshly piped cake icing. I also quite like the Star Fox-style jabbering heads of unit commanders in the bottom corner.

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Soulslike Boss Rush Game ‘NAMMO’ Announced for PC

The now-officially-announced NAMMO is a soulslike boss rush game that, according to developer Guild Studio, is “set during Korea’s Silla Dynasty, which spanned from 57 BC to AD 935 (nearly a millennium). It combines a dark fantasy world with a Soulslike boss-rush experience.”

NAMMO promises “tight 2D combat with brutal, mythology-inspired bosses and precision parries” in which you’ll “use ‘the Eye of Spirit’ to reveal hidden paths, boss weaknesses, and alternate storylines.” And it’s all rendered in handcrafted pixel art. Check out the official announcement trailer below.

The story is described as follows: “Born in an ancient Korean kingdom, Nammo grew up under the warm and loving care of Junjeong, who was like a sister to her. The two became beloved by their people, and blossomed into flower-like beauties. But fate twisted cruelly beneath the moonlight. With nothing but sorrow in her eyes, Junjeong struck, slashing Nammo’s eyes and leaving her blind. After waking up in an unfamiliar cave, Nammo starts on a journey to uncover the truth behind Junjeong’s betrayal.”

You can wishlist NAMMO on Steam if you’re interested.

Ryan McCaffrey is IGN’s executive editor of previews and host of both IGN’s weekly Xbox show, Podcast Unlocked, as well as our monthly(-ish) interview show, IGN Unfiltered. He’s a North Jersey guy, so it’s “Taylor ham,” not “pork roll.” Debate it with him on Twitter at @DMC_Ryan.

March 2026 would be a “fitting” Skyblivion release window, says former dev who called making 2025 “unachievable”

A former developer on massive Elder Scrolls mod project Skyblivion who called its current 2025 release goal “unachievable” has suggested March 2026 as a “fitting” release window for the task of remaking Oblivion in Skyrim‘s engine.

Around the time of the mod’s most recent showcase, ex-Skyblivion level and world designer Dee Keyes put out a tweet accusing its project lead and implementation lead of rushing the mod out the door to meet a 2025 release goal that Keyes dubbed “pointless and unachievable”. The modder also accused the pair of mismanaging the project by not keeping up communication between leads and other developers in terms of key decisions. Keyes’ claims and very public split from the Skyblivion team naturally led to questions being asked of the remaining Skyblivion devs, with the mod’s comms lead telling fans: “Our aim is that it will be by the end of the year, if we as a team decide that it isn’t we will be sure to share that.”

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‘Possibly the Dumbest Move Ever’ — Borderlands 4 Players Keep Making a Devastating Mistake With the Legendary Vending Machine Quest

Borderlands 4 has been out for two weeks now, which means players have come to understand much about how Gearbox’s looter shooter works. But there’s one quest in particular that I keep seeing cause fans trouble — through no fault of their own.

Warning! Spoilers for Borderlands 4 follow:

The quest in question is called Vend of the Line, which IGN has a helpful walkthrough for if you’re wondering how it all works. In brief, it involves a vending machine that, eventually, lets you pick one from a hefty lineup of Legendary-tier weapons, all priced just $1. You only get to pick one weapon, and once you do, the machine shuts down permanently.

The problem is, players are inadvertently locking themselves out of the legendary item reward by immediately selling all the junk in their inventory out of habit when they interact with the vending machine at the end of the quest. For some reason, the game considers this a transaction and the vending machine shuts down, leaving players who’d soldiered through the quest’s many steps empty handed.

I started noticing players complaining about the quest about a week ago, when threads on subreddits, posts in Discords and on social media expressed frustration and confusion about the situation. “Possibly the dumbest move ever,” declared redditor iwasagummybear. “So, I just finished the legendary vending machine quest for anybody who knows that one, and at the end you get one shot to buy something from it, yes? So what do I do? We’ll, I immediately sell all the junk in my inventory, and since it considers that a transaction the machine shuts down and I get absolutely nothing for my efforts. Please have a good laugh at my expense.”

There are many, many more reports of exactly the same thing happening to other unsuspecting Borderlands 4 players.

“PSA: Don’t press the ‘sell loot’ button on the legendary vending machine at the end of the Vend of the Line quest,” warned another player. “Doing so counts as your one use, and the machine will shut down, ending the quest. I definitely didn’t do that on instinct, and I absolutely did it for the sake of testing so that nobody will make a stupid mistake like that……..”

You can’t rollback saves in Borderlands 4, of course, so if you mess this one up there’s no going back. And making matters worse, Vend of the Line is a non-replayable mission. And, it’s worth noting that completing Vend of the Line in co-op will only allow one player to claim a legendary, and since the mission is non-replayable, the player who does not receive the weapon will be locked out of the quest entirely. Bummer!

The question is whether this is intended by Gearbox or a bug, and, if it’s the latter, whether it will be tweaked. Gearbox has said it’s keeping an eye on feedback so you’d like to think it’s aware of the situation with this quest in particular, and we know patches are on the way.

Indeed, it seems Borderlands 4 is filled with “unintended interactions.” Players have discovered overpowered builds that cause massive damage, even to the game’s toughest bosses on the hardest difficulties. The most infamous of these is ‘the knife,’ which Gearbox has said it’s aware of but won’t nerf just yet. But there’s another that causes bosses so much damage so quickly, it triggers a “Total Existence Failure.”

If you are delving into Borderlands 4, don’t go without an updated hourly SHiFT codes list. We’ve also got a huge interactive map ready to go and a badass Borderlands 4 planner tool courtesy of our buds at Maxroll. Plus check out our expert players’ choices for which character to choose (no one agreed).

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Civilization 7 dev explains how the revamped 4X map generator bolts together continents from Voronoi diagrams

Firaxis and 2K Games are working on a Civilization 7 update that revamps the game’s map generation, while adding a couple of city states and rounding out Napoleon’s skillset. It’s slated to land sometime in the week of September 29th. Why am I writing about it right now? Because senior graphics engineer Ken Pruiksma has just posted a little blog about the intricacies of strategy game map generation that caused Beethoven’s Ode To Joy to play tinnily in my head.

This is almost certainly a reflection of emotional diarrhea brought on by minor insomnia brought on by a nagging foot injury. Still, there’s something… uplifting about the motions of plate tectonics as approximated by computer code. Perhaps you, kind stranger, will be similarly moved.

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