New Game+, New Outfit & More Come to Indiana Jones and the Great Circle in the MachineGames Anniversary Update

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Absolum Review

They say “insanity” is doing the same thing over and over again while expecting a different result, but if I believed that, I wouldn’t play video games – and I certainly wouldn’t be playing roguelikes. They are, by definition, doing a lot of the same things over and over again and expecting that this time, this time, Steve, shall be different. This time, I am going to bash my head against that boss until that mother goes down. This time, I’m going to make it to the end of the run, and I’m going to look fabulous doing it. This time will be different. Those are the things I tell myself as I die for the umpteenth time in Absolum, a roguelite beat ‘em up that’s fun enough to convince myself it just might be true every single time.

There is, of course, the undeniable possibility that I’ve gone ‘round the bend, full on cuckoo for Cocoa Puffs, lock-me-in-a-padded-room, Looney-Tunes-finger-on-lips bonkers. I’ll leave that up to you. The point, reader, is that if you’d put a gun to my head five hours into Absolum and demanded that I score it on the spot, it’d be a lot lower than the score you see on the bottom of this page. But I’m a professional, and you don’t turn the movie off halfway through. There are large parts of Absolum’s fusion of genres that don’t work, and those growing pains are most obvious early on. But if you push through that weak start and get to the point where you’ve got some permanent rewards, have opened up the map, and runs end with you operating with a full kit and making good progress, it comes together quite nicely, even if it’s still never quite the game I wanted it to be.

“Roguelite beat ‘em up” is a combination of words that I never expected to see, much less put in a sentence, but here we are. Because it’s a roguelite, you need a reason to die, and a reason to come back. The reason to die is simple: the land of Talamh, broken by a magical cataclysm (bro, what is it with mages and magical cataclysms? Why can’t they ever bumble their way into magical utopias?), has been taken over by Sun King Azra. Wizards are enslaved, and the general populace, still a bit miffed by the whole “breaking the world” thing, are understandably not super upset about it. You play as one of the rebels using that forbidden magic in an attempt to bring him down. That’s the “how you’ll die” part.

The “why you’ll come back” part is because you’re working for Uchawi, the last of the Root Sisters, and as you bite it, she swoops in and saves your ass from being condemned to a permanent end. Live, die, get saved by Uchawi, repeat. The Sun King must die. And you gotta kill him.

The story goes to some cool places eventually, but it takes a while to get there.

Now, don’t get me wrong: I love a good ol’ fashioned “somebody done somebody/a lot of somebodies/society/the world at large wrong and now that somebody gotta die” story as much as the next guy, but Absolum’s problem is that the story isn’t that interesting for a good chunk of its runtime, especially early on. Yeah, there are some compelling character moments, the general history of the world is cool, and some conversations enticingly imply more questions than they answer. There’s more going on here than meets the eye, but a lot of it is couched in a fairly generic fantasy setting. Dwarves live underground, they delved too greedily and too deep (figuratively), bad things happened; elves have a mythical, lost land; the strong rule in many places so you can gain entrance by beating up The Current Big Boss, blah blah blah. The story does go to some cool places eventually (and, like Hades, you really gotta play it to completion multiple times to see everything), but man does it take a while to get there.

It’s good, then, that the playing part of Absolum rules. In a lot of ways, it’s a standard beat ‘em up with four different characters to pick from (though you only start with the first two listed here): Karl, the bruiser dwarf with a gun; Galandra, the elven knight with a massive sword; Cider, a nimble thief who is almost more machine than woman; and Brome, the frog-shaped spellcaster. Each character has a standard combo, a throw, a strike unique to that character – Galandra uses her sword, Cider pulls herself to enemies, and so on – a couple of unique special attacks tied to a meter, and an Ultimate Attack.

The real sicko stuff comes when you combine everything to form long combos, bounce enemies off walls or each other, and chain moves together in a symphonic beatdown that would make the deepest action game aficionado blush. Absolum was made by the teams behind Streets of Rage 4, and, as you’d expect, it absolutely has the sauce. I particularly loved the way so many moves paid homage to the greats: Cider’s Gyro Drop is essentially Ryu Hayabusa’s Izuna Drop, many of Galandra’s moves recall Devil May Cry’s Dante, and so on. If you know, you know. If you don’t, they’re just cool moves.

The big thing separating Absolum from its beat ‘em up brethren, aside from the whole “man, can you get lost in this sauce and it tastes good” combo-mad gameplay, is its focus on defense. You can dodge, which is pretty normal for a modern beat ’em up, but if you dodge toward an enemy at the right time, you can deflect their attacks, potentially opening them up. If you’re feeling particularly spicy, though, you can time your strikes with an enemy’s attack to cause a clash and stun them for a hot second, allowing you to lay into them with a sweet, sweet punish combo. This is harder, but the payoff is huge. And it feels great when you land it against a boss who was kicking the crap out of you and then the timing clicks and they can’t hit you no more. On a moment to moment gameplay level, Absolum’s bona fides are unimpeachable.

Absolum’s combat bona fides are unimpeachable, but problems stem from its roguelite structure.

Its problems instead stem from its structure as a roguelite. Unlocking new rituals that power up your attacks, deflects, clashes, dodges, and so on each run is fine. I particularly like the ones that spawn throwable knives and allow you to extend combos by locking dudes into a bubble or hitting them with chain lighting. Finding a mount to help you out? Awesome. Buying or finding some trinkets to boost your stats or hiring a mercenary (or finding a chicken) to follow you around and help out in combat? That stuff is great.

What sucks is that parts of each character’s kit have clearly been chopped up and segmented into upgrades called Inspirations for you to temporarily acquire during your runs. Galandra’s dive kick? Amazing. Life-changing. The same is true of her three-hit sword combo. She should always have it. She doesn’t only because this is a roguelite and we have to have something to upgrade, a reason to choose that path that you know will end in an Inspiration. When you go from that one hit sword attack to the three-hit combo, it’s like being struck by lightning. The same is true of Cider’s Legally Distinct Izuna Drop or her ability to dash through enemies. “Oh,” I said, after getting them once. “This is how it should always be.” These are core parts of these characters’ identities and kits. They shouldn’t all be locked behind random upgrades. Like, give me something here that I don’t have to unlock besides my strikes and special attacks, y’all. Just a little bit of fun, as a treat. Admittedly, once you learn what paths lead to upgrades (Absolum is a roguelike, but its map does not change), you’ll quickly learn what the optimal path is, and likely never deviate from it.

The other problem is the persistent progression. Absolum isn’t a game you’re meant to beat on the first run. You’re supposed to die – a lot – while you build up the currency needed to acquire permanent upgrades (and find new paths full of rewards) to get you through future runs. Yeah, sure, if you’re really good at Absolum, you might be able to progress faster, but the margin of error early on is very, very small. In both solo and co-op, I often felt like I was dying because my numbers just weren’t high enough. It doesn’t help that Absolum is pretty stingy on health pickups. This structure might work in a game like Hades, but there’s very little narrative meat to chew on between runs, and in a beat ‘em up – a genre where you’re traditionally able to get by on sheer skill – it feels bad to be a slave to the Evil God of Numbers. I genuinely hate it when RPG elements get in the way of my action game, and that happens a lot in Absolum’s early hours.

At the beginning, runs feel like you’re going through the motions. You always start at the same place, and you have very limited paths to choose from. That means seeing the same enemies, environments, and bosses over and over and over again with very little room for change. Yes, there are quests, and exciting new things do pop up from time to time – I’ll never forget the first time I went to [redacted] (trust me, you’ll know when it happens) – but there is a lot of repetition here, and Absolum doesn’t handle it the way the best roguelikes, like FTL, for example, do. In the early hours, I often felt like a broken record, testing that definition of insanity. Even the joy of finding a secret chest is dulled by the fact that it’s always there, in the same place, every time. While the stuff you’ll get changes and new things do get added, the map itself never fundamentally changes. There’s not enough Rogue to this roguelite. It can’t just be a progression system. It has to be everything around that, too, and implementing that clashes with the way beat ‘em ups work.

It does eventually click; around 8 hours in, my mastery and Having Enough Numbers dovetailed, and I started to make more and more progress on each run. The jump was pretty substantial, and once that happened, I began to enjoy myself a lot more. On the one hand, yay, less repetition! On the other hand, I think there’s something to be said for games using mechanics and structure to reinforce their narrative. Dying over and over again while you work to take down a tyrant would suck! It would wear on you! I think that decision helps Absolum’s story, but I don’t think that story is strong enough, especially initially, to earn that. It doesn’t feel intentional; instead, it feels like padding out a runtime that could (and should) be much shorter.

And it sucks to feel that way, because so much of Absolum is so good. When it hits, it hits, kids. It’s beautiful, the soundtrack is wonderful, the combat has the sauce, there are cool build opportunities, and on and on it goes. But man could I have gone without the repetition. There’s a better version of this game somewhere that’s about half of the 20 or so hours it took me to see the conclusion of the main story. Unfortunately, it’s not the one we got, and if I wasn’t reviewing Absolum, I probably would have bowed out before it ever clicked. My co-op partner did, and I can’t blame him for it.

Following Microsoft’s mass layoffs, former Elder Scrolls Online and Blackbird devs form worker-owned studio

Following Microsoft’s mass layoffs earlier this year, a group of former ZeniMax developers have formed a worker-owned studio dubbed Sackbird. Made up of folks who worked on The Elder Scrolls Online and a cancelled MMO codenamed Blackbird, the studio have confirmed they’re working on an unnamed original game that’ll hit PC and consoles.

Zenimax’s Blackbird project was one of numerous games cancelled as Microsoft laid of around 9,000 staff in July, with the ZeniMax Online Studios United union left fighting for the jobs of members affected. Bloomberg subsequently reported that Blackbird was a sci-fi noir-ish third-person shooter with looty bits and lots of vertical movement.

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Walmart+ Members Get First Dibs on Pokémon TCG Phantasmal Flames Preorders Today

Attention, Pokémon TCG collectors, another hot drop is hitting Walmart with more from its early-access restock program just in time for Phantasmal Flames, the latest and most hyped expansion I’ve seen in a long time.

Following the frenzy of the recent Prismatic Evolutions ETB drop, Walmart is following it up by granting paid Walmart+ members the first opportunity to preorder three key Phantasmal Flames products before they open to the public, all at MSRP.

Starting October 9 at 10 AM ET, Walmart+ subscribers will get exclusive online access to preorder the Phantasmal Flames ETB, Booster Bundle, and Three-Booster Blister, each featuring the stunning Mega Evolution lineup, headlined by Mega Charizard X ex.

The centrepiece of the latest Pokémon TCG at Walmart is the Phantasmal Flames Elite Trainer Box. Instead of the $150+ price tag it’s currently valued at on TCGPlayer, it’ll be priced at $55.

It includes a mix of booster packs, card sleeves, dice, and game accessories, everything needed to dive headfirst into the set while keeping your collection battle-ready.

If you’re not already a member, it’s admittedly a slight drag that you’ll essentially have to add $12.95 onto the price to pick this up and avoid the eye-waterlingly high resale prices, but needs must.

Whilst that products selling for their retail price as intended is not necessarily a bargain.

But, thanks to market conditions stemming from a Pokémon card shortage leading to an imbalance of supply vs demand, it is still great opportunity compared to the higher prices for all sets across other major retailers like Amazon, and resale marketplaces like eBay or TCGPlayer.

It will also be a whole lot cheaper than what will surely follow after the set’s launch on November 14.

It’s also important to know that whilst Walmart+ does have a 30-day trial available, the Walmart+ hub page states that only paid members will have early access on October 9.

The annoying part of the Walmart+ subscription process, if you want to buy early access items right away, is that you’re only given the initial option to claim the 30-day trial. However, you can get around this by starting your free trial, cancelling it, and resubscribing for paid access.

For those after packs without the extras, the Booster Bundle, retailing for $29.87, delivers multiple boosters in one clean package and hits that sweet spot for players who love cracking packs at home.

Meanwhile, the Three-Booster Blister, listed at $15.87, offers a quick and affordable way to snag a few packs with a free Sneasel promo card, ideal for collectors chasing specific pulls or newcomers looking to join the fun.

Like with the Prismatic Evolutions drop, early access is locked behind Walmart’s paid membership tier; trial members aren’t eligible. With the resale market already selling each product for two-to-three times their MSRP, these listings are expected to sell out within minutes once live.

If you’re a Pokémon card fan who wants a fair shot at preordering Phantasmal Flames at the price the set’s intended, make sure you’re logged in and ready the moment the preorder window opens. We’d advise is to have your paid Walmart+ subscription set up and ready ASAP, and if you get the chance to add anything to your basket, you take it.

The “Walmart Deals” event, is still ongoing through to October 12, and is designed to compete directly with Amazon’s October Prime Day sale that just concluded.

Ben Williams – IGN freelance contributor with over 10 years of experience covering gaming, tech, film, TV, and anime. Follow him on Twitter/X @BenLevelTen.

Note: Pokémon TCG pricing is incredibly volitile and any mention of sale pricing is indicative of the current market rate for the aforementioned products.

For example, Pokémon Elite Trainer Boxes are meant to sell for around $50-$60 MSRP, but instead retailer at around $100+ post launch.

An Elder Scrolls 6 memorial character moulded by Tamriel’s finest internet lorekeepers is now set in stone

You might remember that a little while ago, Bethesda announced an auction which’d see the winner given the chance to design a character in The Elder Scrolls 6. Bids were donations to the charity Make-A-Wish, and narrowly missing out on top spot was one from the folks behind the Unofficial Elder Scrolls Pages, the series’ long-running and very good independent wiki. The good news is that those folks how now met with Bethesda and had the chance to design their NPC, which’ll be a memorial to a forum user whose roleplaying has crossed paths with official Elder Scrolls lore.

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Random: The Super Mario Galaxy Games Are Full Of Secrets, And This One Is “Horribly Inefficient”

Full credit to whoever discovered it.

Yes, as we all know, Nintendo does like to hide fun little secrets and easter eggs within its adventures, especially when it comes to stuff like the Mario Galaxy games.

You know, things like the part of Buoy Base Galaxy that looks like a Poké Ball, or Captain Olimar’s S.S. Dolphin floating about in the Space Junk Galaxy. Yes, we love some clever little nods and winks.

Read the full article on nintendolife.com

Borderlands 4 on PS5 Just Got Its First Big Discount At Amazon

Amazon’s Prime Big Deal Days are over, but the retailer is still cutting prices – including a discount on Borderlands 4, which only launched a few weeks ago.

While it’s not the biggest discount at 19% off, it does mark the first saving on Gearbox’s open-world loot shooter, bringing the PS5 version down to $56.99.

This Borderlands 4 Deal Should Be Looted Immediately

Sadly, there’s no discount to be found on the Xbox version, but PS5 owners can get the standard edition a bit cheaper at least.

While our reviewer and loot shooter aficionado, Travis Northup, felt the open world wasn’t quite as open as it could be, he gave the game an 8 out of 10.

“Borderlands 4 gives the series the massive kick in the pants it has needed, with a fantastic open world and greatly improved combat, even if bugs and invisible walls can sometimes throw off that groove.”

The game recently got a big balance patch, which had very positive ramifications for my chosen Vault Hunter, Amon, and the PS5 version in this deal now has an FOV slider and improved performance.

Expect Borderlands 4 to be around for a while, too. While the Switch 2 port has been delayed indefinitely, the game’s post-launch roadmap is stacked – and will include a new Vault Hunter, C4SH, who was revealed recently.

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.

Ubisoft reportedly cancelled an Assassin’s Creed set in post-Civil War America due to US politics and Yasuke backlash

Ubisoft allegedly cancelled plans for a new Assassin’s Creed game set in in the aftermath of the American Civil War last year, with online moaning about Assassin’s Creed Shadows co-protagonist Yasuke and concerns over the volatility of the modern day US political climate being cited as reasons.

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Wondering Where Metal Gear Creator Hideo Kojima Got His ‘Future-Oriented and Globalized Outlook?’ A ‘Life-Changing’ Expo He Attended in 1970

Death Stranding and Metal Gear series creator Hideo Kojima recently revealed how repeated visits to the 1970 World Expo (Expo ‘70) as a child had a “life-changing” impact on him, profoundly shaping his outlook as a game developer. In a separate piece, the legendary video game auteur shared how he had a very different experience of the current Expo 2025.

As spotted by Automaton, the 62-year-old Kojima wrote an essay for An-An magazine detailing how Expo ’70 shaped his worldview: “Without that Expo, I wouldn’t have developed my future-oriented and globalized outlook. Metal Gear and Death Stranding would not have come into being.”

Osaka hosted the Expo ’70, with 76 countries and 32 organizations participating (source: Expo ’70 Commemorative Park official website). Kojima said that at the time he had just started elementary school and lived near the event site. This gave him the opportunity to visit the Expo many times.

“I could even go after school on weekdays,” he recalled, borrowing his dad’s brand new camera (the Ricoh Auto Half Expo ’70 Model) and snapping loads of photos. “Whenever you entered a pavilion, you received a badge,” he remembered, adding that children proudly showed off their collections to each other.

The main theme of Expo ’70 was ‘Progress and Harmony for Mankind.’ It even had its own theme song — Haruo Minami’s ‘Sekai no kuni kara konnichiwa’ (Hello from the countries of the world), which Kojima quoted in his essay — with lyrics that focus on saying “hello” and “holding hands” across countries and borders (the song is on YouTube with English subtitles).

“At the Expo, I experienced ‘Progress and Harmony for Mankind’ up close. I said ‘hello’ and ‘shook hands’ with (avant-garde artist) Taro Okamoto, (sci-fi novelist) Sakyo Komatsu, (architects) Kenzo Tange and Kisho Kurokawa, and (fashion designers) Junko Koshino and Hanae Mori. It was all a shocking ‘close encounter of the third kind,'” Kojima remembered. “Technology, science, design, fashion, history, the world, culture, society. You could say that that ‘hello’ back then shaped who I became. ‘Shaking hands’ with the Expo changed my life and my vision of the future.”

Kojima explained that “the Expo’s greatness wasn’t just in the glimpses it offered of cutting-edge technology and the daily life of the future. It showed me the global diversity of nations, ethnicities, races, religions, customs, and histories. It embodied the essence of ‘past and future’ and ‘the world and harmony.’ Without that Expo, I wouldn’t have developed my future-oriented and globalized outlook. Metal Gear and Death Stranding would not have come into being.”

One of the major attractions of Expo ’70 was the Moon Rock at the U.S. pavilion, which had been brought back from the Moon by Apollo 12 astronauts the previous year. Despite his many visits, Kojima said that “unfortunately, the U.S. pavilion, where I’d hoped to see the Moon Rock, was too crowded, so I never got to see it with my own eyes.” He also recalled waiting over two hours to get into the U.S.S.R pavilion.

But what does Kojima feel about the current Expo 2025 that is being held in Osaka, and how did his experience compare? In a follow-up essay published in An-An, Kojima wrote about visiting Expo 2025 on a very rainy day, camera in tow again: “I wanted to see for myself how ‘globalism’ and ‘visions of the future’ have changed over the past 55 years, and how the baton will be passed on (to future generations).” However, the experience gave Kojima a “strange feeling.”

The developer explained: “I didn’t get that sense of a tremendous future like I did as a child (at Expo ’70). It wasn’t thrilling or exciting. Just a ceaseless, predictable tomorrow stretching on and on. It wasn’t that there was no ‘future’ — rather that I couldn’t ascertain the next ‘tomorrow’ for myself. The ‘future’ I dreamed of at that (1970) Expo — I’ve already experienced most of it. Robots, videophones and moving walkways have become commonplace. The tomorrow that this (2025) Expo promotes is one that children will witness.

Kojima gave the opinion that World Expos are primarily for children, as they are the ones who will take mankind into the future. Whether the futuristic designs at the 2025 Expo will be representative of what the real future will be is “something old people can never know.” However, Kojima added that he enjoyed the Expo: “Although I will not be able to experience this future firsthand, I plan to go again.”

Any player of Metal Gear Solid or Death Stranding doesn’t have to look far to see how both series feature diverse casts of characters, with stories often set in the near future that grapple with both the tremendous possibilities and dangers of technology. MGS1 explored genetic engineering and the concept of gene-therapy enhanced soldiers, MGS2 delved into the dangers of internet censorship and human-sounding AI chatbots (making it an interesting revisit in 2025), while MGS4 showed a mech-filled future in which paramilitary conglomerates wage endless wars for profit.

With its Chiral Network, Death Stranding holds up a mirror to the benefits and dangers of the internet and digital society, and the struggle to reconnect a fragmented, post-apocalyptic world. Legacy and passing on the future to subsequent generations are also big Kojima themes, and it seems they were shaped by his childhood experiences of Expo ’70.

As a side note, the Expo ’70 site is still open to the public today, although all the pavilions that awed the young Kojima have since been demolished. Now called the Expo’70 Commemorative Park, it still features the event’s symbolic Tower of the Sun, a sculpture by Taro Okamoto.

Photo by Phillip Faraone/Getty Images for Kojima Productions.

Verity Townsend is a Japan-based freelance writer who previously served as editor, contributor and translator for the game news site Automaton West. She has also written about Japanese culture and movies for various publications.

PSA: Pokémon Legends: Z-A eShop Preloads Go Live Ahead Of Launch

A patch has also supposedly been released.

Pokémon Legends: Z-A for Switch and Switch 2 launches next week on 16th October 2025, and ahead of this highly anticipated release, there’s been a few developments…

Firstly, if you’ve purchased a digital copy of the title from the eShop, the preload should now (or at least soon) be showing up on your system’s HOME Menu. As a reminder, the Switch version of this game can also be redeemed with a game voucher in select regions. And Nintendo will be offering a paid Switch 2 upgrade for the original release as well.

Read the full article on nintendolife.com