Wily FPS modders remake the original Quake from memory alone – imagine if triple-A remasters worked this way

A Quake modding group have just polished off a game jam in which they challenged themselves to recreate every singleplayer map in id Software’s 1996 FPS from memory alone. That is, they were forbidden from replaying the original game before they started. As Slipseer user iLike80sRock puts it, “if somehow id1 was wiped off of all computers in the world, do we collectively remember the maps well enough to recreate them?”

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Publisher Acclaim Is Set To Host Its Own Showcase Next Month

A rebirth is afoot.

Publisher Acclaim, which was revived earlier this year after more than two decades of dormancy, is teasing some sort of announcement for next week.

It’s tough to know exactly what this entails at this stage, and the only clue within the above tease is a very quick cut to show some sort of digital, demonic face with power symbols surrounding it. We’ve screenshotted this and included it below for your perusal. Any ideas..?

Read the full article on nintendolife.com

Overwatch 2’s Season 18 is Live Now!

Overwatch 2’s Season 18 is Live Now!

The post Overwatch 2’s Season 18 is Live Now! appeared first on Xbox Wire.

Skate Finally Names an Early Access Release Date, and You Can Play For Free in Under a Month

EA’s long-awaited Skate reboot finally has an early access release date, and the good news is you’ll be able to play it for free in less than a month.

Skate’s early access launch begins on September 16 via PC (EA App, Epic Games Store, Steam), PlayStation 4, PS5, Xbox One and Xbox Series X/S.

As previously announced, you will need an internet connection to play the game, as well as an EA account to log in. Skate developer Full Circle previously explained the need for an online connection as something required for its vision of a “living, breathing, massively multiplayer skateboarding sandbox that is always online and always evolving.”

“You’ll see bigger things evolve, like changes to the city over time,” the developer continued, “as well as smaller things, like live events and other in-game activities.”

Indeed, today’s release date trailer focuses firmly on multiplayer gameplay, with squads of skaters seen traversing the streets of San Vansterdam. The game’s open-world features traffic, and what look like custom-made objects hung in the sky for you to try and skate upon.

Skate was originally announced by publisher EA way back in 2020, and development has continued slowly but surely ever since. The game has previously been playable by fans within closed community playtests that have even seen the introduction of microtransactions for cosmetic items, if you were wondering how EA plans to monetise the game. All purchases will be reset at the game’s impending early access launch — though if you’ve paid anything before then, your money will be refunded.

“I can clearly see the direction developer Full Circle is taking the series, but I can also say that Skate is shaping up to be a game worthy of being the long-awaited sequel to 2010’s Skate 3,” IGN wrote in our Skate hands-on preview earlier this year. “The gameplay seems refined and lives up to its predecessors, the world is big and fun to explore, and the overall sandbox’s ‘do what you want’ vibe is really making me look forward to diving back in.”

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

Silent Hill f loves combat so much, it feels like it’s fighting itself

Prior to getting a big, fat, four-hour demo with it at Gamescom, I was worried that banging on about Silent Hill f’s newfound enthusiasm for monster fighting – with all its parries, zippy dodges, and slow-mo focus meters – would be doing a disservice to its bolder, more ‘interesting’ series departures, like the new 1960s setting or its deep embrace of homegrown Japanese culture and myths. A certain missing of the point, like setting out for a lovely drive through the Scottish highlands then stopping to gawp at a lightly crashed Peugeot on the hard shoulder.

But no. Combat is as deeply ingrained within Silent Hill f as guilty moping was to Silent Hill 2, and from what I’ve played, doesn’t work nearly as well.

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Gears of War: Reloaded Review Update

The original 2006 Gears of War is the classic case of “don’t judge a book by its cover;” this seemingly meatheaded, bro-forward game has cemented itself as not only one of the best third-person cover shooter series with its iconic gameplay and weapons, but also one that shrugs at its stereotypes to both embrace them (when was the last time you heard someone called a dickwad?) and defy them with great storytelling and fantastic voice acting. Ten years after its first makeover, it’s gotten another with Gears of War: Reloaded. Unlike some games that get a premature remaster treatment a few years after their release, this one looks and feels like a noticeable improvement.

As we’ve come to expect from Xbox Game Studios developer The Coalition, the PS5 and Steam crowds are welcomed to the first game in this iconic series with gorgeous modern graphics and framerates, and no more waiting around on long load screens. Before we get into the details of Reloaded, here’s what IGN said about Gears of War’s first remaster from 2015:

From playing about seven hours, I can say that the glowing review of Gears of War: Ultimate Edition and its few faults still stand true with Reloaded. The story begins by throwing you into the thick of a losing war. Things go from shit to shittier for Marcus Fenix and crew as they try to accomplish one task that spirals out of control, and while that may not be fun for them, it sure is exciting to play, especially with the technical updates. Here are the highlights:

  • Reloaded plays in 4K with up to 120Hz output (if you’ve got the screen for it).
  • The 60fps is a nice upgrade on consoles for the campaign, which previously only went up to 30fps at its launch and 60fps with the Series X performance boost, and 120fps in multiplayer is equally welcome.
  • There are more options to change up controls, audio, and more Reloaded than were in Ultimate Edition.

A Touch of Color

The 2015 Gears of War: Ultimate Edition did a great job upgrading the notoriously drab look of the Xbox 360 original with color adjustments, lifting the muddy grey and brown fog from the planet Sera. Reloaded takes that a step further, with an even more lively color palette and better lighting that resembles what we saw in Gears 5. The uplifted style gives extra vibrancy to splurting blood during a chainsaw kill, and the blue skies clouded by smoke and dust look nice, too. The Coalition added extra detail to the environment as well, like additional paintings in legal buildings, dense bookshelves, fridges with rotting food, more corpses, and other fitting decor like that.

Welcome to Delta Squad, PS5

It’s still mighty odd seeing Xbox Game Studios on the screen while I hold a DualSense, but I can only say that the shredding of exclusivity lines hasn’t hurt Gears of War one bit. If anything, it’s made a strong case for me to do a co-op run on PlayStation 5. The core of Reloaded is the same between all three platforms, but the DualSense adds a twist with the adaptive triggers and any comms done through radio output through the controller’s speaker. It was a neat surprise having dialogue and sound effects – like hitting the perfect active reload – presented this way.

That being said, the adaptive triggers can be off-putting in some situations, like when hopping on a Troika where the triggers feel like they’re on max resistance for firing the turret or when driving a vehicle, so I could see them being unwelcome to some. I got tired of it in the second act during a long driving section, so I ended up turning adaptive triggers off for a bit.

Another aspect of Gears that’s evolved over time is the heavy screen shake with the roadie run. It’s less pronounced in other Gears games that’ve come along since, but The Coalition kept the exaggerated effect for Reloaded by default. I appreciate its unique touch and that the shakiness encourages tactical use. Running around an encounter isn’t the way to play Reloaded, and if you do, you’ll likely be punished for it. Instead, you’ll want to run and bounce between cover, keeping yourself protected from the onslaught of enemy fire. If you don’t like screen shake, though, it can be turned off. It’s good to have options!

Some Minor Bugs

The cool additions are also joined by some minor bugs I’ve seen in the roughly six hours I’ve played on PlayStation 5. There was weirdness in checkpoints jumping me forward and facing a different way, characters’ voices would drop for a line randomly, and I saw some enemies get stuck in between cover. Those bugs have appeared infrequently and weren’t too bothersome, though, and are probably nothing a patch or two won’t fix. I didn’t see these happen much during my time with the Xbox version, but just because I didn’t see them doesn’t mean they aren’t there. Bugs are tricky like that!

Bad Squad AI

The one actively annoying gameplay issues I came across was how incompetent and overall wonky my AI companions were on the Hardcore difficulty level, which is a noticeable downgrade from how they performed in Ultimate Edition. In Reloaded, they go down constantly, whereas in Ultimate Edition they still went down occasionally, but seemed to be helping more. Hardcore is only a step above normal and below Insane, so I expected they should be able to hold their own at least a bit. I noticed Dom waltzing into the dark and dying to the lurking Kryll that shredded him in seconds in one mission, and every now and then, Dom or the other two companions, Cole and Baird, would get stuck far behind, unwilling to leave a doorway. I love Delta squad, but I’m not reviving them every encounter only to put myself in danger.

Cherry on Top: Extras for Gears Fans

Gears of War: Reloaded includes a nice Extras section, which is something you’d want to see in a remaster like this to reward returning fans who’re buying it for the second or third time. What’ll interest most folks in the Extras section are the five different issues of the Gears of War comic. Grabbing the collectible COG Tags throughout the campaign unlocks pages in five different issues of the Gears of War comic, which is a nice reward for those who haven’t read them. This was available in the Ultimate Edition, and it’s a welcome return. Completing acts of the campaign also unlocks neat concept art.

And, while multiple sets of credits may not be what someone who’s new to this game cares about, for folks like me, seeing the credits available for Reloaded, Ultimate Edition, and the original are in line with Gears’ respect for teamwork.

Multiplayer Only Has Minor Tweaks

Multiplayer hasn’t changed (in terms of what content is included) between Ultimate Edition and Reloaded, though The Coalition upgraded to 60Hz dedicated servers, as opposed to the 30Hz we’ve had in previous versions. The maps got the remaster treatment too, with better lighting, visual effects, and best of all, an upgrade to 120fps on consoles (PC players also get a 240fps option). I expect weapon tuning to be in flux after launch; The Coalition already noted it’s making some improvements to the Gnasher, making perfect active reload damage fixed, and more tweaks based on feedback from the beta.

Get Your COG Tags

If this is your first time playing Gears of War, I recommend finding a friend to join you – the Gears of War teams have always designed these games with a partner in mind (and as I mentioned, the AI doesn’t really pull its weight on the higher difficulty levels). The Coalition thankfully maintained the option to play Reloaded couch co-op, which we don’t see enough these days, and of course, you’ve also got the option of online crossplay if your co-op buddy is on another system. I’m still undecided on whether or not I want to spend my next co-op replay on Xbox or PS5 or bounce between them (thanks, cross-progression!), but I’m excited to dive back in again either way.

Out very soon, Helldivers 2’s giant Terminid caving update is a feast of nods to Aliens and Dune, plus dragons

Helldivers 2‘s homaging of Starship Troopers and/or parodying of real-life fascist interventionalism continues with Into the Unjust, a sizeable game update that will take you out to the Terminid Hive Worlds for a spot of cave combat. According to multiple geographers interviewed by RPS, caves are located underground. That’s going to cause problems if, for example, your entire military strategy depends on being able to call in air support whenever you choose. The same geographers also allege that caves are dark. That’s going to cause problems if you like to see the things you’re shooting at.

Helldivers 2 Into the Unjust launches 2nd September, and why read the rest of this evidently stupid news piece when you can just watch this seven minute “deep dive” (comedy whoopee cushion sound effect)?

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Pokémon Legends: Z-A Seems To Be Teasing Another New Mega Evolution

“Ready for the mega matchup of the millennium?”.

Another week, another Pokémon Legends: Z-A teaser. The Pokémon Company is teasing another YouTube Premiere for Thursday, 28th August 2025.

This is the second premiere in two weeks, following last week’s unveiling of Mega Victreebel. This time, the hook is a little more obvious – no purple goo, no darkly-lit areas, simply a piece of art (or video, from Instagram) showing a Hawlucha facing off against a Machamp.

Read the full article on nintendolife.com

Lumines Arise launches Nov 11, PS5 demo available now

Since we first announced Lumines Arise during the State of Play in June, we’ve been inundated with the same question from fans: When will the demo be available?! And the answer is…right now! You can play the limited-time Lumines Arise Demo on PlayStation 5 now through September 3 and try out three single-player stages and help us network test the all-new multiplayer Burst Battle mode.

We also have a release date for the full game—November 11, 2025. Pre-orders start today (and include a 10% discount for PS Plus subscribers!)—go to the PS Store page for that and to download the demo.

Lumines for all

Never played a Lumines game before? Or forgot how it works? Or never “got it” in the first place? Good news: Arise is incredibly easy for anyone to get into, thanks to an excellent interactive tutorial that walks you through everything, step-by-step. (And even old pros won’t wanna miss the intro to new mechanics like Burst!)

The Demo only features one difficulty (Easy – the final game will have four different levels), but you’ll also find robust options to fit every play style under “Accessibility” in the Options menu. Want to just groove to the music and not worry about time pressure, or a “Game Over” when you top out? Try the “No Stress Lumines” options for that! Want to strip away the visual flourishes to focus more on the gameplay? There’s options for that! Or playing on your PlayStation Portal and want to zoom in to get the most out of your portable screen real estate? There’s options for that, too!

Lumines Arise launches Nov 11, PS5 demo available now

An all-new multiplayer experience

Burst Battle represents a complete reinvention of multiplayer Lumines, borrowing from the competitive-puzzle-game greats, but adding a twist all its own.

Now, both players have an entire playfield to themselves and can send garbage blocks to attack their opponent. You generate these attacks by clearing 2×2 (or larger) Squares, or by triggering the all-new Burst mechanic (where you have a few Timeline passes to build a single color match as large as possible). The bigger the Burst, the larger the deluge your opponent will face! Meanwhile, garbage blocks can pile up on the sides, shrinking the available playfield—only matching blocks adjacent to garbage will clear it out. This ebb and flow can get super tense and really fun, I hope you try it out!

The Demo features a taste of Burst Battle via matchmaking, but the full version of the game will offer friend / CPU matches, custom matches, and local play. And you’ll get to select your favorite stage music / block-visuals that you unlocked in the single-player Journey mode to use in multiplayer; it’s kind of like having your own theme song as you head into battle!

Everyone’s here—including Astro Bot?

Starting today, you can pre-order the Standard or Digital Deluxe Edition of Lumines Arise on PlayStation Store. And as mentioned above, PS Plus members get a 10% discount on the pre-order.

The Digital Deluxe Edition (also available as an upgrade to the Standard Edition) includes the full game and four exclusive Loomii in-game avatars. You can customize your Loomii in-game to match your personality, and the set in the Digital Deluxe Edition includes skins based on Tetris Effect: Connected, Rez Infinite, Humanity, and, what’s this—Astro Bot is appearing as a guest as well! A big thank you to our friends at Team Asobi for making this crossover possible. The image above is just a preview—the final look of these avatars will be revealed soon.

Also, because it wouldn’t be Lumines Arise news without some new music, a new single from the soundtrack has been released. Hydelic’s hypnotically thumping anthem “Dreamland” is the sonic backdrop of the Chameleon Groove stage from the Demo, and is available now on Bandcamp with a release soon on your favorite streaming services. We know that after you play the demo, you’ll want to add this to your favorite daily playlist.

A quick note for PS VR2 owners: unfortunately VR mode couldn’t make it in time for this demo, but we can confirm it will be available at launch on November 11! Thank you for all your passion and excitement for VR, and in this case, for your patience. (And maybe you’ll get a glimpse of Arise in VR somewhere sometime before launch after all…?)

We hope you’ll check out the Demo, tell us what you think, and get ready for the launch of the full game on November 11.

Nintendo Reportedly ‘Almost Discouraging’ Switch 2 Development as Studios Told to Launch Games on Switch 1 and Rely on Backwards Compatibility Instead

A fresh report has detailed the difficulties faced by some developers keen to launch games for Switch 2 — but who remain unable to do so due to a lack of Nintendo support.

According to Digital Foundry, Nintendo is still restricting its supply of Switch 2 development hardware and instead telling some studios to launch their titles as Switch 1 games that can then be played via backwards compatibility.

This has sparked frustration among a number of developers, including at least one major AAA studio unable to launch a Switch 2-native version of their game, while hardware is given to some indie creators — including the team behind a campfire simulator.

“There’s been a lot of talk about this lately, that Nintendo seems to be almost discouraging Switch 2 development to some degree,” Digital Foundry’s John Linneman said during the team’s most recent podcast. “I’ve spoken with plenty of developers where they were told that their game, they should just ship it on Switch 1 and rely on backwards compatibility.

“There’s a lot of developers that are unable to get Switch 2 dev kits,” Linneman continued. “We talked to a lot of devs at Gamescom this year, and so many of them said the same things. They want to ship on Switch 2. They would love to do Switch 2 versions. They can’t get the hardware. It’s really difficult right now.”

One particular frustration has been the lack of transparency from Nintendo on why some studios have been given Switch 2 development kits, while others have not. IGN has contacted Nintendo for comment.

“I don’t really know what Nintendo’s mindset was with these sets of decisions,” Digital Foundry’s Oliver Mackenzie said. “I don’t really understand the strategy because, like you said, even now developers are struggling to get systems, and I know that some months ago when we were hearing things through the grapevine and talking to people, there were some weird exclusions with some big developers struggling to get kits for games.

“From what we’ve heard, there were some weird inclusions as well,” he continued. “Some indies were included, which is nice to see. But there’s that campfire game, you know, the camera campfire game, and they’re getting kits. And some big developers, on the other hand, who developed AAA stuff, aren’t necessarily in the pipeline there for kits.”

The camera campfire game here in question is Chillin’ by the Fire, an indie hangout game set around a campfire which makes use of the Switch 2 camera. On the one hand, the simple fact this makes use of GameChat and the Switch 2’s camera capabilities makes this impossible to launch on Switch 1, meaning that development hardware for Nintendo’s newer console would be required. On the other, it’s understandable why some AAA developers might be surprised to see this launch, after being told they wouldn’t yet receive a Switch 2 development kit for themselves.

“There’s weird stuff about discouraging Switch 2 development explicitly for some games, a limited subset of games like if you’re doing a pixel art game at 240p, you probably don’t need a Switch 2 kit,” Mackenzie added. “But there are very few games on the Switch 1 that wouldn’t benefit from being ported explicitly to Switch 2.

“The thing that’s really stark to me too is, at this point, we’ve seen very few proper Switch 2 Editions post-launch. I don’t think we’ve seen any, hardly at all really, from third-party developers in particular. Obviously we saw No Man’s Sky, I think one or two other games in the mix there. But really, it’s been a very slow trickle of titles earning that Switch 2 Edition badge.

“I really want to see more movement on that front. I hope it’s a temporary thing,” Mackenzie concluded. “I hope that in a year or two, we’re looking back and we’re like, that was a really weird decision, but it was fixed in time. I hope that’s what we’re looking at.”

Earlier today, it was reported that Nintendo was planning a fresh Direct due this September, with fan hopes high for word on Metroid Prime 4 and Mario details.

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