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                            <title><![CDATA[ Latest from TechRadar in Pc-gaming ]]></title>
                <link>https://www.techradar.com/gaming/consoles-pc/pc-gaming</link>
        <description><![CDATA[ All the latest pc-gaming content from the TechRadar team ]]></description>
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                                                            <title><![CDATA[ 'Designed for unmatched versatility' — Secretlab's ErgoArch Monitor Light Bar is a new desk light featuring a versatile 3-point adjustment arm that 'fits into any setup' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Secretlab announces the ErgoArch Monitor Light Bar Add-On, launching today</strong></li><li><strong>The desk light is designed to pair with the Secretlab Magnus Monitor Arm</strong></li><li><strong>The light bar offers a three-point adjustment arm that unlocks a wider and more precise range of adjustments for "unmatched versatility" </strong></li></ul><p>Secretlab has announced the ErgoArch Monitor Light Bar Add-On, a new ergonomic, elevated overhead desk light "designed for unmatched versatility."</p><p>"Good desk lighting helps reduce monitor glare and eye strain over long hours," Secretlab said. "But the amount of light you need and its positioning changes with what you’re doing. Yet, conventional monitor light bars offer limited control over both. They also sit on top of your monitor, restricting their range of adjustments."</p><p>Designed to attach magnetically to the Secretlab Magnus Monitor Arm, the new Secretlab ErgoArch Monitor Light Bar solves this issue by offering a flexible three-point adjustment arm, unlocking a wider and more precise range of adjustments for "unmatched versatility."</p><p>Compatible with any VESA-mounted screen, the desk light also features a full spectrum of brightness and temperature options and "delivers the right light setting for every position, activity, and mood."</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/Y7oMa4WBayFuuUPidW6VW7-1920-80.jpg" alt="Secretlab ErgoArch Monitor Light Bar Add-On " /><figcaption><small role="credit">Secretlab</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/4rfni6E7JnLf3rXrghW3a7-1920-80.jpg" alt="Secretlab ErgoArch Monitor Light Bar Add-On " /><figcaption><small role="credit">Secretlab</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/H5NxM34zGfhxbQkEJPcMc7-1920-80.jpg" alt="Secretlab ErgoArch Monitor Light Bar Add-On " /><figcaption><small role="credit">Secretlab</small></figcaption></figure></figure><p>The light bar's elevated position and asymmetrical optical design deliver light across your entire workspace by directing it downward and away from the screen, which minimizes reflections and glare while balancing brightness contrast between your display and workspace for more comfortable viewing.</p><p>Alongside Magnus Monitor Arm compatibility, the light bar includes a magnetic webcam mount attachment that keeps your display unobstructed, as well as immersive RGB ambient lighting powered by Nanoleaf, with access to 16.8 million color combinations. Lighting can be fine-tuned via a dedicated wireless controller and the Nanoleaf Smart App for quick access or the Nanoleaf Smart App.</p><p>The Secretlab ErgoArch Monitor Light Bar Add-On launches today, November 10, and is available at <a href="https://secretlab.co.uk/" target="_blank">Secretlab</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/designed-for-unmatched-versatility-secretlabs-ergoarch-monitor-light-bar-is-a-new-desk-light-featuring-a-versatile-3-point-adjustment-arm-that-fits-into-any-setup</link>
                                                                            <description>
                            <![CDATA[ Secretlab has announced the ErgoArch Monitor Light Bar Add-On, a new ergonomic, elevated overhead desk light "designed for unmatched versatility." ]]>
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                                                                        <pubDate>Tue, 10 Nov 2026 15:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
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                                <ul><li><strong>Secretlab announces the ErgoArch Monitor Light Bar Add-On, launching today</strong></li><li><strong>The desk light is designed to pair with the Secretlab Magnus Monitor Arm</strong></li><li><strong>The light bar offers a three-point adjustment arm that unlocks a wider and more precise range of adjustments for "unmatched versatility" </strong></li></ul><p>Secretlab has announced the ErgoArch Monitor Light Bar Add-On, a new ergonomic, elevated overhead desk light "designed for unmatched versatility."</p><p>"Good desk lighting helps reduce monitor glare and eye strain over long hours," Secretlab said. "But the amount of light you need and its positioning changes with what you’re doing. Yet, conventional monitor light bars offer limited control over both. They also sit on top of your monitor, restricting their range of adjustments."</p><p>Designed to attach magnetically to the Secretlab Magnus Monitor Arm, the new Secretlab ErgoArch Monitor Light Bar solves this issue by offering a flexible three-point adjustment arm, unlocking a wider and more precise range of adjustments for "unmatched versatility."</p><p>Compatible with any VESA-mounted screen, the desk light also features a full spectrum of brightness and temperature options and "delivers the right light setting for every position, activity, and mood."</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/Y7oMa4WBayFuuUPidW6VW7-1920-80.jpg" alt="Secretlab ErgoArch Monitor Light Bar Add-On " /><figcaption><small role="credit">Secretlab</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/4rfni6E7JnLf3rXrghW3a7-1920-80.jpg" alt="Secretlab ErgoArch Monitor Light Bar Add-On " /><figcaption><small role="credit">Secretlab</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/H5NxM34zGfhxbQkEJPcMc7-1920-80.jpg" alt="Secretlab ErgoArch Monitor Light Bar Add-On " /><figcaption><small role="credit">Secretlab</small></figcaption></figure></figure><p>The light bar's elevated position and asymmetrical optical design deliver light across your entire workspace by directing it downward and away from the screen, which minimizes reflections and glare while balancing brightness contrast between your display and workspace for more comfortable viewing.</p><p>Alongside Magnus Monitor Arm compatibility, the light bar includes a magnetic webcam mount attachment that keeps your display unobstructed, as well as immersive RGB ambient lighting powered by Nanoleaf, with access to 16.8 million color combinations. Lighting can be fine-tuned via a dedicated wireless controller and the Nanoleaf Smart App for quick access or the Nanoleaf Smart App.</p><p>The Secretlab ErgoArch Monitor Light Bar Add-On launches today, November 10, and is available at <a href="https://secretlab.co.uk/" target="_blank">Secretlab</a>.</p>
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                                                            <title><![CDATA[ 'The game instantly had a vibe' — Original Mass Effect composer says Vigil 'was a particularly important track' that BioWare made the menu music instead of Mass Effect Theme 'at the last moment before shipping' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Original </strong><em><strong>Mass Effect</strong></em><strong> composer Jack Wall shares how orchestral and synth music influenced the first two games</strong></li><li><strong>Wall says 70s and 80s music were a big inspiration and explains how </strong><em><strong>Mass Effect</strong></em><strong> was "less orchestra" and "more synthetic," while </strong><em><strong>Mass Effect 2</strong></em><strong> had more orchestra</strong></li><li><strong>He reveals that BioWare made 'Vigil' the main music track right before shipping the game</strong></li></ul><p>Original <a href="https://www.techradar.com/features/mass-effect-the-oral-history-of-a-game-changing-rpg"><em>Mass Effect</em></a> composer Jack Wall has revealed how orchestral and synth music influenced the series and how the iconic 'Vigil' track changed the game for the better.</p><p>In an <a href="https://www.techradar.com/gaming/frankly-its-sort-of-bananas-to-think-of-bioware-as-just-gone-original-mass-effect-composer-hopes-someone-else-can-come-in-and-take-it-from-here-following-studio-closure">interview with TechRadar Gaming</a>, Wall discussed the inspirations for <em>Mass Effect and Mass Effect 2</em>'s core sound and themes, explaining that game director Casey Hudson "wanted to play with 80s synth mixed with quasi-orchestra" music, which was the basis for the series' memorable vibe.</p><p>"He [Hudson] imagined a synthesizer and amp on stage with the orchestra. That was the idea, " Wall said, adding that Tangerine Dream, Vangelis, and other pieces from the 70s and 80s also influenced the soundtrack of the original <em>Mass Effect</em>.</p><p>"It was super cool and unique, as that idea hadn’t really been done before to my knowledge," he said. "At least not on this scale."</p><p>Wall explained <em>Mass Effect</em> was "less orchestra" and "more synthetic," while <em>Mass Effect 2</em> added more orchestra, because "the design of the game changed."</p><p>He refers to the team compositions, explaining that each member of Shepard's team in <em>Mass Effect 2</em> had their own missions and levels where they had to gather important assets for the final battle.</p><p>"We wanted to make sure that each level had its own sound," Wall said. "It was a good way for me to assign levels to my own composing team and be sort of the creative director of the score, write all of the main themes, and share with the team to sprinkle throughout to bring it all together. <em>ME1</em> had more of the traditional leitmotif scoring, where places and/or people had their own themes."</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="5EM8FWC2WaJX4icBysm5fW" name="ME2.jpg" alt="Full art of Mass Effect 2's main cast" src="https://cdn.mos.cms.futurecdn.net/5EM8FWC2WaJX4icBysm5fW-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: BioWare)</span></figcaption></figure><p>The composition process, he said, was done by "writing to a picture," meaning gameplay, and formulating ideas from there. <em>Mass Effect</em> was the first game where Wall was able to see video capture to write to, and it "ensured that my vision for the score was closer to the actual game."</p><p>"When I hit something I like, I focus on that and just hone it until I feel that it’s ready to present to the client," he said. "My instincts are pretty good and I generally only get minor notes once we have an overall direction we can agree on, and we’re all rowing in the same direction. I had worked on <em>Jade Empire</em> with BioWare before <em>ME1,</em> and with that game all I had was artwork."</p><p>The composer went on to discuss <em>Mass Effect</em>'s 'Vigil', which was a "particularly important track" that he wrote for the archives of the Protheans on the planet Ilos and that the team decided last minute to use for the menu music instead of the classic 'Mass Effect Theme' fans now know and love. Wall recalled booting up the game for the first time and hearing the music, saying it was worth it.</p><p>"It is in fact used there as you descend into the vaults where the Prothean crypt, giving a sense of wonder at what happened to the seemingly extinct race," he said. "But at the last moment before ship, instead of using the Mass Effect Theme on the load screen, the dev team swapped in Vigil and made the game so much more compelling with that one simple choice! </p><p>He added, "When I got the game and popped it into my Xbox, I was blown away to hear that track as the menu screen came up. The game instantly had a <em>vibe</em>."</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/the-game-instantly-had-a-vibe-original-mass-effect-composer-says-vigil-was-a-particularly-important-track-that-bioware-made-the-menu-music-instead-of-mass-effect-theme-at-the-last-moment-before-shipping</link>
                                                                            <description>
                            <![CDATA[ Original Mass Effect composer Jack Wall has revealed how orchestral and synth music influenced the series and how the iconic Vigil track changed the game. ]]>
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                                                                        <pubDate>Tue, 10 Nov 2026 15:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Rob Dwiar ]]></dc:contributor>
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                                <ul><li><strong>Original </strong><em><strong>Mass Effect</strong></em><strong> composer Jack Wall shares how orchestral and synth music influenced the first two games</strong></li><li><strong>Wall says 70s and 80s music were a big inspiration and explains how </strong><em><strong>Mass Effect</strong></em><strong> was "less orchestra" and "more synthetic," while </strong><em><strong>Mass Effect 2</strong></em><strong> had more orchestra</strong></li><li><strong>He reveals that BioWare made 'Vigil' the main music track right before shipping the game</strong></li></ul><p>Original <a href="https://www.techradar.com/features/mass-effect-the-oral-history-of-a-game-changing-rpg"><em>Mass Effect</em></a> composer Jack Wall has revealed how orchestral and synth music influenced the series and how the iconic 'Vigil' track changed the game for the better.</p><p>In an <a href="https://www.techradar.com/gaming/frankly-its-sort-of-bananas-to-think-of-bioware-as-just-gone-original-mass-effect-composer-hopes-someone-else-can-come-in-and-take-it-from-here-following-studio-closure">interview with TechRadar Gaming</a>, Wall discussed the inspirations for <em>Mass Effect and Mass Effect 2</em>'s core sound and themes, explaining that game director Casey Hudson "wanted to play with 80s synth mixed with quasi-orchestra" music, which was the basis for the series' memorable vibe.</p><p>"He [Hudson] imagined a synthesizer and amp on stage with the orchestra. That was the idea, " Wall said, adding that Tangerine Dream, Vangelis, and other pieces from the 70s and 80s also influenced the soundtrack of the original <em>Mass Effect</em>.</p><p>"It was super cool and unique, as that idea hadn’t really been done before to my knowledge," he said. "At least not on this scale."</p><p>Wall explained <em>Mass Effect</em> was "less orchestra" and "more synthetic," while <em>Mass Effect 2</em> added more orchestra, because "the design of the game changed."</p><p>He refers to the team compositions, explaining that each member of Shepard's team in <em>Mass Effect 2</em> had their own missions and levels where they had to gather important assets for the final battle.</p><p>"We wanted to make sure that each level had its own sound," Wall said. "It was a good way for me to assign levels to my own composing team and be sort of the creative director of the score, write all of the main themes, and share with the team to sprinkle throughout to bring it all together. <em>ME1</em> had more of the traditional leitmotif scoring, where places and/or people had their own themes."</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="5EM8FWC2WaJX4icBysm5fW" name="ME2.jpg" alt="Full art of Mass Effect 2's main cast" src="https://cdn.mos.cms.futurecdn.net/5EM8FWC2WaJX4icBysm5fW-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: BioWare)</span></figcaption></figure><p>The composition process, he said, was done by "writing to a picture," meaning gameplay, and formulating ideas from there. <em>Mass Effect</em> was the first game where Wall was able to see video capture to write to, and it "ensured that my vision for the score was closer to the actual game."</p><p>"When I hit something I like, I focus on that and just hone it until I feel that it’s ready to present to the client," he said. "My instincts are pretty good and I generally only get minor notes once we have an overall direction we can agree on, and we’re all rowing in the same direction. I had worked on <em>Jade Empire</em> with BioWare before <em>ME1,</em> and with that game all I had was artwork."</p><p>The composer went on to discuss <em>Mass Effect</em>'s 'Vigil', which was a "particularly important track" that he wrote for the archives of the Protheans on the planet Ilos and that the team decided last minute to use for the menu music instead of the classic 'Mass Effect Theme' fans now know and love. Wall recalled booting up the game for the first time and hearing the music, saying it was worth it.</p><p>"It is in fact used there as you descend into the vaults where the Prothean crypt, giving a sense of wonder at what happened to the seemingly extinct race," he said. "But at the last moment before ship, instead of using the Mass Effect Theme on the load screen, the dev team swapped in Vigil and made the game so much more compelling with that one simple choice! </p><p>He added, "When I got the game and popped it into my Xbox, I was blown away to hear that track as the menu screen came up. The game instantly had a <em>vibe</em>."</p>
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                                                            <title><![CDATA[ ‘This is our opportunity to give the player goosebumps’ — Original Mass Effect composer says ‘cinematic moments that propel the story forward’ are a ‘favorite’ part of the writing process since the music is ‘baked into the visuals’ ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Original </strong><em><strong>Mass Effect</strong></em><strong> composer Jack Wall explains why the cinematic music was one of his "favourite" parts to write</strong></li><li><strong>He says cinematic moments help "propel the story forward"</strong></li><li><strong>Wall adds that cinematic music is "our opportunity to give the player goosebumps"</strong></li></ul><p>Jack Wall, the composer for <a href="https://www.techradar.com/features/mass-effect-the-oral-history-of-a-game-changing-rpg"><em>Mass Effect</em></a> and <em>Mass Effect 2</em>, has explained how the game's cinematic music acted as an integral part of each narrative.</p><p>In an interview with TechRadar Gaming, where the composer discussed <a href="https://www.techradar.com/gaming/frankly-its-sort-of-bananas-to-think-of-bioware-as-just-gone-original-mass-effect-composer-hopes-someone-else-can-come-in-and-take-it-from-here-following-studio-closure">BioWare's closure</a> and how orchestral and synth music influenced the series, Wall said, "One of my favorite parts of being a composer for any game is the cinematic moments that propel the story forward."</p><p>He explained that cinematic moments accompanied by tracks are vital to the story, and "This is our opportunity to give the player goosebumps."</p><p>Wall explained that he wrote the music to be specifically connected to "both to places/environments and characters — always driving the story forward."</p><p>"The music won’t change in those moments depending on the gameplay as they are baked into the visuals," Wall added. "They are wonderful pauses for the player to just take it all in. Especially for a game like <em>Mass Effect</em> where those cinematics are generally rewards for getting to the next phase of gameplay."</p><p>Interestingly, Wall revealed that after he was hired for <em>Mass Effect</em>, BioWare divulged the entire story to him "along with the full arch of time, the Reapers, etc," providing him with a creative direction for the soundtrack.</p><p>"It was one of the most exciting sci-fi stories I’d ever heard," he said.</p><p>In the same interview, <a href="https://www.techradar.com/gaming/original-mass-effect-composer-says-working-on-mass-effect-2s-suicide-mission-was-one-of-his-favorite-memories-working-at-bioware-probably-one-of-the-10-best-endings-for-a-video-game-ever">Wall also shared his favorite memories from working at BioWare and revealed that he considers <em>Mass Effect 2</em>'s infamous final quest, Suicide Mission, to be "one of the 10 best endings for a video game ever."</a></p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/this-is-our-opportunity-to-give-the-player-goosebumps-original-mass-effect-composer-says-cinematic-moments-that-propel-the-story-forward-are-a-favorite-part-of-the-writing-process-since-the-music-is-baked-into-the-visuals</link>
                                                                            <description>
                            <![CDATA[ Jack Wall, the composer for Mass Effect 1 and Mass Effect 2, has explained how the game's cinematic music acted as an integral part of each narrative. ]]>
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                                                                        <pubDate>Tue, 10 Nov 2026 14:00:00 +0000</pubDate>                                                                                                                                <updated>Tue, 10 Nov 2026 15:27:27 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Rob Dwiar ]]></dc:contributor>
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                                <ul><li><strong>Original </strong><em><strong>Mass Effect</strong></em><strong> composer Jack Wall explains why the cinematic music was one of his "favourite" parts to write</strong></li><li><strong>He says cinematic moments help "propel the story forward"</strong></li><li><strong>Wall adds that cinematic music is "our opportunity to give the player goosebumps"</strong></li></ul><p>Jack Wall, the composer for <a href="https://www.techradar.com/features/mass-effect-the-oral-history-of-a-game-changing-rpg"><em>Mass Effect</em></a> and <em>Mass Effect 2</em>, has explained how the game's cinematic music acted as an integral part of each narrative.</p><p>In an interview with TechRadar Gaming, where the composer discussed <a href="https://www.techradar.com/gaming/frankly-its-sort-of-bananas-to-think-of-bioware-as-just-gone-original-mass-effect-composer-hopes-someone-else-can-come-in-and-take-it-from-here-following-studio-closure">BioWare's closure</a> and how orchestral and synth music influenced the series, Wall said, "One of my favorite parts of being a composer for any game is the cinematic moments that propel the story forward."</p><p>He explained that cinematic moments accompanied by tracks are vital to the story, and "This is our opportunity to give the player goosebumps."</p><p>Wall explained that he wrote the music to be specifically connected to "both to places/environments and characters — always driving the story forward."</p><p>"The music won’t change in those moments depending on the gameplay as they are baked into the visuals," Wall added. "They are wonderful pauses for the player to just take it all in. Especially for a game like <em>Mass Effect</em> where those cinematics are generally rewards for getting to the next phase of gameplay."</p><p>Interestingly, Wall revealed that after he was hired for <em>Mass Effect</em>, BioWare divulged the entire story to him "along with the full arch of time, the Reapers, etc," providing him with a creative direction for the soundtrack.</p><p>"It was one of the most exciting sci-fi stories I’d ever heard," he said.</p><p>In the same interview, <a href="https://www.techradar.com/gaming/original-mass-effect-composer-says-working-on-mass-effect-2s-suicide-mission-was-one-of-his-favorite-memories-working-at-bioware-probably-one-of-the-10-best-endings-for-a-video-game-ever">Wall also shared his favorite memories from working at BioWare and revealed that he considers <em>Mass Effect 2</em>'s infamous final quest, Suicide Mission, to be "one of the 10 best endings for a video game ever."</a></p>
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                                                            <title><![CDATA[ How to watch the Golden Joystick Awards 2026 tomorrow — including start times and what to expect ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>The Golden Joystick Awards 2026 will air on November 11 at 10AM PT / 1PM ET / 6PM GMT / 7PM CEST</strong></li><li><strong>Fans can tune in and watch the event live, which will be hosted by </strong><em><strong>Tomb Raider: Legacy of Atlantis </strong></em><strong>actor Alix Wilton Regan</strong></li><li><strong>The ceremony will announce winners for 25 categories, including Ultimate Game of the Year</strong></li></ul><p>The winners of the Golden Joystick Awards 2026, one of the biggest ceremonies of the year that celebrates the best games of this year, will be revealed this week - here's when you can tune in.</p><p>The show is scheduled to begin on November 11 at 10AM PT / 1PM ET / 6PM GMT / 7PM CEST and can be watched live via <a href="https://noisybug.co.uk/c/AQipwgYQ2p_ZARjg8Zi7AiDsyOEqKIWephGXylHmi6s8u2QXGp-_jG1iE0HeiP8KhmFwvJDsh1XcBA" target="_blank">YouTube</a>, <a href="https://noisybug.co.uk/c/AQipwgYQ2p_ZARjg8Zi7AiDtyOEqKIWephFEAdoVeOoaoX30hlXTC96v-xJ4NVyl4FhygXy3GX5icw" target="_blank">Twitch</a>, <a href="https://noisybug.co.uk/c/AQipwgYQ2p_ZARjg8Zi7AiCdyeEqKIWephF0QPPp-aDsb_mTvmFMVNQeM_Q2qxJcYEZPo2jI-e_38Q" target="_blank">TikTok</a>, <a href="https://noisybug.co.uk/c/AQipwgYQ2p_ZARjg8Zi7AiDuyOEqKIWephE5nu5bq5rmtIiFGxrkCVEfTu-SdcusTI0wkSBkOU8nmg" target="_blank">X</a>, <a href="https://noisybug.co.uk/c/AQipwgYQ2p_ZARjg8Zi7AiCeyeEqKIWephHHcMdKfLOPU4Wog5brDTjuC0Q_Me53YmYNizk1AVSKIQ" target="_blank">Future Games</a>, and more. </p><p><em>Hosted by Dragon Age: Inquisition and </em><a href="https://www.techradar.com/gaming/tomb-raider-legacy-of-atlantis-seems-like-the-glow-up-the-gaming-icon-needed-but-ive-not-seen-enough-yet"><em>Tomb Raider: Legacy of Atlantis</em></a><em> </em>actor Alix Wilton Regan, the event will also feature guest presenters from the industry, including Rare composer Chloe Kwok, art and creative director Rex Crowle, <em>Paddle Paddle Paddle</em> developer Mateo Covic, and interviewer, actor, and presenter AlicesPixels. </p><p>More guest presenters include <a href="https://www.techradar.com/gaming/resident-evil-requiem-review"><em>Resident Evil Requiem</em></a> actor Nick Apostolides, <a href="https://www.techradar.com/gaming/star-wars-galactic-racer-review"><em>Star Wars: Galactic Racer</em></a> actor and Wrestling’s Mr. Charles Crowley, Richard Summers-Calvert, CD Projekt Red production director Malgorzata Mitrega, composer Richard Jacques, and <em>Control Resonant</em> actor, Frankie Kevich.</p><p>"I’m absolutely thrilled to be your host for this year’s Golden Joystick Awards on November 11th," said Wilton Regan. "We’re celebrating the greatest games of the past 12 months - and, more importantly, the incredibly talented teams who made them happen. The people who put in thousands of hours creating virtual worlds for us to get hopelessly lost in. Get ready for an evening of special guests, spectacular games, and plenty of silly jokes. See you on November 11th when we will unveil your winners!'"</p><p>Games like <a href="https://www.techradar.com/gaming/007-first-light-review"><em>007 First Light</em></a>, <em>Resident Evil Requiem</em>, <a href="https://www.techradar.com/gaming/dispatch-review"><em>Dispatch</em></a>, <a href="https://www.techradar.com/gaming/forza-horizon-6-review"><em>Forza Horizon 6</em></a>, <em>Big Walk</em>, <a href="https://www.techradar.com/gaming/crimson-desert-review"><em>Crimson Desert</em></a>, and more are leading <a href="https://www.techradar.com/gaming/featuring-a-host-of-our-favorite-games-from-this-year-and-2-of-our-favorite-gaming-devices-you-can-now-place-your-votes-for-the-best-in-gaming-in-the-golden-joystick-awards-2026">this year's nominations across 25 categories</a>, including Ultimate Game of the Year, 22 of which are voted for by the public.</p><p>"This year’s shortlist offers a fascinating cross-section of our industry in 2026, with the work of small teams of indie developers sitting shoulder to shoulder with titanic gaming franchises like Pokémon and Resident Evil, as well as huge IPs like Star Wars and James Bond," said content director Daniel Dawkins.</p><p>"The Golden Joystick Awards are the only games awards show chosen by the players - and we can’t wait to see who the public have voted for. Tune in on November 11 to find out the winners and honor the hard work of our industry’s supremely talented developers - in a dazzling ceremony hosted by the wonderful Alix Wilton Regan."</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/how-to-watch-the-golden-joystick-awards-2026-tomorrow-including-start-times-and-what-to-expect</link>
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                            <![CDATA[ The Golden Joystick Awards 2026 winners will be revealed this week - here's when you can tune in to the ceremony. ]]>
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                                                                        <pubDate>Tue, 10 Nov 2026 10:42:50 +0000</pubDate>                                                                                                                                <updated>Tue, 10 Nov 2026 14:29:30 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[The artwork for the 2026 Golden Joysticks awards]]></media:description>                                                            <media:text><![CDATA[The artwork for the 2026 Golden Joysticks awards]]></media:text>
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                                <ul><li><strong>The Golden Joystick Awards 2026 will air on November 11 at 10AM PT / 1PM ET / 6PM GMT / 7PM CEST</strong></li><li><strong>Fans can tune in and watch the event live, which will be hosted by </strong><em><strong>Tomb Raider: Legacy of Atlantis </strong></em><strong>actor Alix Wilton Regan</strong></li><li><strong>The ceremony will announce winners for 25 categories, including Ultimate Game of the Year</strong></li></ul><p>The winners of the Golden Joystick Awards 2026, one of the biggest ceremonies of the year that celebrates the best games of this year, will be revealed this week - here's when you can tune in.</p><p>The show is scheduled to begin on November 11 at 10AM PT / 1PM ET / 6PM GMT / 7PM CEST and can be watched live via <a href="https://noisybug.co.uk/c/AQipwgYQ2p_ZARjg8Zi7AiDsyOEqKIWephGXylHmi6s8u2QXGp-_jG1iE0HeiP8KhmFwvJDsh1XcBA" target="_blank">YouTube</a>, <a href="https://noisybug.co.uk/c/AQipwgYQ2p_ZARjg8Zi7AiDtyOEqKIWephFEAdoVeOoaoX30hlXTC96v-xJ4NVyl4FhygXy3GX5icw" target="_blank">Twitch</a>, <a href="https://noisybug.co.uk/c/AQipwgYQ2p_ZARjg8Zi7AiCdyeEqKIWephF0QPPp-aDsb_mTvmFMVNQeM_Q2qxJcYEZPo2jI-e_38Q" target="_blank">TikTok</a>, <a href="https://noisybug.co.uk/c/AQipwgYQ2p_ZARjg8Zi7AiDuyOEqKIWephE5nu5bq5rmtIiFGxrkCVEfTu-SdcusTI0wkSBkOU8nmg" target="_blank">X</a>, <a href="https://noisybug.co.uk/c/AQipwgYQ2p_ZARjg8Zi7AiCeyeEqKIWephHHcMdKfLOPU4Wog5brDTjuC0Q_Me53YmYNizk1AVSKIQ" target="_blank">Future Games</a>, and more. </p><p><em>Hosted by Dragon Age: Inquisition and </em><a href="https://www.techradar.com/gaming/tomb-raider-legacy-of-atlantis-seems-like-the-glow-up-the-gaming-icon-needed-but-ive-not-seen-enough-yet"><em>Tomb Raider: Legacy of Atlantis</em></a><em> </em>actor Alix Wilton Regan, the event will also feature guest presenters from the industry, including Rare composer Chloe Kwok, art and creative director Rex Crowle, <em>Paddle Paddle Paddle</em> developer Mateo Covic, and interviewer, actor, and presenter AlicesPixels. </p><p>More guest presenters include <a href="https://www.techradar.com/gaming/resident-evil-requiem-review"><em>Resident Evil Requiem</em></a> actor Nick Apostolides, <a href="https://www.techradar.com/gaming/star-wars-galactic-racer-review"><em>Star Wars: Galactic Racer</em></a> actor and Wrestling’s Mr. Charles Crowley, Richard Summers-Calvert, CD Projekt Red production director Malgorzata Mitrega, composer Richard Jacques, and <em>Control Resonant</em> actor, Frankie Kevich.</p><p>"I’m absolutely thrilled to be your host for this year’s Golden Joystick Awards on November 11th," said Wilton Regan. "We’re celebrating the greatest games of the past 12 months - and, more importantly, the incredibly talented teams who made them happen. The people who put in thousands of hours creating virtual worlds for us to get hopelessly lost in. Get ready for an evening of special guests, spectacular games, and plenty of silly jokes. See you on November 11th when we will unveil your winners!'"</p><p>Games like <a href="https://www.techradar.com/gaming/007-first-light-review"><em>007 First Light</em></a>, <em>Resident Evil Requiem</em>, <a href="https://www.techradar.com/gaming/dispatch-review"><em>Dispatch</em></a>, <a href="https://www.techradar.com/gaming/forza-horizon-6-review"><em>Forza Horizon 6</em></a>, <em>Big Walk</em>, <a href="https://www.techradar.com/gaming/crimson-desert-review"><em>Crimson Desert</em></a>, and more are leading <a href="https://www.techradar.com/gaming/featuring-a-host-of-our-favorite-games-from-this-year-and-2-of-our-favorite-gaming-devices-you-can-now-place-your-votes-for-the-best-in-gaming-in-the-golden-joystick-awards-2026">this year's nominations across 25 categories</a>, including Ultimate Game of the Year, 22 of which are voted for by the public.</p><p>"This year’s shortlist offers a fascinating cross-section of our industry in 2026, with the work of small teams of indie developers sitting shoulder to shoulder with titanic gaming franchises like Pokémon and Resident Evil, as well as huge IPs like Star Wars and James Bond," said content director Daniel Dawkins.</p><p>"The Golden Joystick Awards are the only games awards show chosen by the players - and we can’t wait to see who the public have voted for. Tune in on November 11 to find out the winners and honor the hard work of our industry’s supremely talented developers - in a dazzling ceremony hosted by the wonderful Alix Wilton Regan."</p>
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                                                            <title><![CDATA[ Original Mass Effect composer says working on Mass Effect 2's Suicide Mission was one of his 'favorite' memories working at BioWare — 'Probably one of the 10 best endings for a video game ever' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Original </strong><em><strong>Mass Effect 1</strong></em><strong> and </strong><em><strong>2</strong></em><strong> composer Jack Wall shares his favorite memories from working on the games at BioWare</strong></li><li><strong>Wall says director Casey Hudson was "so passionate about the story," and they worked together on </strong><em><strong>Mass Effect 2</strong></em><strong>'s Suicide Mission</strong></li><li><strong>He considers it "one of the 10 best endings for a video game ever"</strong></li></ul><p><a href="https://www.techradar.com/features/mass-effect-the-oral-history-of-a-game-changing-rpg"><em>Mass Effect</em></a> 1 and <em>Mass Effect 2</em> composer Jack Wall has shared his favorite memories from working at BioWare and on the series, and revealed which he considers one of the "best" of all time.</p><p>In an interview with TechRadar Gaming, <a href="https://www.techradar.com/gaming/frankly-its-sort-of-bananas-to-think-of-bioware-as-just-gone-original-mass-effect-composer-hopes-someone-else-can-come-in-and-take-it-from-here-following-studio-closure">where the original <em>Mass Effect</em> composer also discussed the closure of BioWare</a>, Wall said he last worked at BioWare in 2010 on <em>Mass Effect 2</em>, but has fond memories of beginning his work there alongside the team</p><p>"My absolute favorite memory of working with BioWare was flying up to Edmonton to kick off both <em>ME1</em> and <em>ME2</em>," Wall said. "I really liked the people there. They were so kind to me. [Game director] Casey [Hudson] was always so passionate about the story."</p><p>The composer went on to discuss specific missions he recalled making music for, revealing that <em>Mass Effect 2</em>'s infamous final quest, Suicide Mission, was one of the first things he and Casey Hudson worked on together.</p><p>"Probably to date one of the 10 best endings for a video game ever," Wall said. "It was super important to him to have something musically memorable for that, and so we went back and forth until we got something we could both be proud of." </p><p>The editing process for Suicide Mission was much more complicated than any other mission, he explained, and so it ended up being a bigger and more challenging task because of the number of endings associated with the quest.</p><p>"Then MUCH later, cutting the ending together (in the very last hours before shipping), that ending, as it branched off this way or that way depending on how you played the game, was very satisfying," Wall added. </p><p>"It was a technically challenging score in that way. Getting the timings to work with premixed music stems was a major obstacle. But the results speak for themselves."</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/original-mass-effect-composer-says-working-on-mass-effect-2s-suicide-mission-was-one-of-his-favorite-memories-working-at-bioware-probably-one-of-the-10-best-endings-for-a-video-game-ever</link>
                                                                            <description>
                            <![CDATA[ Mass Effect 1 and Mass Effect 2 composer Jack Wall has shared his favorite memories from working at BioWare and on the series. ]]>
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                                                                        <pubDate>Tue, 10 Nov 2026 09:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Rob Dwiar ]]></dc:contributor>
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                                <ul><li><strong>Original </strong><em><strong>Mass Effect 1</strong></em><strong> and </strong><em><strong>2</strong></em><strong> composer Jack Wall shares his favorite memories from working on the games at BioWare</strong></li><li><strong>Wall says director Casey Hudson was "so passionate about the story," and they worked together on </strong><em><strong>Mass Effect 2</strong></em><strong>'s Suicide Mission</strong></li><li><strong>He considers it "one of the 10 best endings for a video game ever"</strong></li></ul><p><a href="https://www.techradar.com/features/mass-effect-the-oral-history-of-a-game-changing-rpg"><em>Mass Effect</em></a> 1 and <em>Mass Effect 2</em> composer Jack Wall has shared his favorite memories from working at BioWare and on the series, and revealed which he considers one of the "best" of all time.</p><p>In an interview with TechRadar Gaming, <a href="https://www.techradar.com/gaming/frankly-its-sort-of-bananas-to-think-of-bioware-as-just-gone-original-mass-effect-composer-hopes-someone-else-can-come-in-and-take-it-from-here-following-studio-closure">where the original <em>Mass Effect</em> composer also discussed the closure of BioWare</a>, Wall said he last worked at BioWare in 2010 on <em>Mass Effect 2</em>, but has fond memories of beginning his work there alongside the team</p><p>"My absolute favorite memory of working with BioWare was flying up to Edmonton to kick off both <em>ME1</em> and <em>ME2</em>," Wall said. "I really liked the people there. They were so kind to me. [Game director] Casey [Hudson] was always so passionate about the story."</p><p>The composer went on to discuss specific missions he recalled making music for, revealing that <em>Mass Effect 2</em>'s infamous final quest, Suicide Mission, was one of the first things he and Casey Hudson worked on together.</p><p>"Probably to date one of the 10 best endings for a video game ever," Wall said. "It was super important to him to have something musically memorable for that, and so we went back and forth until we got something we could both be proud of." </p><p>The editing process for Suicide Mission was much more complicated than any other mission, he explained, and so it ended up being a bigger and more challenging task because of the number of endings associated with the quest.</p><p>"Then MUCH later, cutting the ending together (in the very last hours before shipping), that ending, as it branched off this way or that way depending on how you played the game, was very satisfying," Wall added. </p><p>"It was a technically challenging score in that way. Getting the timings to work with premixed music stems was a major obstacle. But the results speak for themselves."</p>
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                                                            <title><![CDATA[ GTA 6 is coming to Miami with a live Grand Theft Auto 6: The Festival special event — here's how to secure your pre-sale tickets ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Rockstar Games announces Grand Theft Auto 6: The Festival for November 21</strong></li><li><strong>The special live concert will feature music from artists in the game and on the official soundtrack</strong></li><li><strong>A pre-sale lottery for tickets will be available on November 11</strong></li></ul><p>Rockstar Games has announced Grand Theft Auto 6: The Festival, a special live concert scheduled for after <a href="https://www.techradar.com/tag/gta-6"><em>GTA 6</em></a>'s launch and featuring music from the game. </p><p>The Festival is set for November 21 at Mana Wynwood in Miami and will feature a star-studded lineup of artists from the game and the official soundtrack across two stages.</p><p>Those performances include: Cactus Jack presents Travis Scott, Don Toliver, Kodak Black, and Sofaygo; Cardi B; Ca7riel &amp; Paco Amoroso; Justice (DJ set); Metro Boomin; Nick León B2B DJ Python; Prospa B2B Skream; Rauw &amp; Friends; Suero; Tainy; The Dare B2B Fcukers (DJ set).</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="zNLj5RTYMuXUScMSerW4uP" name="GTA 6: The Festival" alt="Grand Theft Auto 6: The Festival" src="https://cdn.mos.cms.futurecdn.net/zNLj5RTYMuXUScMSerW4uP-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>Rockstar has confirmed that a pre-sale lottery will be available for a chance to purchase tickets, beginning on Wednesday, November 11. </p><p>Tickets are limited to two per pre-sale lottery code, and the lottery closes at 4PM ET / 9PM GMT on Tuesday, November 10. </p><p>Fans can sign up for the GTA 6: The Festival lottery <a href="https://gtavi-thefestival.miami/" target="_blank">here</a>, with entries limited to a maximum of one entry per person. Entries must also be from people aged 17+.</p><p>"Winners will be drawn at random from eligible entries and contacted by SMS with a code on Tuesday, November 10 by 7 P.M. ET," Rockstar said. "Odds of being selected will depend on the number of eligible entries received."</p><p><em>GTA 6</em> finally launches in just 10 days on November 19. <a href="https://www.techradar.com/gaming/gta-6-digital-pre-loads-for-ps5-and-xbox-will-begin-9-days-early-and-require-a-whopping-212gb-of-free-space">Digital pre-loading will begin on November 10</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/gta-6-is-coming-to-miami-with-a-live-grand-theft-auto-6-the-festival-special-event-heres-how-to-secure-your-pre-sale-tickets</link>
                                                                            <description>
                            <![CDATA[ Rockstar Games has announced Grand Theft Auto 6: The Festival, a special live concert scheduled for after GTA 6's launch and featuring music from the game. ]]>
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                                                                        <pubDate>Mon, 09 Nov 2026 15:21:54 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[GTA 6]]></media:description>                                                            <media:text><![CDATA[GTA 6]]></media:text>
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                                <ul><li><strong>Rockstar Games announces Grand Theft Auto 6: The Festival for November 21</strong></li><li><strong>The special live concert will feature music from artists in the game and on the official soundtrack</strong></li><li><strong>A pre-sale lottery for tickets will be available on November 11</strong></li></ul><p>Rockstar Games has announced Grand Theft Auto 6: The Festival, a special live concert scheduled for after <a href="https://www.techradar.com/tag/gta-6"><em>GTA 6</em></a>'s launch and featuring music from the game. </p><p>The Festival is set for November 21 at Mana Wynwood in Miami and will feature a star-studded lineup of artists from the game and the official soundtrack across two stages.</p><p>Those performances include: Cactus Jack presents Travis Scott, Don Toliver, Kodak Black, and Sofaygo; Cardi B; Ca7riel &amp; Paco Amoroso; Justice (DJ set); Metro Boomin; Nick León B2B DJ Python; Prospa B2B Skream; Rauw &amp; Friends; Suero; Tainy; The Dare B2B Fcukers (DJ set).</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="zNLj5RTYMuXUScMSerW4uP" name="GTA 6: The Festival" alt="Grand Theft Auto 6: The Festival" src="https://cdn.mos.cms.futurecdn.net/zNLj5RTYMuXUScMSerW4uP-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Rockstar Games)</span></figcaption></figure><p>Rockstar has confirmed that a pre-sale lottery will be available for a chance to purchase tickets, beginning on Wednesday, November 11. </p><p>Tickets are limited to two per pre-sale lottery code, and the lottery closes at 4PM ET / 9PM GMT on Tuesday, November 10. </p><p>Fans can sign up for the GTA 6: The Festival lottery <a href="https://gtavi-thefestival.miami/" target="_blank">here</a>, with entries limited to a maximum of one entry per person. Entries must also be from people aged 17+.</p><p>"Winners will be drawn at random from eligible entries and contacted by SMS with a code on Tuesday, November 10 by 7 P.M. ET," Rockstar said. "Odds of being selected will depend on the number of eligible entries received."</p><p><em>GTA 6</em> finally launches in just 10 days on November 19. <a href="https://www.techradar.com/gaming/gta-6-digital-pre-loads-for-ps5-and-xbox-will-begin-9-days-early-and-require-a-whopping-212gb-of-free-space">Digital pre-loading will begin on November 10</a>.</p>
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                                                            <title><![CDATA[ 'Frankly, it’s sort of bananas to think of BioWare as just…gone' — Original Mass Effect composer hopes 'someone else can come in and take it from here' following studio closure ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Original </strong><em><strong>Mass Effect</strong></em><strong> composer Jack Wall hopes BioWare can be saved one day</strong></li><li><strong>Wall says, "It’s sort of bananas to think of BioWare as just…gone"</strong></li><li><strong>He adds, "I hope that someone else can come in and take it from here"</strong></li></ul><p>Original <a href="https://www.techradar.com/features/mass-effect-the-oral-history-of-a-game-changing-rpg"><em>Mass Effect</em></a> composer Jack Wall has reacted to <a href="https://www.techradar.com/gaming/were-now-entering-an-era-where-the-name-bioware-wont-show-up-anymore-when-discussing-upcoming-rpgs-the-game-industry-reacts-to-the-shuttering-of-legendary-mass-effect-and-dragon-age-studio-bioware">EA shutting down BioWare</a> and hopes the legendary studio can be saved one day.</p><p>In an interview with TechRadar Gaming following the devastating news and cancelation of the next <em>Mass Effect</em> game, <a href="https://www.techradar.com/gaming/an-alleged-former-bioware-dev-leaks-the-mass-effect-universe-trailer-following-studio-closure-and-fans-believe-this-could-be-a-deadpool-style-move-intended-to-generate-public-pressure-and-potentially-give-the-cancelled-project-a-second-chance"><em>Mass Effect Universe</em></a>, Wall said, "Frankly, it’s sort of bananas to think of BioWare as just…gone."</p><p>Wall worked on <em>Mass Effect </em>and <em>Mass Effect 2</em> and agreed that the series is important enough to warrant saving, saying, "<em>Mass Effect</em> is such a wonderfully original universe. It feels like it should live on not only in games but TV and Film as well. The stories are so compelling."</p><p>The composer added, "Not sure where the Prime TV series sits at this time, but it would be really cool to see a show of this universe."</p><p>Following its closure, the studio released a statement saying that the "generations of BioWare built together is something to celebrate and remember." The shutdown came as part of EA's first major restructuring plan that led to 400 layoffs across the publisher's studios, including around 50 for the people remaining at BioWare.</p><p>Many creatives across the industry are urging someone, like another publisher, to save the developer before it's too late. Fans have also created a petition called "<a href="https://www.change.org/p/savemasseffect?source_location=signed_petition_home" target="_blank">#SaveMassEffect</a>" and wish to see BioWare's vision for the <em>Mass Effect</em> series continue.</p><p>Wall shared a similar sentiment about the studio, saying, "In short, I’m sad to see BioWare go. I hope that someone else can come in and take it from here."</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/frankly-its-sort-of-bananas-to-think-of-bioware-as-just-gone-original-mass-effect-composer-hopes-someone-else-can-come-in-and-take-it-from-here-following-studio-closure</link>
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                            <![CDATA[ Original Mass Effect composer Jack Wall has reacted to EA shutting down BioWare and hopes the legendary studio can be saved one day. ]]>
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                                                                        <pubDate>Mon, 09 Nov 2026 13:43:28 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Rob Dwiar ]]></dc:contributor>
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                                <ul><li><strong>Original </strong><em><strong>Mass Effect</strong></em><strong> composer Jack Wall hopes BioWare can be saved one day</strong></li><li><strong>Wall says, "It’s sort of bananas to think of BioWare as just…gone"</strong></li><li><strong>He adds, "I hope that someone else can come in and take it from here"</strong></li></ul><p>Original <a href="https://www.techradar.com/features/mass-effect-the-oral-history-of-a-game-changing-rpg"><em>Mass Effect</em></a> composer Jack Wall has reacted to <a href="https://www.techradar.com/gaming/were-now-entering-an-era-where-the-name-bioware-wont-show-up-anymore-when-discussing-upcoming-rpgs-the-game-industry-reacts-to-the-shuttering-of-legendary-mass-effect-and-dragon-age-studio-bioware">EA shutting down BioWare</a> and hopes the legendary studio can be saved one day.</p><p>In an interview with TechRadar Gaming following the devastating news and cancelation of the next <em>Mass Effect</em> game, <a href="https://www.techradar.com/gaming/an-alleged-former-bioware-dev-leaks-the-mass-effect-universe-trailer-following-studio-closure-and-fans-believe-this-could-be-a-deadpool-style-move-intended-to-generate-public-pressure-and-potentially-give-the-cancelled-project-a-second-chance"><em>Mass Effect Universe</em></a>, Wall said, "Frankly, it’s sort of bananas to think of BioWare as just…gone."</p><p>Wall worked on <em>Mass Effect </em>and <em>Mass Effect 2</em> and agreed that the series is important enough to warrant saving, saying, "<em>Mass Effect</em> is such a wonderfully original universe. It feels like it should live on not only in games but TV and Film as well. The stories are so compelling."</p><p>The composer added, "Not sure where the Prime TV series sits at this time, but it would be really cool to see a show of this universe."</p><p>Following its closure, the studio released a statement saying that the "generations of BioWare built together is something to celebrate and remember." The shutdown came as part of EA's first major restructuring plan that led to 400 layoffs across the publisher's studios, including around 50 for the people remaining at BioWare.</p><p>Many creatives across the industry are urging someone, like another publisher, to save the developer before it's too late. Fans have also created a petition called "<a href="https://www.change.org/p/savemasseffect?source_location=signed_petition_home" target="_blank">#SaveMassEffect</a>" and wish to see BioWare's vision for the <em>Mass Effect</em> series continue.</p><p>Wall shared a similar sentiment about the studio, saying, "In short, I’m sad to see BioWare go. I hope that someone else can come in and take it from here."</p>
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                                                            <title><![CDATA[ Why is Warhammer 40,000: Dawn of War 4 going back to Kronus? We asked the real-time strategy game’s creative director to explain why ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Warhammer 40,000: Dawn of War 4</strong></em><strong> creative director Jan Theysen explains why the game revisits Kronus</strong></li><li><strong>Theysen says King Art Games wanted to reintroduce Crusade Mode, which opened an opportunity to revisit the planet</strong></li><li><strong>Crusade Mode was first introduced in the first </strong><em><strong>Dawn of War</strong></em><strong> game</strong></li></ul><p>King Art Games has explained why <a href="https://www.techradar.com/gaming/dawn-of-war-4-preview-october-2026"><em>Warhammer 40,000: Dawn of War 4</em></a> will revisit Kronus and how the return of Crusade Mode played a part in the decision.</p><p>"It's basically the idea that coming back or going back to a place that you visited before is fun," creative director Jan Theysen shared <a href="https://www.techradar.com/gaming/maybe-you-win-the-battle-but-lose-the-war-because-you-put-all-your-resources-into-one-battle-warhammer-40-000-dawn-of-war-4-creative-director-says-king-art-games-wanted-battles-to-take-a-while-so-borrowed-from-the-original-strategy-games-systems">with TechRadar Gaming</a> when asked what the team's driving force was for <em>Dawn of War 4</em> to revisit the planet.</p><p>"We also knew that we wanted to reintroduce the Crusade Mode, or the crusade-like planetary conquer-the-planet type of mode," he added.</p><p>Crusade Mode is a fan-favorite mode that had its origins in the first game's <em>Dark Crusade</em> expansion nearly 20 years ago, and King Art Games <a href="https://www.deepsilver.com/gb/games/dawn-of-war-iv/news/crusade-mode-returns-in-warhammer-40-000-dawn-of-iv" target="_blank">describes</a> it as <em>Dawn of War 4</em>'s "endless mode." </p><p>Players can replay the mode's extended campaigns over and over, featuring numerous territories spread across Kronus, and they’ll always play out differently each time, while also introducing extra gameplay variety to the base game.</p><p>"Somebody said, well, if we bring back the mode, wouldn't it be fun that it's on the same planet, right?" Theysen continued. "And you can revisit the territories and the stuff you remember from the first game, and we said, okay, why not? Great idea; it's on the right side of The Great Rift."</p><p><em>Warhammer 40,000: Dawn of War 4</em> launches on PC on December 3, and Theysen has also <a href="https://www.techradar.com/gaming/could-warhammer-40-000-dawn-of-war-4-come-to-console-its-creative-director-says-rts-games-on-console-are-always-a-big-challenge-but-i-think-we-could-do-it-on-a-technical-level">suggested that the game could eventually come to console</a>. </p><p>The creative director also told TechRadar Gaming <a href="https://www.techradar.com/gaming/we-ended-up-with-four-really-big-campaigns-and-70-missions-its-insane-warhammer-40-000-dawn-of-war-4-creative-director-says-king-arts-ideas-snowballed-after-deciding-on-four-faction-campaigns-with-branching-stories">how it ended up with four separate faction campaigns</a> and that <a href="https://www.techradar.com/gaming/warhammer-40-000-dawn-of-war-4-creative-director-says-king-art-considered-adding-other-factions-to-the-game-like-death-guard-but-decided-on-adeptus-mechanicus-because-lore-wise-its-the-most-interesting-in-terms-of-gameplay">it considered adding other playable factions before deciding on Adeptus Mechanicus</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/why-is-warhammer-40-000-dawn-of-war-4-going-back-to-kronus-we-asked-the-real-time-strategy-games-creative-director-to-explain-why</link>
                                                                            <description>
                            <![CDATA[ King Art Games has explained why Warhammer 40,000: Dawn of War 4will revisit Kronus and how the return of Crusade Mode played a part in the decision. ]]>
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                                                                        <pubDate>Mon, 09 Nov 2026 11:57:09 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Rob Dwiar ]]></dc:contributor>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Warhammer 40,000: Dawn of War 4 ]]></media:description>                                                            <media:text><![CDATA[Warhammer 40,000: Dawn of War 4 ]]></media:text>
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                                <ul><li><em><strong>Warhammer 40,000: Dawn of War 4</strong></em><strong> creative director Jan Theysen explains why the game revisits Kronus</strong></li><li><strong>Theysen says King Art Games wanted to reintroduce Crusade Mode, which opened an opportunity to revisit the planet</strong></li><li><strong>Crusade Mode was first introduced in the first </strong><em><strong>Dawn of War</strong></em><strong> game</strong></li></ul><p>King Art Games has explained why <a href="https://www.techradar.com/gaming/dawn-of-war-4-preview-october-2026"><em>Warhammer 40,000: Dawn of War 4</em></a> will revisit Kronus and how the return of Crusade Mode played a part in the decision.</p><p>"It's basically the idea that coming back or going back to a place that you visited before is fun," creative director Jan Theysen shared <a href="https://www.techradar.com/gaming/maybe-you-win-the-battle-but-lose-the-war-because-you-put-all-your-resources-into-one-battle-warhammer-40-000-dawn-of-war-4-creative-director-says-king-art-games-wanted-battles-to-take-a-while-so-borrowed-from-the-original-strategy-games-systems">with TechRadar Gaming</a> when asked what the team's driving force was for <em>Dawn of War 4</em> to revisit the planet.</p><p>"We also knew that we wanted to reintroduce the Crusade Mode, or the crusade-like planetary conquer-the-planet type of mode," he added.</p><p>Crusade Mode is a fan-favorite mode that had its origins in the first game's <em>Dark Crusade</em> expansion nearly 20 years ago, and King Art Games <a href="https://www.deepsilver.com/gb/games/dawn-of-war-iv/news/crusade-mode-returns-in-warhammer-40-000-dawn-of-iv" target="_blank">describes</a> it as <em>Dawn of War 4</em>'s "endless mode." </p><p>Players can replay the mode's extended campaigns over and over, featuring numerous territories spread across Kronus, and they’ll always play out differently each time, while also introducing extra gameplay variety to the base game.</p><p>"Somebody said, well, if we bring back the mode, wouldn't it be fun that it's on the same planet, right?" Theysen continued. "And you can revisit the territories and the stuff you remember from the first game, and we said, okay, why not? Great idea; it's on the right side of The Great Rift."</p><p><em>Warhammer 40,000: Dawn of War 4</em> launches on PC on December 3, and Theysen has also <a href="https://www.techradar.com/gaming/could-warhammer-40-000-dawn-of-war-4-come-to-console-its-creative-director-says-rts-games-on-console-are-always-a-big-challenge-but-i-think-we-could-do-it-on-a-technical-level">suggested that the game could eventually come to console</a>. </p><p>The creative director also told TechRadar Gaming <a href="https://www.techradar.com/gaming/we-ended-up-with-four-really-big-campaigns-and-70-missions-its-insane-warhammer-40-000-dawn-of-war-4-creative-director-says-king-arts-ideas-snowballed-after-deciding-on-four-faction-campaigns-with-branching-stories">how it ended up with four separate faction campaigns</a> and that <a href="https://www.techradar.com/gaming/warhammer-40-000-dawn-of-war-4-creative-director-says-king-art-considered-adding-other-factions-to-the-game-like-death-guard-but-decided-on-adeptus-mechanicus-because-lore-wise-its-the-most-interesting-in-terms-of-gameplay">it considered adding other playable factions before deciding on Adeptus Mechanicus</a>.</p>
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                                                            <title><![CDATA[ Warhammer 40,000: Dawn of War 4 creative director explains how King Art balances RTS factions 'organically' so 'players who do not know the faction still intuitively play them the right way' — 'This is also an ongoing process' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Warhammer 40,000: Dawn of War 4</strong></em><strong> creative director Jan Theysen explains how King Art Games balanced the four playable factions</strong></li><li><strong>Theysen says the team starts by identifying the "feeling" of each faction, especially for newcomers</strong></li><li><strong>He says King Art does a lot of testing with AI bots, but things can still change when players get their hands on the game</strong></li></ul><p><a href="https://www.techradar.com/gaming/dawn-of-war-4-preview-october-2026"><em>Warhammer 40,000: Dawn of War 4</em></a> creative director Jan Theysen has explained how King Art Games balanced the four playable factions in the real-time strategy (RTS) game without compromising their fundamental traits and abilities.</p><p>Speaking in an <a href="https://www.techradar.com/gaming/maybe-you-win-the-battle-but-lose-the-war-because-you-put-all-your-resources-into-one-battle-warhammer-40-000-dawn-of-war-4-creative-director-says-king-art-games-wanted-battles-to-take-a-while-so-borrowed-from-the-original-strategy-games-systems">interview with TechRadar Gaming</a>, Theysen said it's a "super challenging" process balancing <a href="https://www.techradar.com/gaming/we-ended-up-with-four-really-big-campaigns-and-70-missions-its-insane-warhammer-40-000-dawn-of-war-4-creative-director-says-king-arts-ideas-snowballed-after-deciding-on-four-faction-campaigns-with-branching-stories">Space Marines, Orks, Necrons, and Adeptus Mechanicus</a>, because it's "10s of 1000s of permutations of different units who can fight each other" with different equipment and abilities, and so the studio first focused on trying to identify the "feeling" of each faction.</p><p>"What we do is we try first to get the feeling for each of the factions; how is this faction supposed to feel? And then we try to do it in a way where players who do not know the faction still intuitively play them the right way," Theysen explained. </p><p>"For example, if you have Space Marine units and the Space Marine units are super, super expensive, and you can upgrade them with a lot of different stuff, you feel different about them than, let's say, Ork units that are dirt cheap, and you have a lot of them from the get go. But they also die pretty quickly, right?"</p><p>The creative director continued, saying "naturally and organically" players who play Orks, for example, will care a little less about individual units and will use them against bigger mobs, while Space Marine players will "organically" care more about individual units and try to keep them alive longer.</p><p>After this first phase is achieved, Theysen said anyone who plays the campaign will understand what's going on lore-wise, and then King Art needs to figure out the fundamental ideas of early-, mid-, and late-game units. Then comes the long testing phase.</p><p>"We need units that can do certain things, and all of that stuff is baked in," he said. "But as soon as we have that, then we start to let them play against each other, fight each other. We do this ourselves, of course, but we also have just [have] in-game AI play each other and give us statistics: who wins which combination on which map and so on. </p><p>"And then we start adjusting the dials a little bit and say, okay, the overall win rate for Necrons is too strong. Can we make them weaker, for example, without losing this core identity or this core feeling that we have?"</p><p>Theysen explained that "this is also an ongoing process, to be honest" because "you can do this as much as you want" but "as soon as real players get this into their hands, they come up with stuff you never thought about."</p><p>"If [players] do it like this, then actually there is an unfair advantage," he said. "So we have to somehow fix that."</p><p><em>Warhammer 40,000: Dawn of War 4</em> launches on PC on December 3, and Theysen has also <a href="https://www.techradar.com/gaming/could-warhammer-40-000-dawn-of-war-4-come-to-console-its-creative-director-says-rts-games-on-console-are-always-a-big-challenge-but-i-think-we-could-do-it-on-a-technical-level">suggested that the game could eventually come to console</a> while discussing which <a href="https://www.techradar.com/gaming/warhammer-40-000-dawn-of-war-4-creative-director-says-king-art-borrowed-elements-from-dawn-of-war-2-and-3-for-heroes-upgrade-mechanics-and-ui-aspects-because-while-it-loves-the-first-game-its-also-over-20-years-old">hero mechanics and UI features<strong> </strong>it borrowed from <em>Dawn of War 2</em> and 3</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/warhammer-40-000-dawn-of-war-4-creative-director-explains-how-king-art-balances-rts-factions-organically-so-players-who-do-not-know-the-faction-still-intuitively-play-them-the-right-way-this-is-also-an-ongoing-process</link>
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                            <![CDATA[ Warhammer 40,000: Dawn of War 4 creative director Jan Theysen has explained how King Art Games balanced the four playable factions. ]]>
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                                                                        <pubDate>Sun, 08 Nov 2026 23:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Rob Dwiar ]]></dc:contributor>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Warhammer 40,000: Dawn of War 4]]></media:description>                                                            <media:text><![CDATA[Warhammer 40,000: Dawn of War 4]]></media:text>
                                <media:title type="plain"><![CDATA[Warhammer 40,000: Dawn of War 4]]></media:title>
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                                <ul><li><em><strong>Warhammer 40,000: Dawn of War 4</strong></em><strong> creative director Jan Theysen explains how King Art Games balanced the four playable factions</strong></li><li><strong>Theysen says the team starts by identifying the "feeling" of each faction, especially for newcomers</strong></li><li><strong>He says King Art does a lot of testing with AI bots, but things can still change when players get their hands on the game</strong></li></ul><p><a href="https://www.techradar.com/gaming/dawn-of-war-4-preview-october-2026"><em>Warhammer 40,000: Dawn of War 4</em></a> creative director Jan Theysen has explained how King Art Games balanced the four playable factions in the real-time strategy (RTS) game without compromising their fundamental traits and abilities.</p><p>Speaking in an <a href="https://www.techradar.com/gaming/maybe-you-win-the-battle-but-lose-the-war-because-you-put-all-your-resources-into-one-battle-warhammer-40-000-dawn-of-war-4-creative-director-says-king-art-games-wanted-battles-to-take-a-while-so-borrowed-from-the-original-strategy-games-systems">interview with TechRadar Gaming</a>, Theysen said it's a "super challenging" process balancing <a href="https://www.techradar.com/gaming/we-ended-up-with-four-really-big-campaigns-and-70-missions-its-insane-warhammer-40-000-dawn-of-war-4-creative-director-says-king-arts-ideas-snowballed-after-deciding-on-four-faction-campaigns-with-branching-stories">Space Marines, Orks, Necrons, and Adeptus Mechanicus</a>, because it's "10s of 1000s of permutations of different units who can fight each other" with different equipment and abilities, and so the studio first focused on trying to identify the "feeling" of each faction.</p><p>"What we do is we try first to get the feeling for each of the factions; how is this faction supposed to feel? And then we try to do it in a way where players who do not know the faction still intuitively play them the right way," Theysen explained. </p><p>"For example, if you have Space Marine units and the Space Marine units are super, super expensive, and you can upgrade them with a lot of different stuff, you feel different about them than, let's say, Ork units that are dirt cheap, and you have a lot of them from the get go. But they also die pretty quickly, right?"</p><p>The creative director continued, saying "naturally and organically" players who play Orks, for example, will care a little less about individual units and will use them against bigger mobs, while Space Marine players will "organically" care more about individual units and try to keep them alive longer.</p><p>After this first phase is achieved, Theysen said anyone who plays the campaign will understand what's going on lore-wise, and then King Art needs to figure out the fundamental ideas of early-, mid-, and late-game units. Then comes the long testing phase.</p><p>"We need units that can do certain things, and all of that stuff is baked in," he said. "But as soon as we have that, then we start to let them play against each other, fight each other. We do this ourselves, of course, but we also have just [have] in-game AI play each other and give us statistics: who wins which combination on which map and so on. </p><p>"And then we start adjusting the dials a little bit and say, okay, the overall win rate for Necrons is too strong. Can we make them weaker, for example, without losing this core identity or this core feeling that we have?"</p><p>Theysen explained that "this is also an ongoing process, to be honest" because "you can do this as much as you want" but "as soon as real players get this into their hands, they come up with stuff you never thought about."</p><p>"If [players] do it like this, then actually there is an unfair advantage," he said. "So we have to somehow fix that."</p><p><em>Warhammer 40,000: Dawn of War 4</em> launches on PC on December 3, and Theysen has also <a href="https://www.techradar.com/gaming/could-warhammer-40-000-dawn-of-war-4-come-to-console-its-creative-director-says-rts-games-on-console-are-always-a-big-challenge-but-i-think-we-could-do-it-on-a-technical-level">suggested that the game could eventually come to console</a> while discussing which <a href="https://www.techradar.com/gaming/warhammer-40-000-dawn-of-war-4-creative-director-says-king-art-borrowed-elements-from-dawn-of-war-2-and-3-for-heroes-upgrade-mechanics-and-ui-aspects-because-while-it-loves-the-first-game-its-also-over-20-years-old">hero mechanics and UI features<strong> </strong>it borrowed from <em>Dawn of War 2</em> and 3</a>.</p>
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                                                            <title><![CDATA[ Corsair Voxara review: the right specs for a gamer, but a long way off ‘studio grade’ ]]></title>
                                                                                                <dc:content><![CDATA[ <h2 class="article-body__section" id="section-corsair-voxara-one-minute-review"><span>Corsair Voxara: One-minute review</span></h2><p>Corsair enters the <a href="https://www.techradar.com/best/best-microphones-for-streaming">microphones for streaming</a> and wider mic market with this RGB-laden Voxara condenser model, a well-judged combination of specs and features for the price. If you’re looking specifically for a gaming or streaming mic and willing to pay a premium for audio quality and looks, the Voxara ticks the most important boxes. But it also makes some lofty marketing claims that aren’t relevant or helpful if you’re just trying to figure out if it’s worth the cash. </p><p>For example, the 25mm capsule this mic’s built around can capture enough nuance from your voice to record and broadcast rich, well-rounded audio, while hardware and software team up to suppress esses and plosives. However, the maximum 192KHz sample rate simply isn’t relevant to most users, and it definitely doesn’t make this USB-C model a studio-grade piece of audio equipment.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="biEEAQZ6LJPSAbRGYpaGtB" name="BC941C4A-8C57-469C-8936-EA1ABC283617.JPG" alt="Wide view of a gaming setup with the illuminated Corsair Voxara microphone centered in front of a keyboard and monitor." src="https://cdn.mos.cms.futurecdn.net/biEEAQZ6LJPSAbRGYpaGtB-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>It’s worth knowing that to get the best sound, you’ll need to download Elgato’s Wave Link software. It’s a powerful app with a nice, clean UI, and the AI-driven Voice Focus feature is very effective at noise cancellation. Not everyone wants to have to install additional software, though, so if you want plug-and-play performance, this is a big caveat. </p><p>The mic housing’s built to a high standard and the circuitry seems to be top-notch too: there’s almost no unwanted noise when you use the tap-to-mute function at the head of the housing, and the 3.5mm monitoring input runs at a sensible output range with no crackle or distortion. So you’re getting strong vocal recording, easy controls, and a pretty intuitive digital display on the mic’s front, too. These are the big selling points here, along with the visual design. But if you want a subtler look that takes its design cues from pro audio, or a mic that really can claim to offer studio-grade functionality at a similar price, you need to look further afield at options like the Shure M7+ and Rode PodMic USB. </p><h2 class="article-body__section" id="section-corsair-voxara-price-and-availability"><span>Corsair Voxara: Price and availability</span></h2><ul><li><strong>List price: $199.99 / £159.99 / AU$329</strong></li><li><strong>Decent feature set and device compatibility for the price</strong></li><li><strong>XLR + USB mics available in the same price bracket</strong></li></ul><p>It might not be specced to topple all rivals, but this debut model from Corsair nonetheless offers solid value for money for the build quality, Elgato software features, and crisp sound it delivers. Available now for PC, Mac, <a href="https://www.techradar.com/reviews/ps5">PlayStation 5</a> and <a href="https://www.techradar.com/reviews/nintendo-switch">Nintendo Switch</a>, it’s got a broad enough compatibility list to be your battlestation mic – just as long as that battlestation doesn’t feature an Xbox. </p><p>It’s priced in a similar range to one of our favourite mics, the <a href="https://www.techradar.com/gaming/steelseries-alias-review-style-meets-substance">SteelSeries Alias</a>, and well under <a href="https://www.techradar.com/computing/peripherals-accessories/razer-seiren-v3-pro">Razer’s Seiren V3 Pro</a>, which at $249.99/£249.99 represents the upper end of the gaming mic market. However, what’s hurting the overall value proposition is that lone USB-C connectivity. With Rode’s PodMic USB offering XLR and USB connections and now available for around the same price, you’d need to really like that RGB display on the Voxara.</p><h2 class="article-body__section" id="section-corsair-voxara-specs"><span>Corsair Voxara: Specs</span></h2><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>Corsair Voxara USB </strong></p></td></tr><tr><td class="firstcol " ><p><strong>Polar pattern</strong></p></td><td  ><p>Cardioid</p></td></tr><tr><td class="firstcol " ><p><strong>Sample rate</strong></p></td><td  ><p>32-bit/192KHz</p></td></tr><tr><td class="firstcol " ><p><strong>Connection type</strong></p></td><td  ><p>Wired USB-C</p></td></tr><tr><td class="firstcol " ><p><strong>Software</strong></p></td><td  ><p>Elgato Wave Link</p></td></tr><tr><td class="firstcol " ><p><strong>Compatibility</strong></p></td><td  ><p>PC/Mac/Switch/PS5</p></td></tr></tbody></table></div><h2 class="article-body__section" id="section-corsair-voxara-design-and-features"><span>Corsair Voxara: Design and features</span></h2><ul><li><strong>Three RGB modes</strong></li><li><strong>Shock mount and stand provided</strong></li><li><strong>Well-placed controls layout</strong></li></ul><p>Is the Voxara well-designed? For gamers who want no-fuss, clear comms and an object on their desk that looks part of a traditional gaming setup, the answer is yes. It’s a familiar condenser design with a single cardioid polar pattern, a tap-to-mute button on top, and a scroll wheel on the bottom third, which can be used to adjust the mic, monitoring, and audio mix levels by clicking the wheel to toggle between those parameters. Finally, there’s an RGB mode cycle knob at the rear, which does what you’d expect. </p><p>To help you keep track of what you’re adjusting and make a note of your settings, there’s a digital display just below the RGB capsule shield. Bonus points go to Corsair for making this display automatically flip depending on whether the mic’s pointed up or down (if you’re using the supplied desk stand or a boom arm, for example). That’s a bit of forethought that keeps things simple to dial in, whatever your current setup. </p><p>Personally, I’d rather the RGB lighting wasn’t there at all, but I have to concede that it comes down to personal taste. I will say this much: given the peripheral market’s move away from copious RGB zones on mice, keyboards, and headsets lately, I wonder how quickly this model will look dated. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="snP8ZTfQ8FiHrk6LXMkQHB" name="0AA19BCF-C434-43F8-9B5F-972534784210.JPG" alt="Close-up of the built-in mini OLED display reading "70" below the brightly illuminated RGB grille." src="https://cdn.mos.cms.futurecdn.net/snP8ZTfQ8FiHrk6LXMkQHB-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>I digress. There are three lighting modes available: a solid colour mode, a multicolor effects mode, and a level meter that responds to the audio source. While they’re fun to play around with and customise when you first get the mic, when it comes to using the Voxara in real-world situations, I found two of these three modes distracting and fell back on solid colour mode. </p><p>When you’re concentrating on what’s happening onscreen, you really don’t want something so close to your face to be constantly changing the lighting conditions. And if you’re recording a podcast with a video element, the level meter in particular is an unwelcome distraction that pulls your attention away from what the hosts are saying. </p><p>One area I do find the lighting useful is when muting or unmuting the mic. There’s a ring running around the tap-to-mute surface that changes colour when you tap it, and it’s very handy to know at a glance if the mic’s hot or not. Particularly if you’ve been muted for a while and lost track. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="eKRriKeA4mkcWNzAvhV9eB" name="9CA4D912-D0E0-4F67-B905-1006524DB61C.JPG" alt="Close-up of the built-in mini OLED display reading "70" below the brightly illuminated RGB grille." src="https://cdn.mos.cms.futurecdn.net/eKRriKeA4mkcWNzAvhV9eB-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>All of the cosmetic-focused lighting is optional and customisable, so I’m not considering my negative experience with it a dealbreaker. But keep in mind that you’re paying a premium for that RGB. You need to be really sure that you’ll use and enjoy that functionality before shelling out; otherwise, there are non-RGB mics with great sound and better connectivity available. </p><p>As you’d expect from Corsair, the finish quality of the mic housing, shock mount, and stand is all immaculate and conveys the premium price positioning. The stand holds your mic precisely where you position it, and cable management is fairly easy with a hollowed-out vertical stand that the USB-C cable can thread through. </p><p>However, the stand doesn’t perform well against accidental desk knocks, so if you’re recording or streaming yourself, you’d better factor in the cost of a boom arm as well. If your broadcasting ambitions begin and end with clear callouts in <em>Counter-Strike</em> or <em>Valorant</em>, though, this shouldn’t become a problem. </p><h2 class="article-body__section" id="section-corsair-voxara-performance"><span>Corsair Voxara: Performance</span></h2><ul><li><strong>No popping ‘P’ sounds or harsh esses</strong></li><li><strong>Noise cancellation requires Elgato software</strong></li><li><strong>Lack of XLR hurts its studio cred</strong></li></ul><p>I’m very impressed by how polished and usable this mic sounds without any tweaking. There’s no need for an additional pop shield on the Voxara, since it’s tuned to suppress esses and P sounds for a consistent and broadcast-ready sound. </p><p>And that, of course, is the most important thing about any mic, whether it’s marketed to gamers or anyone else. But as someone who’s worked with plenty of studio mics, I’m always very aware there’s a significant distinction between ‘good gaming mic’ and ‘good studio mic’. </p><p>Let’s start with the 25mm capsule. As with headphone drivers, bigger doesn’t always mean better in this category by default, but a large capsule of sufficient build quality is capable of capturing a wider range of frequencies and subharmonics in lots of detail. Right out of the box, if you record yourself speaking into the Voxara and listen back to the audio at any bitrate, you can hear that detail. For podcasting and Twitch streaming, it lends clarity and polish to your content. For in-game playcalling, it’s downright overkill. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="g55iW7rDNY2p5ubatn22kB" name="9FF7380D-7380-4587-81E6-814FE9D185A6.JPG" alt="Close-up of the microphone's lower chassis and shock mount, highlighting the multi-function control wheel and mode icons." src="https://cdn.mos.cms.futurecdn.net/g55iW7rDNY2p5ubatn22kB-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>So big points to Corsair for getting that right. But I have to take the marketing literature to task for selling this mic as ‘studio-grade’. It’s written in huge lettering on the product page, mentioned in the reviewer’s guide, and it’s simply not accurate. </p><p>The fact that this mic doesn’t have an analog input option makes it a non-starter as a studio kit. True broadcast quality requires that you keep full control of latency, preamp settings, gain amplification, and analog-to-digital signal conversion to retain as much fidelity and flexibility as possible. A USB mic builds all those elements into its internal circuitry, which makes it much simpler to use.</p><p>And that’s the compromise. You don’t need a separate preamp and mixer to get a usable signal from a USB mic, and most gamers don’t have that studio equipment lying around, so gaming mics usually feature USB inputs. But there’s an implicit tradeoff to that convenience in fidelity. It isn’t night and day, but it’s there. So the fact that this mic can technically record at 192Hz doesn’t mean it can go toe-to-toe with a Neumann U87 Ai. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="kwEx2n89gNshqWKxsMCRqB" name="66A13FEA-4C5A-470B-9D7A-ABD94C45B9D3.JPG" alt="Angled side profile of the Corsair Voxara microphone showing cyan and green RGB backlighting, the suspension shock mount, and the aluminum desktop stand." src="https://cdn.mos.cms.futurecdn.net/kwEx2n89gNshqWKxsMCRqB-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>XLR also makes simultaneous audio source recording far easier. You can run as many mics into a mixing desk as your desk inputs and DAW allow, but capturing multiple USB sources in real-time is a massive headache by comparison. Therefore, if you’re browsing the USB gaming mic market and see any product page copy talking about ‘studio quality’, go ahead and translate it to what the manufacturer really means, which is ‘sounds pretty good’.  </p><p>With that point addressed, the Voxara’s sound quality is more than pretty good. And you can make it even more polished with Elgato’s excellent Wave Link software. This is a double-edged sword – it’s a well-designed and user-friendly app that packs tons of functionality into a clean shell, and it can also function as a gateway into professional DAWs. There are those – myself included – who prefer not to have to download software to use their peripherals, though, so I’m in a quandary about this one. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="RAjHQDMioFy2hmYUk5CxmB" name="55C0A708-248D-4537-97FE-05A361241D17.JPG" alt="Corsair Voxara microphone muted on a desk setup, showing the red LED indicator ring glowing at the top of the body." src="https://cdn.mos.cms.futurecdn.net/RAjHQDMioFy2hmYUk5CxmB-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>One feature in particular that’s got me conflicted is Voice Focus, an AI-powered noise suppressor that works very well indeed. On the one hand, I love that I have access to it, and on the other, I resent that it isn’t being handled automatically by the mic’s DSP. </p><p>I find it easy to forgive minor grievances like that when I hear how smooth and listenable the vocal recordings are, though. It’s not easy to bring a new mic to market, and Corsair has made a lot of shrewd judgments in order to make this such a compelling option. It’s spent big on construction materials and finish quality, as it always does across any product category, teamed up with Elgato to pool some vital knowledge, and used a 25mm capsule that distinguishes itself as soon as you plug it in. That’s an impressive debut. I’m not moved to disconnect my preferred mics just yet, but I can easily envision that Corsair’s future models will give them stiff competition.</p><h2 class="article-body__section" id="section-should-i-buy-the-corsair-voxara"><span>Should I buy the Corsair Voxara?</span></h2><h2 id="buy-it-if">Buy it if...</h2><div class="product"><p><strong>You like to tweak while you play</strong><br />The combination of on-mic controls and Elgato Wave Link options makes this mic easy to dial in a usable setting and to adjust on the fly.</p></div><div class="product"><p><strong>You’re shopping for a battlestation mic</strong><br />Xbox is the only major platform the Voxara doesn’t support, making it a great option for hot-swapping between devices in your battlestation.</p></div><div class="product"><p><strong>Your setup is lit</strong><br />…In both the literal and cringey millennial slang senses of the word, but mainly the former. This is designed to blend into a setup rich with RGB-infused peripherals. </p></div><h2 id="don-39-t-buy-it-if">Don't buy it if...</h2><div class="product"><p><strong>You want a mic that can handle studio tasks</strong><br />Without an XLR input, this mic’s usage is limited to in-game comms and streaming, making that max 192Hz sample rate all but irrelevant in most usage cases. </p></div><div class="product"><p><strong>You’re going to turn the RGB off as soon as you unbox it</strong><br />Gamer-focused features like the customisable RGB zone are big contributors to this model’s overall premium pricing, so don’t spend for it if you don’t intend to make full use of it. </p></div><div class="product"><p><strong>You also don’t have the budget for a good boom arm</strong><br />Sadly, the attractive-looking stand is susceptible to picking up desk knocks, so if you’re recording podcasts or the like, you’ll really need a good boom arm to cut that noise out.</p></div><h2 class="article-body__section" id="section-also-consider"><span>Also consider...</span></h2><p>Is Corsair’s Voxara not calling out to you? Try these alternatives.</p><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>Corsair Voxara</strong></p></td><td  ><p><strong>Steelseries Alias</strong></p></td><td  ><p><strong>Razer Seiren V3 Pro</strong></p></td></tr><tr><td class="firstcol " ><p><strong>Polar pattern</strong></p></td><td  ><p>Cardioid</p></td><td  ><p>Cardioid</p></td><td  ><p>Cardioid</p></td></tr><tr><td class="firstcol " ><p><strong>Sample rate</strong></p></td><td  ><p>32-bit/192KHz</p></td><td  ><p>24-bit/48KHz</p></td><td  ><p>32-bit/96KHz</p></td></tr><tr><td class="firstcol " ><p><strong>Connection type</strong></p></td><td  ><p>USB-C</p></td><td  ><p>USB C</p></td><td  ><p>USB-C/XLR</p></td></tr><tr><td class="firstcol " ><p><strong>Software</strong></p></td><td  ><p>Elgato Wave Link</p></td><td  ><p>Sonar</p></td><td  ><p>Synapse</p></td></tr><tr><td class="firstcol " ><p><strong>Compatibility</strong></p></td><td  ><p>PC/Mac/Switch/PS5</p></td><td  ><p>PC/Mac/PS5</p></td><td  ><p>PC</p></td></tr></tbody></table></div><div class="product"><p><strong>SteelSeries Alias</strong><br />We’re big fans of how this mic looks and performs, and it’s particularly easy to get great sound right out of the box, although SteelSeries’ Sonar software does offer further tweaking. </p><p><strong>For more information, check out our full SteelSeries</strong><a href="https://www.techradar.com/gaming/steelseries-alias-review-style-meets-substance#section-steelseries-alias-design-and-features" data-dimension112="0981a1fa-d85d-11f1-b5cc-f5c7a5c5e8dc" data-action="Deal Block" data-label="For more information, check out our full SteelSeries Alias review" data-dimension48="For more information, check out our full SteelSeries Alias review" data-dimension25=""><strong> Alias review</strong></a></p></div><div class="product"><p><strong>Razer Seiren V3 Pro</strong><br />If you want to take the idea of speccing a microphone to a gamer’s specific needs to the extreme, and you want an XLR input thrown in too, Razer’s pricey but impressive flagship mic has you covered. </p><p><strong>For more information, check out our full </strong><a href="https://www.techradar.com/computing/peripherals-accessories/razer-seiren-v3-pro#section-razer-seiren-v3-pro-review-price-release-date" data-dimension112="0981a27c-d85d-11f1-a11d-bb3dd2fb0800" data-action="Deal Block" data-label="For more information, check out our full Razer Seiren V3 Pro review" data-dimension48="For more information, check out our full Razer Seiren V3 Pro review" data-dimension25=""><strong>Razer Seiren V3 Pro review</strong></a></p></div><h2 class="article-body__section" id="section-how-i-tested-the-corsair-voxara"><span>How I tested the Corsair Voxara</span></h2><ul><li><strong>20-30 hours tested across in-game comms and recording</strong></li><li><strong>Discord chat, in-game voice channels, Ableton recording, and Riverside podcast recording app tested</strong></li><li><strong>.WAV recordings contrasted and compared between mic models</strong></li></ul><p>The first and most informal test for any gaming mic is the ‘How’s that sound?’ when you enter the Discord voice channel. Getting your friends’ feedback is an important piece of the puzzle, since they’re used to hearing your regular equipment and environment. If you sound clearer or richer with the new mic plugged in, they’ll hear it before you do. </p><p>That’s part of my standardised testing for any mic, including this Voxara. But I also run the mic directly into a DAW — Ableton Live in my case — and record a dry signal featuring a few minutes of speech. That lets me compare how the mic sounds with other models I’ve tested and identify the differences. </p><p><a href="https://www.techradar.com/gaming/call-of-duty-modern-warfare-4-review"><em>Call of Duty: Modern Warfare 4</em></a> was released during the period I tested this mic, and its DMZ mode gave me a great environment for in-game comms. Most of the time those comms amounted to confused chatter about how to do the objective, but valuable testing time nonetheless. Promise.</p><p><em>First reviewed October-November 2026</em></p><p><a href="https://www.techradar.com/news/how-we-test">Read more about how we test</a></p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/gaming-accessories/corsair-voxara-review</link>
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                            <![CDATA[ Corsair teams up with Elgato to bring the former’s first gaming mic to market, specced to appeal to players and creators ]]>
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                                                                        <pubDate>Sun, 08 Nov 2026 09:00:00 +0000</pubDate>                                                                                                                                <updated>Mon, 09 Nov 2026 10:09:05 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming Accessories]]></category>
                                                    <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Phil Iwanuik ]]></dc:creator>                                                                                                        <dc:description><![CDATA[ null ]]></dc:description>
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                                                            <media:credit><![CDATA[Future]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Front view of the Corsair Voxara microphone on a desk stand, featuring multi-color RGB lighting across its patterned grille and the active OLED display.]]></media:description>                                                            <media:text><![CDATA[Front view of the Corsair Voxara microphone on a desk stand, featuring multi-color RGB lighting across its patterned grille and the active OLED display.]]></media:text>
                                <media:title type="plain"><![CDATA[Front view of the Corsair Voxara microphone on a desk stand, featuring multi-color RGB lighting across its patterned grille and the active OLED display.]]></media:title>
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                                <h2 class="article-body__section" id="section-corsair-voxara-one-minute-review"><span>Corsair Voxara: One-minute review</span></h2><p>Corsair enters the <a href="https://www.techradar.com/best/best-microphones-for-streaming">microphones for streaming</a> and wider mic market with this RGB-laden Voxara condenser model, a well-judged combination of specs and features for the price. If you’re looking specifically for a gaming or streaming mic and willing to pay a premium for audio quality and looks, the Voxara ticks the most important boxes. But it also makes some lofty marketing claims that aren’t relevant or helpful if you’re just trying to figure out if it’s worth the cash. </p><p>For example, the 25mm capsule this mic’s built around can capture enough nuance from your voice to record and broadcast rich, well-rounded audio, while hardware and software team up to suppress esses and plosives. However, the maximum 192KHz sample rate simply isn’t relevant to most users, and it definitely doesn’t make this USB-C model a studio-grade piece of audio equipment.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="biEEAQZ6LJPSAbRGYpaGtB" name="BC941C4A-8C57-469C-8936-EA1ABC283617.JPG" alt="Wide view of a gaming setup with the illuminated Corsair Voxara microphone centered in front of a keyboard and monitor." src="https://cdn.mos.cms.futurecdn.net/biEEAQZ6LJPSAbRGYpaGtB-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>It’s worth knowing that to get the best sound, you’ll need to download Elgato’s Wave Link software. It’s a powerful app with a nice, clean UI, and the AI-driven Voice Focus feature is very effective at noise cancellation. Not everyone wants to have to install additional software, though, so if you want plug-and-play performance, this is a big caveat. </p><p>The mic housing’s built to a high standard and the circuitry seems to be top-notch too: there’s almost no unwanted noise when you use the tap-to-mute function at the head of the housing, and the 3.5mm monitoring input runs at a sensible output range with no crackle or distortion. So you’re getting strong vocal recording, easy controls, and a pretty intuitive digital display on the mic’s front, too. These are the big selling points here, along with the visual design. But if you want a subtler look that takes its design cues from pro audio, or a mic that really can claim to offer studio-grade functionality at a similar price, you need to look further afield at options like the Shure M7+ and Rode PodMic USB. </p><h2 class="article-body__section" id="section-corsair-voxara-price-and-availability"><span>Corsair Voxara: Price and availability</span></h2><ul><li><strong>List price: $199.99 / £159.99 / AU$329</strong></li><li><strong>Decent feature set and device compatibility for the price</strong></li><li><strong>XLR + USB mics available in the same price bracket</strong></li></ul><p>It might not be specced to topple all rivals, but this debut model from Corsair nonetheless offers solid value for money for the build quality, Elgato software features, and crisp sound it delivers. Available now for PC, Mac, <a href="https://www.techradar.com/reviews/ps5">PlayStation 5</a> and <a href="https://www.techradar.com/reviews/nintendo-switch">Nintendo Switch</a>, it’s got a broad enough compatibility list to be your battlestation mic – just as long as that battlestation doesn’t feature an Xbox. </p><p>It’s priced in a similar range to one of our favourite mics, the <a href="https://www.techradar.com/gaming/steelseries-alias-review-style-meets-substance">SteelSeries Alias</a>, and well under <a href="https://www.techradar.com/computing/peripherals-accessories/razer-seiren-v3-pro">Razer’s Seiren V3 Pro</a>, which at $249.99/£249.99 represents the upper end of the gaming mic market. However, what’s hurting the overall value proposition is that lone USB-C connectivity. With Rode’s PodMic USB offering XLR and USB connections and now available for around the same price, you’d need to really like that RGB display on the Voxara.</p><h2 class="article-body__section" id="section-corsair-voxara-specs"><span>Corsair Voxara: Specs</span></h2><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>Corsair Voxara USB </strong></p></td></tr><tr><td class="firstcol " ><p><strong>Polar pattern</strong></p></td><td  ><p>Cardioid</p></td></tr><tr><td class="firstcol " ><p><strong>Sample rate</strong></p></td><td  ><p>32-bit/192KHz</p></td></tr><tr><td class="firstcol " ><p><strong>Connection type</strong></p></td><td  ><p>Wired USB-C</p></td></tr><tr><td class="firstcol " ><p><strong>Software</strong></p></td><td  ><p>Elgato Wave Link</p></td></tr><tr><td class="firstcol " ><p><strong>Compatibility</strong></p></td><td  ><p>PC/Mac/Switch/PS5</p></td></tr></tbody></table></div><h2 class="article-body__section" id="section-corsair-voxara-design-and-features"><span>Corsair Voxara: Design and features</span></h2><ul><li><strong>Three RGB modes</strong></li><li><strong>Shock mount and stand provided</strong></li><li><strong>Well-placed controls layout</strong></li></ul><p>Is the Voxara well-designed? For gamers who want no-fuss, clear comms and an object on their desk that looks part of a traditional gaming setup, the answer is yes. It’s a familiar condenser design with a single cardioid polar pattern, a tap-to-mute button on top, and a scroll wheel on the bottom third, which can be used to adjust the mic, monitoring, and audio mix levels by clicking the wheel to toggle between those parameters. Finally, there’s an RGB mode cycle knob at the rear, which does what you’d expect. </p><p>To help you keep track of what you’re adjusting and make a note of your settings, there’s a digital display just below the RGB capsule shield. Bonus points go to Corsair for making this display automatically flip depending on whether the mic’s pointed up or down (if you’re using the supplied desk stand or a boom arm, for example). That’s a bit of forethought that keeps things simple to dial in, whatever your current setup. </p><p>Personally, I’d rather the RGB lighting wasn’t there at all, but I have to concede that it comes down to personal taste. I will say this much: given the peripheral market’s move away from copious RGB zones on mice, keyboards, and headsets lately, I wonder how quickly this model will look dated. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="snP8ZTfQ8FiHrk6LXMkQHB" name="0AA19BCF-C434-43F8-9B5F-972534784210.JPG" alt="Close-up of the built-in mini OLED display reading "70" below the brightly illuminated RGB grille." src="https://cdn.mos.cms.futurecdn.net/snP8ZTfQ8FiHrk6LXMkQHB-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>I digress. There are three lighting modes available: a solid colour mode, a multicolor effects mode, and a level meter that responds to the audio source. While they’re fun to play around with and customise when you first get the mic, when it comes to using the Voxara in real-world situations, I found two of these three modes distracting and fell back on solid colour mode. </p><p>When you’re concentrating on what’s happening onscreen, you really don’t want something so close to your face to be constantly changing the lighting conditions. And if you’re recording a podcast with a video element, the level meter in particular is an unwelcome distraction that pulls your attention away from what the hosts are saying. </p><p>One area I do find the lighting useful is when muting or unmuting the mic. There’s a ring running around the tap-to-mute surface that changes colour when you tap it, and it’s very handy to know at a glance if the mic’s hot or not. Particularly if you’ve been muted for a while and lost track. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="eKRriKeA4mkcWNzAvhV9eB" name="9CA4D912-D0E0-4F67-B905-1006524DB61C.JPG" alt="Close-up of the built-in mini OLED display reading "70" below the brightly illuminated RGB grille." src="https://cdn.mos.cms.futurecdn.net/eKRriKeA4mkcWNzAvhV9eB-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>All of the cosmetic-focused lighting is optional and customisable, so I’m not considering my negative experience with it a dealbreaker. But keep in mind that you’re paying a premium for that RGB. You need to be really sure that you’ll use and enjoy that functionality before shelling out; otherwise, there are non-RGB mics with great sound and better connectivity available. </p><p>As you’d expect from Corsair, the finish quality of the mic housing, shock mount, and stand is all immaculate and conveys the premium price positioning. The stand holds your mic precisely where you position it, and cable management is fairly easy with a hollowed-out vertical stand that the USB-C cable can thread through. </p><p>However, the stand doesn’t perform well against accidental desk knocks, so if you’re recording or streaming yourself, you’d better factor in the cost of a boom arm as well. If your broadcasting ambitions begin and end with clear callouts in <em>Counter-Strike</em> or <em>Valorant</em>, though, this shouldn’t become a problem. </p><h2 class="article-body__section" id="section-corsair-voxara-performance"><span>Corsair Voxara: Performance</span></h2><ul><li><strong>No popping ‘P’ sounds or harsh esses</strong></li><li><strong>Noise cancellation requires Elgato software</strong></li><li><strong>Lack of XLR hurts its studio cred</strong></li></ul><p>I’m very impressed by how polished and usable this mic sounds without any tweaking. There’s no need for an additional pop shield on the Voxara, since it’s tuned to suppress esses and P sounds for a consistent and broadcast-ready sound. </p><p>And that, of course, is the most important thing about any mic, whether it’s marketed to gamers or anyone else. But as someone who’s worked with plenty of studio mics, I’m always very aware there’s a significant distinction between ‘good gaming mic’ and ‘good studio mic’. </p><p>Let’s start with the 25mm capsule. As with headphone drivers, bigger doesn’t always mean better in this category by default, but a large capsule of sufficient build quality is capable of capturing a wider range of frequencies and subharmonics in lots of detail. Right out of the box, if you record yourself speaking into the Voxara and listen back to the audio at any bitrate, you can hear that detail. For podcasting and Twitch streaming, it lends clarity and polish to your content. For in-game playcalling, it’s downright overkill. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="g55iW7rDNY2p5ubatn22kB" name="9FF7380D-7380-4587-81E6-814FE9D185A6.JPG" alt="Close-up of the microphone's lower chassis and shock mount, highlighting the multi-function control wheel and mode icons." src="https://cdn.mos.cms.futurecdn.net/g55iW7rDNY2p5ubatn22kB-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>So big points to Corsair for getting that right. But I have to take the marketing literature to task for selling this mic as ‘studio-grade’. It’s written in huge lettering on the product page, mentioned in the reviewer’s guide, and it’s simply not accurate. </p><p>The fact that this mic doesn’t have an analog input option makes it a non-starter as a studio kit. True broadcast quality requires that you keep full control of latency, preamp settings, gain amplification, and analog-to-digital signal conversion to retain as much fidelity and flexibility as possible. A USB mic builds all those elements into its internal circuitry, which makes it much simpler to use.</p><p>And that’s the compromise. You don’t need a separate preamp and mixer to get a usable signal from a USB mic, and most gamers don’t have that studio equipment lying around, so gaming mics usually feature USB inputs. But there’s an implicit tradeoff to that convenience in fidelity. It isn’t night and day, but it’s there. So the fact that this mic can technically record at 192Hz doesn’t mean it can go toe-to-toe with a Neumann U87 Ai. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="kwEx2n89gNshqWKxsMCRqB" name="66A13FEA-4C5A-470B-9D7A-ABD94C45B9D3.JPG" alt="Angled side profile of the Corsair Voxara microphone showing cyan and green RGB backlighting, the suspension shock mount, and the aluminum desktop stand." src="https://cdn.mos.cms.futurecdn.net/kwEx2n89gNshqWKxsMCRqB-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>XLR also makes simultaneous audio source recording far easier. You can run as many mics into a mixing desk as your desk inputs and DAW allow, but capturing multiple USB sources in real-time is a massive headache by comparison. Therefore, if you’re browsing the USB gaming mic market and see any product page copy talking about ‘studio quality’, go ahead and translate it to what the manufacturer really means, which is ‘sounds pretty good’.  </p><p>With that point addressed, the Voxara’s sound quality is more than pretty good. And you can make it even more polished with Elgato’s excellent Wave Link software. This is a double-edged sword – it’s a well-designed and user-friendly app that packs tons of functionality into a clean shell, and it can also function as a gateway into professional DAWs. There are those – myself included – who prefer not to have to download software to use their peripherals, though, so I’m in a quandary about this one. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="RAjHQDMioFy2hmYUk5CxmB" name="55C0A708-248D-4537-97FE-05A361241D17.JPG" alt="Corsair Voxara microphone muted on a desk setup, showing the red LED indicator ring glowing at the top of the body." src="https://cdn.mos.cms.futurecdn.net/RAjHQDMioFy2hmYUk5CxmB-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>One feature in particular that’s got me conflicted is Voice Focus, an AI-powered noise suppressor that works very well indeed. On the one hand, I love that I have access to it, and on the other, I resent that it isn’t being handled automatically by the mic’s DSP. </p><p>I find it easy to forgive minor grievances like that when I hear how smooth and listenable the vocal recordings are, though. It’s not easy to bring a new mic to market, and Corsair has made a lot of shrewd judgments in order to make this such a compelling option. It’s spent big on construction materials and finish quality, as it always does across any product category, teamed up with Elgato to pool some vital knowledge, and used a 25mm capsule that distinguishes itself as soon as you plug it in. That’s an impressive debut. I’m not moved to disconnect my preferred mics just yet, but I can easily envision that Corsair’s future models will give them stiff competition.</p><h2 class="article-body__section" id="section-should-i-buy-the-corsair-voxara"><span>Should I buy the Corsair Voxara?</span></h2><h2 id="buy-it-if">Buy it if...</h2><div class="product"><p><strong>You like to tweak while you play</strong><br />The combination of on-mic controls and Elgato Wave Link options makes this mic easy to dial in a usable setting and to adjust on the fly.</p></div><div class="product"><p><strong>You’re shopping for a battlestation mic</strong><br />Xbox is the only major platform the Voxara doesn’t support, making it a great option for hot-swapping between devices in your battlestation.</p></div><div class="product"><p><strong>Your setup is lit</strong><br />…In both the literal and cringey millennial slang senses of the word, but mainly the former. This is designed to blend into a setup rich with RGB-infused peripherals. </p></div><h2 id="don-39-t-buy-it-if">Don't buy it if...</h2><div class="product"><p><strong>You want a mic that can handle studio tasks</strong><br />Without an XLR input, this mic’s usage is limited to in-game comms and streaming, making that max 192Hz sample rate all but irrelevant in most usage cases. </p></div><div class="product"><p><strong>You’re going to turn the RGB off as soon as you unbox it</strong><br />Gamer-focused features like the customisable RGB zone are big contributors to this model’s overall premium pricing, so don’t spend for it if you don’t intend to make full use of it. </p></div><div class="product"><p><strong>You also don’t have the budget for a good boom arm</strong><br />Sadly, the attractive-looking stand is susceptible to picking up desk knocks, so if you’re recording podcasts or the like, you’ll really need a good boom arm to cut that noise out.</p></div><h2 class="article-body__section" id="section-also-consider"><span>Also consider...</span></h2><p>Is Corsair’s Voxara not calling out to you? Try these alternatives.</p><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>Corsair Voxara</strong></p></td><td  ><p><strong>Steelseries Alias</strong></p></td><td  ><p><strong>Razer Seiren V3 Pro</strong></p></td></tr><tr><td class="firstcol " ><p><strong>Polar pattern</strong></p></td><td  ><p>Cardioid</p></td><td  ><p>Cardioid</p></td><td  ><p>Cardioid</p></td></tr><tr><td class="firstcol " ><p><strong>Sample rate</strong></p></td><td  ><p>32-bit/192KHz</p></td><td  ><p>24-bit/48KHz</p></td><td  ><p>32-bit/96KHz</p></td></tr><tr><td class="firstcol " ><p><strong>Connection type</strong></p></td><td  ><p>USB-C</p></td><td  ><p>USB C</p></td><td  ><p>USB-C/XLR</p></td></tr><tr><td class="firstcol " ><p><strong>Software</strong></p></td><td  ><p>Elgato Wave Link</p></td><td  ><p>Sonar</p></td><td  ><p>Synapse</p></td></tr><tr><td class="firstcol " ><p><strong>Compatibility</strong></p></td><td  ><p>PC/Mac/Switch/PS5</p></td><td  ><p>PC/Mac/PS5</p></td><td  ><p>PC</p></td></tr></tbody></table></div><div class="product"><p><strong>SteelSeries Alias</strong><br />We’re big fans of how this mic looks and performs, and it’s particularly easy to get great sound right out of the box, although SteelSeries’ Sonar software does offer further tweaking. </p><p><strong>For more information, check out our full SteelSeries</strong><a href="https://www.techradar.com/gaming/steelseries-alias-review-style-meets-substance#section-steelseries-alias-design-and-features" data-dimension112="0981a1fa-d85d-11f1-b5cc-f5c7a5c5e8dc" data-action="Deal Block" data-label="For more information, check out our full SteelSeries Alias review" data-dimension48="For more information, check out our full SteelSeries Alias review" data-dimension25=""><strong> Alias review</strong></a></p></div><div class="product"><p><strong>Razer Seiren V3 Pro</strong><br />If you want to take the idea of speccing a microphone to a gamer’s specific needs to the extreme, and you want an XLR input thrown in too, Razer’s pricey but impressive flagship mic has you covered. </p><p><strong>For more information, check out our full </strong><a href="https://www.techradar.com/computing/peripherals-accessories/razer-seiren-v3-pro#section-razer-seiren-v3-pro-review-price-release-date" data-dimension112="0981a27c-d85d-11f1-a11d-bb3dd2fb0800" data-action="Deal Block" data-label="For more information, check out our full Razer Seiren V3 Pro review" data-dimension48="For more information, check out our full Razer Seiren V3 Pro review" data-dimension25=""><strong>Razer Seiren V3 Pro review</strong></a></p></div><h2 class="article-body__section" id="section-how-i-tested-the-corsair-voxara"><span>How I tested the Corsair Voxara</span></h2><ul><li><strong>20-30 hours tested across in-game comms and recording</strong></li><li><strong>Discord chat, in-game voice channels, Ableton recording, and Riverside podcast recording app tested</strong></li><li><strong>.WAV recordings contrasted and compared between mic models</strong></li></ul><p>The first and most informal test for any gaming mic is the ‘How’s that sound?’ when you enter the Discord voice channel. Getting your friends’ feedback is an important piece of the puzzle, since they’re used to hearing your regular equipment and environment. If you sound clearer or richer with the new mic plugged in, they’ll hear it before you do. </p><p>That’s part of my standardised testing for any mic, including this Voxara. But I also run the mic directly into a DAW — Ableton Live in my case — and record a dry signal featuring a few minutes of speech. That lets me compare how the mic sounds with other models I’ve tested and identify the differences. </p><p><a href="https://www.techradar.com/gaming/call-of-duty-modern-warfare-4-review"><em>Call of Duty: Modern Warfare 4</em></a> was released during the period I tested this mic, and its DMZ mode gave me a great environment for in-game comms. Most of the time those comms amounted to confused chatter about how to do the objective, but valuable testing time nonetheless. Promise.</p><p><em>First reviewed October-November 2026</em></p><p><a href="https://www.techradar.com/news/how-we-test">Read more about how we test</a></p>
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                                                            <title><![CDATA[ 'The next generation won’t replace this one so much as sit on top of it' — Industry analysts say Sony, Microsoft, and Nintendo's 'relentless push for higher-end performance will need to be moderated' to avoid $1000 launch consoles ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Several industry analysts say Sony and Microsoft may need to scale back their "relentless push for higher-end performance" to avoid $1000 consoles</strong></li><li><strong>Piers Harding-Rolls at Ampere Analysis says ambitions will need to be "moderated" to avoid breaching the hefty price point</strong></li><li><strong>Rhys Elliott at Alinea Analytics anticipates that the PS5 will stick around well after the PS6 launches due to rising costs</strong></li></ul><p>Several industry analysts have suggested console manufacturers will need to temper their ambitions for next-generation hardware to avoid breaching the $1000 console launch mark.</p><p>Unlike last-generation, current-gen console prices only seem to be getting more expensive years after launch. Whether it's the ongoing DRAM crisis or the AI boom that's made components even more costly, the games industry is at a point where the future of affordable hardware is looking pretty grim.</p><p>There have been conversations over the past few years about what this could mean for next-gen consoles — namely the <a href="https://www.techradar.com/news/ps6">PS6</a> and Xbox's <a href="https://www.techradar.com/gaming/the-next-xbox-console-project-helix-will-advance-the-state-of-the-art-and-aims-to-be-far-superior-to-the-series-x">Project Helix</a> — and whether manufacturers could ever reach a point where their hardware could breach $1000.</p><p>In an <a href="https://www.techradar.com/gaming/consoles-used-to-get-cheaper-with-age-so-why-are-ps5-xbox-and-switch-2-going-the-other-way-heres-what-four-industry-analysts-think-about-the-current-console-landscape">interview with TechRadar Gaming about rising costs</a>, Piers Harding-Rolls at Ampere Analysis suggested Sony, Microsoft, and Nintendo may have to scale back their ambitions for realistic graphics and higher performance if they ever want to avoid that huge price point.</p><p>"The relentless push for higher-end performance will need to be moderated," Harding-Rolls said.</p><p>Omdia's James McWhirter also suggested hardware stratification across tiers may be in the cards, including a cheaper <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a> with more bundles that offer more value, and manufacturers may delay new hardware launches for the foreseeable future in a bid to wait out the rising cost of components.</p><p>However, this could also mean longer console generations. Rhys Elliott at Alinea Analytics anticipates the <a href="https://www.techradar.com/reviews/ps5">PS5</a> will stick around well after the PS6 launches, and cross-generation games may allow players the opportunity to delay their hardware upgrades. </p><p>"The next generation won’t replace this one so much as sit on top of it," Elliott claimed.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/the-next-generation-wont-replace-this-one-so-much-as-sit-on-top-of-it-industry-analysts-say-sony-microsoft-and-nintendos-relentless-push-for-higher-end-performance-will-need-to-be-moderated-to-avoid-usd1000-launch-consoles</link>
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                            <![CDATA[ Industry analysts have suggested console manufacturers will need to temper their ambitions for next-gen to avoid breaching the $1000 console launch mark. ]]>
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                                                                        <pubDate>Sun, 08 Nov 2026 01:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Max Slater-Robins ]]></dc:contributor>
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                                <ul><li><strong>Several industry analysts say Sony and Microsoft may need to scale back their "relentless push for higher-end performance" to avoid $1000 consoles</strong></li><li><strong>Piers Harding-Rolls at Ampere Analysis says ambitions will need to be "moderated" to avoid breaching the hefty price point</strong></li><li><strong>Rhys Elliott at Alinea Analytics anticipates that the PS5 will stick around well after the PS6 launches due to rising costs</strong></li></ul><p>Several industry analysts have suggested console manufacturers will need to temper their ambitions for next-generation hardware to avoid breaching the $1000 console launch mark.</p><p>Unlike last-generation, current-gen console prices only seem to be getting more expensive years after launch. Whether it's the ongoing DRAM crisis or the AI boom that's made components even more costly, the games industry is at a point where the future of affordable hardware is looking pretty grim.</p><p>There have been conversations over the past few years about what this could mean for next-gen consoles — namely the <a href="https://www.techradar.com/news/ps6">PS6</a> and Xbox's <a href="https://www.techradar.com/gaming/the-next-xbox-console-project-helix-will-advance-the-state-of-the-art-and-aims-to-be-far-superior-to-the-series-x">Project Helix</a> — and whether manufacturers could ever reach a point where their hardware could breach $1000.</p><p>In an <a href="https://www.techradar.com/gaming/consoles-used-to-get-cheaper-with-age-so-why-are-ps5-xbox-and-switch-2-going-the-other-way-heres-what-four-industry-analysts-think-about-the-current-console-landscape">interview with TechRadar Gaming about rising costs</a>, Piers Harding-Rolls at Ampere Analysis suggested Sony, Microsoft, and Nintendo may have to scale back their ambitions for realistic graphics and higher performance if they ever want to avoid that huge price point.</p><p>"The relentless push for higher-end performance will need to be moderated," Harding-Rolls said.</p><p>Omdia's James McWhirter also suggested hardware stratification across tiers may be in the cards, including a cheaper <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a> with more bundles that offer more value, and manufacturers may delay new hardware launches for the foreseeable future in a bid to wait out the rising cost of components.</p><p>However, this could also mean longer console generations. Rhys Elliott at Alinea Analytics anticipates the <a href="https://www.techradar.com/reviews/ps5">PS5</a> will stick around well after the PS6 launches, and cross-generation games may allow players the opportunity to delay their hardware upgrades. </p><p>"The next generation won’t replace this one so much as sit on top of it," Elliott claimed.</p>
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                                                            <title><![CDATA[ Retail World of Warcraft is one lonely treadmill; fortunately, Classic and Forever remind us that it doesn’t have to be ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Ok, I'll come out and say it. Modern <em>World of Warcraft</em>, or <em>Midnight</em>, in all of its convoluted story-driven glory, with its systems on systems, its currencies on currencies, and high-octane pacing, isn't an MMO. It's just not. At least not to me.</p><div  class="fancy-box"><div class="fancy_box-title">From the Backlog</div><div class="fancy_box_body"><p class="fancy-box__body-text">Every gamer has a backlog — and that’s no different for us at TechRadar Gaming. <em>From the Backlog</em> is a series about overdue first plays, revisiting classics, returning to online experiences, or rediscovering and appreciating established favorites in new ways. Read the <a data-analytics-id="inline-link" href="https://www.techradar.com/tag/from-the-backlog">full series here</a>.</p></div></div><p>I know that's a big ol' bold statement, and I get it; you're probably sat there thinking: "Zak, what the hell are you on about? Stop being an overly dramatic journalist trying to clickbait us all into reading your long-winded waffling diatribe". But hear me out before you reach for <a href="https://www.wowhead.com/tbc/item=23555/dirge" target="_blank">the Dirge</a>.</p><p>If you boiled down the current iteration of the game in a pot, and stripped away the marketing hype, and the hyper-attentive gameplay, Midnight, retail, it's not actually that different from something like <em>Call of Duty</em>, or <em>Overwatch</em>. Not at its heart. It's seasonal; it's mostly queue-based, with as much commitment as I have to that chilli I cooked up three months back that's still sitting in my freezer.</p><h2 id="where-it-all-began">Where it all began</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1680px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="nTEZUtvamBNxMwzLbt4NTR" name="westfall.jpg" alt="A screenshot from World of War Classic" src="https://cdn.mos.cms.futurecdn.net/nTEZUtvamBNxMwzLbt4NTR-1920-80.jpg" mos="" align="middle" fullscreen="" width="1680" height="945" attribution="" endorsement="" class="inline" /></p></div></div></figure><p>I've been playing <em>World of Warcraft</em> since 2006. Over 20 years, stuck with the same video game, handing Blizzard my hard-earned cash for a monthly sub. </p><p>I've done it all. I was a Priest Class Leader at the age of 14, raiding in Molten Core, BWL and AQ40 (mad respect to Fracture Bloodfeather EU). I then main tanked through <em>The Burning Crusade</em> and <em>Wrath of the Lich King</em> expansions on a Dwarf Warrior. After that, a Guild Leader and Raid Leader in <em>Cataclysm </em>and <em>Mists of Pandaria, </em>healing on my Priest. Finally, ending as a Retribution Paladin in<em> Warlords of Draenor</em> and beyond.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="7XiQbqyaV8G4TYhxH3ysed" name="tbc2" alt="A screenshot from World of Warcraft Classic showing a hero in a battle" src="https://cdn.mos.cms.futurecdn.net/7XiQbqyaV8G4TYhxH3ysed-1920-80.jpg" mos="" align="middle" fullscreen="" width="1280" height="720" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Blizzard Entertainment)</span></figcaption></figure><p>The game got me into UI development; it got me into PC building. I studied how to create textures and TGA files in Photoshop, built rudimentary addons with Lua, and created a reasonably successful <a href="https://wowinterface.com/downloads/fileinfo.php?id=20123&amp;page=8&amp;so=">UI series</a>. It taught me about design, about triage, about optimization. I owe my career to this game in many ways.</p><p>But during the <em>Legion </em>expansion, going into <em>Battle for Azeroth</em>, something flipped. I'd gotten used to the pace, the tempo. I tolerated the timed high-end Mythic+ 5-man dungeons, the constant weekly epic treadmill, and how impatient the community had become. </p><p>And of course I managed to continually decode the never-ending slew of multiplying vertical progression systems and catch-up mechanics with ever more convoluted naming schemes, to stay at the top of my game.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="W4amr3iGVE47JXeaP6Jnba" name="World_of_Warcraft_Classic_20th_Anniversary_Realms_Screenshots_(7)" alt="A screenshot of a hero and a dinosaur monster in World of Warcraft Classic" src="https://cdn.mos.cms.futurecdn.net/W4amr3iGVE47JXeaP6Jnba-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Blizzard Entertainment)</span></figcaption></figure><p>But it wasn't long before I came to the realisation that I had no close community anymore. I wasn't making new acquaintances or friends in the same way I had through previous expansions; I didn't feel tied to any one guild, or server, or faction, or anything. And slowly, my love for the game faded. </p><p>The sub was paused on and off sporadically. I'd jump back in every expansion launch, trying to get into it, trying to convince myself that this was the one, but it was a constant struggle to stay committed, to enjoy it. In a world that felt so empty, so devoid of life. It turned into a lonely chore, rather than a fun pastime to rid myself of the day's stress, and I couldn't pinpoint why I was getting so burnt out by it. At least not until very recently. </p><h2 id="the-key-concept-time">The key concept: Time</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="8y66UHyLLq5VbdmJfZyAtB" name="1793964946.jpg" alt="A screenshot from World of Warcraft Classic" src="https://cdn.mos.cms.futurecdn.net/8y66UHyLLq5VbdmJfZyAtB-1920-80.jpg" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Blizzard Entertainment)</span></figcaption></figure><p>The last few months I've been playing <em>World of Warcraft: Classic</em>, (of course on the run-up to the WoW Forever launch), and that, that has provided me with clarity on what it was I didn't understand was missing from Retail. </p><p>Vanilla <em>Classic</em>, even today, is still ridiculously popular. More so than <em>Mists of Pandaria</em>, or any other version of the rebooted game. It's odd, right? It launched in 2019, and yet the servers are still bristling with people running 40-man raids, doing PvP, and are home to thriving economies, guilds, events, and more. You can barely move in Stormwind on some servers. And that's despite the game being well and truly "<a href="https://www.techradar.com/gaming/wow-forever-senior-game-designer-says-there-is-really-well-buried-stuff-in-the-game-thats-going-to-take-people-a-long-time-to-find-that-was-turned-off-for-the-beta-theres-going-to-be-things-to-discover-that-we-didnt-surface">worked out</a>" years ago. But why?</p><p>Simply put, it's time. The game in its modern state, maybe accidentally, maybe on purpose, gave up what made it so special. What made it an MMO to begin with. All in an attempt to try and attract more people to the player base, and bring more subs in. And it did so by, conversely, becoming more accessible.</p><p>Because everything is so fast, and there's a constant treadmill with extensive catch-up mechanics, there's no commitment. You lose attachment to what it is you're doing, and as a result, nothing matters. On average, to go from level 1 to the max cap of 90 in <em>Midnight</em>, it can take anywhere between 12 and 18 hours. For an established player, it can be less than eight.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2524px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="P2iVebSWUUDvRHmn8yZzLf" name="1793964776.jpg" alt="A screenshot from World of Warcraft Classic showing a hero flying a large eagle" src="https://cdn.mos.cms.futurecdn.net/P2iVebSWUUDvRHmn8yZzLf-1920-80.jpg" mos="" align="middle" fullscreen="" width="2524" height="1420" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Blizzard Entertainment)</span></figcaption></figure><p>As a result, people hop about constantly. Is your class not performing well? Is another now at the top of the Mythic+ logs? Just create a new character, and in less than half a day you can be gearing up for high-end Mythic raiding. </p><p>Even worse still, if you're low on cash, you can get some from Blizzard's in-game store with three mouse clicks and a healthy chunk of your own cash. That will allow you to buy a slew of gear from the latest content directly on the game's player Auction House.</p><p>The modern games' profession systems are also a mess, and it takes a degree in data analytics to understand half of it at a glance. Hell, you can even skip the bulk of the levelling entirely if you want and just pay for a character boost if need be, no matter what state your account is in.</p><p>If you do decide to skip the boost, then even the levelling journey itself feels disconnected from the community. Most just spam dungeons and get pooled up with players from all over the continent, never to see them again, running them as fast as possible with mass AOE pulls.</p><p>Or if that's not to your taste, you pick a specific past expansion from the game's lengthy list to level through instead. In this case, you'll see no max-level players at all, only the select few that have chosen to also level in that specific piece of content.</p><p>This is all as you barrel through levels a mile a minute, learning new skills faster than you can acclimatise, and watch as your gear becomes redundant in less than 15 minutes. </p><h2 id="what-wow-forever-amp-classic-get-right">What WoW: Forever &amp; Classic get right</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="J7jDbwbVV6QnWA9DG65p7P" name="World of Warcraft: Forever" alt="World of Warcraft: Forever" src="https://cdn.mos.cms.futurecdn.net/J7jDbwbVV6QnWA9DG65p7P-1920-80.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Blizzard Entertainment)</span></figcaption></figure><p>And this is what Classic and Forever get right. It takes an age to level; it really does. I have a 32 Hunter currently, a 21 Warrior, and a 21 Priest on Classic. I'm halfway to 60 (in number only) on that Hunter. It's one of the fastest classes to level in Vanilla WoW, and my playtime is 2 days and 1 hour to get that far. I could've levelled five classes in Retail in that time. And still, I've got another 4 to 6 days to get to max level, if I don't mill about.</p><p>And here's the thing: because it takes so long, I've done an incredible amount of extra content outside of levelling when I've got bored of it. I've spent time doing my professions to make money, because I'm prepping to get my mount at lvl 40. I've gone to Darkshore and explored various areas to get a special ghost nightsaber pet. I've grouped and travelled to dungeons like Deadmines and Stockades. All the while making some incredibly memorable runs with good people, with wipes, close calls, and quest lines that have taken an age to finish.</p><p>My gear matters too, and if I get something from a dungeon, or a particularly long quest line, it feels momentous; the power increase is tangible. I've even treated myself to an Epic level 37 bow, ready for later on, and it's just sat in my bank waiting. And then, of course, new spells, new talents, I've got my pet to look after; all of it feels that much more potent. </p><p>Socially too, I see people about when I'm levelling, high levels, low levels, you name it. And we help each other; we chat about gear, about specs, buff each other as we pass, talk nonsense. </p><p>I had a group of four players jump in to save me from dying to a difficult quest mob in Duskwood, for no other reason than to help. They gained nothing from it. That's just one example where I've made new friends in-game.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Sx3LQJinHgQPHQKiCGaQBP" name="World of Warcraft: Forever" alt="World of Warcraft: Forever" src="https://cdn.mos.cms.futurecdn.net/Sx3LQJinHgQPHQKiCGaQBP-1920-80.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Blizzard Entertainment)</span></figcaption></figure><p>Because it takes so long to do anything in classic — to travel, to learn — and because the world is so dangerous, because it's not easily accessible (there aren't even any <a href="https://www.techradar.com/gaming/blizzard-explains-why-wow-forever-wont-have-summoning-stones-says-easy-quick-access-to-teleports-shrink-the-world-and-easily-erodes-its-core-design-pillars">summoning stones in <em>Forever</em></a>), your decisions and commitments matter. </p><p>If I were to re-roll, it would take me another two days, maybe more, to get that character to 30. As a result, I've become attached to the people I've met, my gear, my character as a whole. Even my server. If I see a level 40 to 60, there's a sense of almost awe, like "yeah, one day I'll be that level, that kitted out; I wonder what that'll be like?" </p><p>It's aspirational, and the lack of catch-up mechanics contributes to that; it doesn't impede it. It's not that there's no vertical progression here either; there is certainly in Classic, and in fact arguably that's what makes it more interesting, not less. </p><p>Get to max level, and you gear up via dungeons. Then you're set for the 10-man raids. After that, you move into Molten Core, Onyxia's Lair, and Blackwing Lair. Finally, you're set for high-end content like Ahn'Qiraj and Naxxramas. It's a long journey upwards.</p><p>If you don't have good enough gear on your character, you'll underperform or be unable to compete on the next level of content. But all of that content from day one is still relevant. Catch a glimpse of those players running around the capital cities, and you're struck by it. </p><p>It's visually impressive; they've committed that time to the game, that character, that class, and they're powerful as a result. You can see it, certainly with no transmog.</p><h2 id="imperfection-makes-it-more-not-less-sociable">Imperfection makes it more, not less, sociable</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2236px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="skCUcdbdtrZFxkBUQy3wbh" name="1793964798.jpg" alt="A screenshot from World of Warcraft Classic showing a hero fighting a solo dungeon" src="https://cdn.mos.cms.futurecdn.net/skCUcdbdtrZFxkBUQy3wbh-1920-80.jpg" mos="" align="middle" fullscreen="" width="2236" height="1258" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Blizzard Entertainment)</span></figcaption></figure><p>By all accounts, Classic <em>World of Warcraft</em>, and subsequently <em>Forever</em>, are flawed games. Certainly, from a shareholder perspective. You have this massive time investment from developers building content that only a select few will see. It takes an age to get to max level compared to modern WoW, and its slower pace can feel like drudgery in direct comparison to the live button-masher mode we have in <em>Midnight</em>. </p><p>But it's that lack of accessibility, that need for time, that gives <em>Forever </em>and <em>Classic </em>their sense of sociability. It makes you feel attached to the world, your class, your character, your race; it feels inhabited, and it's that that makes it feel like a true MMO.</p><p><em>World of Warcraft Forever </em>is heavily based on <em>Classic</em>. Blizzard has stated that many, many times over. The entire game is built on or forged from the idea of what <em>Classic </em>might have looked like in an alternate timeline, where the developers added new content but stayed true to the original design principles. </p><p>They have arguably deviated in certain examples already, of course. For example, the game already features a number of quality-of-life improvements to classes, a group finder, and cosmetics. </p><p>From what I've seen, however, <em>Forever </em>is already on a good path. It'll be less vertical gear treadmill and more slight horizontal incline. From what we've seen so far, general levelling and gearing is almost on par with Classic, albeit mildly quicker. </p><p>What Blizzard needs to do, in this humble journo's opinion, is to keep the pace the same. Instead of rushing to deploy new content, or forbidding themselves from adding something on arbitrary, subjective "staying true to the <a href="https://www.techradar.com/gaming/blizzard-explains-its-philosophy-for-classic-plus-the-wow-forever-team-on-the-design-pillars-it-uses-to-stay-true-to-the-core-design-pacing-and-tone-of-the-original-game">Vanilla <em>World of Warcraft</em> experience</a>" guidelines, they instead need to be asking, "does this reduce the time commitment, or make the game more accessible?"</p><p>If either answer is yes, then there's room for discussion.</p><h2 id="can-retail-world-of-warcraft-be-saved">Can Retail World of Warcraft be saved?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="FMmrVo5vTCsvswLcWGaqCT" name="WoW_Classic_AQ_Gong_1920x1080.jpg" alt="Adventurers approach the gong that will open the gates of Ahn'Qiraj" src="https://cdn.mos.cms.futurecdn.net/FMmrVo5vTCsvswLcWGaqCT-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Blizzard Entertainment)</span></figcaption></figure><p>But what of the ailing beast? What of <em>Midnight </em>and its rapid-paced, cartoonish Mythic+ dominated landscape, filled with timers, rewards, and catch-up mechanics galore? What could be pulled from <em>Forever </em>beyond better shaders and volumetric fog? It's a challenging question to answer. <em>Midnight </em>has an active player base, people who love it. Those who live for the high-intensity and flip-flopping nature of chasing the meta. To change that game and make it more Classic, could be intrinsically unpopular.</p><p>And yet, we'll have to see exactly how well <em>World of Warcraft: Forever</em> does. If it is what we expect it to be and it dwarfs <em>Midnight</em>'s player base by a considerable margin, it's not likely Blizzard will ignore that.</p><p>I genuinely believe slower-paced levelling, a lack of catch-up mechanics, and a simplified gearing system would dramatically improve <em>Midnight</em>, and in fact would've improved everything from the <em>Battle of Azeroth</em> expansion onwards. Whether that comes to pass, well, we'll have to wait and see. For now, you can find me buried headfirst in what <em>World of Warcraft </em>should have been, and probably should've stuck to, all those years ago.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/retail-world-of-warcraft-is-one-lonely-treadmill-fortunately-classic-and-forever-remind-us-that-it-doesnt-have-to-be</link>
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                            <![CDATA[ A study in isolation: Why modern World of Warcraft doesn’t hold a candle to Forever or Classic. ]]>
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                                                                        <pubDate>Sat, 07 Nov 2026 20:00:00 +0000</pubDate>                                                                                                                                <updated>Mon, 09 Nov 2026 10:09:53 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Zak Storey ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/oHHRKW382qQJG2t3uixXS3-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Zak Storey is a tech journalist and former Editor-in-Chief of Maximum PC. UK-based, he has bylines at PC Gamer, TechRadar, Trusted Reviews, and many others. He&amp;#39;s published over 900 articles, covering everything from CPU architectures to custom-loop PC builds, and regularly writes about how tech and philosophy intertwine. When he&amp;#39;s not buried neck-deep in SSDs and gaming mice, he&amp;#39;s helping small businesses build their websites, shops, and social channels from scratch.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[A screenshot from World of Warcraft Classic with TechRadar Gaming&#039;s From the Backlog logo on top]]></media:description>                                                            <media:text><![CDATA[A screenshot from World of Warcraft Classic with TechRadar Gaming&#039;s From the Backlog logo on top]]></media:text>
                                <media:title type="plain"><![CDATA[A screenshot from World of Warcraft Classic with TechRadar Gaming&#039;s From the Backlog logo on top]]></media:title>
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                                <p>Ok, I'll come out and say it. Modern <em>World of Warcraft</em>, or <em>Midnight</em>, in all of its convoluted story-driven glory, with its systems on systems, its currencies on currencies, and high-octane pacing, isn't an MMO. It's just not. At least not to me.</p><div  class="fancy-box"><div class="fancy_box-title">From the Backlog</div><div class="fancy_box_body"><p class="fancy-box__body-text">Every gamer has a backlog — and that’s no different for us at TechRadar Gaming. <em>From the Backlog</em> is a series about overdue first plays, revisiting classics, returning to online experiences, or rediscovering and appreciating established favorites in new ways. Read the <a data-analytics-id="inline-link" href="https://www.techradar.com/tag/from-the-backlog">full series here</a>.</p></div></div><p>I know that's a big ol' bold statement, and I get it; you're probably sat there thinking: "Zak, what the hell are you on about? Stop being an overly dramatic journalist trying to clickbait us all into reading your long-winded waffling diatribe". But hear me out before you reach for <a href="https://www.wowhead.com/tbc/item=23555/dirge" target="_blank">the Dirge</a>.</p><p>If you boiled down the current iteration of the game in a pot, and stripped away the marketing hype, and the hyper-attentive gameplay, Midnight, retail, it's not actually that different from something like <em>Call of Duty</em>, or <em>Overwatch</em>. Not at its heart. It's seasonal; it's mostly queue-based, with as much commitment as I have to that chilli I cooked up three months back that's still sitting in my freezer.</p><h2 id="where-it-all-began">Where it all began</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1680px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="nTEZUtvamBNxMwzLbt4NTR" name="westfall.jpg" alt="A screenshot from World of War Classic" src="https://cdn.mos.cms.futurecdn.net/nTEZUtvamBNxMwzLbt4NTR-1920-80.jpg" mos="" align="middle" fullscreen="" width="1680" height="945" attribution="" endorsement="" class="inline" /></p></div></div></figure><p>I've been playing <em>World of Warcraft</em> since 2006. Over 20 years, stuck with the same video game, handing Blizzard my hard-earned cash for a monthly sub. </p><p>I've done it all. I was a Priest Class Leader at the age of 14, raiding in Molten Core, BWL and AQ40 (mad respect to Fracture Bloodfeather EU). I then main tanked through <em>The Burning Crusade</em> and <em>Wrath of the Lich King</em> expansions on a Dwarf Warrior. After that, a Guild Leader and Raid Leader in <em>Cataclysm </em>and <em>Mists of Pandaria, </em>healing on my Priest. Finally, ending as a Retribution Paladin in<em> Warlords of Draenor</em> and beyond.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="7XiQbqyaV8G4TYhxH3ysed" name="tbc2" alt="A screenshot from World of Warcraft Classic showing a hero in a battle" src="https://cdn.mos.cms.futurecdn.net/7XiQbqyaV8G4TYhxH3ysed-1920-80.jpg" mos="" align="middle" fullscreen="" width="1280" height="720" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Blizzard Entertainment)</span></figcaption></figure><p>The game got me into UI development; it got me into PC building. I studied how to create textures and TGA files in Photoshop, built rudimentary addons with Lua, and created a reasonably successful <a href="https://wowinterface.com/downloads/fileinfo.php?id=20123&amp;page=8&amp;so=">UI series</a>. It taught me about design, about triage, about optimization. I owe my career to this game in many ways.</p><p>But during the <em>Legion </em>expansion, going into <em>Battle for Azeroth</em>, something flipped. I'd gotten used to the pace, the tempo. I tolerated the timed high-end Mythic+ 5-man dungeons, the constant weekly epic treadmill, and how impatient the community had become. </p><p>And of course I managed to continually decode the never-ending slew of multiplying vertical progression systems and catch-up mechanics with ever more convoluted naming schemes, to stay at the top of my game.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="W4amr3iGVE47JXeaP6Jnba" name="World_of_Warcraft_Classic_20th_Anniversary_Realms_Screenshots_(7)" alt="A screenshot of a hero and a dinosaur monster in World of Warcraft Classic" src="https://cdn.mos.cms.futurecdn.net/W4amr3iGVE47JXeaP6Jnba-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Blizzard Entertainment)</span></figcaption></figure><p>But it wasn't long before I came to the realisation that I had no close community anymore. I wasn't making new acquaintances or friends in the same way I had through previous expansions; I didn't feel tied to any one guild, or server, or faction, or anything. And slowly, my love for the game faded. </p><p>The sub was paused on and off sporadically. I'd jump back in every expansion launch, trying to get into it, trying to convince myself that this was the one, but it was a constant struggle to stay committed, to enjoy it. In a world that felt so empty, so devoid of life. It turned into a lonely chore, rather than a fun pastime to rid myself of the day's stress, and I couldn't pinpoint why I was getting so burnt out by it. At least not until very recently. </p><h2 id="the-key-concept-time">The key concept: Time</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="8y66UHyLLq5VbdmJfZyAtB" name="1793964946.jpg" alt="A screenshot from World of Warcraft Classic" src="https://cdn.mos.cms.futurecdn.net/8y66UHyLLq5VbdmJfZyAtB-1920-80.jpg" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Blizzard Entertainment)</span></figcaption></figure><p>The last few months I've been playing <em>World of Warcraft: Classic</em>, (of course on the run-up to the WoW Forever launch), and that, that has provided me with clarity on what it was I didn't understand was missing from Retail. </p><p>Vanilla <em>Classic</em>, even today, is still ridiculously popular. More so than <em>Mists of Pandaria</em>, or any other version of the rebooted game. It's odd, right? It launched in 2019, and yet the servers are still bristling with people running 40-man raids, doing PvP, and are home to thriving economies, guilds, events, and more. You can barely move in Stormwind on some servers. And that's despite the game being well and truly "<a href="https://www.techradar.com/gaming/wow-forever-senior-game-designer-says-there-is-really-well-buried-stuff-in-the-game-thats-going-to-take-people-a-long-time-to-find-that-was-turned-off-for-the-beta-theres-going-to-be-things-to-discover-that-we-didnt-surface">worked out</a>" years ago. But why?</p><p>Simply put, it's time. The game in its modern state, maybe accidentally, maybe on purpose, gave up what made it so special. What made it an MMO to begin with. All in an attempt to try and attract more people to the player base, and bring more subs in. And it did so by, conversely, becoming more accessible.</p><p>Because everything is so fast, and there's a constant treadmill with extensive catch-up mechanics, there's no commitment. You lose attachment to what it is you're doing, and as a result, nothing matters. On average, to go from level 1 to the max cap of 90 in <em>Midnight</em>, it can take anywhere between 12 and 18 hours. For an established player, it can be less than eight.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2524px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="P2iVebSWUUDvRHmn8yZzLf" name="1793964776.jpg" alt="A screenshot from World of Warcraft Classic showing a hero flying a large eagle" src="https://cdn.mos.cms.futurecdn.net/P2iVebSWUUDvRHmn8yZzLf-1920-80.jpg" mos="" align="middle" fullscreen="" width="2524" height="1420" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Blizzard Entertainment)</span></figcaption></figure><p>As a result, people hop about constantly. Is your class not performing well? Is another now at the top of the Mythic+ logs? Just create a new character, and in less than half a day you can be gearing up for high-end Mythic raiding. </p><p>Even worse still, if you're low on cash, you can get some from Blizzard's in-game store with three mouse clicks and a healthy chunk of your own cash. That will allow you to buy a slew of gear from the latest content directly on the game's player Auction House.</p><p>The modern games' profession systems are also a mess, and it takes a degree in data analytics to understand half of it at a glance. Hell, you can even skip the bulk of the levelling entirely if you want and just pay for a character boost if need be, no matter what state your account is in.</p><p>If you do decide to skip the boost, then even the levelling journey itself feels disconnected from the community. Most just spam dungeons and get pooled up with players from all over the continent, never to see them again, running them as fast as possible with mass AOE pulls.</p><p>Or if that's not to your taste, you pick a specific past expansion from the game's lengthy list to level through instead. In this case, you'll see no max-level players at all, only the select few that have chosen to also level in that specific piece of content.</p><p>This is all as you barrel through levels a mile a minute, learning new skills faster than you can acclimatise, and watch as your gear becomes redundant in less than 15 minutes. </p><h2 id="what-wow-forever-amp-classic-get-right">What WoW: Forever &amp; Classic get right</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="J7jDbwbVV6QnWA9DG65p7P" name="World of Warcraft: Forever" alt="World of Warcraft: Forever" src="https://cdn.mos.cms.futurecdn.net/J7jDbwbVV6QnWA9DG65p7P-1920-80.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Blizzard Entertainment)</span></figcaption></figure><p>And this is what Classic and Forever get right. It takes an age to level; it really does. I have a 32 Hunter currently, a 21 Warrior, and a 21 Priest on Classic. I'm halfway to 60 (in number only) on that Hunter. It's one of the fastest classes to level in Vanilla WoW, and my playtime is 2 days and 1 hour to get that far. I could've levelled five classes in Retail in that time. And still, I've got another 4 to 6 days to get to max level, if I don't mill about.</p><p>And here's the thing: because it takes so long, I've done an incredible amount of extra content outside of levelling when I've got bored of it. I've spent time doing my professions to make money, because I'm prepping to get my mount at lvl 40. I've gone to Darkshore and explored various areas to get a special ghost nightsaber pet. I've grouped and travelled to dungeons like Deadmines and Stockades. All the while making some incredibly memorable runs with good people, with wipes, close calls, and quest lines that have taken an age to finish.</p><p>My gear matters too, and if I get something from a dungeon, or a particularly long quest line, it feels momentous; the power increase is tangible. I've even treated myself to an Epic level 37 bow, ready for later on, and it's just sat in my bank waiting. And then, of course, new spells, new talents, I've got my pet to look after; all of it feels that much more potent. </p><p>Socially too, I see people about when I'm levelling, high levels, low levels, you name it. And we help each other; we chat about gear, about specs, buff each other as we pass, talk nonsense. </p><p>I had a group of four players jump in to save me from dying to a difficult quest mob in Duskwood, for no other reason than to help. They gained nothing from it. That's just one example where I've made new friends in-game.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Sx3LQJinHgQPHQKiCGaQBP" name="World of Warcraft: Forever" alt="World of Warcraft: Forever" src="https://cdn.mos.cms.futurecdn.net/Sx3LQJinHgQPHQKiCGaQBP-1920-80.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Blizzard Entertainment)</span></figcaption></figure><p>Because it takes so long to do anything in classic — to travel, to learn — and because the world is so dangerous, because it's not easily accessible (there aren't even any <a href="https://www.techradar.com/gaming/blizzard-explains-why-wow-forever-wont-have-summoning-stones-says-easy-quick-access-to-teleports-shrink-the-world-and-easily-erodes-its-core-design-pillars">summoning stones in <em>Forever</em></a>), your decisions and commitments matter. </p><p>If I were to re-roll, it would take me another two days, maybe more, to get that character to 30. As a result, I've become attached to the people I've met, my gear, my character as a whole. Even my server. If I see a level 40 to 60, there's a sense of almost awe, like "yeah, one day I'll be that level, that kitted out; I wonder what that'll be like?" </p><p>It's aspirational, and the lack of catch-up mechanics contributes to that; it doesn't impede it. It's not that there's no vertical progression here either; there is certainly in Classic, and in fact arguably that's what makes it more interesting, not less. </p><p>Get to max level, and you gear up via dungeons. Then you're set for the 10-man raids. After that, you move into Molten Core, Onyxia's Lair, and Blackwing Lair. Finally, you're set for high-end content like Ahn'Qiraj and Naxxramas. It's a long journey upwards.</p><p>If you don't have good enough gear on your character, you'll underperform or be unable to compete on the next level of content. But all of that content from day one is still relevant. Catch a glimpse of those players running around the capital cities, and you're struck by it. </p><p>It's visually impressive; they've committed that time to the game, that character, that class, and they're powerful as a result. You can see it, certainly with no transmog.</p><h2 id="imperfection-makes-it-more-not-less-sociable">Imperfection makes it more, not less, sociable</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2236px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="skCUcdbdtrZFxkBUQy3wbh" name="1793964798.jpg" alt="A screenshot from World of Warcraft Classic showing a hero fighting a solo dungeon" src="https://cdn.mos.cms.futurecdn.net/skCUcdbdtrZFxkBUQy3wbh-1920-80.jpg" mos="" align="middle" fullscreen="" width="2236" height="1258" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Blizzard Entertainment)</span></figcaption></figure><p>By all accounts, Classic <em>World of Warcraft</em>, and subsequently <em>Forever</em>, are flawed games. Certainly, from a shareholder perspective. You have this massive time investment from developers building content that only a select few will see. It takes an age to get to max level compared to modern WoW, and its slower pace can feel like drudgery in direct comparison to the live button-masher mode we have in <em>Midnight</em>. </p><p>But it's that lack of accessibility, that need for time, that gives <em>Forever </em>and <em>Classic </em>their sense of sociability. It makes you feel attached to the world, your class, your character, your race; it feels inhabited, and it's that that makes it feel like a true MMO.</p><p><em>World of Warcraft Forever </em>is heavily based on <em>Classic</em>. Blizzard has stated that many, many times over. The entire game is built on or forged from the idea of what <em>Classic </em>might have looked like in an alternate timeline, where the developers added new content but stayed true to the original design principles. </p><p>They have arguably deviated in certain examples already, of course. For example, the game already features a number of quality-of-life improvements to classes, a group finder, and cosmetics. </p><p>From what I've seen, however, <em>Forever </em>is already on a good path. It'll be less vertical gear treadmill and more slight horizontal incline. From what we've seen so far, general levelling and gearing is almost on par with Classic, albeit mildly quicker. </p><p>What Blizzard needs to do, in this humble journo's opinion, is to keep the pace the same. Instead of rushing to deploy new content, or forbidding themselves from adding something on arbitrary, subjective "staying true to the <a href="https://www.techradar.com/gaming/blizzard-explains-its-philosophy-for-classic-plus-the-wow-forever-team-on-the-design-pillars-it-uses-to-stay-true-to-the-core-design-pacing-and-tone-of-the-original-game">Vanilla <em>World of Warcraft</em> experience</a>" guidelines, they instead need to be asking, "does this reduce the time commitment, or make the game more accessible?"</p><p>If either answer is yes, then there's room for discussion.</p><h2 id="can-retail-world-of-warcraft-be-saved">Can Retail World of Warcraft be saved?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="FMmrVo5vTCsvswLcWGaqCT" name="WoW_Classic_AQ_Gong_1920x1080.jpg" alt="Adventurers approach the gong that will open the gates of Ahn'Qiraj" src="https://cdn.mos.cms.futurecdn.net/FMmrVo5vTCsvswLcWGaqCT-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Blizzard Entertainment)</span></figcaption></figure><p>But what of the ailing beast? What of <em>Midnight </em>and its rapid-paced, cartoonish Mythic+ dominated landscape, filled with timers, rewards, and catch-up mechanics galore? What could be pulled from <em>Forever </em>beyond better shaders and volumetric fog? It's a challenging question to answer. <em>Midnight </em>has an active player base, people who love it. Those who live for the high-intensity and flip-flopping nature of chasing the meta. To change that game and make it more Classic, could be intrinsically unpopular.</p><p>And yet, we'll have to see exactly how well <em>World of Warcraft: Forever</em> does. If it is what we expect it to be and it dwarfs <em>Midnight</em>'s player base by a considerable margin, it's not likely Blizzard will ignore that.</p><p>I genuinely believe slower-paced levelling, a lack of catch-up mechanics, and a simplified gearing system would dramatically improve <em>Midnight</em>, and in fact would've improved everything from the <em>Battle of Azeroth</em> expansion onwards. Whether that comes to pass, well, we'll have to wait and see. For now, you can find me buried headfirst in what <em>World of Warcraft </em>should have been, and probably should've stuck to, all those years ago.</p>
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                                                            <title><![CDATA[ Warhammer 40,000: Dawn of War 4 creative director says King Art considered adding other factions to the game like Death Guard, but decided on Adeptus Mechanicus because 'lore-wise' it's the most 'interesting in terms of gameplay' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Warhammer 40,000: Dawn of War 4</strong></em><strong> creative director Jan Theysen says King Art considered adding other playable factions besides Adeptus Mechanicus</strong></li><li><strong>Theysen says the team played around with the idea of adding Death Guard, but it was too similar to other factions</strong></li><li><strong>He says Adeptus Mechanicus is "lore-wise" the "most important faction that never was part of a </strong><em><strong>Dawn of War"</strong></em></li></ul><p><a href="https://www.techradar.com/gaming/dawn-of-war-4-preview-october-2026"><em>Warhammer 40,000: Dawn of War 4</em></a> creative director Jan Theysen has revealed that King Art considered adding other playable factions that didn't make the cut, but felt Adeptus Mechanicus was the best fit for the fourth option.</p><p>Dawn of War 4 will feature four separate faction campaigns for the Space Marines, Orks, Necrons, and Adeptus Mechanicus, which the creative <a href="https://www.techradar.com/gaming/we-ended-up-with-four-really-big-campaigns-and-70-missions-its-insane-warhammer-40-000-dawn-of-war-4-creative-director-says-king-arts-ideas-snowballed-after-deciding-on-four-faction-campaigns-with-branching-stories">confirmed was "the first thing we decided" because <em>Dawn of War</em>, and <em>Warhammer</em> in general, "is fundamentally about the factions" and "how weird and crazy and cool they are."</a></p><p>But why Adeptus Mechanicus, a faction that has never been playable before? According to Theysen, who discussed the upcoming game at length in an <a href="https://www.techradar.com/gaming/maybe-you-win-the-battle-but-lose-the-war-because-you-put-all-your-resources-into-one-battle-warhammer-40-000-dawn-of-war-4-creative-director-says-king-art-games-wanted-battles-to-take-a-while-so-borrowed-from-the-original-strategy-games-systems">interview with TechRadar Gaming</a>, the studio wanted to do "a modern version, if you like"  of the first <em>Dawn of War</em> game and knew Orks should be included since they "are just very <em>Dawn of War</em>," along with the character Gorgutz.</p><p>Then it wanted Necrons to be playable as well, because the team thought it would be "interesting because they were kind of promised for <em>Dawn of War 3</em> and never came." He added, "We felt like it's a nice gesture to eventually bring them in."</p><p>After adding the Space Marines as the third playable faction, one spot remained, but before choosing Adeptus Mechanicus, aka AdMech, it considered other factions first.</p><p>"We said, okay, is there anything that never was part of a <em>Dawn of War</em> game officially that we could bring to the game and introduce for everybody, and there are a handful of factions, but not that many," Theysen said. "We looked into Death Guard or even Leagues of Votann. But in the end AdMech is by far the like biggest and, lore-wise, most important faction that never was part of a <em>Dawn of War</em>."</p><p>Theysen called AdMech the most "interesting in terms of gameplay" and "how we thought the faction should feel" compared to a faction like Death Guard, which is "a relatively slow army," and it already had Necrons and Space Marines that are "very tanky."</p><p>"It [Death Guard] feels maybe similar or maybe closer to some of the other factions we already have, while something like AdMech, which is very fast, [has] great gun line, great range, feels very different from all the other factions. And so we said, okay, this is great. Let's go with that."</p><p>Ahead of the game's December 3 release, Theysen also discussed how <a href="https://www.techradar.com/gaming/warhammer-40-000-dawn-of-war-4-creative-director-says-the-games-advanced-animation-system-is-an-evolution-of-the-melee-system-that-initially-sounded-pretty-much-impossible-our-big-concern-was-is-this-not-responsive-enough">the game's advanced animation system, Combat Director, initially sounded like an impossible challenge</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/warhammer-40-000-dawn-of-war-4-creative-director-says-king-art-considered-adding-other-factions-to-the-game-like-death-guard-but-decided-on-adeptus-mechanicus-because-lore-wise-its-the-most-interesting-in-terms-of-gameplay</link>
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                            <![CDATA[ Warhammer 40,000: Dawn of War 4 creative director Jan Theysen has revealed that King Art considered adding other playable factions besides Adeptus Mechanicus. ]]>
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                                                                        <pubDate>Sat, 07 Nov 2026 05:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Rob Dwiar ]]></dc:contributor>
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                                                            <media:credit><![CDATA[King Art Games/Warhammer/Games Workshop]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A screenshot of an Adeptus Mechanicus Knight Castellan unit from Dawn of War 4]]></media:description>                                                            <media:text><![CDATA[A screenshot of an Adeptus Mechanicus Knight Castellan unit from Dawn of War 4]]></media:text>
                                <media:title type="plain"><![CDATA[A screenshot of an Adeptus Mechanicus Knight Castellan unit from Dawn of War 4]]></media:title>
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                                <ul><li><em><strong>Warhammer 40,000: Dawn of War 4</strong></em><strong> creative director Jan Theysen says King Art considered adding other playable factions besides Adeptus Mechanicus</strong></li><li><strong>Theysen says the team played around with the idea of adding Death Guard, but it was too similar to other factions</strong></li><li><strong>He says Adeptus Mechanicus is "lore-wise" the "most important faction that never was part of a </strong><em><strong>Dawn of War"</strong></em></li></ul><p><a href="https://www.techradar.com/gaming/dawn-of-war-4-preview-october-2026"><em>Warhammer 40,000: Dawn of War 4</em></a> creative director Jan Theysen has revealed that King Art considered adding other playable factions that didn't make the cut, but felt Adeptus Mechanicus was the best fit for the fourth option.</p><p>Dawn of War 4 will feature four separate faction campaigns for the Space Marines, Orks, Necrons, and Adeptus Mechanicus, which the creative <a href="https://www.techradar.com/gaming/we-ended-up-with-four-really-big-campaigns-and-70-missions-its-insane-warhammer-40-000-dawn-of-war-4-creative-director-says-king-arts-ideas-snowballed-after-deciding-on-four-faction-campaigns-with-branching-stories">confirmed was "the first thing we decided" because <em>Dawn of War</em>, and <em>Warhammer</em> in general, "is fundamentally about the factions" and "how weird and crazy and cool they are."</a></p><p>But why Adeptus Mechanicus, a faction that has never been playable before? According to Theysen, who discussed the upcoming game at length in an <a href="https://www.techradar.com/gaming/maybe-you-win-the-battle-but-lose-the-war-because-you-put-all-your-resources-into-one-battle-warhammer-40-000-dawn-of-war-4-creative-director-says-king-art-games-wanted-battles-to-take-a-while-so-borrowed-from-the-original-strategy-games-systems">interview with TechRadar Gaming</a>, the studio wanted to do "a modern version, if you like"  of the first <em>Dawn of War</em> game and knew Orks should be included since they "are just very <em>Dawn of War</em>," along with the character Gorgutz.</p><p>Then it wanted Necrons to be playable as well, because the team thought it would be "interesting because they were kind of promised for <em>Dawn of War 3</em> and never came." He added, "We felt like it's a nice gesture to eventually bring them in."</p><p>After adding the Space Marines as the third playable faction, one spot remained, but before choosing Adeptus Mechanicus, aka AdMech, it considered other factions first.</p><p>"We said, okay, is there anything that never was part of a <em>Dawn of War</em> game officially that we could bring to the game and introduce for everybody, and there are a handful of factions, but not that many," Theysen said. "We looked into Death Guard or even Leagues of Votann. But in the end AdMech is by far the like biggest and, lore-wise, most important faction that never was part of a <em>Dawn of War</em>."</p><p>Theysen called AdMech the most "interesting in terms of gameplay" and "how we thought the faction should feel" compared to a faction like Death Guard, which is "a relatively slow army," and it already had Necrons and Space Marines that are "very tanky."</p><p>"It [Death Guard] feels maybe similar or maybe closer to some of the other factions we already have, while something like AdMech, which is very fast, [has] great gun line, great range, feels very different from all the other factions. And so we said, okay, this is great. Let's go with that."</p><p>Ahead of the game's December 3 release, Theysen also discussed how <a href="https://www.techradar.com/gaming/warhammer-40-000-dawn-of-war-4-creative-director-says-the-games-advanced-animation-system-is-an-evolution-of-the-melee-system-that-initially-sounded-pretty-much-impossible-our-big-concern-was-is-this-not-responsive-enough">the game's advanced animation system, Combat Director, initially sounded like an impossible challenge</a>.</p>
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                                                            <title><![CDATA[ Call of Duty: Modern Warfare 4 composer says multiplayer music requires a 'flexible framework' compared to the campaign with 'dramatic moments' as 'you have no idea how any given match is going to unfold'  — 'Multiplayer is completely unpredictable' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Call of Duty: Modern Warfare 4</strong></em><strong> composer Jason Graves says there's a big difference between how music "functions" in multiplayer mode and in the campaign</strong></li><li><strong>Graves says a campaign usually has narrative beats and "dramatic moments" to follow, while "multiplayer is completely unpredictable"</strong></li><li><strong>He adds that "It's less about following a story and more about supporting the player's experience"</strong></li></ul><p><a href="https://www.techradar.com/gaming/call-of-duty-modern-warfare-4-review"><em>Call of Duty: Modern Warfare 4</em></a> composer Jason Graves has explained the biggest differences between scoring a multiplayer mode and a campaign because of how the music "functions."</p><p>Speaking in an interview with TechRadar Gaming, where the composer discussed his creative process for <a href="https://www.techradar.com/gaming/call-of-duty-modern-warfare-4-composer-says-to-capture-the-tone-of-multiplayer-maps-you-have-to-play-a-lot-of-multiplayer-as-its-a-completely-different-vibe-from-the-campaign-i-was-trying-to-capture-forward-momentum-and-pure-adrenaline">the game's multiplayer music </a>and <a href="https://www.techradar.com/gaming/i-have-no-lack-of-inspiration-from-the-amazing-gameplay-itself-call-of-duty-modern-warfare-4-composer-says-infinity-wards-sound-team-were-a-huge-creative-influence-on-the-soundtrack-and-integral-in-shaping-the-overall-vibe">what inspired him most when writing the score</a>, Graves said writing tracks for an online gameplay experience is much different from a story mode with certain narrative beats, because you have to factor in the unknown.</p><p>"The biggest difference is how the music functions within the game," Graves said. "In a single-player campaign, you're usually following a narrative with specific characters, locations, and dramatic moments. You have a much better idea of what the player is experiencing and when."</p><p>The composer continued, saying, "Multiplayer is completely unpredictable," and suggested that it requires you to think outside of the constraints of a standard narrative score.</p><p>"You have no idea how any given match is going to unfold, so the music needs to work within a much more flexible framework," Graves added. "It's less about following a story and more about supporting the player's experience without getting in the way of the gameplay."</p><p>Elsewhere in the discussion, Graves said <a href="https://www.techradar.com/gaming/call-of-duty-modern-warfare-4-composer-says-to-capture-the-tone-of-multiplayer-maps-you-have-to-play-a-lot-of-multiplayer-as-its-a-completely-different-vibe-from-the-campaign-i-was-trying-to-capture-forward-momentum-and-pure-adrenaline">multiplayer mode has "a completely different vibe from the campaign"</a> and "the music needs to make you feel like anything could happen at any point in time."</p><p>"A lot of what I was trying to capture was forward momentum and pure adrenaline," he said. "I always thought of myself as the musical equivalent of Master Sergeant Apone in Aliens, pumping up all the troops beforehand, keeping them in line and focused in combat, and rewarding them when they come back home. 'Every meal's a banquet! Every paycheck's a fortune! Every formation a parade!'"</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/call-of-duty-modern-warfare-4-composer-says-multiplayer-music-requires-a-flexible-framework-compared-to-the-campaign-with-dramatic-moments-as-you-have-no-idea-how-any-given-match-is-going-to-unfold-multiplayer-is-completely-unpredictable</link>
                                                                            <description>
                            <![CDATA[ Call of Duty: Modern Warfare 4 composer Jason Graves has explained the biggest differences between scoring a multiplayer mode and a campaign. ]]>
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                                                                        <pubDate>Fri, 06 Nov 2026 22:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Dashiell Wood ]]></dc:contributor>
                                            <dc:contributor><![CDATA[ Rob Dwiar ]]></dc:contributor>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Call of Duty: Modern Warfare 4]]></media:description>                                                            <media:text><![CDATA[Call of Duty: Modern Warfare 4]]></media:text>
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                                <ul><li><em><strong>Call of Duty: Modern Warfare 4</strong></em><strong> composer Jason Graves says there's a big difference between how music "functions" in multiplayer mode and in the campaign</strong></li><li><strong>Graves says a campaign usually has narrative beats and "dramatic moments" to follow, while "multiplayer is completely unpredictable"</strong></li><li><strong>He adds that "It's less about following a story and more about supporting the player's experience"</strong></li></ul><p><a href="https://www.techradar.com/gaming/call-of-duty-modern-warfare-4-review"><em>Call of Duty: Modern Warfare 4</em></a> composer Jason Graves has explained the biggest differences between scoring a multiplayer mode and a campaign because of how the music "functions."</p><p>Speaking in an interview with TechRadar Gaming, where the composer discussed his creative process for <a href="https://www.techradar.com/gaming/call-of-duty-modern-warfare-4-composer-says-to-capture-the-tone-of-multiplayer-maps-you-have-to-play-a-lot-of-multiplayer-as-its-a-completely-different-vibe-from-the-campaign-i-was-trying-to-capture-forward-momentum-and-pure-adrenaline">the game's multiplayer music </a>and <a href="https://www.techradar.com/gaming/i-have-no-lack-of-inspiration-from-the-amazing-gameplay-itself-call-of-duty-modern-warfare-4-composer-says-infinity-wards-sound-team-were-a-huge-creative-influence-on-the-soundtrack-and-integral-in-shaping-the-overall-vibe">what inspired him most when writing the score</a>, Graves said writing tracks for an online gameplay experience is much different from a story mode with certain narrative beats, because you have to factor in the unknown.</p><p>"The biggest difference is how the music functions within the game," Graves said. "In a single-player campaign, you're usually following a narrative with specific characters, locations, and dramatic moments. You have a much better idea of what the player is experiencing and when."</p><p>The composer continued, saying, "Multiplayer is completely unpredictable," and suggested that it requires you to think outside of the constraints of a standard narrative score.</p><p>"You have no idea how any given match is going to unfold, so the music needs to work within a much more flexible framework," Graves added. "It's less about following a story and more about supporting the player's experience without getting in the way of the gameplay."</p><p>Elsewhere in the discussion, Graves said <a href="https://www.techradar.com/gaming/call-of-duty-modern-warfare-4-composer-says-to-capture-the-tone-of-multiplayer-maps-you-have-to-play-a-lot-of-multiplayer-as-its-a-completely-different-vibe-from-the-campaign-i-was-trying-to-capture-forward-momentum-and-pure-adrenaline">multiplayer mode has "a completely different vibe from the campaign"</a> and "the music needs to make you feel like anything could happen at any point in time."</p><p>"A lot of what I was trying to capture was forward momentum and pure adrenaline," he said. "I always thought of myself as the musical equivalent of Master Sergeant Apone in Aliens, pumping up all the troops beforehand, keeping them in line and focused in combat, and rewarding them when they come back home. 'Every meal's a banquet! Every paycheck's a fortune! Every formation a parade!'"</p>
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                                                            <title><![CDATA[ Call of Duty: Modern Warfare 4 composer reveals the secret tech behind his work — 'I have an aluminum garbage can lid that I save for special occasions' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Call of Duty: Modern Warfare 4</strong></em><strong> composer Jason Graves shares his secret tool he used on the soundtrack</strong></li><li><strong>He reveals that it's "an aluminum garbage can lid that I save for special occasions"</strong></li><li><strong>Graves also used it for 2022's </strong><em><strong>Call of Duty: Modern Warfare 2</strong></em></li></ul><p><a href="https://www.techradar.com/gaming/call-of-duty-modern-warfare-4-review"><em>Call of Duty: Modern Warfare 4</em></a> composer Jason Graves has revealed the unusual, secret tool he used for creating the game's soundtrack.</p><p>In an interview with TechRadar Gaming, Graves discussed his creative process for writing the game's multiplayer music, which <a href="https://www.techradar.com/gaming/call-of-duty-modern-warfare-4-composer-says-multiplayer-music-is-usually-an-afterthought-and-cobbled-together-from-existing-campaign-music-this-is-the-first-time-weve-specifically-composed-a-score-of-this-scale-for-multiplayer">he said is usually "an afterthought,"</a> and even offered some insight into the coolest technology he used for recording the tracks.</p><p>"It's definitely not considered any kind of tech, but it's definitely entertaining," Graves replied when asked what his secret weapon was.</p><p>But if you expected something along the lines of interesting studio equipment or fancy tools to capture the multiplayer's tone, you'd be dead wrong.</p><p>"I have an aluminum garbage can lid that I save for special occasions," the composer revealed, "and the last time I used it was in 2022's <a href="https://www.techradar.com/reviews/call-of-duty-modern-warfare-2-campaign"><em>Modern Warfare </em>[2]</a>. So naturally, I had to bring it out again and play it for <em>Modern Warfare 4</em>."</p><p>Graves also discussed <a href="https://www.techradar.com/gaming/call-of-duty-modern-warfare-4-composer-says-to-capture-the-tone-of-multiplayer-maps-you-have-to-play-a-lot-of-multiplayer-as-its-a-completely-different-vibe-from-the-campaign-i-was-trying-to-capture-forward-momentum-and-pure-adrenaline">how the multiplayer music is "completely different" from the campaign</a>, which has more story beats and dramatic moments, saying "you play a lot of multiplayer" to truly understand its tone.</p><p>"It's a completely different vibe from the campaign, and the music needs to make you feel like anything could happen at any point in time," Graves said. "A lot of what I was trying to capture was forward momentum and pure adrenaline."</p><p>"There's definitely a lot of aggressive percussion, distorted electronics, and organic textures that help give the music its identity," Graves added. "I love combining real-world sounds with electronic processing, especially when you end up with something that's difficult to identify.</p><p>"It creates a sense of energy and unpredictability that fits perfectly with multiplayer."</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/call-of-duty-modern-warfare-4-composer-reveals-the-secret-tech-behind-his-work-i-have-an-aluminum-garbage-can-lid-that-i-save-for-special-occasions</link>
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                            <![CDATA[ Call of Duty: Modern Warfare 4 composer Jason Graves has revealed the unusual, secret tool he used for creating the game's soundtrack. ]]>
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                                                                        <pubDate>Fri, 06 Nov 2026 17:03:41 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Dashiell Wood ]]></dc:contributor>
                                            <dc:contributor><![CDATA[ Rob Dwiar ]]></dc:contributor>
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                                                                                                                                                                                                                                    <media:description><![CDATA[A screenshot showing armor-clad soldiers in Modern Warfare 4.]]></media:description>                                                            <media:text><![CDATA[A screenshot showing armor-clad soldiers in Modern Warfare 4.]]></media:text>
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                                <ul><li><em><strong>Call of Duty: Modern Warfare 4</strong></em><strong> composer Jason Graves shares his secret tool he used on the soundtrack</strong></li><li><strong>He reveals that it's "an aluminum garbage can lid that I save for special occasions"</strong></li><li><strong>Graves also used it for 2022's </strong><em><strong>Call of Duty: Modern Warfare 2</strong></em></li></ul><p><a href="https://www.techradar.com/gaming/call-of-duty-modern-warfare-4-review"><em>Call of Duty: Modern Warfare 4</em></a> composer Jason Graves has revealed the unusual, secret tool he used for creating the game's soundtrack.</p><p>In an interview with TechRadar Gaming, Graves discussed his creative process for writing the game's multiplayer music, which <a href="https://www.techradar.com/gaming/call-of-duty-modern-warfare-4-composer-says-multiplayer-music-is-usually-an-afterthought-and-cobbled-together-from-existing-campaign-music-this-is-the-first-time-weve-specifically-composed-a-score-of-this-scale-for-multiplayer">he said is usually "an afterthought,"</a> and even offered some insight into the coolest technology he used for recording the tracks.</p><p>"It's definitely not considered any kind of tech, but it's definitely entertaining," Graves replied when asked what his secret weapon was.</p><p>But if you expected something along the lines of interesting studio equipment or fancy tools to capture the multiplayer's tone, you'd be dead wrong.</p><p>"I have an aluminum garbage can lid that I save for special occasions," the composer revealed, "and the last time I used it was in 2022's <a href="https://www.techradar.com/reviews/call-of-duty-modern-warfare-2-campaign"><em>Modern Warfare </em>[2]</a>. So naturally, I had to bring it out again and play it for <em>Modern Warfare 4</em>."</p><p>Graves also discussed <a href="https://www.techradar.com/gaming/call-of-duty-modern-warfare-4-composer-says-to-capture-the-tone-of-multiplayer-maps-you-have-to-play-a-lot-of-multiplayer-as-its-a-completely-different-vibe-from-the-campaign-i-was-trying-to-capture-forward-momentum-and-pure-adrenaline">how the multiplayer music is "completely different" from the campaign</a>, which has more story beats and dramatic moments, saying "you play a lot of multiplayer" to truly understand its tone.</p><p>"It's a completely different vibe from the campaign, and the music needs to make you feel like anything could happen at any point in time," Graves said. "A lot of what I was trying to capture was forward momentum and pure adrenaline."</p><p>"There's definitely a lot of aggressive percussion, distorted electronics, and organic textures that help give the music its identity," Graves added. "I love combining real-world sounds with electronic processing, especially when you end up with something that's difficult to identify.</p><p>"It creates a sense of energy and unpredictability that fits perfectly with multiplayer."</p>
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                                                            <title><![CDATA[ Abandoned by Nvidia and AMD, blamed by Sam Altman, and agreeing with Elon Musk: it sucks to be a PC gamer in 2026 — but here's why I’m not giving up hope just yet ]]></title>
                                                                                                <dc:content><![CDATA[ <p>I’ve been a PC gamer since the early 1990s, and over the past three and a bit decades I’ve never once regretted my allegiance to those awkward beige boxes that have brought so much joy into the lives of myself and so many other people.</p><p>Yes, they can be expensive. Sure, they're more complex and frustrating than consoles. There have been times I’ve sat down to play a game, only for hours to pass as I try to fix game-breaking crashes, reinstall drivers, or just generally swear at Windows; but at the end of the day, I was always convinced that the PC remained the greatest gaming platform in the world.</p><p>PCs (and I’m including my beloved <a href="https://www.techradar.com/computing/gaming-computers/the-amiga-a500-was-the-best-computer-ever-made-and-this-mini-recreation-is-the-ideal-christmas-gift-for-geeks">Amiga A500+</a> here) were always miles ahead of consoles when it came to graphics and audio, and the ability to upgrade components meant you could remain at the cutting edge for years. Upgrading and even building your own PC was fiddly and expensive, but it was also fun and rewarding. I still get a thrill when I first power-up a newly built rig and see it successfully boot.</p><div><blockquote><p>I was always convinced that the PC remained the greatest gaming platform in the world</p></blockquote></div><p>The openness of the platform (despite Microsoft’s best efforts) meant I could buy games from where ever I wanted (one of the main reasons, I believe, why PC games are usually cheaper than console games), and play obscure indie games that would never be published on consoles due to licensing costs (which is another reason why PC games are cheaper); and, with some tweaking and a bit of (perfectly ethical and legal) emulation, backwards compatibility has never been a problem. The likes of GOG should get a shoutout as well for keeping very old PC games running on new hardware.</p><p>And <em>right now</em> in 2026, I'm lucky enough to have access to the most powerful PC gaming hardware ever, on which to play some of the best and most graphically impressive PC games ever made. I should be feeling like there’s never been a better time to be a PC gamer. Instead, however, it feels like PC gaming has never been worse. </p><h2 id="thanks-for-the-memory">Thanks for the memory</h2><p>Why am I so down on the current state of PC gaming? For a start, while PC gaming hardware has never been better, it’s also never been so expensive — and that makes it less accessible for most people. The price of graphics cards has skyrocketed, and SSDs and RAM, once two of the cheapest and most effective ways of upgrading your PC, are now ridiculously expensive. </p><p>According <a href="https://pcpartpicker.com/trends/price/memory/" target="_blank">to PC Part Picker</a>, the average price of two sticks of 16GB DDR5 memory has leapt from around $150 to over $600 in the space of 18 months. Meanwhile, 64GB of the stuff has gone from around $250 to over $1,250 — and this isn’t even for the fastest models.</p><p>Even older DDR4 isn’t immune, with 16GB rising over 18 months from $50 on average to around $170, again according to PC Part Picker.</p><figure class="van-image-figure  full-width-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:41.16%;"><img id="pkydzk92ALvizLyCj3x3iZ" name="2026.11.06.usd.ram.ddr5.4800.2x16384.edd520a1771534a082c1ad7ee200c72d" alt="Graph showing price increase of RAM" src="https://cdn.mos.cms.futurecdn.net/pkydzk92ALvizLyCj3x3iZ-1920-80.png" mos="" align="middle" fullscreen="" width="1176" height="484" attribution="" endorsement="" class="full-width" /></p></div></div><figcaption itemprop="caption description" class=" full-width-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: PCPartPicker.com)</span></figcaption></figure><p>People are getting priced out of PC gaming, or being prevented from even considering it; and as a PC gamer, that’s heart-breaking. I’m incredibly fortunate that my job has enabled me to build a PC with an <a href="https://www.techradar.com/computing/gpu/nvidia-geforce-rtx-5090">RTX 5090</a> and 96GB of DDR5 RAM, but there’s no joy in writing about things that so few people will be able to experience.</p><p>With prices of gaming components, PCs, laptops, and even consoles climbing ever higher, sales are understandably dropping. And with the costs of developing games exploding, we’ve also seen huge amounts of very talented game developers lose their jobs, and entire companies, <a href="https://www.techradar.com/gaming/were-now-entering-an-era-where-the-name-bioware-wont-show-up-anymore-when-discussing-upcoming-rpgs-the-game-industry-reacts-to-the-shuttering-of-legendary-mass-effect-and-dragon-age-studio-bioware">such as BioWare</a>, close down. </p><p>Perhaps worst of all, this past week I’ve found myself agreeing with something Elon Musk — someone I genuinely think is an awful human being — said. I need a lie down. And a pint (probably not in that order). I’m in a PC gaming funk, but who — or what — is to blame?</p><figure class="van-image-figure  full-width-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="EyjCtEUEomsbyn78eLhKtZ" name="GettyImages-2228609173" alt="Game Over background with press any key to continue.8 bit game.retro game." src="https://cdn.mos.cms.futurecdn.net/EyjCtEUEomsbyn78eLhKtZ-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="full-width" /></p></div></div><figcaption itemprop="caption description" class=" full-width-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: itsarasak thithuekthak / Getty Images)</span></figcaption></figure><h2 id="ai-it-s-ai-s-fault">AI. It’s AI’s fault</h2><p>Now it would be far too easy, simplistic, and perhaps even lazy to say this is all AI’s fault. But it’s all AI’s fault. Screw AI.</p><p>The AI goldrush has seen an explosion in the number of data centers required to run and train large language models (LLMs) used by AIs, and these need a <em>lot</em> of memory, which has led to a global shortage and made prices for components that use memory, such as <a href="https://www.techradar.com/computing/best-ddr5-ram">RAM</a>, <a href="https://www.techradar.com/news/computing-components/graphics-cards/best-graphics-cards-1291458">graphics cards</a> and <a href="https://www.techradar.com/news/best-solid-state-drives-ssds">storage</a>, skyrocket.</p><p>I, like many other PC gamers, have been watching all of this in horror for a while now, but things really came into sharp relief this week when Sam Altman, CEO of OpenAI, one of the biggest culprits of the RAMpocalypse, was quoted as saying on the <a href="https://www.youtube.com/watch?v=iMsUcCYNKqY" target="_blank">Cheeky Pint podcast</a> (via <a href="https://www.ign.com/articles/openai-ceo-sam-altman-thinks-its-terrible-for-you-to-have-ram-in-your-gaming-pc" target="_blank">IGN</a>) that "it's quite terrible to have everybody have a bunch of the world's limited supply of DRAM sitting in their own computer."</p><p>A lot of people took that as Altman accusing us PC gamers of being greedy by wanting RAM for our rigs, and to say <a href="https://www.techradar.com/ai-platforms-assistants/he-can-pry-it-from-my-cold-dead-hands-sam-altman-says-its-quite-terrible-that-youre-using-ram-in-your-pc-when-theres-not-enough-for-ai-data-centers">that didn’t go down well</a> would be an understatement. </p><div><blockquote><p>It’s all AI’s fault. Screw AI.</p></blockquote></div><p>Now, I usually have a policy of ignoring the rubbish Altman spews out (it does wonders for my blood pressure); but I have to admit, when I saw the quote, it riled me up. PC gamers having to endure the RAMpocalypse is bad enough, but to be <em>blamed</em> for it, especially when all we want to do is play games, was too much.</p><p>Then, in a real-life example of the ‘<a href="https://web.archive.org/web/20180501023739/https:/lifestyle.clickhole.com/heartbreaking-the-worst-person-you-know-just-made-a-gr-1825121606">worst person you know just made a great point</a>’ meme, the world’s richest man, terrible Diablo player, and <a href="https://www.techradar.com/vehicle-tech/hybrid-electric-vehicles/the-end-of-cybertruck-elon-musk-says-tesla-is-winding-down-production-at-its-texas-gigafactory-and-fans-are-worried-other-evs-could-follow">failed truck salesman</a>, Elon Musk, piped up to say “The people deserve to have their RAM too!”</p><p>I’m not naïve enough to think that Musk is seriously on the side of ‘the people’, but when one of the most widely-mocked individuals on the internet gets some begrudging props for coming out against something you said, that’s not a good sign.</p><p>Sure enough, <a href="https://www.techradar.com/ai-platforms-assistants/sam-altman-backpedals-and-says-i-want-you-to-have-so-much-ram-after-backlash-but-his-ram-crisis-solution-is-unconvincing">Altman backpeddled</a>, saying he was “taken out of context”, and he was actually complaining about people running local AI models. In a way, I’m inclined to believe that — as CEO he has a vested interest in stopping people using their own models and instead using OpenAI’s, but the damage was done.</p><p>Regardless of context, it was a tone-deaf thing to say — almost as bad as<a href="https://www.techradar.com/computing/gpu/nvidias-new-steam-demo-lets-you-virtually-install-a-geforce-8800-gtx-in-a-windows-vista-pc-but-it-has-enraged-many-gamers"> Nvidia’s 'GeForce 8800 GTX — 20 Years of a Legend'  tech demo</a>, which was released this week. Nvidia once was loved, or at least respected, by a lot of PC gamers for making genuinely excellent graphics cards and pushing the PC gaming industry forward with various innovations over the years. </p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="high" data-lazy-src="https://www.youtube-nocookie.com/embed/xPsc2QOzh0I" allowfullscreen=""></iframe></div></div><p>Sadly, it has also become incredibly successful due to AI — so successful that it often feels like it's lost interest in the PC gaming industry that made its name, with rumors swirling that it’s ending production of the RTX 5090, while doing nothing about the rising costs of its components thanks to an AI bubble which it's benefitting from and contributing to.</p><p>So, when it launched a demo that invited players to relive a time when PC gaming was actually fun and affordable, by allowing them to virtually install its iconic GeForce 8800 GTX graphics card into a retro Windows Vista PC, it felt like Nvidia had misjudged the mood. To make matters worse, Nvidia recommends you have an RTX 5080 to play it — a GPU that is incredibly expensive and hard to find due to the memory shortage, and which is also rumored to be for the chop.</p><p>“Oh well,” some of us PC gamers might have thought, “at least we still have perpetual underdog AMD in our corner.” Except, <a href="https://www.techradar.com/computing/gpu/amd-ceo-enrages-gamers-by-saying-its-now-a-data-center-first-company-and-predicts-pc-sales-will-plummet-by-a-double-digit-percentage-in-2027">AMD CEO Lisa Su has just been quoted as saying</a> that “We are a data center first company.” </p><p>As Nvidia’s closest competitor, AMD was supposed to keep Team Green on its toes, while having a more consumer-friendly approach (being more open to open-source, and not limiting its latest tech to just its own GPUs, for example). Instead, it looks like AMD has had a heel-turn worthy of WWC’s most dramatic betrayals.</p><p>To be honest, I’ve been wondering what’s going on with AMD for a while, as it was rather quiet this year in the consumer GPU space; but this turn to the AI-powered dark side still hurts.</p><p>Could we really see the two major GPU makers stop making graphics cards altogether? It’s too bleak a future to imagine, but after a week like this, I can’t help but wonder.</p><h2 id="what-can-we-do">What can we do?</h2><p>I don’t want this to just be a wall of depressing text that would make even Roger Waters think ‘that’s a bit much’, so is there a glimmer of hope to be had? Is there anything any of us can do?</p><p>At Computex 2026 this year in Taiwan, I was perplexed by how almost every PC maker was going on about AI-in-everything with a fervor that I’ve just not seen replicated by consumers. I was worried that I was just out of touch.</p><p>But there’s been a growing backlash against rampant AI that’s given me hope. I’m not against <em>all</em> forms of AI, but AI that takes work from humans, that plagiarizes human art (including depressing walls of texts written by aging tech journalists), that diminishes creativity and sucks up resources… that AI I would love to see the end of, and I’m not the only one. </p><p>Boycotting games made with AI, and avoiding companies that don’t use AI responsibly, can hopefully show companies that this isn’t a magic money tree that they should neglect their customers for. Look at what’s happening with the current stock-market rout on AI companies, where it seems voters were rebelling against rampant AI data center expansion and an administration that seemed all too happy to let tech companies cross lines and drop ethics all in the name of AI (sorry, <a href="https://www.techradar.com/pro/donald-trumps-surprise-si-announcement-causes-domain-gold-rush-as-melania-trumps-birth-country-sees-over-a-100x-increase-in-interest-in-super-intelligence-domain-names">SI</a>) supremacy.</p><p>I don’t want to seen an economic meltdown; but a wake-up call to the likes of Nvidia and AMD, to let them know that the customers who made them — primarily PC gamers like me — aren’t to be taken for granted, would certainly be welcome.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/computing/gaming-pcs/abandoned-by-nvidia-and-amd-blamed-by-sam-altman-and-agreeing-with-elon-musk-it-sucks-to-be-a-pc-gamer-in-2026-but-heres-why-im-not-giving-up-hope-just-yet</link>
                                                                            <description>
                            <![CDATA[ This week has seen Sam Altman threatening gamers' RAM, an unlikely hero, and a villainous heel-turn worthy of wrestling. Is PC gaming doomed? ]]>
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                                                                        <pubDate>Fri, 06 Nov 2026 16:23:18 +0000</pubDate>                                                                                                                                <updated>Fri, 06 Nov 2026 17:27:55 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming PCs]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Computing]]></category>
                                                    <category><![CDATA[Gaming Computers]]></category>
                                                    <category><![CDATA[Gaming]]></category>
                                                    <category><![CDATA[Consoles & PC]]></category>
                                                                                                <author><![CDATA[ matthew.hanson@futurenet.com (Matt Hanson) ]]></author>                    <dc:creator><![CDATA[ Matt Hanson ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/emP4wv7FcojxQ73QEARCmZ-320-70.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Matt Hanson is a technology journalist who, despite his youthful looks, has been doing this for almost 15 years. He joined TechRadar all the way back in 2014, and over the years has climbed to become Managing Editor, Core Tech, leading a global team of journalists to bring industry-leading coverage of laptops, PCs, software and mobile devices to TechRadar.&lt;/p&gt;&lt;p&gt;During his career, Matt has reviewed and used just about every laptop, from thin and light Ultrabooks, powerful gaming laptops and all manner of Chromebooks. His current favorite laptops are the MacBook Air and Dell XPS 13, as well as the Google Pixelbook Go, though he&#039;s worried Google won&#039;t make a follow-up.&lt;/p&gt;&lt;p&gt;Before he joined TechRadar, Matt worked extensively in the technology magazine industry, with roles in some of the most popular and respected titles, including Linux Format, PC Format, PC Plus, Windows Help &amp; Advice and Windows Vista: The Official Magazine.&lt;/p&gt;&lt;p&gt;As well as TechRadar, Matt frequently contributes to magazines and websites including MacFormat, CreativeBloq, Maximum PC, Digital Camera World and many more, sharing his knowledge of computers, laptops and Macs with a diverse audience.&lt;/p&gt;&lt;p&gt;When not writing about computers and entertainment, Matt enjoys playing games, watching films, making music, reading and running around after his young daughter.&lt;/p&gt; ]]></dc:description>
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                                <p>I’ve been a PC gamer since the early 1990s, and over the past three and a bit decades I’ve never once regretted my allegiance to those awkward beige boxes that have brought so much joy into the lives of myself and so many other people.</p><p>Yes, they can be expensive. Sure, they're more complex and frustrating than consoles. There have been times I’ve sat down to play a game, only for hours to pass as I try to fix game-breaking crashes, reinstall drivers, or just generally swear at Windows; but at the end of the day, I was always convinced that the PC remained the greatest gaming platform in the world.</p><p>PCs (and I’m including my beloved <a href="https://www.techradar.com/computing/gaming-computers/the-amiga-a500-was-the-best-computer-ever-made-and-this-mini-recreation-is-the-ideal-christmas-gift-for-geeks">Amiga A500+</a> here) were always miles ahead of consoles when it came to graphics and audio, and the ability to upgrade components meant you could remain at the cutting edge for years. Upgrading and even building your own PC was fiddly and expensive, but it was also fun and rewarding. I still get a thrill when I first power-up a newly built rig and see it successfully boot.</p><div><blockquote><p>I was always convinced that the PC remained the greatest gaming platform in the world</p></blockquote></div><p>The openness of the platform (despite Microsoft’s best efforts) meant I could buy games from where ever I wanted (one of the main reasons, I believe, why PC games are usually cheaper than console games), and play obscure indie games that would never be published on consoles due to licensing costs (which is another reason why PC games are cheaper); and, with some tweaking and a bit of (perfectly ethical and legal) emulation, backwards compatibility has never been a problem. The likes of GOG should get a shoutout as well for keeping very old PC games running on new hardware.</p><p>And <em>right now</em> in 2026, I'm lucky enough to have access to the most powerful PC gaming hardware ever, on which to play some of the best and most graphically impressive PC games ever made. I should be feeling like there’s never been a better time to be a PC gamer. Instead, however, it feels like PC gaming has never been worse. </p><h2 id="thanks-for-the-memory">Thanks for the memory</h2><p>Why am I so down on the current state of PC gaming? For a start, while PC gaming hardware has never been better, it’s also never been so expensive — and that makes it less accessible for most people. The price of graphics cards has skyrocketed, and SSDs and RAM, once two of the cheapest and most effective ways of upgrading your PC, are now ridiculously expensive. </p><p>According <a href="https://pcpartpicker.com/trends/price/memory/" target="_blank">to PC Part Picker</a>, the average price of two sticks of 16GB DDR5 memory has leapt from around $150 to over $600 in the space of 18 months. Meanwhile, 64GB of the stuff has gone from around $250 to over $1,250 — and this isn’t even for the fastest models.</p><p>Even older DDR4 isn’t immune, with 16GB rising over 18 months from $50 on average to around $170, again according to PC Part Picker.</p><figure class="van-image-figure  full-width-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:41.16%;"><img id="pkydzk92ALvizLyCj3x3iZ" name="2026.11.06.usd.ram.ddr5.4800.2x16384.edd520a1771534a082c1ad7ee200c72d" alt="Graph showing price increase of RAM" src="https://cdn.mos.cms.futurecdn.net/pkydzk92ALvizLyCj3x3iZ-1920-80.png" mos="" align="middle" fullscreen="" width="1176" height="484" attribution="" endorsement="" class="full-width" /></p></div></div><figcaption itemprop="caption description" class=" full-width-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: PCPartPicker.com)</span></figcaption></figure><p>People are getting priced out of PC gaming, or being prevented from even considering it; and as a PC gamer, that’s heart-breaking. I’m incredibly fortunate that my job has enabled me to build a PC with an <a href="https://www.techradar.com/computing/gpu/nvidia-geforce-rtx-5090">RTX 5090</a> and 96GB of DDR5 RAM, but there’s no joy in writing about things that so few people will be able to experience.</p><p>With prices of gaming components, PCs, laptops, and even consoles climbing ever higher, sales are understandably dropping. And with the costs of developing games exploding, we’ve also seen huge amounts of very talented game developers lose their jobs, and entire companies, <a href="https://www.techradar.com/gaming/were-now-entering-an-era-where-the-name-bioware-wont-show-up-anymore-when-discussing-upcoming-rpgs-the-game-industry-reacts-to-the-shuttering-of-legendary-mass-effect-and-dragon-age-studio-bioware">such as BioWare</a>, close down. </p><p>Perhaps worst of all, this past week I’ve found myself agreeing with something Elon Musk — someone I genuinely think is an awful human being — said. I need a lie down. And a pint (probably not in that order). I’m in a PC gaming funk, but who — or what — is to blame?</p><figure class="van-image-figure  full-width-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="EyjCtEUEomsbyn78eLhKtZ" name="GettyImages-2228609173" alt="Game Over background with press any key to continue.8 bit game.retro game." src="https://cdn.mos.cms.futurecdn.net/EyjCtEUEomsbyn78eLhKtZ-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="full-width" /></p></div></div><figcaption itemprop="caption description" class=" full-width-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: itsarasak thithuekthak / Getty Images)</span></figcaption></figure><h2 id="ai-it-s-ai-s-fault">AI. It’s AI’s fault</h2><p>Now it would be far too easy, simplistic, and perhaps even lazy to say this is all AI’s fault. But it’s all AI’s fault. Screw AI.</p><p>The AI goldrush has seen an explosion in the number of data centers required to run and train large language models (LLMs) used by AIs, and these need a <em>lot</em> of memory, which has led to a global shortage and made prices for components that use memory, such as <a href="https://www.techradar.com/computing/best-ddr5-ram">RAM</a>, <a href="https://www.techradar.com/news/computing-components/graphics-cards/best-graphics-cards-1291458">graphics cards</a> and <a href="https://www.techradar.com/news/best-solid-state-drives-ssds">storage</a>, skyrocket.</p><p>I, like many other PC gamers, have been watching all of this in horror for a while now, but things really came into sharp relief this week when Sam Altman, CEO of OpenAI, one of the biggest culprits of the RAMpocalypse, was quoted as saying on the <a href="https://www.youtube.com/watch?v=iMsUcCYNKqY" target="_blank">Cheeky Pint podcast</a> (via <a href="https://www.ign.com/articles/openai-ceo-sam-altman-thinks-its-terrible-for-you-to-have-ram-in-your-gaming-pc" target="_blank">IGN</a>) that "it's quite terrible to have everybody have a bunch of the world's limited supply of DRAM sitting in their own computer."</p><p>A lot of people took that as Altman accusing us PC gamers of being greedy by wanting RAM for our rigs, and to say <a href="https://www.techradar.com/ai-platforms-assistants/he-can-pry-it-from-my-cold-dead-hands-sam-altman-says-its-quite-terrible-that-youre-using-ram-in-your-pc-when-theres-not-enough-for-ai-data-centers">that didn’t go down well</a> would be an understatement. </p><div><blockquote><p>It’s all AI’s fault. Screw AI.</p></blockquote></div><p>Now, I usually have a policy of ignoring the rubbish Altman spews out (it does wonders for my blood pressure); but I have to admit, when I saw the quote, it riled me up. PC gamers having to endure the RAMpocalypse is bad enough, but to be <em>blamed</em> for it, especially when all we want to do is play games, was too much.</p><p>Then, in a real-life example of the ‘<a href="https://web.archive.org/web/20180501023739/https:/lifestyle.clickhole.com/heartbreaking-the-worst-person-you-know-just-made-a-gr-1825121606">worst person you know just made a great point</a>’ meme, the world’s richest man, terrible Diablo player, and <a href="https://www.techradar.com/vehicle-tech/hybrid-electric-vehicles/the-end-of-cybertruck-elon-musk-says-tesla-is-winding-down-production-at-its-texas-gigafactory-and-fans-are-worried-other-evs-could-follow">failed truck salesman</a>, Elon Musk, piped up to say “The people deserve to have their RAM too!”</p><p>I’m not naïve enough to think that Musk is seriously on the side of ‘the people’, but when one of the most widely-mocked individuals on the internet gets some begrudging props for coming out against something you said, that’s not a good sign.</p><p>Sure enough, <a href="https://www.techradar.com/ai-platforms-assistants/sam-altman-backpedals-and-says-i-want-you-to-have-so-much-ram-after-backlash-but-his-ram-crisis-solution-is-unconvincing">Altman backpeddled</a>, saying he was “taken out of context”, and he was actually complaining about people running local AI models. In a way, I’m inclined to believe that — as CEO he has a vested interest in stopping people using their own models and instead using OpenAI’s, but the damage was done.</p><p>Regardless of context, it was a tone-deaf thing to say — almost as bad as<a href="https://www.techradar.com/computing/gpu/nvidias-new-steam-demo-lets-you-virtually-install-a-geforce-8800-gtx-in-a-windows-vista-pc-but-it-has-enraged-many-gamers"> Nvidia’s 'GeForce 8800 GTX — 20 Years of a Legend'  tech demo</a>, which was released this week. Nvidia once was loved, or at least respected, by a lot of PC gamers for making genuinely excellent graphics cards and pushing the PC gaming industry forward with various innovations over the years. </p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="high" data-lazy-src="https://www.youtube-nocookie.com/embed/xPsc2QOzh0I" allowfullscreen=""></iframe></div></div><p>Sadly, it has also become incredibly successful due to AI — so successful that it often feels like it's lost interest in the PC gaming industry that made its name, with rumors swirling that it’s ending production of the RTX 5090, while doing nothing about the rising costs of its components thanks to an AI bubble which it's benefitting from and contributing to.</p><p>So, when it launched a demo that invited players to relive a time when PC gaming was actually fun and affordable, by allowing them to virtually install its iconic GeForce 8800 GTX graphics card into a retro Windows Vista PC, it felt like Nvidia had misjudged the mood. To make matters worse, Nvidia recommends you have an RTX 5080 to play it — a GPU that is incredibly expensive and hard to find due to the memory shortage, and which is also rumored to be for the chop.</p><p>“Oh well,” some of us PC gamers might have thought, “at least we still have perpetual underdog AMD in our corner.” Except, <a href="https://www.techradar.com/computing/gpu/amd-ceo-enrages-gamers-by-saying-its-now-a-data-center-first-company-and-predicts-pc-sales-will-plummet-by-a-double-digit-percentage-in-2027">AMD CEO Lisa Su has just been quoted as saying</a> that “We are a data center first company.” </p><p>As Nvidia’s closest competitor, AMD was supposed to keep Team Green on its toes, while having a more consumer-friendly approach (being more open to open-source, and not limiting its latest tech to just its own GPUs, for example). Instead, it looks like AMD has had a heel-turn worthy of WWC’s most dramatic betrayals.</p><p>To be honest, I’ve been wondering what’s going on with AMD for a while, as it was rather quiet this year in the consumer GPU space; but this turn to the AI-powered dark side still hurts.</p><p>Could we really see the two major GPU makers stop making graphics cards altogether? It’s too bleak a future to imagine, but after a week like this, I can’t help but wonder.</p><h2 id="what-can-we-do">What can we do?</h2><p>I don’t want this to just be a wall of depressing text that would make even Roger Waters think ‘that’s a bit much’, so is there a glimmer of hope to be had? Is there anything any of us can do?</p><p>At Computex 2026 this year in Taiwan, I was perplexed by how almost every PC maker was going on about AI-in-everything with a fervor that I’ve just not seen replicated by consumers. I was worried that I was just out of touch.</p><p>But there’s been a growing backlash against rampant AI that’s given me hope. I’m not against <em>all</em> forms of AI, but AI that takes work from humans, that plagiarizes human art (including depressing walls of texts written by aging tech journalists), that diminishes creativity and sucks up resources… that AI I would love to see the end of, and I’m not the only one. </p><p>Boycotting games made with AI, and avoiding companies that don’t use AI responsibly, can hopefully show companies that this isn’t a magic money tree that they should neglect their customers for. Look at what’s happening with the current stock-market rout on AI companies, where it seems voters were rebelling against rampant AI data center expansion and an administration that seemed all too happy to let tech companies cross lines and drop ethics all in the name of AI (sorry, <a href="https://www.techradar.com/pro/donald-trumps-surprise-si-announcement-causes-domain-gold-rush-as-melania-trumps-birth-country-sees-over-a-100x-increase-in-interest-in-super-intelligence-domain-names">SI</a>) supremacy.</p><p>I don’t want to seen an economic meltdown; but a wake-up call to the likes of Nvidia and AMD, to let them know that the customers who made them — primarily PC gamers like me — aren’t to be taken for granted, would certainly be welcome.</p>
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                                                            <title><![CDATA[ Consoles used to get cheaper with age — so why are PS5, Xbox, and Switch 2 going the other way? Here's what four industry analysts think about the current console landscape ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Rising console prices are by now a fact of life for gamers, no matter which platform they prefer. The <a href="https://www.techradar.com/deals/ps5-pre-orders-live-now-everything-we-know">PlayStation 5</a> and <a href="https://www.techradar.com/best/best-xbox-series-x-games-the-xbox-series-xs-games-you-need-to-play">Xbox Series X</a> — consoles that are now six years old — cost $150 and $300 more than at launch, respectively; the <a href="https://www.techradar.com/gaming/nintendo/best-nintendo-switch-2-games">Nintendo Switch 2</a>, released in 2025, already costs $50 more. </p><p>Things haven't always been this way: back in 2013, the PS4 launched for $400, and the PS4 Slim arrived three years later for $300. Price cuts and cheaper versions were traditionally a part — a key part — of the console lifecycle. </p><p>In 2026, that pattern is reversed: consoles are getting more expensive rather than cheaper, at a time when everything else is also getting price hikes, and the trend is occurring all over the world, not just in the US and Europe. </p><p>To find out why prices keep rising — and whether they'll ever come down — I spoke to four industry analysts: Rhys Elliott at Alinea Analytics, James McWhirter at Omdia, Piers Harding-Rolls at Ampere Analysis, and Mat Piscatella at Circana.</p><div data-widget-type="multimodelreview" data-model-name="Sony PlayStation 5,Microsoft Xbox Series X,Nintendo Switch 2"></div><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="B48DudQf7nDSRdXnXzofzV" name="ps4.jpg" alt="DualShock 4 controller sat on top of a PS4 console" src="https://cdn.mos.cms.futurecdn.net/B48DudQf7nDSRdXnXzofzV-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Shutterstock / charnsitr)</span></figcaption></figure><h2 id="whatever-happened-to-the-price-cut">Whatever happened to the price cut?</h2><p>Traditionally, hardware makers have launched new consoles at relatively slim margins — even at times making a loss — and planned to make up the difference through games and other spending by players.</p><p>Manufacturing efficiencies combined with advances in hardware, including cheaper chips and memory, have helped to reduce production costs, further cementing the durability of this model. </p><p>Making use of these gains, manufacturers could then introduce slimmer versions of consoles or even reduce prices — therefore enticing more people to the platform and increasing game sales. </p><p>"The hardcore [gamers] paid full whack at launch," says Alinea's Elliott. "Families, kids, lapsed players, and more budget-conscious gamers came in later, at a lower price." </p><p>In 2026, the cost reductions that underpinned this model are much harder to achieve, with advanced chips becoming more expensive to manufacture and memory prices soaring.</p><p>At the same time, makers have become less willing to subsidise their hardware. "Sony and Microsoft have become more reticent to sink margin into subsidising consoles heavily this generation," says Ampere's Harding-Rolls.</p><p>The net result is that the traditional relationship between console age, manufacturing costs, and retail prices has completely broken down.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="JVWaUnT7qV3KCTc88fyDhW" name="Best Xbox Series X accessories.jpg" alt="Best Xbox Series X accessories" src="https://cdn.mos.cms.futurecdn.net/JVWaUnT7qV3KCTc88fyDhW-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Seagate / Microsoft)</span></figcaption></figure><h2 id="it-39-s-not-just-the-ram">It's not just the RAM</h2><p>The PS5 and Xbox Series X launched amid the turbulence of the COVID pandemic, and supply shortages lasted well into their lifecycles.</p><p>Now, we see myriad interrelated headwinds — from inflation and rising energy costs to currency fluctuations, particularly the weak yen, and US tariffs — that put even more pressure on manufacturing and retail prices. </p><p>"This console generation has been characterised by macroeconomic instability," says Omdia's McWhirter.</p><p>To top things off, the AI infrastructure boom is gobbling up enormous amounts of memory, encouraging chipmakers to prioritise more profitable server products and squeezing production capacity available for consumer electronics.</p><p>Consoles, which rely on DRAM for working memory and NAND flash for storage, are effectively caught in the crossfire. TrendForce <a href="https://www.trendforce.com/insights/memory-wall" target="_blank">estimates</a> that memory now accounts for 23% to 42% of console component costs, compared with around 15% historically.</p><p>Elliott points out that console manufacturers negotiate memory prices and volumes months in advance, potentially delaying the impact of rising costs by two to four quarters. "A console on a shelf this Christmas contains memory that may have been priced the best part of a year ago," he says.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1268px;"><p class="vanilla-image-block" style="padding-top:56.23%;"><img id="Tau2WZH6sL69Td55THEezR" name="PS5-ssd.jpg" alt="PS5 SSD" src="https://cdn.mos.cms.futurecdn.net/Tau2WZH6sL69Td55THEezR-1920-80.jpg" mos="" align="middle" fullscreen="" width="1268" height="713" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Sony)</span></figcaption></figure><h2 id="same-problem-different-game-plans">Same problem, different game plans</h2><p>Sony, Microsoft, and Nintendo are all facing these pressures, but each has its own priorities.</p><p>Sony's PS5 is a mature platform with an established audience, and so the company is increasingly focused on making money from existing customers, including through subscriptions like PlayStation Plus.</p><p>Its Q2 <a href="https://www.sony.com/en/SonyInfo/IR/library/er/pdf/26q2_sonypre.pdf" target="_blank">results</a>, reported on November 5, illustrate this well: PS5 shipments fell from 4 million to 2.6 million year on year, while gaming division revenue increased 9%, helped considerably by a weaker yen. "These days, Sony treats hardware as a gateway it would rather not subsidise," says Elliott.</p><p>Microsoft is in a similar position with Xbox, but its games increasingly appear on PlayStation and PC alongside its own consoles — as Elliott puts it, "the console is one door among many."</p><p>Elliott argues that Microsoft's willingness to accept higher hardware prices reflects the console's changing importance within its wider gaming business, although falling hardware sales could make it harder to attract new players. </p><p>Nintendo, as is so often the case, has its own dilemma.</p><p>The Switch 2 is still early in its lifecycle, meaning Nintendo needs to build up its audience while keeping the console affordable enough to attract new buyers. McWhirter argues that Nintendo is accepting pressure on short-term profitability rather than passing the full increase in component costs to customers. </p><p>Omdia estimates that the market price of the Switch 2's 12GB memory and 256GB storage increased by $162 between Q2 2025 and Q2 2026, compared with a $50 increase in its US retail price. The figure doesn't necessarily reflect what Nintendo pays its suppliers, but illustrates the scale of the problem.</p><p>Nintendo says it has no plans for further price increases, but as McWhirter says, "The big question going forward is: how long will this be sustainable?"</p><p>For all their differences, the three console makers face the same question: how much can they charge before players start walking away?</p><p>“Elliott argues that manufacturers have also become more focused on protecting their margins, with established customers seemingly willing to absorb higher prices. “Every price rise this generation has been a test, and the core audience kept passing it – on PlayStation and Nintendo anyway,” he says.”</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="FUp5FibmoqZrA5qczcNzqe" name="PS5 Pro.png" alt="PS5 Pro" src="https://cdn.mos.cms.futurecdn.net/FUp5FibmoqZrA5qczcNzqe-1920-80.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Sony)</span></figcaption></figure><h2 id="are-gamers-getting-priced-out">Are gamers getting priced out?</h2><p>The new dynamics of console pricing give gamers some difficult choices. Circana's Piscatella has observed a consistent pattern around recent price increases: sales jump ahead of the new prices taking effect, then decline and eventually settle at a new baseline.</p><p>Piscatella says this pattern has emerged across PlayStation, Xbox, and Switch 2, and is distinct from the natural slowdown in sales as consoles get older.</p><p>Console price cuts later in the hardware's lifecycle have traditionally made them more affordable for families and younger gamers, a dynamic that Elliott points out is now quickly disappearing.</p><p>"Budget players have always come in through used consoles and 20 quid used discs," says Elliott. The shift towards digital distribution complicates matters, particularly when it comes to buying and reselling games cheaply.</p><p>The picture isn't totally bleak, however: Piscatella argues that younger and less affluent gamers do have options, particularly on mobile devices and lower-spec PCs, where free-to-play hits like Roblox and Fortnite are widely available. </p><p><a href="https://www.techradar.com/televisions/cloud-gaming-on-tvs-suddenly-looks-like-the-future-2026-is-the-year-the-no-console-world-becomes-realistic-thanks-developments-and-hardware-shortages">Cloud gaming</a> could also become a more attractive option as console prices continue to rise, and subscription services can offer access to a huge library of games for a monthly fee.</p><p>The risk, though, is that console gaming increasingly becomes the preserve of older, more affluent audiences, even as gaming itself remains hugely popular.</p><p>"Consoles gained popularity for their ease of use, convenience and affordability when compared to other gaming options," says Piscatella. "Anything that decreases these factors for consoles makes them a less appealing option."</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="9qPwMYepYBRomZ3ifxjzCM" name="Best gaming console.png" alt="Best gaming console" src="https://cdn.mos.cms.futurecdn.net/9qPwMYepYBRomZ3ifxjzCM-1920-80.png" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo, Microsoft, Sony, Future)</span></figcaption></figure><h2 id="the-1-000-question">The $1,000 question</h2><p>The AI boom looks set to keep pressure on component prices — and therefore console prices — for some time yet. While memory prices might eventually stabilise, neither Elliott nor Harding-Rolls expects a return to the old pattern of steadily cheaper consoles.</p><p>Retail prices are likely to remain elevated due to expensive manufacturing processes and manufacturers' reluctance to absorb costs, and Elliott expects console makers to lean on temporary promotions, not wholesale price cuts.  </p><p>But will console launch prices ever breach $1,000? Harding-Rolls believes Sony and Microsoft "will have to subsidise more heavily than they would like" to keep the next generation affordable.</p><p>Ampere's August <a href="https://www.videogameschronicle.com/news/launching-ps6-and-xbox-helix-at-1000-could-lead-to-a-nearly-40-drop-in-sales-over-five-years-analyst-warns/" target="_blank">research</a> did the maths, modelling a scenario where an incrementally updated PS6 and Xbox launched in 2028 for $1,000, finding that combined sales over their first five years could be up to 38% lower than the equivalent period for the current generation.</p><p>In other words, Sony and Microsoft beware. </p><p>Faced with these interrelated dilemmas, manufacturers might turn in a new direction and rethink their approach to hardware. </p><p>Harding-Rolls suggests, for example, that manufacturers may have to scale back their ambitions for ever-more-realistic graphics and raw performance. "The relentless push for higher-end performance will need to be moderated," he says. </p><p>McWhirter posits that we might see more hardware stratification across tiers, potentially including a cheaper Switch 2, and a growth in bundles that offer value without actually cutting console prices. </p><p>Console makers may also delay new hardware launches for the foreseeable future to assess whether component costs improve — although the mood music from memory makers like SK Hynix is bleak, with much of its production capacity <a href="https://news.skhynix.com/en/q3-2026-business-results/" target="_blank">already committed</a> through 2028.</p><p>Longer generations, then, seem increasingly likely. Elliott anticipates that the PS5 will stick around well after its successor launches, and cross-generation games may let gamers delay any hardware upgrades. "The next generation won’t replace this one so much as sit on top of it," he says. </p><p>Financing could spread the upfront cost of new consoles, while trade-ins and refurbished hardware might offer cheaper entry points for gamers — albeit without solving the underlying affordability dilemma.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="jgLZp2khmXNV2VeUBxG6vX" name="Nintendo-Switch-2.jpg" alt="Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/jgLZp2khmXNV2VeUBxG6vX-1920-80.jpg" mos="" align="middle" fullscreen="" width="1280" height="720" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Shutterstock/Kyli Petersen)</span></figcaption></figure><h2 id="a-new-era-of-pay-to-play">A new era of pay-to-play?</h2><p>As we head into 2027 and beyond, the danger for console makers is that their hardware becomes a product for wealthy enthusiasts, undermining the business model that made console gaming so successful.</p><p>Hardware that once became cheaper as it aged is now becoming more expensive, at a time when households are already facing higher living costs. Rising component costs might eventually ease, but changing business models could make permanent price cuts increasingly rare.</p><p>Piscatella worries that a shrinking pool of potential buyers could ultimately threaten the economics of the entire hardware model. </p><p>"Then the question becomes at what point does the addressable market for a new console become so small as to make it unviable," says Piscatella. "We're not there yet, but the risk of getting to that point certainly exists."</p><div data-widget-type="multimodelreview" data-model-name="Sony PlayStation 5,Microsoft Xbox Series X,Nintendo Switch 2"></div> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/consoles-used-to-get-cheaper-with-age-so-why-are-ps5-xbox-and-switch-2-going-the-other-way-heres-what-four-industry-analysts-think-about-the-current-console-landscape</link>
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                            <![CDATA[ Is the era of cheaper consoles over? Why PS5, Xbox, and Switch 2 prices keep rising. ]]>
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                                                                        <pubDate>Fri, 06 Nov 2026 13:46:48 +0000</pubDate>                                                                                                                                <updated>Mon, 09 Nov 2026 10:09:05 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                    <category><![CDATA[Gaming Industry]]></category>
                                                                                                                    <dc:creator><![CDATA[ Max Slater-Robins ]]></dc:creator>                                                                                                        <dc:description><![CDATA[ null ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Currys Nintendo Switch 2 launch]]></media:description>                                                            <media:text><![CDATA[Currys Nintendo Switch 2 launch]]></media:text>
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                                <p>Rising console prices are by now a fact of life for gamers, no matter which platform they prefer. The <a href="https://www.techradar.com/deals/ps5-pre-orders-live-now-everything-we-know">PlayStation 5</a> and <a href="https://www.techradar.com/best/best-xbox-series-x-games-the-xbox-series-xs-games-you-need-to-play">Xbox Series X</a> — consoles that are now six years old — cost $150 and $300 more than at launch, respectively; the <a href="https://www.techradar.com/gaming/nintendo/best-nintendo-switch-2-games">Nintendo Switch 2</a>, released in 2025, already costs $50 more. </p><p>Things haven't always been this way: back in 2013, the PS4 launched for $400, and the PS4 Slim arrived three years later for $300. Price cuts and cheaper versions were traditionally a part — a key part — of the console lifecycle. </p><p>In 2026, that pattern is reversed: consoles are getting more expensive rather than cheaper, at a time when everything else is also getting price hikes, and the trend is occurring all over the world, not just in the US and Europe. </p><p>To find out why prices keep rising — and whether they'll ever come down — I spoke to four industry analysts: Rhys Elliott at Alinea Analytics, James McWhirter at Omdia, Piers Harding-Rolls at Ampere Analysis, and Mat Piscatella at Circana.</p><div data-widget-type="multimodelreview" data-model-name="Sony PlayStation 5,Microsoft Xbox Series X,Nintendo Switch 2"></div><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="B48DudQf7nDSRdXnXzofzV" name="ps4.jpg" alt="DualShock 4 controller sat on top of a PS4 console" src="https://cdn.mos.cms.futurecdn.net/B48DudQf7nDSRdXnXzofzV-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Shutterstock / charnsitr)</span></figcaption></figure><h2 id="whatever-happened-to-the-price-cut">Whatever happened to the price cut?</h2><p>Traditionally, hardware makers have launched new consoles at relatively slim margins — even at times making a loss — and planned to make up the difference through games and other spending by players.</p><p>Manufacturing efficiencies combined with advances in hardware, including cheaper chips and memory, have helped to reduce production costs, further cementing the durability of this model. </p><p>Making use of these gains, manufacturers could then introduce slimmer versions of consoles or even reduce prices — therefore enticing more people to the platform and increasing game sales. </p><p>"The hardcore [gamers] paid full whack at launch," says Alinea's Elliott. "Families, kids, lapsed players, and more budget-conscious gamers came in later, at a lower price." </p><p>In 2026, the cost reductions that underpinned this model are much harder to achieve, with advanced chips becoming more expensive to manufacture and memory prices soaring.</p><p>At the same time, makers have become less willing to subsidise their hardware. "Sony and Microsoft have become more reticent to sink margin into subsidising consoles heavily this generation," says Ampere's Harding-Rolls.</p><p>The net result is that the traditional relationship between console age, manufacturing costs, and retail prices has completely broken down.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="JVWaUnT7qV3KCTc88fyDhW" name="Best Xbox Series X accessories.jpg" alt="Best Xbox Series X accessories" src="https://cdn.mos.cms.futurecdn.net/JVWaUnT7qV3KCTc88fyDhW-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Seagate / Microsoft)</span></figcaption></figure><h2 id="it-39-s-not-just-the-ram">It's not just the RAM</h2><p>The PS5 and Xbox Series X launched amid the turbulence of the COVID pandemic, and supply shortages lasted well into their lifecycles.</p><p>Now, we see myriad interrelated headwinds — from inflation and rising energy costs to currency fluctuations, particularly the weak yen, and US tariffs — that put even more pressure on manufacturing and retail prices. </p><p>"This console generation has been characterised by macroeconomic instability," says Omdia's McWhirter.</p><p>To top things off, the AI infrastructure boom is gobbling up enormous amounts of memory, encouraging chipmakers to prioritise more profitable server products and squeezing production capacity available for consumer electronics.</p><p>Consoles, which rely on DRAM for working memory and NAND flash for storage, are effectively caught in the crossfire. TrendForce <a href="https://www.trendforce.com/insights/memory-wall" target="_blank">estimates</a> that memory now accounts for 23% to 42% of console component costs, compared with around 15% historically.</p><p>Elliott points out that console manufacturers negotiate memory prices and volumes months in advance, potentially delaying the impact of rising costs by two to four quarters. "A console on a shelf this Christmas contains memory that may have been priced the best part of a year ago," he says.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1268px;"><p class="vanilla-image-block" style="padding-top:56.23%;"><img id="Tau2WZH6sL69Td55THEezR" name="PS5-ssd.jpg" alt="PS5 SSD" src="https://cdn.mos.cms.futurecdn.net/Tau2WZH6sL69Td55THEezR-1920-80.jpg" mos="" align="middle" fullscreen="" width="1268" height="713" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Sony)</span></figcaption></figure><h2 id="same-problem-different-game-plans">Same problem, different game plans</h2><p>Sony, Microsoft, and Nintendo are all facing these pressures, but each has its own priorities.</p><p>Sony's PS5 is a mature platform with an established audience, and so the company is increasingly focused on making money from existing customers, including through subscriptions like PlayStation Plus.</p><p>Its Q2 <a href="https://www.sony.com/en/SonyInfo/IR/library/er/pdf/26q2_sonypre.pdf" target="_blank">results</a>, reported on November 5, illustrate this well: PS5 shipments fell from 4 million to 2.6 million year on year, while gaming division revenue increased 9%, helped considerably by a weaker yen. "These days, Sony treats hardware as a gateway it would rather not subsidise," says Elliott.</p><p>Microsoft is in a similar position with Xbox, but its games increasingly appear on PlayStation and PC alongside its own consoles — as Elliott puts it, "the console is one door among many."</p><p>Elliott argues that Microsoft's willingness to accept higher hardware prices reflects the console's changing importance within its wider gaming business, although falling hardware sales could make it harder to attract new players. </p><p>Nintendo, as is so often the case, has its own dilemma.</p><p>The Switch 2 is still early in its lifecycle, meaning Nintendo needs to build up its audience while keeping the console affordable enough to attract new buyers. McWhirter argues that Nintendo is accepting pressure on short-term profitability rather than passing the full increase in component costs to customers. </p><p>Omdia estimates that the market price of the Switch 2's 12GB memory and 256GB storage increased by $162 between Q2 2025 and Q2 2026, compared with a $50 increase in its US retail price. The figure doesn't necessarily reflect what Nintendo pays its suppliers, but illustrates the scale of the problem.</p><p>Nintendo says it has no plans for further price increases, but as McWhirter says, "The big question going forward is: how long will this be sustainable?"</p><p>For all their differences, the three console makers face the same question: how much can they charge before players start walking away?</p><p>“Elliott argues that manufacturers have also become more focused on protecting their margins, with established customers seemingly willing to absorb higher prices. “Every price rise this generation has been a test, and the core audience kept passing it – on PlayStation and Nintendo anyway,” he says.”</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="FUp5FibmoqZrA5qczcNzqe" name="PS5 Pro.png" alt="PS5 Pro" src="https://cdn.mos.cms.futurecdn.net/FUp5FibmoqZrA5qczcNzqe-1920-80.png" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Sony)</span></figcaption></figure><h2 id="are-gamers-getting-priced-out">Are gamers getting priced out?</h2><p>The new dynamics of console pricing give gamers some difficult choices. Circana's Piscatella has observed a consistent pattern around recent price increases: sales jump ahead of the new prices taking effect, then decline and eventually settle at a new baseline.</p><p>Piscatella says this pattern has emerged across PlayStation, Xbox, and Switch 2, and is distinct from the natural slowdown in sales as consoles get older.</p><p>Console price cuts later in the hardware's lifecycle have traditionally made them more affordable for families and younger gamers, a dynamic that Elliott points out is now quickly disappearing.</p><p>"Budget players have always come in through used consoles and 20 quid used discs," says Elliott. The shift towards digital distribution complicates matters, particularly when it comes to buying and reselling games cheaply.</p><p>The picture isn't totally bleak, however: Piscatella argues that younger and less affluent gamers do have options, particularly on mobile devices and lower-spec PCs, where free-to-play hits like Roblox and Fortnite are widely available. </p><p><a href="https://www.techradar.com/televisions/cloud-gaming-on-tvs-suddenly-looks-like-the-future-2026-is-the-year-the-no-console-world-becomes-realistic-thanks-developments-and-hardware-shortages">Cloud gaming</a> could also become a more attractive option as console prices continue to rise, and subscription services can offer access to a huge library of games for a monthly fee.</p><p>The risk, though, is that console gaming increasingly becomes the preserve of older, more affluent audiences, even as gaming itself remains hugely popular.</p><p>"Consoles gained popularity for their ease of use, convenience and affordability when compared to other gaming options," says Piscatella. "Anything that decreases these factors for consoles makes them a less appealing option."</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="9qPwMYepYBRomZ3ifxjzCM" name="Best gaming console.png" alt="Best gaming console" src="https://cdn.mos.cms.futurecdn.net/9qPwMYepYBRomZ3ifxjzCM-1920-80.png" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nintendo, Microsoft, Sony, Future)</span></figcaption></figure><h2 id="the-1-000-question">The $1,000 question</h2><p>The AI boom looks set to keep pressure on component prices — and therefore console prices — for some time yet. While memory prices might eventually stabilise, neither Elliott nor Harding-Rolls expects a return to the old pattern of steadily cheaper consoles.</p><p>Retail prices are likely to remain elevated due to expensive manufacturing processes and manufacturers' reluctance to absorb costs, and Elliott expects console makers to lean on temporary promotions, not wholesale price cuts.  </p><p>But will console launch prices ever breach $1,000? Harding-Rolls believes Sony and Microsoft "will have to subsidise more heavily than they would like" to keep the next generation affordable.</p><p>Ampere's August <a href="https://www.videogameschronicle.com/news/launching-ps6-and-xbox-helix-at-1000-could-lead-to-a-nearly-40-drop-in-sales-over-five-years-analyst-warns/" target="_blank">research</a> did the maths, modelling a scenario where an incrementally updated PS6 and Xbox launched in 2028 for $1,000, finding that combined sales over their first five years could be up to 38% lower than the equivalent period for the current generation.</p><p>In other words, Sony and Microsoft beware. </p><p>Faced with these interrelated dilemmas, manufacturers might turn in a new direction and rethink their approach to hardware. </p><p>Harding-Rolls suggests, for example, that manufacturers may have to scale back their ambitions for ever-more-realistic graphics and raw performance. "The relentless push for higher-end performance will need to be moderated," he says. </p><p>McWhirter posits that we might see more hardware stratification across tiers, potentially including a cheaper Switch 2, and a growth in bundles that offer value without actually cutting console prices. </p><p>Console makers may also delay new hardware launches for the foreseeable future to assess whether component costs improve — although the mood music from memory makers like SK Hynix is bleak, with much of its production capacity <a href="https://news.skhynix.com/en/q3-2026-business-results/" target="_blank">already committed</a> through 2028.</p><p>Longer generations, then, seem increasingly likely. Elliott anticipates that the PS5 will stick around well after its successor launches, and cross-generation games may let gamers delay any hardware upgrades. "The next generation won’t replace this one so much as sit on top of it," he says. </p><p>Financing could spread the upfront cost of new consoles, while trade-ins and refurbished hardware might offer cheaper entry points for gamers — albeit without solving the underlying affordability dilemma.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="jgLZp2khmXNV2VeUBxG6vX" name="Nintendo-Switch-2.jpg" alt="Nintendo Switch 2" src="https://cdn.mos.cms.futurecdn.net/jgLZp2khmXNV2VeUBxG6vX-1920-80.jpg" mos="" align="middle" fullscreen="" width="1280" height="720" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Shutterstock/Kyli Petersen)</span></figcaption></figure><h2 id="a-new-era-of-pay-to-play">A new era of pay-to-play?</h2><p>As we head into 2027 and beyond, the danger for console makers is that their hardware becomes a product for wealthy enthusiasts, undermining the business model that made console gaming so successful.</p><p>Hardware that once became cheaper as it aged is now becoming more expensive, at a time when households are already facing higher living costs. Rising component costs might eventually ease, but changing business models could make permanent price cuts increasingly rare.</p><p>Piscatella worries that a shrinking pool of potential buyers could ultimately threaten the economics of the entire hardware model. </p><p>"Then the question becomes at what point does the addressable market for a new console become so small as to make it unviable," says Piscatella. "We're not there yet, but the risk of getting to that point certainly exists."</p><div data-widget-type="multimodelreview" data-model-name="Sony PlayStation 5,Microsoft Xbox Series X,Nintendo Switch 2"></div>
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                                                            <title><![CDATA[ Warhammer 40,000: Dawn of War 4 creative director explains how core 40K tabletop features like ‘Armor of Contempt’ were adapted to the RTS — ‘It’s not the same mechanic, but it does kind of the same thing’ ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Warhammer 40,000: Dawn of War 4</strong></em><strong> creative director Jan Theysen explains how King Art introduced ideas from the </strong><em><strong>Warhammer 40K</strong></em><strong> TTRPG</strong></li><li><strong>Theysen says it took "basic ideas" from the tabletop game that were familiar to fans</strong></li><li><strong>Features like Armor of Contempt were also adapted to make sense for the real-time strategy experience</strong></li></ul><p>King Art Games co-founder and <a href="https://www.techradar.com/gaming/dawn-of-war-4-preview-october-2026"><em>Warhammer 40,000: Dawn of War 4</em></a> creative director Jan Theysen has explained how the studio implemented ideas from the <em>Warhammer 40K</em> tabletop game to make sense for long-time fans and newcomers.</p><p>In a lengthy <a href="https://www.techradar.com/gaming/warhammer-40-000-dawn-of-war-4-creative-director-says-king-art-borrowed-elements-from-dawn-of-war-2-and-3-for-heroes-upgrade-mechanics-and-ui-aspects-because-while-it-loves-the-first-game-its-also-over-20-years-old">interview with TechRadar Gaming</a>, where Theysen described <a href="https://www.techradar.com/gaming/maybe-you-win-the-battle-but-lose-the-war-because-you-put-all-your-resources-into-one-battle-warhammer-40-000-dawn-of-war-4-creative-director-says-king-art-games-wanted-battles-to-take-a-while-so-borrowed-from-the-original-strategy-games-systems">how the game manifests the classic RTS experience of the 2004 game</a> and which <a href="https://www.techradar.com/gaming/warhammer-40-000-dawn-of-war-4-creative-director-says-king-art-borrowed-elements-from-dawn-of-war-2-and-3-for-heroes-upgrade-mechanics-and-ui-aspects-because-while-it-loves-the-first-game-its-also-over-20-years-old">hero mechanics and UI features<strong> </strong>it borrowed from <em>Dawn of War 2</em> and 3</a>, the creative director said that it was always King Art's intention to take inspiration from the beloved tabletop game. </p><p>"When it comes to basic ideas for factions, or also for units, for abilities, and so on, that's basically the first place we look," Theysen said. "Because instead of inventing completely new abilities for units, it makes sense to see what they have in the tabletop; is this something that we can adapt or change so it works in an RTS?"</p><p>Among those features was Armor of Contempt, a combat bonus for the Space Marine faction, which King Art decided to adapt to make sense in the context of the RTS.</p><p>"The tabletop is something different, but it's kind of the same idea, which basically means it makes Space Marines harder to kill, right?" the creative director explained. </p><p>"In the RTS, we now have Armor of Contempt, which basically works when Space Marines kill enemies, but also if one of them gets killed, there is more contempt [the attribute], and then basically the next damage you receive goes away from the contempt instead of the HP pool, which makes the Space Marine harder to kill, right?"</p><p>He added, "It's not the same mechanic, but it does kind of the same thing. And by naming it Armor of Contempt, someone who knows the tabletop already gets a good impression of what it probably does."</p><p><em>Warhammer 40,000: Dawn of War 4</em> launches on PC on December 3. The creative director has also <a href="https://www.techradar.com/gaming/could-warhammer-40-000-dawn-of-war-4-come-to-console-its-creative-director-says-rts-games-on-console-are-always-a-big-challenge-but-i-think-we-could-do-it-on-a-technical-level">suggested that the game could eventually come to console</a>. </p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/warhammer-40-000-dawn-of-war-4-creative-director-explains-how-core-40k-tabletop-features-like-armor-of-contempt-were-adapted-to-the-rts-its-not-the-same-mechanic-but-it-does-kind-of-the-same-thing</link>
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                            <![CDATA[ Warhammer 40,000: Dawn of War 4 creative director Jan Theysen has explained how King Art infused ideas from the 40K TTRPG to make sense for fans and newcomers. ]]>
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                                                                        <pubDate>Fri, 06 Nov 2026 12:20:13 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Rob Dwiar ]]></dc:contributor>
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                                                            <media:credit><![CDATA[King Art]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A screenshot from Warhammer 40000 Dawn of War 4]]></media:description>                                                            <media:text><![CDATA[A screenshot from Warhammer 40000 Dawn of War 4]]></media:text>
                                <media:title type="plain"><![CDATA[A screenshot from Warhammer 40000 Dawn of War 4]]></media:title>
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                                <ul><li><em><strong>Warhammer 40,000: Dawn of War 4</strong></em><strong> creative director Jan Theysen explains how King Art introduced ideas from the </strong><em><strong>Warhammer 40K</strong></em><strong> TTRPG</strong></li><li><strong>Theysen says it took "basic ideas" from the tabletop game that were familiar to fans</strong></li><li><strong>Features like Armor of Contempt were also adapted to make sense for the real-time strategy experience</strong></li></ul><p>King Art Games co-founder and <a href="https://www.techradar.com/gaming/dawn-of-war-4-preview-october-2026"><em>Warhammer 40,000: Dawn of War 4</em></a> creative director Jan Theysen has explained how the studio implemented ideas from the <em>Warhammer 40K</em> tabletop game to make sense for long-time fans and newcomers.</p><p>In a lengthy <a href="https://www.techradar.com/gaming/warhammer-40-000-dawn-of-war-4-creative-director-says-king-art-borrowed-elements-from-dawn-of-war-2-and-3-for-heroes-upgrade-mechanics-and-ui-aspects-because-while-it-loves-the-first-game-its-also-over-20-years-old">interview with TechRadar Gaming</a>, where Theysen described <a href="https://www.techradar.com/gaming/maybe-you-win-the-battle-but-lose-the-war-because-you-put-all-your-resources-into-one-battle-warhammer-40-000-dawn-of-war-4-creative-director-says-king-art-games-wanted-battles-to-take-a-while-so-borrowed-from-the-original-strategy-games-systems">how the game manifests the classic RTS experience of the 2004 game</a> and which <a href="https://www.techradar.com/gaming/warhammer-40-000-dawn-of-war-4-creative-director-says-king-art-borrowed-elements-from-dawn-of-war-2-and-3-for-heroes-upgrade-mechanics-and-ui-aspects-because-while-it-loves-the-first-game-its-also-over-20-years-old">hero mechanics and UI features<strong> </strong>it borrowed from <em>Dawn of War 2</em> and 3</a>, the creative director said that it was always King Art's intention to take inspiration from the beloved tabletop game. </p><p>"When it comes to basic ideas for factions, or also for units, for abilities, and so on, that's basically the first place we look," Theysen said. "Because instead of inventing completely new abilities for units, it makes sense to see what they have in the tabletop; is this something that we can adapt or change so it works in an RTS?"</p><p>Among those features was Armor of Contempt, a combat bonus for the Space Marine faction, which King Art decided to adapt to make sense in the context of the RTS.</p><p>"The tabletop is something different, but it's kind of the same idea, which basically means it makes Space Marines harder to kill, right?" the creative director explained. </p><p>"In the RTS, we now have Armor of Contempt, which basically works when Space Marines kill enemies, but also if one of them gets killed, there is more contempt [the attribute], and then basically the next damage you receive goes away from the contempt instead of the HP pool, which makes the Space Marine harder to kill, right?"</p><p>He added, "It's not the same mechanic, but it does kind of the same thing. And by naming it Armor of Contempt, someone who knows the tabletop already gets a good impression of what it probably does."</p><p><em>Warhammer 40,000: Dawn of War 4</em> launches on PC on December 3. The creative director has also <a href="https://www.techradar.com/gaming/could-warhammer-40-000-dawn-of-war-4-come-to-console-its-creative-director-says-rts-games-on-console-are-always-a-big-challenge-but-i-think-we-could-do-it-on-a-technical-level">suggested that the game could eventually come to console</a>. </p>
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                                                            <title><![CDATA[ Could Warhammer 40,000: Dawn of War 4 come to console? Its creative director says RTS games on console are 'always a big challenge,' but 'I think we could do it on a technical level' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Warhammer 40,000: Dawn of War 4</strong></em><strong> creative director Jan Theysen suggests a console version could be achieved on a "technical level"</strong></li><li><strong>Theysen says bringing RTS games to console "is always a big challenge" because of the many key prompts on PC</strong></li><li><strong>He adds that King Art would ideally make adjustments so that it "actually works well on controller"</strong></li></ul><p><a href="https://www.techradar.com/gaming/dawn-of-war-4-preview-october-2026"><em>Warhammer 40,000: Dawn of War 4</em></a> creative director Jan Theysen has suggested the upcoming real-time strategy (RTS) game could eventually come to consoles, as King Art plans for its future.</p><p>In an <a href="https://www.techradar.com/gaming/warhammer-40-000-dawn-of-war-4-creative-director-says-king-art-borrowed-elements-from-dawn-of-war-2-and-3-for-heroes-upgrade-mechanics-and-ui-aspects-because-while-it-loves-the-first-game-its-also-over-20-years-old">interview with TechRadar Gaming</a>, where the creative director confirmed that the studio <a href="https://www.techradar.com/gaming/warhammer-40-000-dawn-of-war-4-creative-director-says-king-art-borrowed-elements-from-dawn-of-war-2-and-3-for-heroes-upgrade-mechanics-and-ui-aspects-because-while-it-loves-the-first-game-its-also-over-20-years-old">borrowed hero mechanics and UI features<strong> </strong>from <em>Dawn of War 2</em> and 3 for inspiration</a>, Theysen said that while nothing has been announced at the moment, he believes a console edition of <em>Dawn of War 4</em> isn't out of the realm of possibility.</p><p>"I mean, I think we could do it on a technical level," Theysen said. "We are also looking, of course, into what else might come in the future."</p><p>The King Art co-founder explained that since RTS games generally have a wide selection of keyboard and mouse prompts, it can be difficult to cohesively translate the controls to a gamepad. However, King Art has achieved this in the past with games like <em>Iron Harvest</em> and <em>Battle Worlds: Kronos</em>.</p><p><strong>"</strong>RTS on consoles is always a big challenge when it comes to the controls, right?" he said. "And so if we did it, I think our goal would not be to try to get the exact same controls mapped on a gamepad because that's not really working. I think we literally have something like 40 keys on the keyboard for different things."</p><p>He added that King Art would ideally look at how it could change the gameplay in places and make adjustments so that it "actually works well on controller."</p><p><em>Warhammer 40,000: Dawn of War 4</em> launches on PC on December 3. In the same discussion, Theysen also described <a href="https://www.techradar.com/gaming/maybe-you-win-the-battle-but-lose-the-war-because-you-put-all-your-resources-into-one-battle-warhammer-40-000-dawn-of-war-4-creative-director-says-king-art-games-wanted-battles-to-take-a-while-so-borrowed-from-the-original-strategy-games-systems">how the game manifests the classic RTS experience of the 2004 game</a> and how <a href="https://www.techradar.com/gaming/warhammer-40-000-dawn-of-war-4-creative-director-says-the-games-advanced-animation-system-is-an-evolution-of-the-melee-system-that-initially-sounded-pretty-much-impossible-our-big-concern-was-is-this-not-responsive-enough">the game's advanced animation system, Combat Director, initially sounded like an impossible challenge</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/could-warhammer-40-000-dawn-of-war-4-come-to-console-its-creative-director-says-rts-games-on-console-are-always-a-big-challenge-but-i-think-we-could-do-it-on-a-technical-level</link>
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                            <![CDATA[ Warhammer 40,000: Dawn of War 4 creative director Jan Theysen has suggested the upcoming real-time strategy (RTS) game could eventually come to consoles. ]]>
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                                                                        <pubDate>Thu, 05 Nov 2026 13:38:13 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Rob Dwiar ]]></dc:contributor>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Warhammer 40,000: Dawn of War 4]]></media:description>                                                            <media:text><![CDATA[Warhammer 40,000: Dawn of War 4]]></media:text>
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                                <ul><li><em><strong>Warhammer 40,000: Dawn of War 4</strong></em><strong> creative director Jan Theysen suggests a console version could be achieved on a "technical level"</strong></li><li><strong>Theysen says bringing RTS games to console "is always a big challenge" because of the many key prompts on PC</strong></li><li><strong>He adds that King Art would ideally make adjustments so that it "actually works well on controller"</strong></li></ul><p><a href="https://www.techradar.com/gaming/dawn-of-war-4-preview-october-2026"><em>Warhammer 40,000: Dawn of War 4</em></a> creative director Jan Theysen has suggested the upcoming real-time strategy (RTS) game could eventually come to consoles, as King Art plans for its future.</p><p>In an <a href="https://www.techradar.com/gaming/warhammer-40-000-dawn-of-war-4-creative-director-says-king-art-borrowed-elements-from-dawn-of-war-2-and-3-for-heroes-upgrade-mechanics-and-ui-aspects-because-while-it-loves-the-first-game-its-also-over-20-years-old">interview with TechRadar Gaming</a>, where the creative director confirmed that the studio <a href="https://www.techradar.com/gaming/warhammer-40-000-dawn-of-war-4-creative-director-says-king-art-borrowed-elements-from-dawn-of-war-2-and-3-for-heroes-upgrade-mechanics-and-ui-aspects-because-while-it-loves-the-first-game-its-also-over-20-years-old">borrowed hero mechanics and UI features<strong> </strong>from <em>Dawn of War 2</em> and 3 for inspiration</a>, Theysen said that while nothing has been announced at the moment, he believes a console edition of <em>Dawn of War 4</em> isn't out of the realm of possibility.</p><p>"I mean, I think we could do it on a technical level," Theysen said. "We are also looking, of course, into what else might come in the future."</p><p>The King Art co-founder explained that since RTS games generally have a wide selection of keyboard and mouse prompts, it can be difficult to cohesively translate the controls to a gamepad. However, King Art has achieved this in the past with games like <em>Iron Harvest</em> and <em>Battle Worlds: Kronos</em>.</p><p><strong>"</strong>RTS on consoles is always a big challenge when it comes to the controls, right?" he said. "And so if we did it, I think our goal would not be to try to get the exact same controls mapped on a gamepad because that's not really working. I think we literally have something like 40 keys on the keyboard for different things."</p><p>He added that King Art would ideally look at how it could change the gameplay in places and make adjustments so that it "actually works well on controller."</p><p><em>Warhammer 40,000: Dawn of War 4</em> launches on PC on December 3. In the same discussion, Theysen also described <a href="https://www.techradar.com/gaming/maybe-you-win-the-battle-but-lose-the-war-because-you-put-all-your-resources-into-one-battle-warhammer-40-000-dawn-of-war-4-creative-director-says-king-art-games-wanted-battles-to-take-a-while-so-borrowed-from-the-original-strategy-games-systems">how the game manifests the classic RTS experience of the 2004 game</a> and how <a href="https://www.techradar.com/gaming/warhammer-40-000-dawn-of-war-4-creative-director-says-the-games-advanced-animation-system-is-an-evolution-of-the-melee-system-that-initially-sounded-pretty-much-impossible-our-big-concern-was-is-this-not-responsive-enough">the game's advanced animation system, Combat Director, initially sounded like an impossible challenge</a>.</p>
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                                                            <title><![CDATA[ Redditor fudges DLSS 5 to work on GTA 6 trailer — and it looks impressive ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>A gamer took the GTA 6 'extended look' trailer and fudged it to work with DLSS 5 and Frame Generation</strong></li><li><strong>The results posted on YouTube look impressive, albeit with some notable glitches</strong></li><li><strong>It'll actually be possible to run the game on console, piped through a PC with an Nvidia GPU to add DLSS 5 and other visual trickery, at the cost of some input lag </strong></li><li><strong>…and some believe that trade-off might be worth it</strong></li></ul><p>Will the best way to <a href="https://www.techradar.com/gaming/gta-6-digital-pre-loads-for-ps5-and-xbox-will-begin-9-days-early-and-require-a-whopping-212gb-of-free-space">play GTA 6 at launch</a> be to pipe it from your PS5 to your PC with an Nvidia GPU and then back out to your TV? </p><p>No, it absolutely won't, but a convoluted setup along these lines could be the optimal way to experience the game visually (with some major caveats) — before the PC version arrives — given that you can fudge the addition of DLSS 5 this way.</p><p>How does this work? <a href="https://wccftech.com/gta-6-pc-release-date-nvidia-dlss-5-realistic/" target="_blank">Wccftech picked up</a> the story of the <a href="https://www.reddit.com/r/GTA6unmoderated/comments/1xkb9gq/gta_vi_extended_look_with_dlss_5_fg_3_30_90_fps/" target="_blank">Redditor who proposed</a> this experiment, and actually applied DLSS 5 to the GTA 6 'extended look' trailer that Rockstar brought out a couple of months ago.</p><p>To be specific, this gamer gave the trailer a DLSS 5 makeover with 3x Frame Generation tripling the frame rate from 30 fps to 90 fps, via an app called Veyra, which is a <a href="https://github.com/Likely7/Veyra-NRVideo">GPU video enhancement tool</a> for Windows on GitHub.</p><p>The Redditor explains: "I used Veyra 2.1.1, a tool that can take a video source (video files, capture cards, Remote Play) and apply Neural Rendering [DLSS 5], upscaling, and Frame Generation in real time. I also integrated MFG Unlocker into it so I can unlock Multi Frame Generation on my RTX 4080 and experiment with 3x/4x FG on 40-series cards."</p><p><a href="https://github.com/dashdogy/MFG-Unlocker" target="_blank">MFG Unlocker</a> is an experimental tool (again on GitHub) which the Redditor is using for getting Multi Frame Generation on their RTX 4080, in case you were wondering. (As ever, download any third-party software entirely at your own risk).</p><p>As you can see in the YouTube clip below, the results of this polishing of the official trailer are very impressive in some ways. That said, there are clear issues with artifacts and glitching in terms of the characters and lighting, with the best results seen in the background environment details.</p><p>It's pretty remarkable given that this is a fairly aggressive implementation of DLSS 5 by all accounts, fudged on top of a video with no relevant game data (the likes of vector and geometry data) to guide the neural rendering.</p><p>The Redditor's plan is to use a console-to-PC pipeline to play GTA 6 on the PS5, with the PC effectively sitting between the console and final output on the TV, adding DLSS 5 and jazzing up the visuals.</p><p>This means taking the PS5 and hooking it up to a 4K HDR capture card in the PC, running it through Veyra with the RTX 4080, then outputting to the 4K TV. It's a roundabout way of using the Nvidia <a href="https://www.techradar.com/news/computing-components/graphics-cards/best-graphics-cards-1291458">GPU</a> as an external graphics card for the console, except all the GeForce GPU is doing is applying DLSS and/or MFG to the image the PS5 has rendered — although there is a price to pay in terms of input lag, of course.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/AznGWDkXKi0" allowfullscreen=""></iframe></div></div><h2 id="analysis-capture-capers">Analysis: capture capers</h2><p>The Redditor doesn't actually have their PS5 yet (although they've ordered it) to try out this setup fully, but others on Reddit have run such a setup, and in fact it's not that uncommon (albeit still far from a mainstream concept).</p><p><a href="https://www.reddit.com/r/GTA6unmoderated/comments/1xkb9gq/comment/19rxyknu1ieps/" target="_blank">One gamer says</a> that they've played GTA 5 using an Elgato capture card with NitLink software, and "the gameplay was 100 times better", and while "there is a noticeable input lag" they claim that "it's completely acceptable — around 1-2 milliseconds."</p><p>That little input lag seems a stretch (to say the least), and overall, there's some dispute on whether this way of gaming is viable. Some gamers say that such a setup is just too laggy, while others claim it provides a decently playable experience. Of course, it will depend on what type of game you're playing — a fast-reaction shooter, for example, isn't going to do well with any extra lag being introduced, and you're certainly going to get some.</p><p>Really, the success of this kind of console to PC capture card to TV setup is going to heavily depend on a number of factors. The quality of the capture card (a PCIe board would be best, rather than one connected via USB) and the related software are the primary factors, and by all accounts, a higher-end Elgato with NitLink gives you a good chance of enjoying your PS5 games with an Nvidia GPU souping them up using DLSS 5 and Frame Generation.</p><p>I'm betting there will also be an element of subjectivity here, too, with some people likely to feel any latency more keenly than others.</p><p>Some gamers use this setup to play PS5 games on their PC monitor (in other words, without piping the image back out of the PC to the living room TV, which would cut down on some of the input lag), and there are guides to running this kind of setup on YouTube, <a href="https://www.youtube.com/watch?v=82Km2DNeD3U" target="_blank">like this one</a>. Others recommend <a href="https://www.youtube.com/watch?v=eYWw25Fwg7E" target="_blank">Zanit's tutorials on YouTube</a>, but those videos are in Portuguese, so you'll need to translate them if you're not a native speaker. It's pretty cool stuff, if rather convoluted — and a <a href="https://www.techradar.com/best/best-capture-cards">good capture card</a> doesn't come cheap (neither does a high-end RTX 5000 GPU).</p><p>Meanwhile, as far as GTA 6 on the PC goes, we may see this <a href="https://www.techradar.com/gaming/gta-6-will-reportedly-launch-on-pc-in-early-2027-and-fans-believe-its-so-rockstar-can-avoid-clashing-with-the-ps5-emulator-breathing-down-their-necks">happen a lot sooner than expected</a>, due to the way the emulation scene is going right now (in turbo mode thanks to AI). In other words, Rockstar may want to get the PC port on sale before PC gamers start playing it via emulation.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/computing/gpu/want-to-play-gta-6-with-dlss-5-at-launch-its-possible-to-pipe-your-console-through-a-gaming-pc-to-do-this-and-weve-just-caught-a-glimpse-of-what-itd-look-like</link>
                                                                            <description>
                            <![CDATA[ GTA 6 trailer with DLSS 5 fudged on looks smart — and it appears to be tempting PS5 owners to try an unusual hook-up with a gaming PC. ]]>
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                                                                        <pubDate>Thu, 05 Nov 2026 13:16:28 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[GPU]]></category>
                                                    <category><![CDATA[Gaming PCs]]></category>
                                                    <category><![CDATA[Gaming Industry]]></category>
                                                    <category><![CDATA[Computing]]></category>
                                                    <category><![CDATA[Computing Components]]></category>
                                                    <category><![CDATA[Gaming Computers]]></category>
                                                    <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Darren Allan ]]></dc:creator>                                                                                                        <dc:description><![CDATA[ null ]]></dc:description>
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                                                            <media:credit><![CDATA[Rockstar Games]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[GTA 6]]></media:description>                                                            <media:text><![CDATA[GTA 6]]></media:text>
                                <media:title type="plain"><![CDATA[GTA 6]]></media:title>
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                                <ul><li><strong>A gamer took the GTA 6 'extended look' trailer and fudged it to work with DLSS 5 and Frame Generation</strong></li><li><strong>The results posted on YouTube look impressive, albeit with some notable glitches</strong></li><li><strong>It'll actually be possible to run the game on console, piped through a PC with an Nvidia GPU to add DLSS 5 and other visual trickery, at the cost of some input lag </strong></li><li><strong>…and some believe that trade-off might be worth it</strong></li></ul><p>Will the best way to <a href="https://www.techradar.com/gaming/gta-6-digital-pre-loads-for-ps5-and-xbox-will-begin-9-days-early-and-require-a-whopping-212gb-of-free-space">play GTA 6 at launch</a> be to pipe it from your PS5 to your PC with an Nvidia GPU and then back out to your TV? </p><p>No, it absolutely won't, but a convoluted setup along these lines could be the optimal way to experience the game visually (with some major caveats) — before the PC version arrives — given that you can fudge the addition of DLSS 5 this way.</p><p>How does this work? <a href="https://wccftech.com/gta-6-pc-release-date-nvidia-dlss-5-realistic/" target="_blank">Wccftech picked up</a> the story of the <a href="https://www.reddit.com/r/GTA6unmoderated/comments/1xkb9gq/gta_vi_extended_look_with_dlss_5_fg_3_30_90_fps/" target="_blank">Redditor who proposed</a> this experiment, and actually applied DLSS 5 to the GTA 6 'extended look' trailer that Rockstar brought out a couple of months ago.</p><p>To be specific, this gamer gave the trailer a DLSS 5 makeover with 3x Frame Generation tripling the frame rate from 30 fps to 90 fps, via an app called Veyra, which is a <a href="https://github.com/Likely7/Veyra-NRVideo">GPU video enhancement tool</a> for Windows on GitHub.</p><p>The Redditor explains: "I used Veyra 2.1.1, a tool that can take a video source (video files, capture cards, Remote Play) and apply Neural Rendering [DLSS 5], upscaling, and Frame Generation in real time. I also integrated MFG Unlocker into it so I can unlock Multi Frame Generation on my RTX 4080 and experiment with 3x/4x FG on 40-series cards."</p><p><a href="https://github.com/dashdogy/MFG-Unlocker" target="_blank">MFG Unlocker</a> is an experimental tool (again on GitHub) which the Redditor is using for getting Multi Frame Generation on their RTX 4080, in case you were wondering. (As ever, download any third-party software entirely at your own risk).</p><p>As you can see in the YouTube clip below, the results of this polishing of the official trailer are very impressive in some ways. That said, there are clear issues with artifacts and glitching in terms of the characters and lighting, with the best results seen in the background environment details.</p><p>It's pretty remarkable given that this is a fairly aggressive implementation of DLSS 5 by all accounts, fudged on top of a video with no relevant game data (the likes of vector and geometry data) to guide the neural rendering.</p><p>The Redditor's plan is to use a console-to-PC pipeline to play GTA 6 on the PS5, with the PC effectively sitting between the console and final output on the TV, adding DLSS 5 and jazzing up the visuals.</p><p>This means taking the PS5 and hooking it up to a 4K HDR capture card in the PC, running it through Veyra with the RTX 4080, then outputting to the 4K TV. It's a roundabout way of using the Nvidia <a href="https://www.techradar.com/news/computing-components/graphics-cards/best-graphics-cards-1291458">GPU</a> as an external graphics card for the console, except all the GeForce GPU is doing is applying DLSS and/or MFG to the image the PS5 has rendered — although there is a price to pay in terms of input lag, of course.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/AznGWDkXKi0" allowfullscreen=""></iframe></div></div><h2 id="analysis-capture-capers">Analysis: capture capers</h2><p>The Redditor doesn't actually have their PS5 yet (although they've ordered it) to try out this setup fully, but others on Reddit have run such a setup, and in fact it's not that uncommon (albeit still far from a mainstream concept).</p><p><a href="https://www.reddit.com/r/GTA6unmoderated/comments/1xkb9gq/comment/19rxyknu1ieps/" target="_blank">One gamer says</a> that they've played GTA 5 using an Elgato capture card with NitLink software, and "the gameplay was 100 times better", and while "there is a noticeable input lag" they claim that "it's completely acceptable — around 1-2 milliseconds."</p><p>That little input lag seems a stretch (to say the least), and overall, there's some dispute on whether this way of gaming is viable. Some gamers say that such a setup is just too laggy, while others claim it provides a decently playable experience. Of course, it will depend on what type of game you're playing — a fast-reaction shooter, for example, isn't going to do well with any extra lag being introduced, and you're certainly going to get some.</p><p>Really, the success of this kind of console to PC capture card to TV setup is going to heavily depend on a number of factors. The quality of the capture card (a PCIe board would be best, rather than one connected via USB) and the related software are the primary factors, and by all accounts, a higher-end Elgato with NitLink gives you a good chance of enjoying your PS5 games with an Nvidia GPU souping them up using DLSS 5 and Frame Generation.</p><p>I'm betting there will also be an element of subjectivity here, too, with some people likely to feel any latency more keenly than others.</p><p>Some gamers use this setup to play PS5 games on their PC monitor (in other words, without piping the image back out of the PC to the living room TV, which would cut down on some of the input lag), and there are guides to running this kind of setup on YouTube, <a href="https://www.youtube.com/watch?v=82Km2DNeD3U" target="_blank">like this one</a>. Others recommend <a href="https://www.youtube.com/watch?v=eYWw25Fwg7E" target="_blank">Zanit's tutorials on YouTube</a>, but those videos are in Portuguese, so you'll need to translate them if you're not a native speaker. It's pretty cool stuff, if rather convoluted — and a <a href="https://www.techradar.com/best/best-capture-cards">good capture card</a> doesn't come cheap (neither does a high-end RTX 5000 GPU).</p><p>Meanwhile, as far as GTA 6 on the PC goes, we may see this <a href="https://www.techradar.com/gaming/gta-6-will-reportedly-launch-on-pc-in-early-2027-and-fans-believe-its-so-rockstar-can-avoid-clashing-with-the-ps5-emulator-breathing-down-their-necks">happen a lot sooner than expected</a>, due to the way the emulation scene is going right now (in turbo mode thanks to AI). In other words, Rockstar may want to get the PC port on sale before PC gamers start playing it via emulation.</p>
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                                                            <title><![CDATA[ 'Nothing will ever replace the emotional depth and creative inspiration of human beings as artists and creators' — Call of Duty: Modern Warfare 4 composer speaks out against AI in video games, says 'music is not just a bunch of notes strung together' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Call of Duty: Modern Warfare 4</strong></em><strong> composer Jason Graves shares his stance on AI being used as a creative tool for video games</strong></li><li><strong>Graves says, "Nothing will ever replace the emotional depth and creative inspiration of human beings as artists and creators"</strong></li><li><strong>He says music creation is based on "personal experiences" and "creative instincts</strong></li></ul><p><a href="https://www.techradar.com/gaming/call-of-duty-modern-warfare-4-review"><em>Call of Duty: Modern Warfare 4</em></a> composer Jason Graves has spoken out against AI taking over human creativity in video games and believes technology should only help artists work more efficiently.</p><p>In an <a href="https://www.techradar.com/gaming/i-have-no-lack-of-inspiration-from-the-amazing-gameplay-itself-call-of-duty-modern-warfare-4-composer-says-infinity-wards-sound-team-were-a-huge-creative-influence-on-the-soundtrack-and-integral-in-shaping-the-overall-vibe">interview with TechRadar Gaming</a>, where Graves also discussed <a href="https://www.techradar.com/gaming/call-of-duty-modern-warfare-4-composer-says-multiplayer-music-is-usually-an-afterthought-and-cobbled-together-from-existing-campaign-music-this-is-the-first-time-weve-specifically-composed-a-score-of-this-scale-for-multiplayer">what it was like to create a full score for a <em>Modern Warfare</em> multiplayer mode for the first time</a>, the composer shared his stance on the rise of AI in music creation, especially in entertainment and video games.</p><p>"Nothing will ever replace the emotional depth and creative inspiration of human beings as artists and creators," Graves said. "Music is not just a bunch of notes strung together."</p><p>He added that human music creation is based on "personal experiences" and "creative instincts forged by emotion and all the little decisions that give a piece of art its own unique personality."</p><p>While against AI as a creative tool, Graves said he's "all for  technology that supports artists and helps them work more efficiently." However, he added, "There's a big difference between supporting human creativity and replacing that creative process completely with digital ones and zeros."</p><p>In the same interview, the composer shared his process for <a href="https://www.techradar.com/gaming/call-of-duty-modern-warfare-4-composer-says-to-capture-the-tone-of-multiplayer-maps-you-have-to-play-a-lot-of-multiplayer-as-its-a-completely-different-vibe-from-the-campaign-i-was-trying-to-capture-forward-momentum-and-pure-adrenaline">designing the game's multiplayer music, which he described as wholly different from the campaign</a> and explained <a href="https://www.techradar.com/gaming/i-have-no-lack-of-inspiration-from-the-amazing-gameplay-itself-call-of-duty-modern-warfare-4-composer-says-infinity-wards-sound-team-were-a-huge-creative-influence-on-the-soundtrack-and-integral-in-shaping-the-overall-vibe">what inspired him most when writing the score</a>.</p><p>"Fortunately, I have no lack of inspiration from the amazing gameplay itself," Graves said. "The incredible team at Infinity Ward, led by audio director Stephen Miller, was also such a huge creative influence."</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/nothing-will-ever-replace-the-emotional-depth-and-creative-inspiration-of-human-beings-as-artists-and-creators-call-of-duty-modern-warfare-4-composer-speaks-out-against-ai-in-video-games-says-music-is-not-just-a-bunch-of-notes-strung-together</link>
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                            <![CDATA[ Call of Duty: Modern Warfare 4 composer Jason Graves has spoken out against AI taking over human creativity in video games. ]]>
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                                                                        <pubDate>Thu, 05 Nov 2026 12:32:29 +0000</pubDate>                                                                                                                                <updated>Thu, 05 Nov 2026 12:34:04 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Dashiell Wood ]]></dc:contributor>
                                            <dc:contributor><![CDATA[ Rob Dwiar ]]></dc:contributor>
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                                                                                                                                                                                                                                    <media:description><![CDATA[A Call of Duty: Modern Warfare 4 screenshot captured on PC.]]></media:description>                                                            <media:text><![CDATA[A Call of Duty: Modern Warfare 4 screenshot captured on PC.]]></media:text>
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                                <ul><li><em><strong>Call of Duty: Modern Warfare 4</strong></em><strong> composer Jason Graves shares his stance on AI being used as a creative tool for video games</strong></li><li><strong>Graves says, "Nothing will ever replace the emotional depth and creative inspiration of human beings as artists and creators"</strong></li><li><strong>He says music creation is based on "personal experiences" and "creative instincts</strong></li></ul><p><a href="https://www.techradar.com/gaming/call-of-duty-modern-warfare-4-review"><em>Call of Duty: Modern Warfare 4</em></a> composer Jason Graves has spoken out against AI taking over human creativity in video games and believes technology should only help artists work more efficiently.</p><p>In an <a href="https://www.techradar.com/gaming/i-have-no-lack-of-inspiration-from-the-amazing-gameplay-itself-call-of-duty-modern-warfare-4-composer-says-infinity-wards-sound-team-were-a-huge-creative-influence-on-the-soundtrack-and-integral-in-shaping-the-overall-vibe">interview with TechRadar Gaming</a>, where Graves also discussed <a href="https://www.techradar.com/gaming/call-of-duty-modern-warfare-4-composer-says-multiplayer-music-is-usually-an-afterthought-and-cobbled-together-from-existing-campaign-music-this-is-the-first-time-weve-specifically-composed-a-score-of-this-scale-for-multiplayer">what it was like to create a full score for a <em>Modern Warfare</em> multiplayer mode for the first time</a>, the composer shared his stance on the rise of AI in music creation, especially in entertainment and video games.</p><p>"Nothing will ever replace the emotional depth and creative inspiration of human beings as artists and creators," Graves said. "Music is not just a bunch of notes strung together."</p><p>He added that human music creation is based on "personal experiences" and "creative instincts forged by emotion and all the little decisions that give a piece of art its own unique personality."</p><p>While against AI as a creative tool, Graves said he's "all for  technology that supports artists and helps them work more efficiently." However, he added, "There's a big difference between supporting human creativity and replacing that creative process completely with digital ones and zeros."</p><p>In the same interview, the composer shared his process for <a href="https://www.techradar.com/gaming/call-of-duty-modern-warfare-4-composer-says-to-capture-the-tone-of-multiplayer-maps-you-have-to-play-a-lot-of-multiplayer-as-its-a-completely-different-vibe-from-the-campaign-i-was-trying-to-capture-forward-momentum-and-pure-adrenaline">designing the game's multiplayer music, which he described as wholly different from the campaign</a> and explained <a href="https://www.techradar.com/gaming/i-have-no-lack-of-inspiration-from-the-amazing-gameplay-itself-call-of-duty-modern-warfare-4-composer-says-infinity-wards-sound-team-were-a-huge-creative-influence-on-the-soundtrack-and-integral-in-shaping-the-overall-vibe">what inspired him most when writing the score</a>.</p><p>"Fortunately, I have no lack of inspiration from the amazing gameplay itself," Graves said. "The incredible team at Infinity Ward, led by audio director Stephen Miller, was also such a huge creative influence."</p>
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                                                            <title><![CDATA[ Call of Duty: Modern Warfare 4 composer says multiplayer music is usually 'an afterthought' and 'cobbled together' from existing campaign music — 'This is the first time we've specifically composed a score of this scale for multiplayer' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Call of Duty: Modern Warfare 4</strong></em><strong> composer Jason Graves says Modern Warfare multiplayer music is usually "an afterthought" </strong></li><li><strong>He says it's typically "cobbled together" from "existing campaign music," and he did the same thing for </strong><em><strong>Modern Warfare 2</strong></em></li><li><strong>Graves adds that "the best soundtrack of any game is one that inspires and elevates the core ideas of the gameplay"</strong></li></ul><p>According to <a href="https://www.techradar.com/gaming/call-of-duty-modern-warfare-4-review"><em>Call of Duty: Modern Warfare 4</em></a> composer Jason Graves, this is the first time a Modern Warfare multiplayer mode has received a full score, as they are typically "an afterthought."</p><p>"As far as I know, this is the first time we've specifically composed a score of this scale for multiplayer for Modern Warfare," Graves revealed in an <a href="https://www.techradar.com/gaming/i-have-no-lack-of-inspiration-from-the-amazing-gameplay-itself-call-of-duty-modern-warfare-4-composer-says-infinity-wards-sound-team-were-a-huge-creative-influence-on-the-soundtrack-and-integral-in-shaping-the-overall-vibe">interview with TechRadar Gaming</a>. "It's the first time the multiplayer gameplay itself has received so much love and attention. Normally, it's usually a bit of an afterthought, cobbled together from existing music from the campaign, maybe getting some original lobby music."</p><p>Graves, who has worked on numerous video game projects, including Dead Space, said that was what he did for <a href="https://www.techradar.com/reviews/call-of-duty-modern-warfare-2-campaign"><em>Modern Warfare 2</em></a> in 2022, but for Modern Warfare 4, "we have discrete tracks for lobbies, countdowns, streaks, and after-action reports amongst other things."</p><p>The composer <a href="https://www.techradar.com/gaming/call-of-duty-modern-warfare-4-composer-says-to-capture-the-tone-of-multiplayer-maps-you-have-to-play-a-lot-of-multiplayer-as-its-a-completely-different-vibe-from-the-campaign-i-was-trying-to-capture-forward-momentum-and-pure-adrenaline">mentioned how multiplayer has a "completely different vibe from the campaign</a>," and made sure to capture the "forward momentum and pure adrenaline," but believes first-person shooter (FPS) games don't have a "specific list of characteristics" versus a fantasy role-playing game (RPG) in terms of music.</p><p>"A lot of my job is simply motivation and excitement, either before, during, or after a multiplayer match," he said. "So I'm here to get you pumped up and ready for action, motivate you towards the finish line, and slap you on the back with a big swaggering beat when you complete your objective."</p><p>When discussing his intentions for composing a soundtrack and what defines <em>Modern Warfare</em> in particular, Graves explained that music should always enhance the gameplay.</p><p>"There's definitely an incredible history that lives in the Modern Warfare soundtracks," Graves said, "And I'm honored to have contributed my small part to two of them. I think the best soundtrack of any game is one that inspires and elevates the core ideas of the gameplay. </p><p>He added, "For <em>Modern Warfare</em> specifically, it should turn everything in the game that the player is experiencing up to eleven."</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/call-of-duty-modern-warfare-4-composer-says-multiplayer-music-is-usually-an-afterthought-and-cobbled-together-from-existing-campaign-music-this-is-the-first-time-weve-specifically-composed-a-score-of-this-scale-for-multiplayer</link>
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                            <![CDATA[ According to Call of Duty: Modern Warfare 4 composer Jason Graves,this is the first time a Modern Warfare multiplayer mode has received a full score. ]]>
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                                                                        <pubDate>Thu, 05 Nov 2026 08:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Dashiell Wood ]]></dc:contributor>
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                                                                                                                                                                                                                                    <media:description><![CDATA[A Call of Duty: Modern Warfare 4 ]]></media:description>                                                            <media:text><![CDATA[A Call of Duty: Modern Warfare 4 ]]></media:text>
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                                <ul><li><em><strong>Call of Duty: Modern Warfare 4</strong></em><strong> composer Jason Graves says Modern Warfare multiplayer music is usually "an afterthought" </strong></li><li><strong>He says it's typically "cobbled together" from "existing campaign music," and he did the same thing for </strong><em><strong>Modern Warfare 2</strong></em></li><li><strong>Graves adds that "the best soundtrack of any game is one that inspires and elevates the core ideas of the gameplay"</strong></li></ul><p>According to <a href="https://www.techradar.com/gaming/call-of-duty-modern-warfare-4-review"><em>Call of Duty: Modern Warfare 4</em></a> composer Jason Graves, this is the first time a Modern Warfare multiplayer mode has received a full score, as they are typically "an afterthought."</p><p>"As far as I know, this is the first time we've specifically composed a score of this scale for multiplayer for Modern Warfare," Graves revealed in an <a href="https://www.techradar.com/gaming/i-have-no-lack-of-inspiration-from-the-amazing-gameplay-itself-call-of-duty-modern-warfare-4-composer-says-infinity-wards-sound-team-were-a-huge-creative-influence-on-the-soundtrack-and-integral-in-shaping-the-overall-vibe">interview with TechRadar Gaming</a>. "It's the first time the multiplayer gameplay itself has received so much love and attention. Normally, it's usually a bit of an afterthought, cobbled together from existing music from the campaign, maybe getting some original lobby music."</p><p>Graves, who has worked on numerous video game projects, including Dead Space, said that was what he did for <a href="https://www.techradar.com/reviews/call-of-duty-modern-warfare-2-campaign"><em>Modern Warfare 2</em></a> in 2022, but for Modern Warfare 4, "we have discrete tracks for lobbies, countdowns, streaks, and after-action reports amongst other things."</p><p>The composer <a href="https://www.techradar.com/gaming/call-of-duty-modern-warfare-4-composer-says-to-capture-the-tone-of-multiplayer-maps-you-have-to-play-a-lot-of-multiplayer-as-its-a-completely-different-vibe-from-the-campaign-i-was-trying-to-capture-forward-momentum-and-pure-adrenaline">mentioned how multiplayer has a "completely different vibe from the campaign</a>," and made sure to capture the "forward momentum and pure adrenaline," but believes first-person shooter (FPS) games don't have a "specific list of characteristics" versus a fantasy role-playing game (RPG) in terms of music.</p><p>"A lot of my job is simply motivation and excitement, either before, during, or after a multiplayer match," he said. "So I'm here to get you pumped up and ready for action, motivate you towards the finish line, and slap you on the back with a big swaggering beat when you complete your objective."</p><p>When discussing his intentions for composing a soundtrack and what defines <em>Modern Warfare</em> in particular, Graves explained that music should always enhance the gameplay.</p><p>"There's definitely an incredible history that lives in the Modern Warfare soundtracks," Graves said, "And I'm honored to have contributed my small part to two of them. I think the best soundtrack of any game is one that inspires and elevates the core ideas of the gameplay. </p><p>He added, "For <em>Modern Warfare</em> specifically, it should turn everything in the game that the player is experiencing up to eleven."</p>
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                                                            <title><![CDATA[ Warhammer 40,000: Dawn of War 4 creative director says the game's advanced animation system is an 'evolution' of the melee system that initially 'sounded pretty much impossible' — 'Our big concern was: is this not responsive enough?' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Warhammer 40,000: Dawn of War 4</strong></em><strong> creative director Jan Theysen says the game's advanced animation system, Combat Director, initially "sounded pretty much impossible"</strong></li><li><strong>The team figured out a solution by creating individual animation snippets that were stitched together for more complex battle animations</strong></li><li><strong>Theysen says there were concerns that the system wasn't "responsive enough," so King Art had to be "flexible"</strong></li></ul><p><a href="https://www.techradar.com/gaming/dawn-of-war-4-preview-october-2026"><em>Warhammer 40,000: Dawn of War 4</em></a> creative director Jan Theysen has revealed that the game's advanced animation system, Combat Director, initially sounded like an impossible challenge until King Art found a solution.</p><p>Combat Director is <em>Dawn of War 4</em>'s improved animation system that makes sync kills—special animations that occur when units stop fighting using generic animations and square up in a one-on-one fight to the death—more immersive across all melee combat.</p><p>This means that instead of syncing the last few attacks, King Art has chosen to sync everything in order to offer a more immersive experience. As the studio explained in a <a href="https://www.deepsilver.com/gb/games/dawn-of-war-iv/news/take-a-closer-look-at-dawn-of-war-iv-s-brutally-satisfying-combat-director" target="_blank">blog post</a>, "In every combat scenario, our Combat Director continually assesses the situation. Who is around you right now? Who is the enemy? Who is supposed to damage whom, and in what manner?" This results in "millions and millions of potential animation combos playing out across different combat scenarios."</p><p>However, according to Theysen in <a href="https://www.techradar.com/gaming/maybe-you-win-the-battle-but-lose-the-war-because-you-put-all-your-resources-into-one-battle-warhammer-40-000-dawn-of-war-4-creative-director-says-king-art-games-wanted-battles-to-take-a-while-so-borrowed-from-the-original-strategy-games-systems">an interview with TechRadar Gaming</a>, the team didn't think it could pull it off at the beginning.</p><p>"Combat Director for us is the evolution of the singles. At some point, our head of animation said, 'I think we might be able to do this not only for kills, but basically for all melee combat,' which sounded pretty much impossible," Theysen said. </p><p>Despite the big undertaking, a core group of in-house animators found the solution; instead of creating whole animations, they just created like little animation snippets, then "what the system does is dynamically, depending on the situation in the game, it puts these snippets together to build animations out of it."</p><p>Theysen said "the big advantage" was the multitude of animation possibilities, but "our big concern was: is this not responsive enough?" </p><p>He explained, "If<strong> </strong>you watch someone fighting with sword versus sword, or someone is on your shoulder, and then there is an explosion, what happens, right? They need to react to the explosion, or if someone is fighting against someone else, and then a second character comes in and also wants to fight, how does that work?"</p><p>Essentially, King Art needed to make sure that it was "flexible" and make sure the units could leave animations at any point, adding that "the system figures out who is around me, who wants to fight me, who do I want to fight, and what kind of animations can I use to fight these two enemies?"</p><p>For example, if one unit is smaller and not as heavy and another is making a swing from the right, and the player has a chainsaw, Combat Director will run through all the possibilities that result in a procedural animation.</p><p>"The system basically says, okay, here are the options for what you could do, and then the system says, okay, I play these snippets to block the chainsaw and to actually hit the small guy," Theysen continued, "but then the system says, ah, nope, there was an explosion. So now, instead of hitting the small guy, you fly through the air, and that is basically how it works."</p><p><em>Warhammer 40,000: Dawn of War 4</em> arrives on PC on December 3.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/warhammer-40-000-dawn-of-war-4-creative-director-says-the-games-advanced-animation-system-is-an-evolution-of-the-melee-system-that-initially-sounded-pretty-much-impossible-our-big-concern-was-is-this-not-responsive-enough</link>
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                            <![CDATA[ Warhammer 40,000: Dawn of War 4 creative director Jan Theysen has revealed that the game's advanced animation system initially sounded impossible. ]]>
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                                                                        <pubDate>Wed, 04 Nov 2026 23:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Rob Dwiar ]]></dc:contributor>
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                                                            <media:credit><![CDATA[King Art]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Warhammer 40,000: Dawn of War 4]]></media:description>                                                            <media:text><![CDATA[Warhammer 40,000: Dawn of War 4]]></media:text>
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                            <![CDATA[
                            <article>
                                <ul><li><em><strong>Warhammer 40,000: Dawn of War 4</strong></em><strong> creative director Jan Theysen says the game's advanced animation system, Combat Director, initially "sounded pretty much impossible"</strong></li><li><strong>The team figured out a solution by creating individual animation snippets that were stitched together for more complex battle animations</strong></li><li><strong>Theysen says there were concerns that the system wasn't "responsive enough," so King Art had to be "flexible"</strong></li></ul><p><a href="https://www.techradar.com/gaming/dawn-of-war-4-preview-october-2026"><em>Warhammer 40,000: Dawn of War 4</em></a> creative director Jan Theysen has revealed that the game's advanced animation system, Combat Director, initially sounded like an impossible challenge until King Art found a solution.</p><p>Combat Director is <em>Dawn of War 4</em>'s improved animation system that makes sync kills—special animations that occur when units stop fighting using generic animations and square up in a one-on-one fight to the death—more immersive across all melee combat.</p><p>This means that instead of syncing the last few attacks, King Art has chosen to sync everything in order to offer a more immersive experience. As the studio explained in a <a href="https://www.deepsilver.com/gb/games/dawn-of-war-iv/news/take-a-closer-look-at-dawn-of-war-iv-s-brutally-satisfying-combat-director" target="_blank">blog post</a>, "In every combat scenario, our Combat Director continually assesses the situation. Who is around you right now? Who is the enemy? Who is supposed to damage whom, and in what manner?" This results in "millions and millions of potential animation combos playing out across different combat scenarios."</p><p>However, according to Theysen in <a href="https://www.techradar.com/gaming/maybe-you-win-the-battle-but-lose-the-war-because-you-put-all-your-resources-into-one-battle-warhammer-40-000-dawn-of-war-4-creative-director-says-king-art-games-wanted-battles-to-take-a-while-so-borrowed-from-the-original-strategy-games-systems">an interview with TechRadar Gaming</a>, the team didn't think it could pull it off at the beginning.</p><p>"Combat Director for us is the evolution of the singles. At some point, our head of animation said, 'I think we might be able to do this not only for kills, but basically for all melee combat,' which sounded pretty much impossible," Theysen said. </p><p>Despite the big undertaking, a core group of in-house animators found the solution; instead of creating whole animations, they just created like little animation snippets, then "what the system does is dynamically, depending on the situation in the game, it puts these snippets together to build animations out of it."</p><p>Theysen said "the big advantage" was the multitude of animation possibilities, but "our big concern was: is this not responsive enough?" </p><p>He explained, "If<strong> </strong>you watch someone fighting with sword versus sword, or someone is on your shoulder, and then there is an explosion, what happens, right? They need to react to the explosion, or if someone is fighting against someone else, and then a second character comes in and also wants to fight, how does that work?"</p><p>Essentially, King Art needed to make sure that it was "flexible" and make sure the units could leave animations at any point, adding that "the system figures out who is around me, who wants to fight me, who do I want to fight, and what kind of animations can I use to fight these two enemies?"</p><p>For example, if one unit is smaller and not as heavy and another is making a swing from the right, and the player has a chainsaw, Combat Director will run through all the possibilities that result in a procedural animation.</p><p>"The system basically says, okay, here are the options for what you could do, and then the system says, okay, I play these snippets to block the chainsaw and to actually hit the small guy," Theysen continued, "but then the system says, ah, nope, there was an explosion. So now, instead of hitting the small guy, you fly through the air, and that is basically how it works."</p><p><em>Warhammer 40,000: Dawn of War 4</em> arrives on PC on December 3.</p>
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                                                            <title><![CDATA[ Call of Duty: Modern Warfare 4 composer says to capture the tone of multiplayer maps, 'you have to play a lot of multiplayer' as 'it's a completely different vibe from the campaign' — 'I was trying to capture forward momentum and pure adrenaline' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Call of Duty: Modern Warfare 4</strong></em><strong> composer Jason Graves says to capture the tone of multiplayer maps, "you have to play a lot of multiplayer"</strong></li><li><strong>Graves says the mode's vibe is "completely different" from the campaign, and he tried to capture "forward momentum and pure adrenaline"</strong></li><li><strong>He adds that he has to be flexible when composing tracks, "especially considering updates and expansions in the future"</strong></li></ul><p><a href="https://www.techradar.com/gaming/call-of-duty-modern-warfare-4-review"><em>Call of Duty: Modern Warfare 4</em></a> composer Jason Graves has shared his process for designing the game's multiplayer music, which he described as wholly different from the campaign.</p><p>When asked in an <a href="https://www.techradar.com/gaming/i-have-no-lack-of-inspiration-from-the-amazing-gameplay-itself-call-of-duty-modern-warfare-4-composer-says-infinity-wards-sound-team-were-a-huge-creative-influence-on-the-soundtrack-and-integral-in-shaping-the-overall-vibe">interview with TechRadar Gaming</a> how he captured the multiplayer mode's specific tone, Graves said, "Number one, you play a lot of multiplayer!" and explained that it has a very different atmosphere from the steady-paced campaign.</p><p>"It's a completely different vibe from the campaign, and the music needs to make you feel like anything could happen at any point in time," Graves said. "A lot of what I was trying to capture was forward momentum and pure adrenaline."</p><p>The composer joked that "I always thought of myself as the musical equivalent of Master Sergeant Apone in Aliens, pumping up all the troops beforehand, keeping them in line and focused in combat and rewarding them when they come back home. 'Every meal's a banquet! Every paycheck's a fortune! Every formation a parade!'"</p><p>As for how each multiplayer map differentiates within the score, Graves said there's plenty of ground to cover considering the number of maps the mode offers "especially considering updates and expansions in the future."</p><p>"Instead of being too granular and assigning music to a specific map, we planned things out in terms of emotional intensity and timing," he explained. "Things are a lot more flexible that way."</p><p>There isn't one strict way to compose these maps either, as Graves explained, "it's more about the overall combination of sounds" he uses that showcase the fast-paced vibe by using a combination of real-world and electronic sound effects.</p><p>"There's definitely a lot of aggressive percussion, distorted electronics, and organic textures that help give the music its identity," Graves added. "I love combining real-world sounds with electronic processing, especially when you end up with something that's difficult to identify. </p><p>"It creates a sense of energy and unpredictability that fits perfectly with multiplayer."</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/call-of-duty-modern-warfare-4-composer-says-to-capture-the-tone-of-multiplayer-maps-you-have-to-play-a-lot-of-multiplayer-as-its-a-completely-different-vibe-from-the-campaign-i-was-trying-to-capture-forward-momentum-and-pure-adrenaline</link>
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                            <![CDATA[ Call of Duty: Modern Warfare 4 composer Jason Graves has shared his process for designing the game's multiplayer music. ]]>
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                                                                        <pubDate>Wed, 04 Nov 2026 15:36:03 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Dashiell Wood ]]></dc:contributor>
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                                                                                                                                                                                                                                    <media:description><![CDATA[A Call of Duty: Modern Warfare 4 ]]></media:description>                                                            <media:text><![CDATA[A Call of Duty: Modern Warfare 4 ]]></media:text>
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                            <![CDATA[
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                                <ul><li><em><strong>Call of Duty: Modern Warfare 4</strong></em><strong> composer Jason Graves says to capture the tone of multiplayer maps, "you have to play a lot of multiplayer"</strong></li><li><strong>Graves says the mode's vibe is "completely different" from the campaign, and he tried to capture "forward momentum and pure adrenaline"</strong></li><li><strong>He adds that he has to be flexible when composing tracks, "especially considering updates and expansions in the future"</strong></li></ul><p><a href="https://www.techradar.com/gaming/call-of-duty-modern-warfare-4-review"><em>Call of Duty: Modern Warfare 4</em></a> composer Jason Graves has shared his process for designing the game's multiplayer music, which he described as wholly different from the campaign.</p><p>When asked in an <a href="https://www.techradar.com/gaming/i-have-no-lack-of-inspiration-from-the-amazing-gameplay-itself-call-of-duty-modern-warfare-4-composer-says-infinity-wards-sound-team-were-a-huge-creative-influence-on-the-soundtrack-and-integral-in-shaping-the-overall-vibe">interview with TechRadar Gaming</a> how he captured the multiplayer mode's specific tone, Graves said, "Number one, you play a lot of multiplayer!" and explained that it has a very different atmosphere from the steady-paced campaign.</p><p>"It's a completely different vibe from the campaign, and the music needs to make you feel like anything could happen at any point in time," Graves said. "A lot of what I was trying to capture was forward momentum and pure adrenaline."</p><p>The composer joked that "I always thought of myself as the musical equivalent of Master Sergeant Apone in Aliens, pumping up all the troops beforehand, keeping them in line and focused in combat and rewarding them when they come back home. 'Every meal's a banquet! Every paycheck's a fortune! Every formation a parade!'"</p><p>As for how each multiplayer map differentiates within the score, Graves said there's plenty of ground to cover considering the number of maps the mode offers "especially considering updates and expansions in the future."</p><p>"Instead of being too granular and assigning music to a specific map, we planned things out in terms of emotional intensity and timing," he explained. "Things are a lot more flexible that way."</p><p>There isn't one strict way to compose these maps either, as Graves explained, "it's more about the overall combination of sounds" he uses that showcase the fast-paced vibe by using a combination of real-world and electronic sound effects.</p><p>"There's definitely a lot of aggressive percussion, distorted electronics, and organic textures that help give the music its identity," Graves added. "I love combining real-world sounds with electronic processing, especially when you end up with something that's difficult to identify. </p><p>"It creates a sense of energy and unpredictability that fits perfectly with multiplayer."</p>
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                                                            <title><![CDATA[ Warhammer 40,000: Dawn of War 4 creative director says making a new entry for a series with so much lore was 'a huge challenge,' but Games Workshop stepped in to help — 'There are too many cool things in the universe' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Warhammer 40,000: Dawn of War 4</strong></em><strong> creative director Jan Theysen says it was "a huge challenge" making a new entry in a series filled with so much lore</strong></li><li><em><strong>Warhammer 40K</strong></em><strong> experts at Games Workshop helped King Art Games figure out what lore to include in the game</strong></li><li><strong>Theysen added that the team made judgment calls on gameplay mechanics even if they don't necessarily fit the lore</strong></li></ul><p>King Art Games co-founder and <a href="https://www.techradar.com/gaming/dawn-of-war-4-preview-october-2026"><em>Warhammer 40,000: Dawn of War 4</em></a> creative director Jan Theysen has explained the difficult task the studio faced in building a new <em>Dawn of War</em> entry in a series filled with so much intricate lore.</p><p>In an <a href="https://www.techradar.com/gaming/warhammer-40-000-dawn-of-war-4-creative-director-says-king-art-borrowed-elements-from-dawn-of-war-2-and-3-for-heroes-upgrade-mechanics-and-ui-aspects-because-while-it-loves-the-first-game-its-also-over-20-years-old">interview with TechRadar Gaming</a>, Theysen said working through the lore was "a huge challenge" because when the studio discussed the opportunity for a <em>Dawn of War</em> successor, it knew there was "so much stuff" to figure out that was both official and unofficial. That's when it contacted Games Workshop for its expert knowledge on all things <em>Warhammer</em>.</p><p>"That is really where Games Workshop helps a lot because they know their stuff, right?"<strong> </strong>Theysen said, explaining, "Say we need an ability that does roughly this: Is there some sort of gimmick or some sort of tool or anything established that a Necron Chronomancer could use?"</p><p>The creative director said Games Workshop will go away with King Art's requests and come back with answers and solutions. </p><p>"You really need Games Workshop for that," Theysen added. "But also, it's obviously a great problem to have, right? Because there are too many cool things in the universe and too many factions and too many units, and so it's more or less like, okay, which of the cool things do we pick?"</p><p><a href="https://www.techradar.com/gaming/maybe-you-win-the-battle-but-lose-the-war-because-you-put-all-your-resources-into-one-battle-warhammer-40-000-dawn-of-war-4-creative-director-says-king-art-games-wanted-battles-to-take-a-while-so-borrowed-from-the-original-strategy-games-systems"><em>Dawn of War 4</em> will feature on-field reinforcements, which Theysen mentioned was one of the "weirder" things the team decided to include</a> despite it being an old system that not many modern real-time strategy (RTS) games have. </p><p>When asked how King Art balanced unfamiliar gameplay systems in a lore-heavy game, Theysen said the team "operates on two different levels," and sometimes made judgment calls based on what works best.</p><p>"It's either it has to be really accurate, and it's really like, okay, this is exactly how you know this unit looks, and how they should behave, and we spend a lot of time to get it right, or we say, well, it's a game, forget about it," he explained. </p><p>"We don't try to justify gameplay mechanics or something like that in the lore, if it doesn't make sense, right? We basically say, okay, there is the one part that is the lore, that is the official thing, that's just ground truth, and then there is also XP, and you can build units on the battlefield, and you can do all that RTS stuff that isn't, of course, really part of the world."</p><p>He added that the game also has the fan-favorite Last Stand mode, and there are Space Marines, Orcs, and Necrons fighting together, which isn't exactly lore-accurate.</p><p>"Again, do not try to explain that or to justify that any other way than just it's a game," Theysen said.</p><p><em>Warhammer 40,000: Dawn of War 4</em> launches on PC on December 3.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/warhammer-40-000-dawn-of-war-4-creative-director-says-making-a-new-entry-for-a-series-with-so-much-lore-was-a-huge-challenge-but-games-workshop-stepped-in-to-help-there-are-too-many-cool-things-in-the-universe</link>
                                                                            <description>
                            <![CDATA[ Warhammer 40,000: Dawn of War 4 creative director Jan Theysen has explained the difficult task the studio faced in building a new Dawn of War entry. ]]>
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                                                                        <pubDate>Wed, 04 Nov 2026 10:58:48 +0000</pubDate>                                                                                                                                <updated>Wed, 04 Nov 2026 11:09:25 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Rob Dwiar ]]></dc:contributor>
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                                                            <media:credit><![CDATA[King Art]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Warhammer 40,000: Dawn of War 4]]></media:description>                                                            <media:text><![CDATA[Warhammer 40,000: Dawn of War 4]]></media:text>
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                                <ul><li><em><strong>Warhammer 40,000: Dawn of War 4</strong></em><strong> creative director Jan Theysen says it was "a huge challenge" making a new entry in a series filled with so much lore</strong></li><li><em><strong>Warhammer 40K</strong></em><strong> experts at Games Workshop helped King Art Games figure out what lore to include in the game</strong></li><li><strong>Theysen added that the team made judgment calls on gameplay mechanics even if they don't necessarily fit the lore</strong></li></ul><p>King Art Games co-founder and <a href="https://www.techradar.com/gaming/dawn-of-war-4-preview-october-2026"><em>Warhammer 40,000: Dawn of War 4</em></a> creative director Jan Theysen has explained the difficult task the studio faced in building a new <em>Dawn of War</em> entry in a series filled with so much intricate lore.</p><p>In an <a href="https://www.techradar.com/gaming/warhammer-40-000-dawn-of-war-4-creative-director-says-king-art-borrowed-elements-from-dawn-of-war-2-and-3-for-heroes-upgrade-mechanics-and-ui-aspects-because-while-it-loves-the-first-game-its-also-over-20-years-old">interview with TechRadar Gaming</a>, Theysen said working through the lore was "a huge challenge" because when the studio discussed the opportunity for a <em>Dawn of War</em> successor, it knew there was "so much stuff" to figure out that was both official and unofficial. That's when it contacted Games Workshop for its expert knowledge on all things <em>Warhammer</em>.</p><p>"That is really where Games Workshop helps a lot because they know their stuff, right?"<strong> </strong>Theysen said, explaining, "Say we need an ability that does roughly this: Is there some sort of gimmick or some sort of tool or anything established that a Necron Chronomancer could use?"</p><p>The creative director said Games Workshop will go away with King Art's requests and come back with answers and solutions. </p><p>"You really need Games Workshop for that," Theysen added. "But also, it's obviously a great problem to have, right? Because there are too many cool things in the universe and too many factions and too many units, and so it's more or less like, okay, which of the cool things do we pick?"</p><p><a href="https://www.techradar.com/gaming/maybe-you-win-the-battle-but-lose-the-war-because-you-put-all-your-resources-into-one-battle-warhammer-40-000-dawn-of-war-4-creative-director-says-king-art-games-wanted-battles-to-take-a-while-so-borrowed-from-the-original-strategy-games-systems"><em>Dawn of War 4</em> will feature on-field reinforcements, which Theysen mentioned was one of the "weirder" things the team decided to include</a> despite it being an old system that not many modern real-time strategy (RTS) games have. </p><p>When asked how King Art balanced unfamiliar gameplay systems in a lore-heavy game, Theysen said the team "operates on two different levels," and sometimes made judgment calls based on what works best.</p><p>"It's either it has to be really accurate, and it's really like, okay, this is exactly how you know this unit looks, and how they should behave, and we spend a lot of time to get it right, or we say, well, it's a game, forget about it," he explained. </p><p>"We don't try to justify gameplay mechanics or something like that in the lore, if it doesn't make sense, right? We basically say, okay, there is the one part that is the lore, that is the official thing, that's just ground truth, and then there is also XP, and you can build units on the battlefield, and you can do all that RTS stuff that isn't, of course, really part of the world."</p><p>He added that the game also has the fan-favorite Last Stand mode, and there are Space Marines, Orcs, and Necrons fighting together, which isn't exactly lore-accurate.</p><p>"Again, do not try to explain that or to justify that any other way than just it's a game," Theysen said.</p><p><em>Warhammer 40,000: Dawn of War 4</em> launches on PC on December 3.</p>
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                                                            <title><![CDATA[ 'I have no lack of inspiration from the amazing gameplay itself' — Call of Duty: Modern Warfare 4 composer says Infinity Ward's sound team were a 'huge creative influence' on the soundtrack and 'integral in shaping the overall vibe' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Call of Duty: Modern Warfare 4</strong></em><strong> composer Jason Graves has revealed some inspirations behind the game's soundtrack</strong></li><li><strong>He attributes much of it to the gameplay and Infinity Ward's sound team</strong></li><li><strong>He confirmed that he didn't reference previous </strong><em><strong>Modern Warfare</strong></em><strong> soundtracks, but there is "a little bit of vibe inspiration from the OG </strong><em><strong>Modern Warfare 2"</strong></em></li></ul><p><a href="https://www.techradar.com/gaming/call-of-duty-modern-warfare-4-review"><em>Call of Duty: Modern Warfare 4</em></a> composer Jason Graves has attributed the gameplay and the Infinity Ward sound team for helping to inspire the game's multiplayer score.</p><p>In an interview with TechRadar Gaming, Graves said, "Fortunately, I have no lack of inspiration from the amazing gameplay itself," when asked where he begins when composing a soundtrack for such an iconic franchise.</p><p>"The incredible team at Infinity Ward, led by audio director Stephen Miller, was also such a huge creative influence," he continued. "And the music team, led by Jonathan Mayer, were integral in shaping the overall vibe and giving me everything I needed to be as creative as possible."</p><p>Graves, who has also composed for <em>Warzone</em>, <em>Dead Space</em>, <em>Dead Space 2</em>, 2013's <em>Tomb Raider</em>, and a host of other projects spanning video games and movies, added that it was important that the work was a collaborative effort, as scores can be years in the making.</p><p>"I can't stress how important cooperation with other creative human beings makes a difference when it comes to working on a project as big as this," Graves said. "This is the kind of thing that slowly comes together over years of work."</p><p>As for finding the basis for a <em>Modern Warfare</em> score, Graves explained that he doesn't listen to previous works, but admitted that "there was a little bit of vibe inspiration from the OG <em>Modern Warfare 2</em>."</p><p>"But nothing too granular or specific," he added, "I'm very intentional about not listening to music from previous projects in a franchise unless specifically directed by the developer. I think that's especially important here because Infinity Ward has been so supportive of trying new things and creating a soundtrack that's every bit as epic and bespoke as the gameplay itself."</p><p><a href="https://www.techradar.com/gaming/call-of-duty-modern-warfare-4-review"><em>Call of Duty: Modern Warfare 4 </em>is one of the best games of 2026</a>, with "the best campaign in years and an incredible multiplayer offering," and you can play it now.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/i-have-no-lack-of-inspiration-from-the-amazing-gameplay-itself-call-of-duty-modern-warfare-4-composer-says-infinity-wards-sound-team-were-a-huge-creative-influence-on-the-soundtrack-and-integral-in-shaping-the-overall-vibe</link>
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                            <![CDATA[ Call of Duty: Modern Warfare 4 composer Jason Graves has attributed the gameplay and the Infinity Ward sound team for helping to inspire the multiplayer score. ]]>
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                                                                        <pubDate>Tue, 03 Nov 2026 17:47:08 +0000</pubDate>                                                                                                                                <updated>Wed, 04 Nov 2026 14:05:45 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Dashiell Wood ]]></dc:contributor>
                                            <dc:contributor><![CDATA[ Rob Dwiar ]]></dc:contributor>
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                                                            <media:credit><![CDATA[Activision]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A promotional Modern Warfare 4 screenshot showing soldiers in combat in a dark server room.]]></media:description>                                                            <media:text><![CDATA[A promotional Modern Warfare 4 screenshot showing soldiers in combat in a dark server room.]]></media:text>
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                                <ul><li><em><strong>Call of Duty: Modern Warfare 4</strong></em><strong> composer Jason Graves has revealed some inspirations behind the game's soundtrack</strong></li><li><strong>He attributes much of it to the gameplay and Infinity Ward's sound team</strong></li><li><strong>He confirmed that he didn't reference previous </strong><em><strong>Modern Warfare</strong></em><strong> soundtracks, but there is "a little bit of vibe inspiration from the OG </strong><em><strong>Modern Warfare 2"</strong></em></li></ul><p><a href="https://www.techradar.com/gaming/call-of-duty-modern-warfare-4-review"><em>Call of Duty: Modern Warfare 4</em></a> composer Jason Graves has attributed the gameplay and the Infinity Ward sound team for helping to inspire the game's multiplayer score.</p><p>In an interview with TechRadar Gaming, Graves said, "Fortunately, I have no lack of inspiration from the amazing gameplay itself," when asked where he begins when composing a soundtrack for such an iconic franchise.</p><p>"The incredible team at Infinity Ward, led by audio director Stephen Miller, was also such a huge creative influence," he continued. "And the music team, led by Jonathan Mayer, were integral in shaping the overall vibe and giving me everything I needed to be as creative as possible."</p><p>Graves, who has also composed for <em>Warzone</em>, <em>Dead Space</em>, <em>Dead Space 2</em>, 2013's <em>Tomb Raider</em>, and a host of other projects spanning video games and movies, added that it was important that the work was a collaborative effort, as scores can be years in the making.</p><p>"I can't stress how important cooperation with other creative human beings makes a difference when it comes to working on a project as big as this," Graves said. "This is the kind of thing that slowly comes together over years of work."</p><p>As for finding the basis for a <em>Modern Warfare</em> score, Graves explained that he doesn't listen to previous works, but admitted that "there was a little bit of vibe inspiration from the OG <em>Modern Warfare 2</em>."</p><p>"But nothing too granular or specific," he added, "I'm very intentional about not listening to music from previous projects in a franchise unless specifically directed by the developer. I think that's especially important here because Infinity Ward has been so supportive of trying new things and creating a soundtrack that's every bit as epic and bespoke as the gameplay itself."</p><p><a href="https://www.techradar.com/gaming/call-of-duty-modern-warfare-4-review"><em>Call of Duty: Modern Warfare 4 </em>is one of the best games of 2026</a>, with "the best campaign in years and an incredible multiplayer offering," and you can play it now.</p>
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                                                            <title><![CDATA[ The Elder Scrolls 6 gets a new teaser confirming 'Sentinel' as the long-speculated name for the next entry, but a release date is still nowhere to be seen ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>The next game in the </strong><em><strong>Elder Scrolls</strong></em><strong> series is officially titled: </strong><em><strong>The Elder Scrolls 6: Sentinel</strong></em></li><li><strong>Bethesda Game Studios has also shared a teaser trailer hinting at the game's location, which appears to be Hammerfell</strong></li><li><strong>The studio says, "It’ll be some time before we’re ready to share more" about </strong><em><strong>Sentinel</strong></em></li></ul><p>Bethesda Game Studios has finally announced the name of the next game in its long-running <em>Elder Scrolls</em> series: <a href="https://www.techradar.com/news/elder-scrolls-6-release-date-news-and-rumors"><em>The Elder Scrolls 6: Sentinel</em></a>.</p><p>The news comes from a <a href="https://www.youtube.com/watch?v=uvcfI8RPZYc" target="_blank">video</a> celebrating the studio's 40th anniversary, which highlighted its many achievements and ended with Bethesda creative director Todd Howard offering a new look at the game.</p><p>"Everybody’s always asking about <em>Elder Scrolls 6,</em>" said Howard. "And we thought, hey, given the moment, what a perfect time to tell you what <em>The Elder Scrolls 6</em> is actually called."</p><p>The teaser trailer is short and doesn't showcase gameplay, but the camera pans over sand before a magic-looking scroll emerges. Then the game's title, as <a href="https://www.techradar.com/gaming/fans-believe-theyve-solved-the-secret-name-of-the-elder-scrolls-6-and-the-clue-might-have-been-hidden-in-starfield-the-whole-time">fans theorized</a>, "<em>The Elder Scrolls 6: Sentinel," </em>was revealed.</p><p>The trailer description also provides an additional hint to the game, which reads, "The scroll offered only a shimmer, a veil thinly lifted to my eyes. A future lost. A victory undone. Sands of time scattered by fate," which is written in game lore by "Yazar, Moth Priest to High Queen Iradne of Hammerfell (4E 206)."</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/mFu8t9735IY" allowfullscreen=""></iframe></div></div><p><em>The Elder Scrolls 6: Sentinel</em> has been in development for a very long time. Announced all the way back in 2018, today's teaser trailer and name drop are the first new pieces of information we've received about the game since. </p><p>In a follow-up post on <a href="https://x.com/BethesdaStudios/status/2117635316370563092" target="_blank">X</a>, Bethesda seemingly confirmed the game's location is set in Hammerfell, but it will be "some time" before more details</p><p> about the role-playing game (RPG) can be shared.</p><p>"Thank you for 40 years of shared memories," the studio said. "We can’t wait to make even more together with <em>The Elder Scrolls 6: Sentinel</em>. Development continues, and while it’ll be some time before we’re ready to share more, it feels great to finally reveal the name and location with you."</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/the-elder-scrolls-6-gets-a-new-teaser-confirming-sentinel-as-the-long-speculated-name-for-the-next-entry-but-a-release-date-is-still-nowhere-to-be-seen</link>
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                            <![CDATA[ Bethesda Game Studios has finally announced the name of the next game in its long-running Elder Scrolls series: The Elder Scrolls 6: Sentinel. ]]>
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                                                                        <pubDate>Tue, 03 Nov 2026 16:29:53 +0000</pubDate>                                                                                                                                <updated>Tue, 03 Nov 2026 21:04:03 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Bethesda Game Studios]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[The Elder Scrolls 6: Sentinel]]></media:description>                                                            <media:text><![CDATA[The Elder Scrolls 6: Sentinel]]></media:text>
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                                <ul><li><strong>The next game in the </strong><em><strong>Elder Scrolls</strong></em><strong> series is officially titled: </strong><em><strong>The Elder Scrolls 6: Sentinel</strong></em></li><li><strong>Bethesda Game Studios has also shared a teaser trailer hinting at the game's location, which appears to be Hammerfell</strong></li><li><strong>The studio says, "It’ll be some time before we’re ready to share more" about </strong><em><strong>Sentinel</strong></em></li></ul><p>Bethesda Game Studios has finally announced the name of the next game in its long-running <em>Elder Scrolls</em> series: <a href="https://www.techradar.com/news/elder-scrolls-6-release-date-news-and-rumors"><em>The Elder Scrolls 6: Sentinel</em></a>.</p><p>The news comes from a <a href="https://www.youtube.com/watch?v=uvcfI8RPZYc" target="_blank">video</a> celebrating the studio's 40th anniversary, which highlighted its many achievements and ended with Bethesda creative director Todd Howard offering a new look at the game.</p><p>"Everybody’s always asking about <em>Elder Scrolls 6,</em>" said Howard. "And we thought, hey, given the moment, what a perfect time to tell you what <em>The Elder Scrolls 6</em> is actually called."</p><p>The teaser trailer is short and doesn't showcase gameplay, but the camera pans over sand before a magic-looking scroll emerges. Then the game's title, as <a href="https://www.techradar.com/gaming/fans-believe-theyve-solved-the-secret-name-of-the-elder-scrolls-6-and-the-clue-might-have-been-hidden-in-starfield-the-whole-time">fans theorized</a>, "<em>The Elder Scrolls 6: Sentinel," </em>was revealed.</p><p>The trailer description also provides an additional hint to the game, which reads, "The scroll offered only a shimmer, a veil thinly lifted to my eyes. A future lost. A victory undone. Sands of time scattered by fate," which is written in game lore by "Yazar, Moth Priest to High Queen Iradne of Hammerfell (4E 206)."</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/mFu8t9735IY" allowfullscreen=""></iframe></div></div><p><em>The Elder Scrolls 6: Sentinel</em> has been in development for a very long time. Announced all the way back in 2018, today's teaser trailer and name drop are the first new pieces of information we've received about the game since. </p><p>In a follow-up post on <a href="https://x.com/BethesdaStudios/status/2117635316370563092" target="_blank">X</a>, Bethesda seemingly confirmed the game's location is set in Hammerfell, but it will be "some time" before more details</p><p> about the role-playing game (RPG) can be shared.</p><p>"Thank you for 40 years of shared memories," the studio said. "We can’t wait to make even more together with <em>The Elder Scrolls 6: Sentinel</em>. Development continues, and while it’ll be some time before we’re ready to share more, it feels great to finally reveal the name and location with you."</p>
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                                                            <title><![CDATA[ GTA 6 digital pre-loads for PS5 and Xbox will begin 9 days early and require a whopping 212GB of free space ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Rockstar Games has confirmed players can pre-load the digital version of </strong><em><strong>Grand Theft Auto 6</strong></em><strong> on November 10</strong></li><li><strong>Code-in-box editions should be available in stores starting November 12</strong></li><li><strong>The pre-load file will be "up to 212GB depending on your device"</strong></li></ul><p>Rockstar Games has announced the file size for <a href="https://www.techradar.com/tag/gta-6"><em>Grand Theft Auto 6</em></a> and the dates for when players can pre-load the game depending on their edition.</p><p>In a new <a href="https://www.rockstargames.com/newswire/article/k4ak9okk485712/grand-theft-auto-vi-pre-load-begins-on-november-10" target="_blank">blog post</a>, the studio confirmed that digital pre-loading on <a href="https://www.techradar.com/reviews/ps5">PlayStation 5</a> will begin nine days before the game's November 19 launch, on Tuesday, November 10 at midnight local time "in your respective time zone." </p><p>For <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a> and <a href="https://www.techradar.com/reviews/xbox-series-s">Xbox Series S</a>, pre-loading begins globally on Tuesday, November 10 at 12AM GMT / 7PM EST / 6PM CST. </p><p>Meanwhile, code-in-box versions for both consoles should be available from retailers beginning November 12.</p><p><a href="https://www.techradar.com/computing/wi-fi-broadband/with-gta-vi-expected-to-come-in-at-210gb-heres-how-long-itll-take-to-download-on-every-nbn-speed"><em>GTA 6</em> was speculated to be a massive game</a> already due to its ambitious scale and impressive features, but Rockstar has officially confirmed that the pre-load file will be "up to 212 GB depending on your device."</p><p>"So make sure you've got ample space to begin pre-loading as soon as possible," the studio cautioned. Say goodbye to a fair few of your games if you want to install <em>GTA 6</em>.</p><p>In addition to the new details, Rockstar said it will be adding an official printable Grand Theft Auto 6 cover art poster and map of Leonida as a free digital download to the official site on November 19 for fans. </p><p>"A double-sided physical version of this poster will also be made available shortly after launch from the Rockstar Store — for $0.99 on its own or as a free gift with any purchase from the Rockstar Store," it added.</p><p>Rockstar recently released <a href="https://www.techradar.com/gaming/grand-theft-auto-6s-launch-trailer-is-here-giving-fans-a-deeper-look-at-jason-and-lucias-crime-fueled-story">the cinematic <em>GTA 6</em> launch trailer, which offers a deeper look into the game's story. </a>Elsewhere, a new report claims <a href="https://www.techradar.com/gaming/gta-6-will-reportedly-launch-on-pc-in-early-2027-and-fans-believe-its-so-rockstar-can-avoid-clashing-with-the-ps5-emulator-breathing-down-their-necks">the PC version could launch in early 2027</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/gta-6-digital-pre-loads-for-ps5-and-xbox-will-begin-9-days-early-and-require-a-whopping-212gb-of-free-space</link>
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                            <![CDATA[ Rockstar Games has announced the file size for Grand Theft Auto 6 and the dates for when players can pre-load their game depending on their edition. ]]>
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                                                                        <pubDate>Tue, 03 Nov 2026 16:07:35 +0000</pubDate>                                                                                                                                <updated>Tue, 03 Nov 2026 21:08:09 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[GTA 6]]></media:description>                                                            <media:text><![CDATA[GTA 6]]></media:text>
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                                <ul><li><strong>Rockstar Games has confirmed players can pre-load the digital version of </strong><em><strong>Grand Theft Auto 6</strong></em><strong> on November 10</strong></li><li><strong>Code-in-box editions should be available in stores starting November 12</strong></li><li><strong>The pre-load file will be "up to 212GB depending on your device"</strong></li></ul><p>Rockstar Games has announced the file size for <a href="https://www.techradar.com/tag/gta-6"><em>Grand Theft Auto 6</em></a> and the dates for when players can pre-load the game depending on their edition.</p><p>In a new <a href="https://www.rockstargames.com/newswire/article/k4ak9okk485712/grand-theft-auto-vi-pre-load-begins-on-november-10" target="_blank">blog post</a>, the studio confirmed that digital pre-loading on <a href="https://www.techradar.com/reviews/ps5">PlayStation 5</a> will begin nine days before the game's November 19 launch, on Tuesday, November 10 at midnight local time "in your respective time zone." </p><p>For <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a> and <a href="https://www.techradar.com/reviews/xbox-series-s">Xbox Series S</a>, pre-loading begins globally on Tuesday, November 10 at 12AM GMT / 7PM EST / 6PM CST. </p><p>Meanwhile, code-in-box versions for both consoles should be available from retailers beginning November 12.</p><p><a href="https://www.techradar.com/computing/wi-fi-broadband/with-gta-vi-expected-to-come-in-at-210gb-heres-how-long-itll-take-to-download-on-every-nbn-speed"><em>GTA 6</em> was speculated to be a massive game</a> already due to its ambitious scale and impressive features, but Rockstar has officially confirmed that the pre-load file will be "up to 212 GB depending on your device."</p><p>"So make sure you've got ample space to begin pre-loading as soon as possible," the studio cautioned. Say goodbye to a fair few of your games if you want to install <em>GTA 6</em>.</p><p>In addition to the new details, Rockstar said it will be adding an official printable Grand Theft Auto 6 cover art poster and map of Leonida as a free digital download to the official site on November 19 for fans. </p><p>"A double-sided physical version of this poster will also be made available shortly after launch from the Rockstar Store — for $0.99 on its own or as a free gift with any purchase from the Rockstar Store," it added.</p><p>Rockstar recently released <a href="https://www.techradar.com/gaming/grand-theft-auto-6s-launch-trailer-is-here-giving-fans-a-deeper-look-at-jason-and-lucias-crime-fueled-story">the cinematic <em>GTA 6</em> launch trailer, which offers a deeper look into the game's story. </a>Elsewhere, a new report claims <a href="https://www.techradar.com/gaming/gta-6-will-reportedly-launch-on-pc-in-early-2027-and-fans-believe-its-so-rockstar-can-avoid-clashing-with-the-ps5-emulator-breathing-down-their-necks">the PC version could launch in early 2027</a>.</p>
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                                                            <title><![CDATA[ The Raiju V3 Pro Signature Edition is Razer's 'most ambitious' PS5 controller to date, featuring materials 'chosen for strength, durability, and finish' — here's where you can get the limited release gamepad ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>The Razer Raiju V3 Pro Signature Edition launches November 10 for $349.99  / €368.99</strong></li><li><strong>The licensed PS5 controller features a magnesium alloy exoskeleton and an open polygonal top and back plate design with chamfered edges</strong></li><li><strong>The controller is also optimized for PC and boasts "reliable precision, exceptional control, and blazing-fast speed"</strong></li></ul><p>Razer has announced the <a href="https://www.techradar.com/gaming/razer-raiju-v3-pro-review">Raiju V3 Pro</a> Signature Edition, a new version of its officially licensed <a href="https://www.techradar.com/reviews/ps5">PlayStation 5</a> controller built on a decade of experience for "the highest level of performance and craftsmanship."</p><p>Launching exclusively at <a href="https://www.razer.com/" target="_blank">Razer</a> on November 10 for $349.99 / €368.99 in an initial limited release supply of 1,337 serialized units, the Raiju V3 Pro Signature Edition is Razer's "most ambitious" <a href="https://www.techradar.com/best/best-ps5-controllers-in-2023">PS5 controller</a> to date and combines materials chosen for "strength, durability, and finish."</p><p>The jet-black controller features a strong magnesium alloy exoskeleton, and the handles are wrapped in matte black textured TPU grip that resists oils and abrasion for a pristine finish for extended play sessions.</p><p>Layered over the touchpad, the Razer logo is laser-etched on a semi-transparent, tinted glass panel, which offers a subtle view of the open-air polygonal design underneath.</p><p>The Raiju V3 Pro Signature Edition also has an open polygonal top and back plate design with chamfered edges, and its nano coating leaves the internal elements exposed beneath the shell, keeping them safe from debris. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/YqnnN8j9WGk5TfUSQM3Um3-1920-80.jpg" alt="Razer Raiju V3 Pro Signature Edition" /><figcaption><small role="credit">Razer</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/5EtMWn2MqwU2exU5rmwnm3-1920-80.jpg" alt="Razer Raiju V3 Pro Signature Edition" /><figcaption><small role="credit">Razer</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/kuT86Fu64m6xwq37uV62j3-1920-80.jpg" alt="Razer Raiju V3 Pro Signature Edition" /><figcaption><small role="credit">Razer</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/cWfAmH8NYrPomVUoRfDhg3-1920-80.jpg" alt="Razer Raiju V3 Pro Signature Edition" /><figcaption><small role="credit">Razer</small></figcaption></figure></figure><p>On top of that, the Razer controller boasts "reliable precision, exceptional control, and blazing-fast speed," which is achieved through its symmetrical thumbstick layout and contactless TMR thumbstick sensors for high-precision aim.</p><p>Built for PS5 consoles and optimized for PC with a 2,000Hz polling rate thanks to Razer HyperPolling Wireless for sharper movement and tracking, the controller also offers six mappable multi-function buttons, two claw-grip bumpers, and four mouse-click back buttons.</p><p>"With the Raiju V3 Pro Signature Edition, we set out to illustrate what happens when Razer’s engineering and design capabilities are pushed to their absolute limits," said Charlie Bolton, Razer's global head of design. "It draws on years of experience in high-performance controllers, delivering tournament-grade responsiveness in a design that feels like a statement piece in hand."</p><p>Each Razer Raiju V3 Pro Signature Edition offers a suite of premium accessories for customization, including a premium leather carrying case, alternative thumbstick caps, four swappable back button covers, an anodized aluminium back button replacement tool, a Razer HyperSpeed Wireless Dongle, and a USB Type-A to USB Type-C cable.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/the-raiju-v3-pro-signature-edition-is-razers-most-ambitious-ps5-controller-to-date-featuring-materials-chosen-for-strength-durability-and-finish-heres-where-you-can-get-the-limited-release-gamepad</link>
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                            <![CDATA[ Razer has announced the Raiju V3 Pro Signature Edition, a new version of its officially licensed PS5 controller built on a decade of experience. ]]>
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                                                                        <pubDate>Tue, 03 Nov 2026 16:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Razer Raiju V3 Pro Signature Edition]]></media:description>                                                            <media:text><![CDATA[Razer Raiju V3 Pro Signature Edition]]></media:text>
                                <media:title type="plain"><![CDATA[Razer Raiju V3 Pro Signature Edition]]></media:title>
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                                <ul><li><strong>The Razer Raiju V3 Pro Signature Edition launches November 10 for $349.99  / €368.99</strong></li><li><strong>The licensed PS5 controller features a magnesium alloy exoskeleton and an open polygonal top and back plate design with chamfered edges</strong></li><li><strong>The controller is also optimized for PC and boasts "reliable precision, exceptional control, and blazing-fast speed"</strong></li></ul><p>Razer has announced the <a href="https://www.techradar.com/gaming/razer-raiju-v3-pro-review">Raiju V3 Pro</a> Signature Edition, a new version of its officially licensed <a href="https://www.techradar.com/reviews/ps5">PlayStation 5</a> controller built on a decade of experience for "the highest level of performance and craftsmanship."</p><p>Launching exclusively at <a href="https://www.razer.com/" target="_blank">Razer</a> on November 10 for $349.99 / €368.99 in an initial limited release supply of 1,337 serialized units, the Raiju V3 Pro Signature Edition is Razer's "most ambitious" <a href="https://www.techradar.com/best/best-ps5-controllers-in-2023">PS5 controller</a> to date and combines materials chosen for "strength, durability, and finish."</p><p>The jet-black controller features a strong magnesium alloy exoskeleton, and the handles are wrapped in matte black textured TPU grip that resists oils and abrasion for a pristine finish for extended play sessions.</p><p>Layered over the touchpad, the Razer logo is laser-etched on a semi-transparent, tinted glass panel, which offers a subtle view of the open-air polygonal design underneath.</p><p>The Raiju V3 Pro Signature Edition also has an open polygonal top and back plate design with chamfered edges, and its nano coating leaves the internal elements exposed beneath the shell, keeping them safe from debris. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/YqnnN8j9WGk5TfUSQM3Um3-1920-80.jpg" alt="Razer Raiju V3 Pro Signature Edition" /><figcaption><small role="credit">Razer</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/5EtMWn2MqwU2exU5rmwnm3-1920-80.jpg" alt="Razer Raiju V3 Pro Signature Edition" /><figcaption><small role="credit">Razer</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/kuT86Fu64m6xwq37uV62j3-1920-80.jpg" alt="Razer Raiju V3 Pro Signature Edition" /><figcaption><small role="credit">Razer</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/cWfAmH8NYrPomVUoRfDhg3-1920-80.jpg" alt="Razer Raiju V3 Pro Signature Edition" /><figcaption><small role="credit">Razer</small></figcaption></figure></figure><p>On top of that, the Razer controller boasts "reliable precision, exceptional control, and blazing-fast speed," which is achieved through its symmetrical thumbstick layout and contactless TMR thumbstick sensors for high-precision aim.</p><p>Built for PS5 consoles and optimized for PC with a 2,000Hz polling rate thanks to Razer HyperPolling Wireless for sharper movement and tracking, the controller also offers six mappable multi-function buttons, two claw-grip bumpers, and four mouse-click back buttons.</p><p>"With the Raiju V3 Pro Signature Edition, we set out to illustrate what happens when Razer’s engineering and design capabilities are pushed to their absolute limits," said Charlie Bolton, Razer's global head of design. "It draws on years of experience in high-performance controllers, delivering tournament-grade responsiveness in a design that feels like a statement piece in hand."</p><p>Each Razer Raiju V3 Pro Signature Edition offers a suite of premium accessories for customization, including a premium leather carrying case, alternative thumbstick caps, four swappable back button covers, an anodized aluminium back button replacement tool, a Razer HyperSpeed Wireless Dongle, and a USB Type-A to USB Type-C cable.</p>
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                                                            <title><![CDATA[ Warhammer 40,000: Dawn of War 4 creative director says King Art borrowed elements from Dawn of War 2 and 3 for heroes, 'upgrade mechanics,' and UI aspects, because while it loves the first game, 'it's also over 20 years old' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Warhammer 40,000: Dawn of War 4</strong></em><strong> creative director Jan Theysen says the RTS game draws inspiration from </strong><em><strong>Dawn of War 2</strong></em><strong> and 3's mechanics</strong></li><li><strong>Theysen says, "There are definitely elements" in there from the first game, such as hero mechanics and UI features</strong></li><li><strong>While core inspiration comes from the first </strong><em><strong>Dawn of War</strong></em><strong>, King Art felt it needed to find the right balance between old and more recent mechanics</strong></li></ul><p><a href="https://www.techradar.com/gaming/dawn-of-war-4-preview-october-2026"><em>Warhammer 40,000: Dawn of War 4</em></a> creative director Jan Theysen has confirmed that while the upcoming game took core inspiration from the first <em>Dawn of War</em>, King Art also borrowed elements from <em>Dawn of War 2</em> and 3.</p><p>In an interview with TechRadar Gaming, Theysen described <a href="https://www.techradar.com/gaming/maybe-you-win-the-battle-but-lose-the-war-because-you-put-all-your-resources-into-one-battle-warhammer-40-000-dawn-of-war-4-creative-director-says-king-art-games-wanted-battles-to-take-a-while-so-borrowed-from-the-original-strategy-games-systems">how the game manifests the classic real-time strategy (RTS) experience of the 2004 game</a> and that, when the studio was looking for a starting point, <em>Dawn of War</em> "was more this classic RTS with base building, with big battles" and its "north star" for inspiration.</p><p>The King Art co-founder also revealed that while <em>Dawn of War</em> was the basis for <em>Dawn of War 4</em>, the studio also took features from the second and third games and "there are definitely elements" in there such as hero mechanics and UI features.</p><p>"A lot of the hero stuff comes from <em>Dawn of War 2</em>, of course," Theysen said. "I mean, the heroes are not as powerful or not as important as they were in <em>Dawn of War 2</em> or 3, but a lot of the upgrade mechanics and the different paths you can send your heroes down; you can optimize them in different ways and so on, like meteor range or stuff like that.</p><p>"There is definitely a lot of <em>Dawn of War  2. </em>I also think the look and feel is kind of maybe more <em>Dawn of War 2</em> than it's <em>Dawn of War 1</em>. <em>Dawn of War 3</em>, we liked aspects of the UI, for example. So there are some elements like the unit cards at the bottom of the screen and so on. That is something that we, even for Iron Harvest or previous RTS [games], already took from <em>Dawn of War 3</em>."</p><p>Theysen's reasoning for borrowing from the sequels comes down to <em>Dawn of War</em> being over 20 years old, and King Art felt it needed to find the right balance between old and new.</p><p>"<em>Dawn of War 1</em> is a great game, and I love it, but it's also over 20 years old," he added. "So stuff happened in between [game releases] and wherever it's possible, we want to get the best version. But what we also said was, when in doubt, if there's not a really strong argument to do something differently, then let's just do it."</p><p>Similar to what Relic Entertainment did with its <em>Dawn of War</em> sequels, Theysen said, "Just because there's no reason to change stuff, don't fix it when it's not broken."</p><p><em>Warhammer 40,000: Dawn of War 4</em> launches on PC on December 3.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/warhammer-40-000-dawn-of-war-4-creative-director-says-king-art-borrowed-elements-from-dawn-of-war-2-and-3-for-heroes-upgrade-mechanics-and-ui-aspects-because-while-it-loves-the-first-game-its-also-over-20-years-old</link>
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                            <![CDATA[ Warhammer 40,000: Dawn of War 4 creative director Jan Theysen has confirmed that the upcoming RTS game drew inspiration from Dawn of War 2 and 3's mechanics. ]]>
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                                                                        <pubDate>Tue, 03 Nov 2026 13:11:06 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Rob Dwiar ]]></dc:contributor>
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                                                            <media:credit><![CDATA[King Art Games]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Warhammer 40,000: Dawn of War 4]]></media:description>                                                            <media:text><![CDATA[Warhammer 40,000: Dawn of War 4]]></media:text>
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                                <ul><li><em><strong>Warhammer 40,000: Dawn of War 4</strong></em><strong> creative director Jan Theysen says the RTS game draws inspiration from </strong><em><strong>Dawn of War 2</strong></em><strong> and 3's mechanics</strong></li><li><strong>Theysen says, "There are definitely elements" in there from the first game, such as hero mechanics and UI features</strong></li><li><strong>While core inspiration comes from the first </strong><em><strong>Dawn of War</strong></em><strong>, King Art felt it needed to find the right balance between old and more recent mechanics</strong></li></ul><p><a href="https://www.techradar.com/gaming/dawn-of-war-4-preview-october-2026"><em>Warhammer 40,000: Dawn of War 4</em></a> creative director Jan Theysen has confirmed that while the upcoming game took core inspiration from the first <em>Dawn of War</em>, King Art also borrowed elements from <em>Dawn of War 2</em> and 3.</p><p>In an interview with TechRadar Gaming, Theysen described <a href="https://www.techradar.com/gaming/maybe-you-win-the-battle-but-lose-the-war-because-you-put-all-your-resources-into-one-battle-warhammer-40-000-dawn-of-war-4-creative-director-says-king-art-games-wanted-battles-to-take-a-while-so-borrowed-from-the-original-strategy-games-systems">how the game manifests the classic real-time strategy (RTS) experience of the 2004 game</a> and that, when the studio was looking for a starting point, <em>Dawn of War</em> "was more this classic RTS with base building, with big battles" and its "north star" for inspiration.</p><p>The King Art co-founder also revealed that while <em>Dawn of War</em> was the basis for <em>Dawn of War 4</em>, the studio also took features from the second and third games and "there are definitely elements" in there such as hero mechanics and UI features.</p><p>"A lot of the hero stuff comes from <em>Dawn of War 2</em>, of course," Theysen said. "I mean, the heroes are not as powerful or not as important as they were in <em>Dawn of War 2</em> or 3, but a lot of the upgrade mechanics and the different paths you can send your heroes down; you can optimize them in different ways and so on, like meteor range or stuff like that.</p><p>"There is definitely a lot of <em>Dawn of War  2. </em>I also think the look and feel is kind of maybe more <em>Dawn of War 2</em> than it's <em>Dawn of War 1</em>. <em>Dawn of War 3</em>, we liked aspects of the UI, for example. So there are some elements like the unit cards at the bottom of the screen and so on. That is something that we, even for Iron Harvest or previous RTS [games], already took from <em>Dawn of War 3</em>."</p><p>Theysen's reasoning for borrowing from the sequels comes down to <em>Dawn of War</em> being over 20 years old, and King Art felt it needed to find the right balance between old and new.</p><p>"<em>Dawn of War 1</em> is a great game, and I love it, but it's also over 20 years old," he added. "So stuff happened in between [game releases] and wherever it's possible, we want to get the best version. But what we also said was, when in doubt, if there's not a really strong argument to do something differently, then let's just do it."</p><p>Similar to what Relic Entertainment did with its <em>Dawn of War</em> sequels, Theysen said, "Just because there's no reason to change stuff, don't fix it when it's not broken."</p><p><em>Warhammer 40,000: Dawn of War 4</em> launches on PC on December 3.</p>
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                                                            <title><![CDATA[ Tales of Eternia Remastered review: a real blast from the past ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Back in 2000, Bandai Namco published the third game in the beloved Tales series, <em>Tales of Eternia</em>. It was received very well at launch, being praised for its high-octane action combat, charming cast, and humorous script — though the Western versions on the original PlayStation and PSP were held back by their omission of skits (character-driven dialogue scenes) and slightly subpar voice acting. But now, <em>Tales of Eternia Remastered </em>— developed by TOSE Co. — is here, aiming to remedy these issues and refine the game for a modern audience.</p><div  class="fancy-box"><div class="fancy_box-title">Review info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Platform reviewed: </strong>Nintendo Switch 2<br /><strong>Available on: </strong>PS5, PS4, Xbox Series X and Series S, Nintendo Switch 2, Nintendo Switch<br /><strong>Release date: </strong>October 16, 2026</p></div></div><p>I’ve spent just north of 30 hours with <em>Tales of Eternia Remastered</em>, playing through the main story, completing side quests, and exploring the realms of Inferia and Celestia. </p><p>So, how effectively does this remaster bring a JRPG classic into the modern era? And is it truly worth playing? Here’s my verdict.</p><h2 id="gimme-a-boost">Gimme a Boost!</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="GS7vPxKt8f5iFCZ2PXDfHT" name="tales-of-eternia-remastered (12)" alt="Skit sequence in Tales of Eternia Remastered" src="https://cdn.mos.cms.futurecdn.net/GS7vPxKt8f5iFCZ2PXDfHT-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco)</span></figcaption></figure><p>I’ll speak about the core <em>Tales of Eternia </em>experience in good time, but it only seems right to discuss the new stuff that this remaster brings to the table first.</p><p>Arguably the main thing is the inclusion of Boost Function. This enables you to tailor your experience to your specific wants and needs, with highlights including a random encounter toggle, difficulty options, an increased item capacity setting, and an EXP gain adjuster. </p><p>My personal favorite feature was the option to restore TP (which you consume when using skills) when camping, which made grinding feel a lot more fluid and easier to manage. </p><p>The Boost Function suite is filled to the brim, and really helps to make the title more approachable for newcomers. My only real complaint here is that I would’ve loved the option to map a function — such as disabling enemy encounters — to one of the buttons on my <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a>. Having to open the main menu, go into the Customize Section, and then the Boost Function felt a touch clunky.</p><div  class="fancy-box"><div class="fancy_box-title">Best bit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="WzMHhrAmDHrCgQUkStG3fT" name="tales-of-eternia-remastered (7)" caption="" alt="Characters and Greater Craymels talk in Tales of Eternia Remastered" src="https://cdn.mos.cms.futurecdn.net/WzMHhrAmDHrCgQUkStG3fT-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude" /></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco)</span></figcaption></figure><p class="fancy-box__body-text"><strong>Defeating the Greater Craymel, Celsius, was by far one of the most rewarding moments for me. She was giving me a lot of trouble by evading my Artes and freezing my healers into submission, but after switching up my formation and strategy, I was able to best her in a true battle for the ages.</strong></p></div></div><p>There’s a lot more to uncover, though. For instance, you can switch between remastered and original graphics and sound effects, which is sure to satisfy newcomers and long-time fans.</p><p>The visual enhancements are relatively light overall. This isn’t a transformative overhaul, and some environments still look a little rough around the edges. But still, the remaster does illuminate some previously obscured details. As you can see in the images below, detailing on the statues is far more intricate, and foliage looks sharper in the remastered graphics mode. And while some may prefer the original pixel sprites, I think the remaster does a good job of cleaning them up a bit while keeping them faithful to the original artwork.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/CgXKvMLHMAwXN3eg7MVrvS-1920-80.jpg" alt="Reid in Tales of Eternia Remastered (original graphics)" /><figcaption>Original graphics mode<small role="credit">Bandai Namco</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/ti3KtYVV2aGSw3sSsdfp3T-1920-80.jpg" alt="Reid in Tales of Eternia Remastered (remastered graphics)" /><figcaption>Remastered graphics mode<small role="credit">Bandai Namco</small></figcaption></figure></figure><p>While we’re on the topic of visuals, I unfortunately have a complaint to make: the cutscenes look pretty poor. They’ve been placed into widescreen, and it looks as if a filter has been applied; the results are underwhelming — characters and backgrounds lack clarity and definition, laying bare the limitations of the original material.</p><p>That’s a nitpick, of course, and most elements of this remaster still hit the spot. For example, the newly recorded English voice acting is great, and each character’s personality shines through perfectly. Skits are finally here in the West, too, providing plenty of humorous and emotional moments when camping or resting.</p><p>Objective icons are also introduced, which point you in the direction of the main story objective or side quests. I really appreciated this, especially as I didn’t want to miss out on side content, but if you want to figure everything out for yourself, you can swiftly switch it off in the Customize menu.</p><h2 id="an-underrated-classic-reborn">An underrated classic, reborn</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Qfm4V9JpoTGAs5yUZNGjzT" name="tales-of-eternia-remastered (9)" alt="Efreet unleashes an attack in Tales of Eternia Remastered" src="https://cdn.mos.cms.futurecdn.net/Qfm4V9JpoTGAs5yUZNGjzT-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco)</span></figcaption></figure><p>So, while it’s not flawless, the remaster of this title is solid overall and successfully makes this classic more palatable for modern audiences. But just how fun is the core game in the big 2026?</p><p>I’ll lay my cards on the table: I had a spectacular time with <em>Tales of Eternia Remastered</em>. This was actually my first time playing the game — after all, I wasn’t even born when it was initially released. In spite of that, there was something so nostalgic about it, the warm, charming world and excellent cast totally captured my attention, and I found myself pouring countless hours into the game every single day.</p><p>Something that stood out for me was the writing. Yes, the main narrative is nothing special — the world is in danger, and a group of young heroes needs to defy the odds to save everybody. But it’s the characters that make this experience so special. </p><p>For the most part, you'll spend your time with four key heroes. Reid is a reluctant protagonist who seems to be dragged into the chaos at every turn, Farah is a contemplative, complex young woman learning herself as the story unfolds, Keele is a stuck-up academic type who delivers some hilarious moments, and Meredy is a caring and curious foreign stranger who the crew slowly begins to understand in their quest to prevent disaster. </p><p>The cast isn’t weighed down by the tired tropes and lazy writing that a lot of JRPGs faced at the time, and each party member is highly memorable.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="aanC8JWpfwHqfupLhPk8CT" name="tales-of-eternia-remastered (1)" alt="Characters meet strange creatures in Tales of Eternia Remastered" src="https://cdn.mos.cms.futurecdn.net/aanC8JWpfwHqfupLhPk8CT-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco)</span></figcaption></figure><p>But how about the actual gameplay? Well, the combat is pretty unique. It manifests in the form of a fighter-RPG hybrid, with a large focus on reactive action-based commands. While the combat certainly takes some getting used to and the movement can feel a little janky at times, battling your foes feels incredibly addictive. Chaining Artes together to deliver devastating combos and tinkering with formations or skills to get past tough boss battles is highly rewarding, and even random encounters gave me huge satisfaction. </p><p>The game is undoubtedly challenging, but delivering a finishing blow makes your struggle feel worth it. And if you do fall to your foes, a retry battle option is at hand to dive right back into the action.</p><p>There’s not too much grinding required, either. I kept random encounters on for the vast majority of my playthrough, and that gave me plenty of experience for big boss fights. If you do want to grab some extra experience, though, you can switch Auto mode on and have your team fight for you, helping you avoid same-y skirmishes.</p><p>Outside of battle, things are decent too. You can explore the world for items and treasure to bolster your stats, venture into shops to grab stronger gear, and even take on a few minigames. Exploration is highly gratifying as well, and you’ll often find weapons that come in handy for specific areas or recipes that restore your HP or TP when you’re running low. </p><p>A small complaint I have, though, is that movement feels clunky in the overworld. You need to be very precise if you want to move diagonally, and dragging items like statues could feel a bit awkward at times. This is still a relatively minor issue overall, but in tighter areas, the old-school movement did cause me some minor frustration. </p><p>I also have to say that the minigames, in general, are pretty bad. They typically control fine, but don’t feel very fun to play at all. Luckily, you can skip these if you’d prefer, which I often did. It was cool to see mouse mode integration for minigames on Nintendo Switch 2, though, which worked a treat in my experience. </p><p>Speaking of my experience on Switch 2, let’s take a moment to talk about performance. <em>Tales of Eternia Remastered</em> runs in 4K when playing docked and 1080p in handheld, with smooth 60fps across both modes — perhaps to be expected for a less demanding title like this. I didn’t notice any technical hiccups or frame drops during my whole playthrough, so Switch 2 is certainly a top-tier destination for this remaster. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="MQZyn5ZpgREE5zUtVtXhnT" name="tales-of-eternia-remastered (2)" alt="Reid and Farah battle some foes in Tales of Eternia Remastered" src="https://cdn.mos.cms.futurecdn.net/MQZyn5ZpgREE5zUtVtXhnT-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco)</span></figcaption></figure><p>So let’s address those questions I posed in the intro. Is <em>Tales of Eternia Remastered </em>a worthy modern take on this classic entry? For me, the answer is yes. </p><p>Some things could’ve been better: the visual enhancements are relatively light, cutscenes look a bit underwhelming, and I would’ve liked a shortcut button for disabling enemy encounters. But the Boost Function provides so much flexibility, the new English dub is great, and the ability to retry battles in an instant keeps the game's pace feeling fast and fluid.</p><p>And at a core level, this is a great game with a lot to offer, in spite of a few dated elements. The combat, while very much of its time, remains fun and surprisingly strategic; the cast is highly memorable, with skits adding some welcome depth, and exploration is rewarding too. </p><p>All in all, I had a blast with <em>Tales of Eternia Remastered</em>, and JRPG fanatics are sure to find a lot to love here.</p><h2 id="should-you-play-tales-of-eternia-remastered">Should you play Tales of Eternia Remastered?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="yTo5qXjH63iwk9zUYraKUT" name="tales-of-eternia-remastered (3)" alt="Two characters sit on top of a roof in Tales of Eternia Remastered" src="https://cdn.mos.cms.futurecdn.net/yTo5qXjH63iwk9zUYraKUT-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco)</span></figcaption></figure><h2 id="play-it-if">Play it if...</h2><div class="product"><p><strong>You appreciate a challenge</strong><br /><em>Tales of Eternia</em> is a fairly challenging game, with some daunting boss fights scattered throughout the experience. I had to retry a fair few times when battling against the mightiest foes, but there’s even a hard and extreme mode if you truly want to test yourself.</p></div><div class="product"><p><strong>You want to play a JRPG that doesn’t overstay its welcome</strong><br />As a huge JRPG fan, I know that this genre has a tendency to demand an awful lot of your time. But <em>Tales of Eternia </em>hits a real sweet spot. It takes around 25-30 hours to finish (unless you’re a true completionist), and is well-paced throughout, making it a far more approachable title than a lot of other games in this space.</p></div><h2 id="don-39-t-play-it-if">Don't play it if...</h2><div class="product"><p><strong>You’re expecting a modern Tales experience</strong><br /><em>Tales of Eternia Remastered</em> remains very faithful to the original, and you’re still getting that 2D action-based combat of yesteryear. It’s not as fluid and free-flowing as modern Tales combat systems, so if that’s what you’re after, it may be worth looking elsewhere.</p></div><div class="product"><p><strong>You want top-tier visuals</strong><br />Of course, this is a remaster rather than a remake, so this entry isn't aiming to supply a striking visual overhaul. Even still, the visuals are a bit of a mixed bag; the cutscenes aren’t handled very well, and the in-game graphical enhancements, while decent, aren’t exactly transformative.</p></div><h2 id="accessibility-features">Accessibility features</h2><p>There are a number of ways to customize your experience in <em>Tales of Eternia Remastered</em>. You can turn subtitles on or off, choose to auto-advance text, remap buttons to suit your preferences, and alter difficulty. While there’s no colorblind mode, in-game elements that previously required color-based identification have been redesigned around visual elements unrelated to color.</p><h2 id="how-i-reviewed-tales-of-eternia-remastered">How I reviewed Tales of Eternia Remastered</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="29JTQiZWPMUxUciCM7h2MT" name="tales-of-eternia-remastered (10)" alt="Characters play a card game in Tales of Eternia Remastered" src="https://cdn.mos.cms.futurecdn.net/29JTQiZWPMUxUciCM7h2MT-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco)</span></figcaption></figure><p>I spent just over 30 hours with <em>Tales of Eternia Remastered</em>, during which time I played through the main story, completed a handful of side quests, and tried out all of the various Boost Function features.</p><p>For the most part, I played the game in docked mode, with my Nintendo Switch 2 hooked up to the <a href="https://www.techradar.com/televisions/sky-glass-gen-2-review">Sky Glass Gen 2</a> TV and <a href="https://www.techradar.com/televisions/soundbars/marshall-heston-120-review">Marshall Heston 120</a> soundbar. However, I did dip into handheld mode from time to time, and used the <a href="https://www.techradar.com/audio/earbuds-airpods/sennheiser-cx-80u-review">Sennheiser CX 80U</a> wired earbuds to enjoy in-game audio.</p><p>More generally, I’ve covered a huge array of games here at TechRadar, where I serve as a Senior Reviews Writer. I’ve reviewed a number of JRPGs, including <a href="https://www.techradar.com/gaming/trails-in-the-sky-2nd-chapter-review"><em>Trails in the Sky 2nd Chapter</em></a><em> </em>and <a href="https://www.techradar.com/gaming/dragon-quest-i-ii-hd-2d-remake-review"><em>Dragon Quest I &amp; II HD-2D Remake</em></a>, as well as Switch 2 exclusives such as <a href="https://www.techradar.com/gaming/fire-emblem-fortunes-weave-review"><em>Fire Emblem: Fortune’s Weave</em></a><em> </em>and <a href="https://www.techradar.com/gaming/nintendo-switch-sports-resort-review"><em>Nintendo Switch Sports Resort</em></a>.</p><p><em>First reviewed October 2026</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/tales-of-eternia-remastered-review</link>
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                            <![CDATA[ Tales of Eternia Remastered may not be perfect, but its fast-paced action and strong quality of life updates ensure that its still a hit. ]]>
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                                                                        <pubDate>Sun, 01 Nov 2026 16:00:00 +0000</pubDate>                                                                                                                                <updated>Mon, 02 Nov 2026 10:15:26 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                <author><![CDATA[ harry.padoan@futurenet.com (Harry Padoan) ]]></author>                    <dc:creator><![CDATA[ Harry Padoan ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/995EkuqRKUTUjvMk7ataFi-320-70.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Harry is a Senior Reviews Writer for TechRadar. He reviews everything from party speakers to wall chargers and has a particular interest in the worlds of audio and gaming.&lt;/p&gt;&lt;p&gt;Prior to joining TechRadar, Harry was a journalist covering stories from the telecoms industry, drilling into areas such as innovation, acquisitions, and sustainability.&lt;/p&gt;&lt;p&gt;When he isn’t testing the newest tech, Harry can probably be found listening to deep house, playing JRPGs, or watching his beloved Tottenham Hotspur.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Bandai Namco]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Characters stand in front of a cave in Tales of Eternia Remastered]]></media:description>                                                            <media:text><![CDATA[Characters stand in front of a cave in Tales of Eternia Remastered]]></media:text>
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                                <p>Back in 2000, Bandai Namco published the third game in the beloved Tales series, <em>Tales of Eternia</em>. It was received very well at launch, being praised for its high-octane action combat, charming cast, and humorous script — though the Western versions on the original PlayStation and PSP were held back by their omission of skits (character-driven dialogue scenes) and slightly subpar voice acting. But now, <em>Tales of Eternia Remastered </em>— developed by TOSE Co. — is here, aiming to remedy these issues and refine the game for a modern audience.</p><div  class="fancy-box"><div class="fancy_box-title">Review info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Platform reviewed: </strong>Nintendo Switch 2<br /><strong>Available on: </strong>PS5, PS4, Xbox Series X and Series S, Nintendo Switch 2, Nintendo Switch<br /><strong>Release date: </strong>October 16, 2026</p></div></div><p>I’ve spent just north of 30 hours with <em>Tales of Eternia Remastered</em>, playing through the main story, completing side quests, and exploring the realms of Inferia and Celestia. </p><p>So, how effectively does this remaster bring a JRPG classic into the modern era? And is it truly worth playing? Here’s my verdict.</p><h2 id="gimme-a-boost">Gimme a Boost!</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="GS7vPxKt8f5iFCZ2PXDfHT" name="tales-of-eternia-remastered (12)" alt="Skit sequence in Tales of Eternia Remastered" src="https://cdn.mos.cms.futurecdn.net/GS7vPxKt8f5iFCZ2PXDfHT-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco)</span></figcaption></figure><p>I’ll speak about the core <em>Tales of Eternia </em>experience in good time, but it only seems right to discuss the new stuff that this remaster brings to the table first.</p><p>Arguably the main thing is the inclusion of Boost Function. This enables you to tailor your experience to your specific wants and needs, with highlights including a random encounter toggle, difficulty options, an increased item capacity setting, and an EXP gain adjuster. </p><p>My personal favorite feature was the option to restore TP (which you consume when using skills) when camping, which made grinding feel a lot more fluid and easier to manage. </p><p>The Boost Function suite is filled to the brim, and really helps to make the title more approachable for newcomers. My only real complaint here is that I would’ve loved the option to map a function — such as disabling enemy encounters — to one of the buttons on my <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a>. Having to open the main menu, go into the Customize Section, and then the Boost Function felt a touch clunky.</p><div  class="fancy-box"><div class="fancy_box-title">Best bit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="WzMHhrAmDHrCgQUkStG3fT" name="tales-of-eternia-remastered (7)" caption="" alt="Characters and Greater Craymels talk in Tales of Eternia Remastered" src="https://cdn.mos.cms.futurecdn.net/WzMHhrAmDHrCgQUkStG3fT-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude" /></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco)</span></figcaption></figure><p class="fancy-box__body-text"><strong>Defeating the Greater Craymel, Celsius, was by far one of the most rewarding moments for me. She was giving me a lot of trouble by evading my Artes and freezing my healers into submission, but after switching up my formation and strategy, I was able to best her in a true battle for the ages.</strong></p></div></div><p>There’s a lot more to uncover, though. For instance, you can switch between remastered and original graphics and sound effects, which is sure to satisfy newcomers and long-time fans.</p><p>The visual enhancements are relatively light overall. This isn’t a transformative overhaul, and some environments still look a little rough around the edges. But still, the remaster does illuminate some previously obscured details. As you can see in the images below, detailing on the statues is far more intricate, and foliage looks sharper in the remastered graphics mode. And while some may prefer the original pixel sprites, I think the remaster does a good job of cleaning them up a bit while keeping them faithful to the original artwork.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/CgXKvMLHMAwXN3eg7MVrvS-1920-80.jpg" alt="Reid in Tales of Eternia Remastered (original graphics)" /><figcaption>Original graphics mode<small role="credit">Bandai Namco</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/ti3KtYVV2aGSw3sSsdfp3T-1920-80.jpg" alt="Reid in Tales of Eternia Remastered (remastered graphics)" /><figcaption>Remastered graphics mode<small role="credit">Bandai Namco</small></figcaption></figure></figure><p>While we’re on the topic of visuals, I unfortunately have a complaint to make: the cutscenes look pretty poor. They’ve been placed into widescreen, and it looks as if a filter has been applied; the results are underwhelming — characters and backgrounds lack clarity and definition, laying bare the limitations of the original material.</p><p>That’s a nitpick, of course, and most elements of this remaster still hit the spot. For example, the newly recorded English voice acting is great, and each character’s personality shines through perfectly. Skits are finally here in the West, too, providing plenty of humorous and emotional moments when camping or resting.</p><p>Objective icons are also introduced, which point you in the direction of the main story objective or side quests. I really appreciated this, especially as I didn’t want to miss out on side content, but if you want to figure everything out for yourself, you can swiftly switch it off in the Customize menu.</p><h2 id="an-underrated-classic-reborn">An underrated classic, reborn</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Qfm4V9JpoTGAs5yUZNGjzT" name="tales-of-eternia-remastered (9)" alt="Efreet unleashes an attack in Tales of Eternia Remastered" src="https://cdn.mos.cms.futurecdn.net/Qfm4V9JpoTGAs5yUZNGjzT-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco)</span></figcaption></figure><p>So, while it’s not flawless, the remaster of this title is solid overall and successfully makes this classic more palatable for modern audiences. But just how fun is the core game in the big 2026?</p><p>I’ll lay my cards on the table: I had a spectacular time with <em>Tales of Eternia Remastered</em>. This was actually my first time playing the game — after all, I wasn’t even born when it was initially released. In spite of that, there was something so nostalgic about it, the warm, charming world and excellent cast totally captured my attention, and I found myself pouring countless hours into the game every single day.</p><p>Something that stood out for me was the writing. Yes, the main narrative is nothing special — the world is in danger, and a group of young heroes needs to defy the odds to save everybody. But it’s the characters that make this experience so special. </p><p>For the most part, you'll spend your time with four key heroes. Reid is a reluctant protagonist who seems to be dragged into the chaos at every turn, Farah is a contemplative, complex young woman learning herself as the story unfolds, Keele is a stuck-up academic type who delivers some hilarious moments, and Meredy is a caring and curious foreign stranger who the crew slowly begins to understand in their quest to prevent disaster. </p><p>The cast isn’t weighed down by the tired tropes and lazy writing that a lot of JRPGs faced at the time, and each party member is highly memorable.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="aanC8JWpfwHqfupLhPk8CT" name="tales-of-eternia-remastered (1)" alt="Characters meet strange creatures in Tales of Eternia Remastered" src="https://cdn.mos.cms.futurecdn.net/aanC8JWpfwHqfupLhPk8CT-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco)</span></figcaption></figure><p>But how about the actual gameplay? Well, the combat is pretty unique. It manifests in the form of a fighter-RPG hybrid, with a large focus on reactive action-based commands. While the combat certainly takes some getting used to and the movement can feel a little janky at times, battling your foes feels incredibly addictive. Chaining Artes together to deliver devastating combos and tinkering with formations or skills to get past tough boss battles is highly rewarding, and even random encounters gave me huge satisfaction. </p><p>The game is undoubtedly challenging, but delivering a finishing blow makes your struggle feel worth it. And if you do fall to your foes, a retry battle option is at hand to dive right back into the action.</p><p>There’s not too much grinding required, either. I kept random encounters on for the vast majority of my playthrough, and that gave me plenty of experience for big boss fights. If you do want to grab some extra experience, though, you can switch Auto mode on and have your team fight for you, helping you avoid same-y skirmishes.</p><p>Outside of battle, things are decent too. You can explore the world for items and treasure to bolster your stats, venture into shops to grab stronger gear, and even take on a few minigames. Exploration is highly gratifying as well, and you’ll often find weapons that come in handy for specific areas or recipes that restore your HP or TP when you’re running low. </p><p>A small complaint I have, though, is that movement feels clunky in the overworld. You need to be very precise if you want to move diagonally, and dragging items like statues could feel a bit awkward at times. This is still a relatively minor issue overall, but in tighter areas, the old-school movement did cause me some minor frustration. </p><p>I also have to say that the minigames, in general, are pretty bad. They typically control fine, but don’t feel very fun to play at all. Luckily, you can skip these if you’d prefer, which I often did. It was cool to see mouse mode integration for minigames on Nintendo Switch 2, though, which worked a treat in my experience. </p><p>Speaking of my experience on Switch 2, let’s take a moment to talk about performance. <em>Tales of Eternia Remastered</em> runs in 4K when playing docked and 1080p in handheld, with smooth 60fps across both modes — perhaps to be expected for a less demanding title like this. I didn’t notice any technical hiccups or frame drops during my whole playthrough, so Switch 2 is certainly a top-tier destination for this remaster. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="MQZyn5ZpgREE5zUtVtXhnT" name="tales-of-eternia-remastered (2)" alt="Reid and Farah battle some foes in Tales of Eternia Remastered" src="https://cdn.mos.cms.futurecdn.net/MQZyn5ZpgREE5zUtVtXhnT-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco)</span></figcaption></figure><p>So let’s address those questions I posed in the intro. Is <em>Tales of Eternia Remastered </em>a worthy modern take on this classic entry? For me, the answer is yes. </p><p>Some things could’ve been better: the visual enhancements are relatively light, cutscenes look a bit underwhelming, and I would’ve liked a shortcut button for disabling enemy encounters. But the Boost Function provides so much flexibility, the new English dub is great, and the ability to retry battles in an instant keeps the game's pace feeling fast and fluid.</p><p>And at a core level, this is a great game with a lot to offer, in spite of a few dated elements. The combat, while very much of its time, remains fun and surprisingly strategic; the cast is highly memorable, with skits adding some welcome depth, and exploration is rewarding too. </p><p>All in all, I had a blast with <em>Tales of Eternia Remastered</em>, and JRPG fanatics are sure to find a lot to love here.</p><h2 id="should-you-play-tales-of-eternia-remastered">Should you play Tales of Eternia Remastered?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="yTo5qXjH63iwk9zUYraKUT" name="tales-of-eternia-remastered (3)" alt="Two characters sit on top of a roof in Tales of Eternia Remastered" src="https://cdn.mos.cms.futurecdn.net/yTo5qXjH63iwk9zUYraKUT-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco)</span></figcaption></figure><h2 id="play-it-if">Play it if...</h2><div class="product"><p><strong>You appreciate a challenge</strong><br /><em>Tales of Eternia</em> is a fairly challenging game, with some daunting boss fights scattered throughout the experience. I had to retry a fair few times when battling against the mightiest foes, but there’s even a hard and extreme mode if you truly want to test yourself.</p></div><div class="product"><p><strong>You want to play a JRPG that doesn’t overstay its welcome</strong><br />As a huge JRPG fan, I know that this genre has a tendency to demand an awful lot of your time. But <em>Tales of Eternia </em>hits a real sweet spot. It takes around 25-30 hours to finish (unless you’re a true completionist), and is well-paced throughout, making it a far more approachable title than a lot of other games in this space.</p></div><h2 id="don-39-t-play-it-if">Don't play it if...</h2><div class="product"><p><strong>You’re expecting a modern Tales experience</strong><br /><em>Tales of Eternia Remastered</em> remains very faithful to the original, and you’re still getting that 2D action-based combat of yesteryear. It’s not as fluid and free-flowing as modern Tales combat systems, so if that’s what you’re after, it may be worth looking elsewhere.</p></div><div class="product"><p><strong>You want top-tier visuals</strong><br />Of course, this is a remaster rather than a remake, so this entry isn't aiming to supply a striking visual overhaul. Even still, the visuals are a bit of a mixed bag; the cutscenes aren’t handled very well, and the in-game graphical enhancements, while decent, aren’t exactly transformative.</p></div><h2 id="accessibility-features">Accessibility features</h2><p>There are a number of ways to customize your experience in <em>Tales of Eternia Remastered</em>. You can turn subtitles on or off, choose to auto-advance text, remap buttons to suit your preferences, and alter difficulty. While there’s no colorblind mode, in-game elements that previously required color-based identification have been redesigned around visual elements unrelated to color.</p><h2 id="how-i-reviewed-tales-of-eternia-remastered">How I reviewed Tales of Eternia Remastered</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="29JTQiZWPMUxUciCM7h2MT" name="tales-of-eternia-remastered (10)" alt="Characters play a card game in Tales of Eternia Remastered" src="https://cdn.mos.cms.futurecdn.net/29JTQiZWPMUxUciCM7h2MT-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Bandai Namco)</span></figcaption></figure><p>I spent just over 30 hours with <em>Tales of Eternia Remastered</em>, during which time I played through the main story, completed a handful of side quests, and tried out all of the various Boost Function features.</p><p>For the most part, I played the game in docked mode, with my Nintendo Switch 2 hooked up to the <a href="https://www.techradar.com/televisions/sky-glass-gen-2-review">Sky Glass Gen 2</a> TV and <a href="https://www.techradar.com/televisions/soundbars/marshall-heston-120-review">Marshall Heston 120</a> soundbar. However, I did dip into handheld mode from time to time, and used the <a href="https://www.techradar.com/audio/earbuds-airpods/sennheiser-cx-80u-review">Sennheiser CX 80U</a> wired earbuds to enjoy in-game audio.</p><p>More generally, I’ve covered a huge array of games here at TechRadar, where I serve as a Senior Reviews Writer. I’ve reviewed a number of JRPGs, including <a href="https://www.techradar.com/gaming/trails-in-the-sky-2nd-chapter-review"><em>Trails in the Sky 2nd Chapter</em></a><em> </em>and <a href="https://www.techradar.com/gaming/dragon-quest-i-ii-hd-2d-remake-review"><em>Dragon Quest I &amp; II HD-2D Remake</em></a>, as well as Switch 2 exclusives such as <a href="https://www.techradar.com/gaming/fire-emblem-fortunes-weave-review"><em>Fire Emblem: Fortune’s Weave</em></a><em> </em>and <a href="https://www.techradar.com/gaming/nintendo-switch-sports-resort-review"><em>Nintendo Switch Sports Resort</em></a>.</p><p><em>First reviewed October 2026</em></p>
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                                                            <title><![CDATA[ It's now possible to turn your PS5 into a Steam Machine — but you shouldn't ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>PS5 Bazzite Deck is a new spin on this gaming-focused version of Linux</strong></li><li><strong>It allows you to boot your PS5 to a Steam Deck interface and play PC games</strong></li><li><strong>You need to jailbreak your Sony console to run it (via the PS5 Linux loader), and that's a risky path to take for a number of reasons</strong></li></ul><p>Don't want to fork out <a href="https://www.techradar.com/computing/gaming-laptops/steam-machine-review">all that cash for a Steam Machine</a>? If you've got a PS5, you could turn it into a spin on Valve's gaming PC thanks to a custom version of a Linux distro — although the major catch is you'll need to jailbreak your console.</p><p><a href="https://www.techpowerup.com/354305/ps5s-become-steam-machines-with-unofficial-bazzite-linux-installer" target="_blank">TechPowerUp noticed</a> the <a href="https://github.com/VivaLaVent/ps5-bazzite-deck" target="_blank">PS5 Bazzite Deck project on GitHub</a>, which takes this flavor of the gaming-focused Bazzite distro and adapts it for Sony's console. (Bazzite Deck is different from vanilla Bazzite, as it was built specifically for handhelds to offer an experience similar to SteamOS for the likes of the <a href="https://www.techradar.com/reviews/asus-rog-ally-review">Asus ROG Ally</a> — but without some of the headaches of running Valve's OS on that portable).</p><p>When PS5 Bazzite Deck is run on a jailbroken console, it'll boot straight into the Steam Deck interface (Steam Gaming Mode), and you can play your PC games from there.</p><p>You don't need to install the PS5 Bazzite Deck OS, either; you can just run it from a USB stick (via the PS5 Linux loader). As the developer VivaLaVent explains, when you next restart the PS5, it'll boot its own operating system again, and you'll be back at Sony's welcome hub.</p><p>So the PS5 isn't modified by running this OS as such, except for the fact that you have to jailbreak the console (then run the PS5 Linux Loader).</p><p>This project is compatible with the base PS5 and PS5 Pro consoles, and you can also switch to a desktop mode running KDE Plasma on your PS5, should you wish.</p><p>Of course, game compatibility is going to be hit-and-miss, although a gamer on <a href="https://www.reddit.com/r/PS5_Jailbreak/comments/1xi66qc/comment/19rt8ktcatysg/" target="_blank">Reddit observed</a> that they've successfully run <em>Horizon Zero Dawn</em>, <em>Palworld</em>, <em>Genshin Impact</em>, and <em>Rimworld</em> — although Marvel Rivals was a non-starter.</p><h2 id="analysis-interesting-times">Analysis: interesting times</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4000px;"><p class="vanilla-image-block" style="padding-top:56.30%;"><img id="qNypJFMVZfY5PstJTmSu6j" name="20241031_160054" alt="The PS5 Pro in front of a white brick background, on a brown desk, next to a potted plant." src="https://cdn.mos.cms.futurecdn.net/qNypJFMVZfY5PstJTmSu6j-1920-80.jpg" mos="" align="middle" fullscreen="" width="4000" height="2252" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>I should make it very clear up front that I wouldn't recommend jailbreaking your console even as an experiment. There are potential legal ramifications (depending on where you live) with doing so, the possibility of Sony banning your account, and a whole raft of risks (including the third-party software involved, of course). So, if you do want to turn your PS5 into a take on a Steam Machine in this way, proceed at your own risk.</p><p>That said, there's an increasing amount of activity around getting the PS5 to run PC games, as you might have seen, so clearly this is something that quite a few gamers are interested in. Most notably, we've seen Playden, which is a very different way of running PC titles on a PS5, by using a compatibility layer (a custom port of Wine) to pull this off. PS5 Bazzite Deck differs in that it replaces the entire OS with a new one, as opposed to running on top of Sony's system.</p><p>By all accounts, PS5 Bazzite Deck is pretty slick. One Redditor <a href="https://www.reddit.com/r/PS5_Jailbreak/comments/1xi66qc/comment/19rt2k05yrfxh/" target="_blank">shares their experience</a>: "I've been using this distro for 4 days, and WOW! Seriously, it's way better than the others. There are constant updates that bring bug fixes."</p><p>The DualSense controller support is also niftily implemented by all accounts, as you can pair to both Linux and the PS5 system (saving you from unpairing when switching between the two). The controller's touchpad works like a mouse on the PS5 Bazzite Deck, and seemingly waking from sleep takes only two seconds (much faster than the PS5's normal wake time).</p><p>Another gamer on <a href="https://www.reddit.com/r/PS5_Jailbreak/comments/1xi66qc/comment/19rtjrmzy5w11/" target="_blank">Reddit declares</a>: "If the PS5 turns out to have been the perfect Steam Machine all along, it would be so funny."</p><p>But I refer you back to my previous advice on jailbreaking (and game compatibility). Still, this kind of modding is attention-grabbing, to say the least, and we're also seeing it in reverse, with a breakneck pace of development for PS5 emulation on the PC (very much accelerated by the use of AI, it's worth noting).</p><p>That effort is, of course, generating a ton of interest given that <a href="https://www.techradar.com/gaming/grand-theft-auto-6s-launch-trailer-is-here-giving-fans-a-deeper-look-at-jason-and-lucias-crime-fueled-story">GTA 6 is nearly here</a>, and indeed there are theories floating around that the work on that PS5 emulator could force Rockstar to launch the PC port much earlier than intended (before an emulated version is up and running). The <a href="https://www.techradar.com/gaming/gta-6-will-reportedly-launch-on-pc-in-early-2027-and-fans-believe-its-so-rockstar-can-avoid-clashing-with-the-ps5-emulator-breathing-down-their-necks">rumor mill reckons we could see the PC version of GTA 6 early in 2027</a> as a result.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/ps5/cant-afford-a-steam-machine-you-can-now-turn-your-ps5-into-one-with-a-new-spin-on-linux-but-i-really-wouldnt-recommend-it</link>
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                            <![CDATA[ 'I've been using this distro for 4 days, and WOW!': You can turn your PS5 into a Steam Machine, and it's reportedly a slick experience. ]]>
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                                                                        <pubDate>Fri, 30 Oct 2026 17:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[PS5]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Gaming]]></category>
                                                    <category><![CDATA[Consoles & PC]]></category>
                                                    <category><![CDATA[Playstation]]></category>
                                                                                                                    <dc:creator><![CDATA[ Darren Allan ]]></dc:creator>                                                                                                        <dc:description><![CDATA[ null ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[A gamer using the VR3000 EX gaming headset to play a game on PlayStation 5.]]></media:description>                                                            <media:text><![CDATA[A gamer using the VR3000 EX gaming headset to play a game on PlayStation 5.]]></media:text>
                                <media:title type="plain"><![CDATA[A gamer using the VR3000 EX gaming headset to play a game on PlayStation 5.]]></media:title>
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                            <![CDATA[
                            <article>
                                <ul><li><strong>PS5 Bazzite Deck is a new spin on this gaming-focused version of Linux</strong></li><li><strong>It allows you to boot your PS5 to a Steam Deck interface and play PC games</strong></li><li><strong>You need to jailbreak your Sony console to run it (via the PS5 Linux loader), and that's a risky path to take for a number of reasons</strong></li></ul><p>Don't want to fork out <a href="https://www.techradar.com/computing/gaming-laptops/steam-machine-review">all that cash for a Steam Machine</a>? If you've got a PS5, you could turn it into a spin on Valve's gaming PC thanks to a custom version of a Linux distro — although the major catch is you'll need to jailbreak your console.</p><p><a href="https://www.techpowerup.com/354305/ps5s-become-steam-machines-with-unofficial-bazzite-linux-installer" target="_blank">TechPowerUp noticed</a> the <a href="https://github.com/VivaLaVent/ps5-bazzite-deck" target="_blank">PS5 Bazzite Deck project on GitHub</a>, which takes this flavor of the gaming-focused Bazzite distro and adapts it for Sony's console. (Bazzite Deck is different from vanilla Bazzite, as it was built specifically for handhelds to offer an experience similar to SteamOS for the likes of the <a href="https://www.techradar.com/reviews/asus-rog-ally-review">Asus ROG Ally</a> — but without some of the headaches of running Valve's OS on that portable).</p><p>When PS5 Bazzite Deck is run on a jailbroken console, it'll boot straight into the Steam Deck interface (Steam Gaming Mode), and you can play your PC games from there.</p><p>You don't need to install the PS5 Bazzite Deck OS, either; you can just run it from a USB stick (via the PS5 Linux loader). As the developer VivaLaVent explains, when you next restart the PS5, it'll boot its own operating system again, and you'll be back at Sony's welcome hub.</p><p>So the PS5 isn't modified by running this OS as such, except for the fact that you have to jailbreak the console (then run the PS5 Linux Loader).</p><p>This project is compatible with the base PS5 and PS5 Pro consoles, and you can also switch to a desktop mode running KDE Plasma on your PS5, should you wish.</p><p>Of course, game compatibility is going to be hit-and-miss, although a gamer on <a href="https://www.reddit.com/r/PS5_Jailbreak/comments/1xi66qc/comment/19rt8ktcatysg/" target="_blank">Reddit observed</a> that they've successfully run <em>Horizon Zero Dawn</em>, <em>Palworld</em>, <em>Genshin Impact</em>, and <em>Rimworld</em> — although Marvel Rivals was a non-starter.</p><h2 id="analysis-interesting-times">Analysis: interesting times</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4000px;"><p class="vanilla-image-block" style="padding-top:56.30%;"><img id="qNypJFMVZfY5PstJTmSu6j" name="20241031_160054" alt="The PS5 Pro in front of a white brick background, on a brown desk, next to a potted plant." src="https://cdn.mos.cms.futurecdn.net/qNypJFMVZfY5PstJTmSu6j-1920-80.jpg" mos="" align="middle" fullscreen="" width="4000" height="2252" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>I should make it very clear up front that I wouldn't recommend jailbreaking your console even as an experiment. There are potential legal ramifications (depending on where you live) with doing so, the possibility of Sony banning your account, and a whole raft of risks (including the third-party software involved, of course). So, if you do want to turn your PS5 into a take on a Steam Machine in this way, proceed at your own risk.</p><p>That said, there's an increasing amount of activity around getting the PS5 to run PC games, as you might have seen, so clearly this is something that quite a few gamers are interested in. Most notably, we've seen Playden, which is a very different way of running PC titles on a PS5, by using a compatibility layer (a custom port of Wine) to pull this off. PS5 Bazzite Deck differs in that it replaces the entire OS with a new one, as opposed to running on top of Sony's system.</p><p>By all accounts, PS5 Bazzite Deck is pretty slick. One Redditor <a href="https://www.reddit.com/r/PS5_Jailbreak/comments/1xi66qc/comment/19rt2k05yrfxh/" target="_blank">shares their experience</a>: "I've been using this distro for 4 days, and WOW! Seriously, it's way better than the others. There are constant updates that bring bug fixes."</p><p>The DualSense controller support is also niftily implemented by all accounts, as you can pair to both Linux and the PS5 system (saving you from unpairing when switching between the two). The controller's touchpad works like a mouse on the PS5 Bazzite Deck, and seemingly waking from sleep takes only two seconds (much faster than the PS5's normal wake time).</p><p>Another gamer on <a href="https://www.reddit.com/r/PS5_Jailbreak/comments/1xi66qc/comment/19rtjrmzy5w11/" target="_blank">Reddit declares</a>: "If the PS5 turns out to have been the perfect Steam Machine all along, it would be so funny."</p><p>But I refer you back to my previous advice on jailbreaking (and game compatibility). Still, this kind of modding is attention-grabbing, to say the least, and we're also seeing it in reverse, with a breakneck pace of development for PS5 emulation on the PC (very much accelerated by the use of AI, it's worth noting).</p><p>That effort is, of course, generating a ton of interest given that <a href="https://www.techradar.com/gaming/grand-theft-auto-6s-launch-trailer-is-here-giving-fans-a-deeper-look-at-jason-and-lucias-crime-fueled-story">GTA 6 is nearly here</a>, and indeed there are theories floating around that the work on that PS5 emulator could force Rockstar to launch the PC port much earlier than intended (before an emulated version is up and running). The <a href="https://www.techradar.com/gaming/gta-6-will-reportedly-launch-on-pc-in-early-2027-and-fans-believe-its-so-rockstar-can-avoid-clashing-with-the-ps5-emulator-breathing-down-their-necks">rumor mill reckons we could see the PC version of GTA 6 early in 2027</a> as a result.</p>
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                                                            <title><![CDATA[ Final Fantasy Resonance review: classic RPG greatness made for 2026 ]]></title>
                                                                                                <dc:content><![CDATA[ <p>I’ve been playing <em>Final Fantasy Resonance </em>for the past few weeks, and it is a delightful love letter to the <em>Final Fantasy </em>series — a beautiful turn-based role-playing game (RPG) that blends new and old across its gameplay and aesthetics to create an adventure I have adored every second of.</p><p>While it might have its roots in a now defunct mobile gacha game — <em>Brave Exvius</em> — don’t hold that against it. The only holdover is the core story. Everything else, from the gameplay to the wide world map to explore to the visual style, has been overhauled — the pay-to-play elements are gone too; all unlocks are completely free</p><div  class="fancy-box"><div class="fancy_box-title">Review info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Platform reviewed: </strong>Nintendo Switch 2<br /><strong>Available on: </strong>PS5, Xbox Series X|S, Nintendo Switch 2, PC<br /><strong>Release date: </strong>October 26, 2026</p></div></div><p>The end result of this total rebuild is a classic-feeling RPG that is somehow just as at home among 2026’s gaming lineup as it would have been among one from decades ago.</p><p>There are some tweaks I’d make here and there: mostly to Visions, and to the story that’s a little predictable, but neither of these issues has sapped the joy from what is easily among the <a href="https://www.techradar.com/gaming/nintendo/best-nintendo-switch-2-games">best Nintendo Switch 2 games</a> I’ve played this year (it’s also releasing on <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, <a href="https://www.techradar.com/reviews/xbox-series-s">Xbox Series S</a>, <a href="https://www.techradar.com/reviews/ps5">PS5</a> and PC).</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="U5hTCPgdCmUturpd2yEGzS" name="8273" alt="The open world map" src="https://cdn.mos.cms.futurecdn.net/U5hTCPgdCmUturpd2yEGzS-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><h2 id="back-to-basics">Back to basics</h2><p>After spending decades finding ways to mix up the turn-based action it popularized, <em>Final Fantasy Resonance</em> returns the series to a much more classic interpretation of it. When it’s their turn to act your party and enemies get to make a basic Attack, spend MP to perform some kind of special Skill action like casting a spell, Summon a powerful esper to fight by their side, or use an item from the party’s bag — with the order characters go determined by their speed.</p><p>It facilitates a slower and more tactical approach to engaging enemies than the action-focused gameplay of more modern <em>Final Fantasy</em> entries, which pairs nicely with <em>Resonance</em>’s less traditional combat mechanic: Stagger.</p><p>Dealing enough damage to your foes that’s a flavour they’re weak to will fill their meter and Stagger them — they’ll lose their go that turn if they haven’t acted yet, will take more damage until the next round, and whoever staggered them will get a second action. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="cdvZmFuBYkeQXRKjCdeW7T" name="8274" alt="Cloud's devastating resonance attack" src="https://cdn.mos.cms.futurecdn.net/cdvZmFuBYkeQXRKjCdeW7T-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>If you Stagger every enemy at once, you enter a Sweeping Stagger — your whole party will get a second action, and you’ll be able to deliver a powerful Resonance attack. This sees one of your equipped Visions rush forward to deliver a cinematic finishing blow — showcased by a 3D cinematic that briefly takes you out of the game’s HD-2D style.</p><p><em>Resonance</em> isn't just <em>Final Fantasy</em> meets <em>Octopath Traveler</em>. It might seem that way based on my description so far — seeing as it borrows <em>Octopath’s</em> visual identity and a core aspect of the series’ Break and Boost system</p><div  class="fancy-box"><div class="fancy_box-title">Best bit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="XD75bDU4oNQHkDeDsnFYsS" name="8281" caption="" alt="A strange crystal" src="https://cdn.mos.cms.futurecdn.net/XD75bDU4oNQHkDeDsnFYsS-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude" /></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p class="fancy-box__body-text"><strong>Exploring the game world to find secret items or hidden bosses always feels so rewarding. Especially later on, when you unlock the airship. There are several secrets I found out of pure curiosity, and it felt so fulfilling to be rewarded for hunting around.</strong></p></div></div><p>But besides the nuances of <em>Resonance</em>’s Stagger system, which make it different from what <em>Octopath </em>offers, you’ll also find this game’s plot is quintessential <em>Final Fantasy</em> — more on that in a moment — and it takes a different approach with its Job / Class system through Visions. They feel more like weapons you swap in and out than a Class you’ll want to perfect and stick with.</p><p>Visions are (mostly) manifestations of the core Final Fantasy games’ protagonists which aid your party in combat: performing the Resonance attacks I mentioned earlier, but also unlocking a separate list of actions and abilities for the party member they’re equipped to. Most skills you’ll only have access to while the Vision is actively deployed, but there are also permanent unlocks to earn by mastering a Vision — letting you mix and match aspects of Visions on a single party member to craft your ideal champion.</p><p>As I mentioned, this will feel a lot like Jobs from other Square Enix titles, but because so much of a Vision’s identity is lost from your character when you unequip it — most permanent Mastery unlocks are more generic, yet still useful, abilities like improving stats — I’ve found it better to see Visions as Equipment. Before entering a tough fight, you might want to swap out your loadout to best suit the challenge ahead — such as equipping your party with water attack dealers when facing off against a fiery foe.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="3oihNQsqfK6GRWcq3Z87gS" name="8278" alt="Rain charges with a flaming sword" src="https://cdn.mos.cms.futurecdn.net/3oihNQsqfK6GRWcq3Z87gS-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><h2 id="a-medley-or-overstuffed-buffet">A medley or overstuffed buffet?</h2><p>Taking everything I’ve said so far, you might fear <em>Final Fantasy Resonance</em> would turn out to be a mess. </p><p>It combines aspects of several games (<em>Octopath Traveler, Brave Exvius, </em> and classic <em>Final Fantasy</em>). It jumps between 3D and HD-2D visuals across different cinematics. There’s just over two dozen Visions to master, each their own skills to augment the base abilities your party develops. You can call forth powerful Summons to deal even more damage to your foes. There’s a giant map to explore, bursting with secrets to discover in every corner. There are main quests and side missions to complete over tens of hours, as well as secret boss fights and a coliseum to become the champion of.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="kMumyy5UDLf4xb4Jm2QzpS" name="8283" alt="Noctis  redaying an attack" src="https://cdn.mos.cms.futurecdn.net/kMumyy5UDLf4xb4Jm2QzpS-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>It’s a lot, yet <em>Final Fantasy Resonance </em>never felt like a mess.</p><p>Square Enix shows a mastery of the HD-2D art style. The world's environments are stunning, character sprites are expressive, and there are some amazing 2D spectacle across the game’s cutscenes and attack animations. The animatics feel fan-made in a good way — full of expression, and getting as much as possible from the medium.</p><p>The flashes of 3D work surprisingly well to augment special moments. Rather than feeling incongruous, the 3D Vision Resonance attack and Esper Summon cinematics give these abilities an appropriately otherworldly aspect.</p><p>Games which let you throw everything and the kitchen sink at your enemies have a habit of feeling too easy. However, playing on Expert difficulty, I found fights (especially boss fights) were a challenge — one I could overcome, but not without playing tactically. Button mashing and praying won’t save you here.</p><p>These different abilities also built up gradually over time. This let me get to grips with systems before some new aspect was thrown into the mix.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="rdZFY4bEtnLTkzqTxWoH8T" name="8276" alt="An esper's wind attack" src="https://cdn.mos.cms.futurecdn.net/rdZFY4bEtnLTkzqTxWoH8T-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>And when the gameplay is so engaging, and the visuals so beautiful, I had no problem adventuring back and forth to complete side quests and seek out every secret hiding in the world.</p><h2 id="close-to-perfection">Close to perfection</h2><p>If I must find fault with <em>Final Fantasy Resonance,</em> it would be in two areas.</p><p>The first is that while I love a lot of the Visions system, it struggles for much of the mid-game because it focuses too much on the main Final Fantasy protagonists who are (let’s face it) pretty samey. This is showcased by the fact that the majority of them are classified as Commando or Breaker types.</p><p>The precise builds and abilities do change, but for example there aren’t many supportive Healers amongst them — meaning building out a dedicated support character in your party is a little tough at times as you’ll either need to stick with a Vision you’ve mastered, or accept your party will be multi-classing early on.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="yh6n37u2ajdMDgEA5izkxS" name="8272" alt="The Vision mastery page" src="https://cdn.mos.cms.futurecdn.net/yh6n37u2ajdMDgEA5izkxS-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>Given how useful some Mastery abilities are, you’ll want to multiclass to some extent (Tronn’s ability to halve MP costs is one you need to unlock for as many characters as possible as soon as possible), but given the game says the Vision system offers you the freedom to customize the party however you want, I was a little disappointed that the reality doesn’t quite match this.</p><p>Secondly, I’d say the plot is <em>Final Fantasy</em> in its purest form. There are crystals, war between ancient mystical powers and new age technology, sacrifice for the greater good, twists and turns that reveal secrets about the characters’ and the world’s past, and an awful lot else that is a little cliché.</p><p>The story is certainly good enough to keep me engaged; it's just nothing special.</p><p>Though as I’ve said, neither of these gripes kept me from adoring <em>Final Fantasy Resonance</em>. Every time I sat down to write this review I had to force myself to not reach over for my Nintendo Switch 2 to play another five minutes — and like any good game my attempts to set time limits on myself never succeeded in keeping my play sessions shorter than a few hours at a time.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="9JrovZkYXBSy9XBhichueS" name="8279" alt="The party ready to fight a monster" src="https://cdn.mos.cms.futurecdn.net/9JrovZkYXBSy9XBhichueS-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>While it is available on several consoles and PC, my <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a> has been superb. If you have a choice, this is where I’d recommend playing, as it runs so smoothly, it’s easy to chip away at quests while on the go, and you can still enjoy a beautiful big-picture experience when the handheld is docked.</p><h2 id="should-you-play-final-fantasy-resonance">Should you play Final Fantasy Resonance?</h2><h2 id="play-it-if-2">Play it if…</h2><div class="product"><p><strong>You miss classic </strong><em><strong>Final Fantasy</strong></em><br /><em>Resonance</em> is the best Final Fantasy game I’ve played in years, in all the best ways. It feels both new and old and is sure to delight long-time fans of the series.</p></div><div class="product"><p><strong>You love Octopath Traveller</strong><br />There’s a lot of <em>Octopath</em> in this game, yet <em>Resonance </em>still feels unique enough to scratch the HD-2D itch without feeling samey.</p></div><div class="product"><p><strong>You want a long, but not too long, RPG</strong><br />Unlike some RPGs that can stretch into the hundreds of hours, most players will finish <em>Resonance </em>and its side quests somewhere between 30 and 50. Still long enough to sink your teeth into, but not have it take over your life.</p></div><h2 id="don-t-play-it-if">Don’t play it if…</h2><div class="product"><p><strong>You hate turn-based combat</strong><br />Not everyone enjoys the tactical ebb-and-flow of a turn-based RPG. If that’s you this game isn’t for you.</p></div><div class="product"><p><strong>You hate exploration</strong><br />While not as vast as an open-world game, <em>Final Fantasy Resonance </em>is full of hidden secrets to find across its overworld, and dungeons. If you prefer a more linear adventure you might not get as much out of this experience as you could.</p></div><div class="product"><p><strong>You’re tired of cliché fantasy stories</strong><br />The <em>Final Fantasy Resonance </em>story feels like an amalgamation of every FF game to come before. It’s not bad, but the twists and turns are frequently predictable which can disappoint gamers who love a good story.</p></div><h2 id="accessibility-features-2">Accessibility features</h2><p>Besides the features built into your console of choice, <em>Final Fantasy Resonance</em> has no accessibility features baked into it. </p><p>However, as a turn-based RPG, gameplay can be as slow as you need. It doesn't matter if you take five seconds, five minutes, or five hours to lock in an action, and unlike games such as <a href="https://www.techradar.com/gaming/clair-obscur-expedition-33-review"><em>Clair Obscur: Expedition 33</em></a><em>,</em> there are no active parry or dodge mechanics that require precise timing on the player's part.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="G6TWia5PvM5m9sP2g9HfpS" name="8280" alt="Fighting Leviathan" src="https://cdn.mos.cms.futurecdn.net/G6TWia5PvM5m9sP2g9HfpS-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><h2 id="how-i-reviewed-final-fantasy-resonance">How I reviewed Final Fantasy Resonance</h2><p>I reviewed Final Fantasy Resonance for around 30 hours on my Nintendo Switch 2. Predominantly, this was with base system hardware in handheld mode — plugging away on trips, my commute, and while relaxing on the couch — but I did experience the big-screen docked mode for several hours on my 4K Fire TV (relying on an <a href="https://www.techradar.com/gaming/8bitdo-ultimate-2-review">8BitDo Ultimate 2 controller</a> for inputs).</p><p>In all modes, the game ran smoothly, and I never regretted my decision to play the game on the least powerful system it’s launching on.</p><p><em>First reviewed October 2026</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/final-fantasy-resonance-review</link>
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                            <![CDATA[ This Octopath Traveller meets defunct mobile gacha game is the best I’ve played on my Nintendo Switch 2 all year. ]]>
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                                                                        <pubDate>Fri, 30 Oct 2026 12:03:49 +0000</pubDate>                                                                                                                                <updated>Mon, 02 Nov 2026 10:15:39 +0000</updated>
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                                                                                                <author><![CDATA[ hamish.hector@futurenet.com (Hamish Hector) ]]></author>                    <dc:creator><![CDATA[ Hamish Hector ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/ePxhxWMJAFXSVFL4333tHB-320-70.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Hamish is a Senior Staff Writer for TechRadar and you’ll see his name appearing on articles across nearly every topic on the site from smart home deals to speaker reviews to graphics card news and everything in between. He uses his broad range of knowledge to help explain the latest gadgets and if they’re a must-buy or a fad fueled by hype. Though his specialty is writing about everything going on in the world of virtual reality and augmented reality.&lt;/p&gt;&lt;p&gt;He’s been writing about tech and gaming for over five years now, getting his start at the University of Warwick’s student newspaper The Boar as a writer and later Games Editor while studying for his BSc in Maths and Physics (and later an MSc in Biotechnology, Bioprocessing, and Business Management). After graduating from university in 2020 he wrote all about battle royale games for Gfinity Esports before joining the TechRadar team in February 2021.&lt;/p&gt;&lt;p&gt;In his free time, you’ll likely find Hamish lost in one of the latest VR games on his Meta Quest 3, watching a West End musical with his fiancee, playing Magic: The Gathering at his local game store, or planning the D&amp;D campaign he runs for his mates.&lt;/p&gt;&lt;p&gt;Want to get in touch? You can contact Hamish via his email.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Square Enix]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[The castle burning]]></media:description>                                                            <media:text><![CDATA[The castle burning]]></media:text>
                                <media:title type="plain"><![CDATA[The castle burning]]></media:title>
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                                <p>I’ve been playing <em>Final Fantasy Resonance </em>for the past few weeks, and it is a delightful love letter to the <em>Final Fantasy </em>series — a beautiful turn-based role-playing game (RPG) that blends new and old across its gameplay and aesthetics to create an adventure I have adored every second of.</p><p>While it might have its roots in a now defunct mobile gacha game — <em>Brave Exvius</em> — don’t hold that against it. The only holdover is the core story. Everything else, from the gameplay to the wide world map to explore to the visual style, has been overhauled — the pay-to-play elements are gone too; all unlocks are completely free</p><div  class="fancy-box"><div class="fancy_box-title">Review info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Platform reviewed: </strong>Nintendo Switch 2<br /><strong>Available on: </strong>PS5, Xbox Series X|S, Nintendo Switch 2, PC<br /><strong>Release date: </strong>October 26, 2026</p></div></div><p>The end result of this total rebuild is a classic-feeling RPG that is somehow just as at home among 2026’s gaming lineup as it would have been among one from decades ago.</p><p>There are some tweaks I’d make here and there: mostly to Visions, and to the story that’s a little predictable, but neither of these issues has sapped the joy from what is easily among the <a href="https://www.techradar.com/gaming/nintendo/best-nintendo-switch-2-games">best Nintendo Switch 2 games</a> I’ve played this year (it’s also releasing on <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, <a href="https://www.techradar.com/reviews/xbox-series-s">Xbox Series S</a>, <a href="https://www.techradar.com/reviews/ps5">PS5</a> and PC).</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="U5hTCPgdCmUturpd2yEGzS" name="8273" alt="The open world map" src="https://cdn.mos.cms.futurecdn.net/U5hTCPgdCmUturpd2yEGzS-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><h2 id="back-to-basics">Back to basics</h2><p>After spending decades finding ways to mix up the turn-based action it popularized, <em>Final Fantasy Resonance</em> returns the series to a much more classic interpretation of it. When it’s their turn to act your party and enemies get to make a basic Attack, spend MP to perform some kind of special Skill action like casting a spell, Summon a powerful esper to fight by their side, or use an item from the party’s bag — with the order characters go determined by their speed.</p><p>It facilitates a slower and more tactical approach to engaging enemies than the action-focused gameplay of more modern <em>Final Fantasy</em> entries, which pairs nicely with <em>Resonance</em>’s less traditional combat mechanic: Stagger.</p><p>Dealing enough damage to your foes that’s a flavour they’re weak to will fill their meter and Stagger them — they’ll lose their go that turn if they haven’t acted yet, will take more damage until the next round, and whoever staggered them will get a second action. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="cdvZmFuBYkeQXRKjCdeW7T" name="8274" alt="Cloud's devastating resonance attack" src="https://cdn.mos.cms.futurecdn.net/cdvZmFuBYkeQXRKjCdeW7T-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>If you Stagger every enemy at once, you enter a Sweeping Stagger — your whole party will get a second action, and you’ll be able to deliver a powerful Resonance attack. This sees one of your equipped Visions rush forward to deliver a cinematic finishing blow — showcased by a 3D cinematic that briefly takes you out of the game’s HD-2D style.</p><p><em>Resonance</em> isn't just <em>Final Fantasy</em> meets <em>Octopath Traveler</em>. It might seem that way based on my description so far — seeing as it borrows <em>Octopath’s</em> visual identity and a core aspect of the series’ Break and Boost system</p><div  class="fancy-box"><div class="fancy_box-title">Best bit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="XD75bDU4oNQHkDeDsnFYsS" name="8281" caption="" alt="A strange crystal" src="https://cdn.mos.cms.futurecdn.net/XD75bDU4oNQHkDeDsnFYsS-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude" /></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p class="fancy-box__body-text"><strong>Exploring the game world to find secret items or hidden bosses always feels so rewarding. Especially later on, when you unlock the airship. There are several secrets I found out of pure curiosity, and it felt so fulfilling to be rewarded for hunting around.</strong></p></div></div><p>But besides the nuances of <em>Resonance</em>’s Stagger system, which make it different from what <em>Octopath </em>offers, you’ll also find this game’s plot is quintessential <em>Final Fantasy</em> — more on that in a moment — and it takes a different approach with its Job / Class system through Visions. They feel more like weapons you swap in and out than a Class you’ll want to perfect and stick with.</p><p>Visions are (mostly) manifestations of the core Final Fantasy games’ protagonists which aid your party in combat: performing the Resonance attacks I mentioned earlier, but also unlocking a separate list of actions and abilities for the party member they’re equipped to. Most skills you’ll only have access to while the Vision is actively deployed, but there are also permanent unlocks to earn by mastering a Vision — letting you mix and match aspects of Visions on a single party member to craft your ideal champion.</p><p>As I mentioned, this will feel a lot like Jobs from other Square Enix titles, but because so much of a Vision’s identity is lost from your character when you unequip it — most permanent Mastery unlocks are more generic, yet still useful, abilities like improving stats — I’ve found it better to see Visions as Equipment. Before entering a tough fight, you might want to swap out your loadout to best suit the challenge ahead — such as equipping your party with water attack dealers when facing off against a fiery foe.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="3oihNQsqfK6GRWcq3Z87gS" name="8278" alt="Rain charges with a flaming sword" src="https://cdn.mos.cms.futurecdn.net/3oihNQsqfK6GRWcq3Z87gS-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><h2 id="a-medley-or-overstuffed-buffet">A medley or overstuffed buffet?</h2><p>Taking everything I’ve said so far, you might fear <em>Final Fantasy Resonance</em> would turn out to be a mess. </p><p>It combines aspects of several games (<em>Octopath Traveler, Brave Exvius, </em> and classic <em>Final Fantasy</em>). It jumps between 3D and HD-2D visuals across different cinematics. There’s just over two dozen Visions to master, each their own skills to augment the base abilities your party develops. You can call forth powerful Summons to deal even more damage to your foes. There’s a giant map to explore, bursting with secrets to discover in every corner. There are main quests and side missions to complete over tens of hours, as well as secret boss fights and a coliseum to become the champion of.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="kMumyy5UDLf4xb4Jm2QzpS" name="8283" alt="Noctis  redaying an attack" src="https://cdn.mos.cms.futurecdn.net/kMumyy5UDLf4xb4Jm2QzpS-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>It’s a lot, yet <em>Final Fantasy Resonance </em>never felt like a mess.</p><p>Square Enix shows a mastery of the HD-2D art style. The world's environments are stunning, character sprites are expressive, and there are some amazing 2D spectacle across the game’s cutscenes and attack animations. The animatics feel fan-made in a good way — full of expression, and getting as much as possible from the medium.</p><p>The flashes of 3D work surprisingly well to augment special moments. Rather than feeling incongruous, the 3D Vision Resonance attack and Esper Summon cinematics give these abilities an appropriately otherworldly aspect.</p><p>Games which let you throw everything and the kitchen sink at your enemies have a habit of feeling too easy. However, playing on Expert difficulty, I found fights (especially boss fights) were a challenge — one I could overcome, but not without playing tactically. Button mashing and praying won’t save you here.</p><p>These different abilities also built up gradually over time. This let me get to grips with systems before some new aspect was thrown into the mix.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="rdZFY4bEtnLTkzqTxWoH8T" name="8276" alt="An esper's wind attack" src="https://cdn.mos.cms.futurecdn.net/rdZFY4bEtnLTkzqTxWoH8T-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>And when the gameplay is so engaging, and the visuals so beautiful, I had no problem adventuring back and forth to complete side quests and seek out every secret hiding in the world.</p><h2 id="close-to-perfection">Close to perfection</h2><p>If I must find fault with <em>Final Fantasy Resonance,</em> it would be in two areas.</p><p>The first is that while I love a lot of the Visions system, it struggles for much of the mid-game because it focuses too much on the main Final Fantasy protagonists who are (let’s face it) pretty samey. This is showcased by the fact that the majority of them are classified as Commando or Breaker types.</p><p>The precise builds and abilities do change, but for example there aren’t many supportive Healers amongst them — meaning building out a dedicated support character in your party is a little tough at times as you’ll either need to stick with a Vision you’ve mastered, or accept your party will be multi-classing early on.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="yh6n37u2ajdMDgEA5izkxS" name="8272" alt="The Vision mastery page" src="https://cdn.mos.cms.futurecdn.net/yh6n37u2ajdMDgEA5izkxS-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>Given how useful some Mastery abilities are, you’ll want to multiclass to some extent (Tronn’s ability to halve MP costs is one you need to unlock for as many characters as possible as soon as possible), but given the game says the Vision system offers you the freedom to customize the party however you want, I was a little disappointed that the reality doesn’t quite match this.</p><p>Secondly, I’d say the plot is <em>Final Fantasy</em> in its purest form. There are crystals, war between ancient mystical powers and new age technology, sacrifice for the greater good, twists and turns that reveal secrets about the characters’ and the world’s past, and an awful lot else that is a little cliché.</p><p>The story is certainly good enough to keep me engaged; it's just nothing special.</p><p>Though as I’ve said, neither of these gripes kept me from adoring <em>Final Fantasy Resonance</em>. Every time I sat down to write this review I had to force myself to not reach over for my Nintendo Switch 2 to play another five minutes — and like any good game my attempts to set time limits on myself never succeeded in keeping my play sessions shorter than a few hours at a time.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="9JrovZkYXBSy9XBhichueS" name="8279" alt="The party ready to fight a monster" src="https://cdn.mos.cms.futurecdn.net/9JrovZkYXBSy9XBhichueS-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><p>While it is available on several consoles and PC, my <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a> has been superb. If you have a choice, this is where I’d recommend playing, as it runs so smoothly, it’s easy to chip away at quests while on the go, and you can still enjoy a beautiful big-picture experience when the handheld is docked.</p><h2 id="should-you-play-final-fantasy-resonance">Should you play Final Fantasy Resonance?</h2><h2 id="play-it-if-2">Play it if…</h2><div class="product"><p><strong>You miss classic </strong><em><strong>Final Fantasy</strong></em><br /><em>Resonance</em> is the best Final Fantasy game I’ve played in years, in all the best ways. It feels both new and old and is sure to delight long-time fans of the series.</p></div><div class="product"><p><strong>You love Octopath Traveller</strong><br />There’s a lot of <em>Octopath</em> in this game, yet <em>Resonance </em>still feels unique enough to scratch the HD-2D itch without feeling samey.</p></div><div class="product"><p><strong>You want a long, but not too long, RPG</strong><br />Unlike some RPGs that can stretch into the hundreds of hours, most players will finish <em>Resonance </em>and its side quests somewhere between 30 and 50. Still long enough to sink your teeth into, but not have it take over your life.</p></div><h2 id="don-t-play-it-if">Don’t play it if…</h2><div class="product"><p><strong>You hate turn-based combat</strong><br />Not everyone enjoys the tactical ebb-and-flow of a turn-based RPG. If that’s you this game isn’t for you.</p></div><div class="product"><p><strong>You hate exploration</strong><br />While not as vast as an open-world game, <em>Final Fantasy Resonance </em>is full of hidden secrets to find across its overworld, and dungeons. If you prefer a more linear adventure you might not get as much out of this experience as you could.</p></div><div class="product"><p><strong>You’re tired of cliché fantasy stories</strong><br />The <em>Final Fantasy Resonance </em>story feels like an amalgamation of every FF game to come before. It’s not bad, but the twists and turns are frequently predictable which can disappoint gamers who love a good story.</p></div><h2 id="accessibility-features-2">Accessibility features</h2><p>Besides the features built into your console of choice, <em>Final Fantasy Resonance</em> has no accessibility features baked into it. </p><p>However, as a turn-based RPG, gameplay can be as slow as you need. It doesn't matter if you take five seconds, five minutes, or five hours to lock in an action, and unlike games such as <a href="https://www.techradar.com/gaming/clair-obscur-expedition-33-review"><em>Clair Obscur: Expedition 33</em></a><em>,</em> there are no active parry or dodge mechanics that require precise timing on the player's part.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="G6TWia5PvM5m9sP2g9HfpS" name="8280" alt="Fighting Leviathan" src="https://cdn.mos.cms.futurecdn.net/G6TWia5PvM5m9sP2g9HfpS-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Square Enix)</span></figcaption></figure><h2 id="how-i-reviewed-final-fantasy-resonance">How I reviewed Final Fantasy Resonance</h2><p>I reviewed Final Fantasy Resonance for around 30 hours on my Nintendo Switch 2. Predominantly, this was with base system hardware in handheld mode — plugging away on trips, my commute, and while relaxing on the couch — but I did experience the big-screen docked mode for several hours on my 4K Fire TV (relying on an <a href="https://www.techradar.com/gaming/8bitdo-ultimate-2-review">8BitDo Ultimate 2 controller</a> for inputs).</p><p>In all modes, the game ran smoothly, and I never regretted my decision to play the game on the least powerful system it’s launching on.</p><p><em>First reviewed October 2026</em></p>
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                                                            <title><![CDATA[ Blizzard’s comedic World of Warcraft: Forever mockumentary explores Azeroth ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Blizzard has launched a World of Warcraft: Forever mockumentary</strong></li><li><strong>The show is made with British comedian Bill Bailey</strong></li><li><strong>It walks viewers through the ‘strange and wonderful world’ of Azeroth</strong></li></ul><p>If you’ve ever been curious about the world and environments found in <a href="https://www.techradar.com/gaming/the-wow-forever-team-says-it-learned-a-lot-from-classic-season-of-discovery-including-managing-the-in-game-economy-and-rmt-but-blizzard-will-be-more-careful-and-cautious-with-class-changes-as-it-knew-we-were-going-too-far">World of Warcraft</a> and all its weird and wonderful inhabitants, Blizzard Entertainment has just released a new three-part mockumentary exploring everything there is to know about the company’s latest game, <em>World of Warcraft: Forever</em>. Just don’t take it too seriously. </p><p>That’s because the docu-series is being headed up by famed British comedian and musician Bill Bailey, who lends his voice and in-game character to the show as he walks viewers through the much-loved world of Azeroth, which has been reimagined for the launch of<em> World of Warcraft: Forever</em> on November 4, 2026. </p><p>“I’ve always been fascinated by the natural world,” Bailey said, “but nothing quite prepares you for Azeroth. The creatures are extraordinary, the landscapes are stunning and, unlike many other nature documentaries I’ve been involved in, I managed to stay dry and not get bitten by something. It was enormous fun exploring this strange and wonderful world,” said Bill Bailey. </p><p>Bailey has taken on the guise of a Dwarven adventurer for the series, which Blizzard says will take in “some of Azeroth’s most iconic regions, from the forests of Elwynn to the frozen wilderness of Winterspring.” You can also expect “a documentary-gone-rogue with Murlocs, Kobolds, and many more of the world’s most fascinating inhabitants.”</p><h2 id="more-episodes-are-on-the-way">More episodes are on the way</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="JRXWtRAfpnNTMFMPt9nTem" name="WoW Forever Bill Bailey 2" alt="The world of Azeroth in the World of Warcraft: Forever documentary World of Warcraft: Planet Azeroth." src="https://cdn.mos.cms.futurecdn.net/JRXWtRAfpnNTMFMPt9nTem-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Blizzard Entertainment)</span></figcaption></figure><p>There’s been plenty of chat surrounding <em>World of Warcraft: Forever</em>, with Blizzard saying it wants to focus on the <a href="https://www.techradar.com/gaming/can-fans-expect-goblins-or-vulpera-in-wow-forever-blizzard-says-it-has-no-plans-to-add-modern-wow-races-to-the-game-our-main-focus-for-the-game-is-to-build-off-the-foundational-lore-of-warcraft">“foundational lore of Warcraft”</a> and that it’s stuffed the game world with <a href="https://www.techradar.com/gaming/wow-forever-senior-game-designer-says-there-is-really-well-buried-stuff-in-the-game-thats-going-to-take-people-a-long-time-to-find-that-was-turned-off-for-the-beta-theres-going-to-be-things-to-discover-that-we-didnt-surface">secret content</a> “that’s going to take people a long time to find.” That’s got plenty of gamers interested in seeing what’s coming, with the <a href="https://www.techradar.com/gaming/good-news-for-world-of-warcraft-forever-players-blizzard-has-extended-the-beta-and-is-opening-wow-name-reservations-ahead-of-the-games-november-launch">beta period extended</a> to allow fans more time to explore the world before it launches in full. </p><p>The <a href="https://www.youtube.com/watch?v=t1oWcgFNmdM" target="_blank">first episode of World of Warcraft: Planet Azeroth is available today</a> on the <a href="https://www.youtube.com/warcraft" target="_blank">official World of Warcraft YouTube channel</a>, while episode 2 will be available on October 31, and the final episode will go live on November 6, a couple of days after the release of <em>World of Warcraft: Forever</em>. </p><p>That could make it the ideal warm-up act for a game that <a href="https://www.techradar.com/gaming/pc-gaming/wow-forever-has-me-excited-but-blizzard-needs-to-tread-carefully-the-player-base-will-be-seriously-split-in-its-current-state">we’re excited for</a>, albeit with some reservations. If Blizzard and Bailey can strike the right note, there could be a lot to look forward to.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/blizzards-three-part-world-of-warcraft-forever-mockumentary-lets-you-explore-the-strange-and-wonderful-world-of-azeroth-with-comedian-bill-bailey</link>
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                            <![CDATA[ Blizzard has released a three-part World of Warcraft: Forever show ahead of the game’s November 4 launch. ]]>
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                                                                        <pubDate>Wed, 28 Oct 2026 15:00:00 +0000</pubDate>                                                                                                                                <updated>Thu, 29 Oct 2026 16:08:19 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                <author><![CDATA[ alexblake.techradar@gmail.com (Alex Blake) ]]></author>                    <dc:creator><![CDATA[ Alex Blake ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/gwmVRU4zMGnDYsGVAFvRmL-320-70.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Alex Blake has been fooling around with computers since the early 1990s, and since that time he&#039;s learned a thing or two about tech. No more than two things, though. That&#039;s all his brain can hold. As well as TechRadar, Alex writes for iMore, Digital Trends and Creative Bloq, among others. He was previously commissioning editor at MacFormat magazine. That means he mostly covers the world of Apple and its latest products, but also Windows, computer peripherals, mobile apps, and much more beyond. When not writing, you can find him hiking the English countryside and gaming on his PC.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Blizzard Entertainment]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[The comedian Bill Bailey pictured with his World of Warcraft avatar and the World of Warcraft Forever logo]]></media:description>                                                            <media:text><![CDATA[The comedian Bill Bailey pictured with his World of Warcraft avatar and the World of Warcraft Forever logo]]></media:text>
                                <media:title type="plain"><![CDATA[The comedian Bill Bailey pictured with his World of Warcraft avatar and the World of Warcraft Forever logo]]></media:title>
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                                <ul><li><strong>Blizzard has launched a World of Warcraft: Forever mockumentary</strong></li><li><strong>The show is made with British comedian Bill Bailey</strong></li><li><strong>It walks viewers through the ‘strange and wonderful world’ of Azeroth</strong></li></ul><p>If you’ve ever been curious about the world and environments found in <a href="https://www.techradar.com/gaming/the-wow-forever-team-says-it-learned-a-lot-from-classic-season-of-discovery-including-managing-the-in-game-economy-and-rmt-but-blizzard-will-be-more-careful-and-cautious-with-class-changes-as-it-knew-we-were-going-too-far">World of Warcraft</a> and all its weird and wonderful inhabitants, Blizzard Entertainment has just released a new three-part mockumentary exploring everything there is to know about the company’s latest game, <em>World of Warcraft: Forever</em>. Just don’t take it too seriously. </p><p>That’s because the docu-series is being headed up by famed British comedian and musician Bill Bailey, who lends his voice and in-game character to the show as he walks viewers through the much-loved world of Azeroth, which has been reimagined for the launch of<em> World of Warcraft: Forever</em> on November 4, 2026. </p><p>“I’ve always been fascinated by the natural world,” Bailey said, “but nothing quite prepares you for Azeroth. The creatures are extraordinary, the landscapes are stunning and, unlike many other nature documentaries I’ve been involved in, I managed to stay dry and not get bitten by something. It was enormous fun exploring this strange and wonderful world,” said Bill Bailey. </p><p>Bailey has taken on the guise of a Dwarven adventurer for the series, which Blizzard says will take in “some of Azeroth’s most iconic regions, from the forests of Elwynn to the frozen wilderness of Winterspring.” You can also expect “a documentary-gone-rogue with Murlocs, Kobolds, and many more of the world’s most fascinating inhabitants.”</p><h2 id="more-episodes-are-on-the-way">More episodes are on the way</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="JRXWtRAfpnNTMFMPt9nTem" name="WoW Forever Bill Bailey 2" alt="The world of Azeroth in the World of Warcraft: Forever documentary World of Warcraft: Planet Azeroth." src="https://cdn.mos.cms.futurecdn.net/JRXWtRAfpnNTMFMPt9nTem-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Blizzard Entertainment)</span></figcaption></figure><p>There’s been plenty of chat surrounding <em>World of Warcraft: Forever</em>, with Blizzard saying it wants to focus on the <a href="https://www.techradar.com/gaming/can-fans-expect-goblins-or-vulpera-in-wow-forever-blizzard-says-it-has-no-plans-to-add-modern-wow-races-to-the-game-our-main-focus-for-the-game-is-to-build-off-the-foundational-lore-of-warcraft">“foundational lore of Warcraft”</a> and that it’s stuffed the game world with <a href="https://www.techradar.com/gaming/wow-forever-senior-game-designer-says-there-is-really-well-buried-stuff-in-the-game-thats-going-to-take-people-a-long-time-to-find-that-was-turned-off-for-the-beta-theres-going-to-be-things-to-discover-that-we-didnt-surface">secret content</a> “that’s going to take people a long time to find.” That’s got plenty of gamers interested in seeing what’s coming, with the <a href="https://www.techradar.com/gaming/good-news-for-world-of-warcraft-forever-players-blizzard-has-extended-the-beta-and-is-opening-wow-name-reservations-ahead-of-the-games-november-launch">beta period extended</a> to allow fans more time to explore the world before it launches in full. </p><p>The <a href="https://www.youtube.com/watch?v=t1oWcgFNmdM" target="_blank">first episode of World of Warcraft: Planet Azeroth is available today</a> on the <a href="https://www.youtube.com/warcraft" target="_blank">official World of Warcraft YouTube channel</a>, while episode 2 will be available on October 31, and the final episode will go live on November 6, a couple of days after the release of <em>World of Warcraft: Forever</em>. </p><p>That could make it the ideal warm-up act for a game that <a href="https://www.techradar.com/gaming/pc-gaming/wow-forever-has-me-excited-but-blizzard-needs-to-tread-carefully-the-player-base-will-be-seriously-split-in-its-current-state">we’re excited for</a>, albeit with some reservations. If Blizzard and Bailey can strike the right note, there could be a lot to look forward to.</p>
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                                                            <title><![CDATA[ Planet Zoo 2 review: an even more diverse, creative zoo-builder ]]></title>
                                                                                                <dc:content><![CDATA[ <p><em>Planet Zoo 2</em> is the sequel to 2020’s zoo-building management sim. And it’s crammed with more animals, scenery items, and game modes than ever, so you can really let your creativity run wild.</p><p>Building zoos is my happy place. Life is stressful, the cost of living is shocking, and politics is so absurd I often feel like I’m being doped with increasing levels of satire to make the world’s first irony-immune man. Playing games like <em>Planet Zoo 2</em> lets me spend time in a simpler world, where I can spend five hours tweaking the placement of ferns and rocks to make simulated siamangs happy.</p><p>As a result, I’ve spent a lot of time playing the original <em>Planet Zoo</em>. More than a lot, actually. Over 1,100 hours. That’s more than 45 days straight — a fact that makes me feel slightly queasy about my priorities in life. I’ve spent more time experiencing its highs and dealing with its limitations than I’ve spent with my extended family. So, naturally, as soon as I heard <em>Planet Zoo 2 </em>was in development, I knew I had to be the person to put it through its paces.</p><p>With the addition of aquariums, aviaries, wildlife reserves and more besides, I couldn’t wait to get my teeth into the new game and see what it was capable of. Even if it meant jettisoning a thousand hours of work, binning my old zoo and starting building from scratch, I was eager to see how all the new tools and content upgraded play. So are the two games birds of a feather, or is <em>Planet Zoo 2 </em>of a different stripe entirely?</p><h2 id="wings-fins-and-fur">Wings, fins and fur</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="hgKf5RJEaWsFxuJSpBuMJJ" name="Planet Zoo 2" alt="A shoal of leopard sharks swimming in front of a underwater tunnel in Planet Zoo 2." src="https://cdn.mos.cms.futurecdn.net/hgKf5RJEaWsFxuJSpBuMJJ-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Frontier Developments)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Best bit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="JpBqo3gLGSk69B4eaQCGrJ" name="Planet Zoo 2" caption="" alt="Two hawkbill turtles swimming in front of a coral reef in Planet Zoo 2." src="https://cdn.mos.cms.futurecdn.net/JpBqo3gLGSk69B4eaQCGrJ-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude" /></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Frontier Developments)</span></figcaption></figure><p class="fancy-box__body-text"><strong>Without a doubt, aquariums are my favorite new feature. Not only can you add a fantastic variety of undersea beasties, but you can also decorate tanks with rich-looking reefs, with everything from fronds of seaweed to brightly colored corals.</strong></p></div></div><p>As a bit (okay, a lot) of a <em>Planet Zoo</em> nerd, when <em>Planet Zoo 2</em> was announced, I had plenty of things on my mental wishlist of upgrades I’d like to see. But top of my list were the addition of both flying birds and fish, two types of critters that felt conspicuous in their absence from the huge roster of DLCs released for the original game. So honestly, it was pretty pleasing to see both of these kinds of exhibits included when previews of the game dropped.</p><p>Flat out my favorite addition has been aquariums. These new piscine enclosures are as pretty as a picture. Aquariums feel really versatile, whether you want huge open-air tanks or to build a wall of fish into your restaurant. Walkthrough tunnels make creating immersive exhibits a breeze, and the need to filter habitats separately depending on whether they require fresh, brackish, or salty water adds an extra layer of — excuse the pun — depth. </p><p>Underwater decorations also look fantastic, allowing you to create really richly colored coral reefs and rafts of seaweed and grasses. But naturally, the animals in <em>Planet Zoo</em> are the stars of the show, and there’s a huge variety of sea life on offer to populate your tanks, whether you’re looking for sharks, rays, turtles or schools of fish. Wisely, Frontier has steered away from including many sea mammals like whales and dolphins — a sensible decision in light of the increasing attention that’s been paid to the ethics of keeping highly intelligent, social mammals in small tanks — but the game does include manatees, and there’s still huge potential here for semi-aquatic mammals like seals and walruses.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="FHS5DswCu9VBtHqoHCLKpH" name="Planet Zoo 2" alt="A penguin swimming in a pool in Planet Zoo 2." src="https://cdn.mos.cms.futurecdn.net/FHS5DswCu9VBtHqoHCLKpH-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Frontier Developments)</span></figcaption></figure><p>Leading up to <em>Planet Zoo 2</em>’s release, I was particularly excited about the addition of flying birds, as this adds a whole new dimension to your habitats compared to flightless fowl like ostriches and emus. While aviaries — essentially roof support poles and netting sitting over a classic habitat — don’t feel quite as fresh an experience as creating aquariums, I can still see how I’ll be able to use them to create stunning enclosures. And the variety of feathered friends already on offer is decent, adding everything from toucans to brightly colored long-tailed parakeets.</p><p>In fact, animals in general have had a definite glow-up in <em>Planet Zoo 2</em>. Not only have the earliest, lower-definition critters from the base game, like lions and African elephants, received new meshes to bring them in line with sleeker-looking critters from later expansion packs, but fauna in general looks stunning in this game.</p><p>There’s also a really solid variety of animals on offer at launch, from gila monsters to giant pandas. Don’t get me wrong: some of my personal favorites from the original game and expansions still aren’t here. Frankly, any zoo that doesn’t have fennec foxes in it is not a zoo I want to spend time in. But all the classics are here, with just enough funky additions — Goodfellow’s tree-kangaroo, anyone? — that I’m already pretty jazzed about additions that might be coming up with future updates.</p><p>All told, the variety offered by <em>Planet Zoo 2</em> makes creating diverse, vibrant zoos feel easier than ever.</p><h2 id="management-material">Management material</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="pyeZgZ42crmmjfMQBGhZqJ" name="Planet Zoo 2" alt="Visitors in a zoo watching a sun bear sat on a viewing platform in Planet Zoo 2." src="https://cdn.mos.cms.futurecdn.net/pyeZgZ42crmmjfMQBGhZqJ-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Frontier Developments)</span></figcaption></figure><p>Given that Frontier Developments has launched two more park management games — <em>Planet Coaster 2</em> and <em>Jurassic World Evolution 3</em> — in the almost seven years since the OG Planet Zoo’s release, its core gameplay loop has inevitably evolved. </p><p>First off, career mode feels the most well-rounded it’s been in a Planet game to date. While you’ve always been able to dip in and out of individual missions on the map to complete objectives and pick up bronze, silver, and gold medals, the progression between them feels increasingly organic.</p><p>Functioning as an extended tutorial, career mode leads you through a variety of maps and scenarios throughout the world. As you complete bronze medals at each zoo, you’ll learn new mechanisms and unlock new accreditation tiers, in turn granting you access to higher tiers of animals. While this does mean your progression is somewhat locked to missions, the non-linear connection between maps made me feel much freer to pop in and out of maps than past games.</p><p>A big part of this is down to the addition of wildlife reserves. Releasing animals was a relatively shallow mechanic in <em>Planet Zoo</em> — enabling you to offload unneeded creatures in return for dollars or Conservation Points — in its sequel, this has been spun out into a sub-game in its own right.</p><p>Wildlife reserves’ core gameplay loop is pretty straightforward. When you arrive in a new reserve, you’ll create ecosystems for released animals by painting one in the landscape, clearing any invasive plant species, and balancing the terrain and plant requirements. Once it’s ready, you’ll be required to release animals from your zoos of the compatible type, balancing the ecosystem, and place research items like camera traps and acoustic monitors to unlock higher levels of research in your zoos.</p><p>I’ll be honest here: wildlife reserves are the area that I feel both sound like the most transformative on paper and yet haven’t fully clicked for me in practice. Part of this is because they rely heavily on my least favorite tool: the terrain painter — more on that shortly. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="6rK7vy4Uyj9fMgdQT29QeJ" name="Planet Zoo 2" alt="Red deer sit by a water source in a wildlife preserve in Planet Zoo 2." src="https://cdn.mos.cms.futurecdn.net/6rK7vy4Uyj9fMgdQT29QeJ-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Frontier Developments)</span></figcaption></figure><p>But it’s also just because these mechanics feel relatively shallow. These reserves don’t really require much ongoing management, and given there’s not much more detailed interplay among the flora and fauna once it’s placed, you can basically just set and forget these areas. As a result, I often found myself just rushing to establish ecosystems and dump the required animals in them so I could return to meatier zoo management. I’m hoping that the more I play with them, the more I’ll find to love about these freer locations, but so far they’ve stood out the least to me.</p><p>One other factor that's occasionally caused me slight discomfort is the presence of bugs. No, I'm not talking about those tarantula exhibits: at release, there have definitely been some odd issues creeping in.</p><p>I've encountered nothing game-breaking, just slightly hinky behavior here and there. At one point, items I was meticulously placing using the advanced move tools would randomly jump to a different position once I clicked place. Meanwhile, I've experienced several well-documented issues where animals ghost through their bars or get boxed up en masse inside their habitats for no clear reason. Fair play to Frontier Developments, though: they promised to patch these issues pretty quickly and, at the time of publishing, I think all of these issues have been fixed.</p><p>If you're wanting a freer experience than career mode can offer, <em>Planet Zoo 2</em> still has all the other game modes you loved from the original. Franchise mode lets you focus on building your global zoo network from scratch as always, adding the ability to create your own wildlife reserves to help you feel like you’re really contributing to global conservation.</p><p>But hands-down my favorite gameplay mode is still Sandbox. I’m a bit prone to hyperfixating on small details — I know: the dude with 1,100 hours in the game is a bit obsessive. You don’t say. And that’s why I love this mode. Being able to concentrate on tweaking every last detail and focusing on building the most realistic zoo I can without needing to sweat about profitability or management just speaks to the creative part of my brain.</p><p>And, on that front, <em>Planet Zoo 2</em> is better than ever.</p><h2 id="build-baby-build">Build baby, build</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="9e7dA6AYtNxAn822H3k5rJ" name="Planet Zoo 2" alt="A circular viewing platform draped with fabric strips in Planet Zoo 2." src="https://cdn.mos.cms.futurecdn.net/9e7dA6AYtNxAn822H3k5rJ-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Frontier Developments)</span></figcaption></figure><p>Given I’m talking about a game crammed with gorgeous wildlife, brand new habitats and new game modes, I’ll admit this makes me sound tiresomely dull. But honestly, what’s gotten me most excited about <em>Planet Zoo 2</em> is the part that should be the most boring: logistics upgrades. </p><p>Rather than management sims, I’ve always felt like the Planet games are fantastically creative park design tools with a fun game on the side. And these tools have been refined across the board.</p><p>Let’s start with the placement tools. Not gonna lie, on release the placement tools in <em>Planet Zoo</em> were so rigid I can honestly understand if many people rarely dug into creating detailed scenery. Fortunately, these have been significantly improved — they feel more fluid, while the scale tools from <em>Planet Coaster 2</em> and mirroring tools have been added, giving each decorative item significantly more versatility and making it much easier to create organic-looking areas like rockfaces.</p><p>Frustrating memories of trying to select scenery items in <em>Planet Zoo</em> — with their utterly random-seeming hitboxes — still haunt me to this day, particularly as deselecting items felt super awkward. In its sequel, these tools have been overhauled, not only making it easier to select and deselect items even on controller but also providing a range of toggles that allow you to restrict selection to certain types of objects, from nature objects to pathing.</p><p>While creating pathing used to involve an exasperating degree of trial and error in the original, pathing tools have had significant improvements here. Alongside the original’s straight and curved pathing options, upgrades from <em>Planet Coaster 2</em> and the <em>Jurassic World Evolution</em> series have been introduced, like stamp and draw tools. This makes it trivial to introduce more organic-looking paths than ever and even super-precise circular courtyards and viewing areas.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="qyy6QfQ8m4oG5h2aJZbAVJ" name="Planet Zoo 2" alt="The terrain paint tool in use in Planet Zoo 2." src="https://cdn.mos.cms.futurecdn.net/qyy6QfQ8m4oG5h2aJZbAVJ-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Frontier Developments)</span></figcaption></figure><p>All of these features contribute to making buildings and decorative items feel far easier and more fluid. But it’s not only placing man-made structures that has been improved. I’d argue that one of the hardest areas of creating your dream zoo in <em>Planet Zoo</em> used to be making natural scenery look organic. A significant proportion of that monumental playtime I clocked in the first game came from meticulously placing bushes piece by piece to make scenery look suitably wild.</p><p>Fortunately, Frontier has introduced the scenery brushes first created for <em>Planet Coaster 2</em> into this game, enabling you to quickly paint scenery across your landscape. Not only does it come with a wide array of pre-created options, but you can also make up your own using any combination of scenery you’d like. While the end result can be slightly random-looking and the brushes still don’t get tight enough for creating really dense-looking foliage, this massively speeds up initial placement and allows you to then manually shift and complement the items for significantly faster decoration.</p><p>Similarly, terrain brushes have also had loads of new options added, with attract, repel, and curl brushes adding good variety to the existing toolset available. Terrain painting also comes with a significantly wider array of options, with not only lots of sub-terrain types — such as wild grass, long grass, forest floor or scree — but also brush presets that blend combos of the above.</p><p>Sadly, these terrain painting tools are the ones that I feel most lukewarm about. While they should add an enormous amount of extra variety to your landscapes, in practice I found them quite hard to blend subtly, with the intensity slider never quite going low enough to reduce hard borders between terrain types. You can achieve a similar effect by rapidly clicking to feather the brushes, but this is one of the few areas where I feel the tools at your disposal could do with some more refining.</p><p>Still, though, the impact of the tool and brush improvements has made the game feel far more fluid in action. They’re all tiny QoL upgrades in isolation, but they’re huge in aggregate. It takes <em>Planet Zoo</em> from a game that’s almost notoriously fiddly and rigid to something that feels more approachable for people who don’t have 1,000 hours to learn all of its tricks.</p><h2 id="should-you-play-planet-zoo-2">Should you play Planet Zoo 2?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ss4i9McZ93ibbWecMp6MqJ" name="Planet Zoo 2" alt="A tropical zoo in Planet Zoo 2 showing a tropical cove, habitats and lush rainforest foliage." src="https://cdn.mos.cms.futurecdn.net/ss4i9McZ93ibbWecMp6MqJ-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Frontier Developments)</span></figcaption></figure><h2 id="play-it-if-3">Play it if…</h2><div class="product"><p><strong>You want a whole new world of aquatic and avian critters</strong><br />Aquariums and aviaries add a whole host of flexible new habitats to bring your zoos to life. Watching turtles and toucans explore their new homes is still a magical experience.</p></div><div class="product"><p><strong>You want the best park design tools to date</strong><br />Honestly, I can’t think of a single clunky tool from the OG <em>Planet Zoo</em> that hasn’t had a QoL improvement here. They’re more usable, flexible, and creative than ever before.</p></div><h2 id="don-t-play-it-if-2">Don’t play it if…</h2><div class="product"><p><strong>You want to fill a quick 15 minutes</strong><br />Preset buildings make playing <em>Planet Zoo 2</em> much quicker, but creating things from scratch can take a long time. If you want to design your own zoo piece by piece, be prepared to invest some serious time.</p></div><div class="product"><p><strong>You want a whole new game</strong><br /><em>Planet Zoo 2</em> builds on its predecessor, so it’s more evolution than revolution. You’ll see some duplicate items and animals, but the range is still staggering, feeling much larger than in the original.</p></div><h2 id="accessibility-features-3">Accessibility features</h2><p>There’s a small range of accessibility features available here. For those with visual impairments, you can scale the in-game font from 60% to 100% and the UI from 70% to 100%. Meanwhile, <em>Planet Zoo 2 </em>caters to most forms of color blindness, allowing you to change the color of subtitles, as well as the positive, warning, and negative UI feedback colors.</p><h2 id="how-i-reviewed-planet-zoo-2">How I reviewed Planet Zoo 2</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="wmhHJWprRdWtzTvNyj96NH" name="Planet Zoo 2" alt="A shark swimming in an aquarium in Planet Zoo 2." src="https://cdn.mos.cms.futurecdn.net/wmhHJWprRdWtzTvNyj96NH-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Frontier Developments)</span></figcaption></figure><p>Given its lengthy career mode and how long it can take to build custom enclosures, I wanted to make sure I had a broad experience of the game, so I played <em>Planet Zoo 2 </em>for over 75 hours. While I was reviewing the PC version, I made sure to try it out on a variety of devices, including my desktop <a href="https://www.techradar.com/computing/gaming-pcs/best-gaming-pc">gaming PC</a>, the Asus ProArt P16 RTX Spark, and my <a href="https://www.techradar.com/gaming/steam-deck-oled-review">Steam Deck</a>. I also tried playing it with the SteelSeries Aeon Pro controller to ensure it was as playable on controller as it is on mouse and keyboard.</p><p>When in-game, I tried to test out as wide a variety of content as possible. I played a significant chunk of the campaign, started several franchise zoos, and began building my own zoo in sandbox mode. I built aquariums, aviaries, and traditional habitats, as well as other scenery items. And I completed multiple research levels in different wildlife reserves.</p><p>As for my own experience, not only do I have that ludicrous 1,100-hour playtime in the original Planet Zoo game, but I’ve been playing management sim games ever since the OG, Theme Park, back in 1994. I’ve been gaming across a wide variety of platforms for at least 35 years and now play principally on my PC, Steam Deck, <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2,</a> and <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>.</p><ul><li><em>First reviewed: October 2026</em></li></ul> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/planet-zoo-2-review</link>
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                            <![CDATA[ Despite having splurged a total of 45 days of my life playing the original, I find Planet Zoo 2 even more compelling, thanks to its richly decorated aquariums, walkthrough aviaries, and massively upgraded tools. ]]>
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                                                                        <pubDate>Wed, 28 Oct 2026 08:22:34 +0000</pubDate>                                                                                                                                <updated>Wed, 28 Oct 2026 10:55:59 +0000</updated>
                                                                                                                                            <category><![CDATA[Consoles & PC]]></category>
                                                    <category><![CDATA[Gaming]]></category>
                                                                                                <author><![CDATA[ josh.russell@futurenet.com (Josh Russell) ]]></author>                    <dc:creator><![CDATA[ Josh Russell ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/YPWYdoWTKnfU3wLMNrMj2E-320-70.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Frontier Developments]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Visitors in a zoo watching gorillas at sunset from a circular viewing platform in Planet Zoo 2.]]></media:description>                                                            <media:text><![CDATA[Visitors in a zoo watching gorillas at sunset from a circular viewing platform in Planet Zoo 2.]]></media:text>
                                <media:title type="plain"><![CDATA[Visitors in a zoo watching gorillas at sunset from a circular viewing platform in Planet Zoo 2.]]></media:title>
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                                <p><em>Planet Zoo 2</em> is the sequel to 2020’s zoo-building management sim. And it’s crammed with more animals, scenery items, and game modes than ever, so you can really let your creativity run wild.</p><p>Building zoos is my happy place. Life is stressful, the cost of living is shocking, and politics is so absurd I often feel like I’m being doped with increasing levels of satire to make the world’s first irony-immune man. Playing games like <em>Planet Zoo 2</em> lets me spend time in a simpler world, where I can spend five hours tweaking the placement of ferns and rocks to make simulated siamangs happy.</p><p>As a result, I’ve spent a lot of time playing the original <em>Planet Zoo</em>. More than a lot, actually. Over 1,100 hours. That’s more than 45 days straight — a fact that makes me feel slightly queasy about my priorities in life. I’ve spent more time experiencing its highs and dealing with its limitations than I’ve spent with my extended family. So, naturally, as soon as I heard <em>Planet Zoo 2 </em>was in development, I knew I had to be the person to put it through its paces.</p><p>With the addition of aquariums, aviaries, wildlife reserves and more besides, I couldn’t wait to get my teeth into the new game and see what it was capable of. Even if it meant jettisoning a thousand hours of work, binning my old zoo and starting building from scratch, I was eager to see how all the new tools and content upgraded play. So are the two games birds of a feather, or is <em>Planet Zoo 2 </em>of a different stripe entirely?</p><h2 id="wings-fins-and-fur">Wings, fins and fur</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="hgKf5RJEaWsFxuJSpBuMJJ" name="Planet Zoo 2" alt="A shoal of leopard sharks swimming in front of a underwater tunnel in Planet Zoo 2." src="https://cdn.mos.cms.futurecdn.net/hgKf5RJEaWsFxuJSpBuMJJ-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Frontier Developments)</span></figcaption></figure><div  class="fancy-box"><div class="fancy_box-title">Best bit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="JpBqo3gLGSk69B4eaQCGrJ" name="Planet Zoo 2" caption="" alt="Two hawkbill turtles swimming in front of a coral reef in Planet Zoo 2." src="https://cdn.mos.cms.futurecdn.net/JpBqo3gLGSk69B4eaQCGrJ-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude" /></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Frontier Developments)</span></figcaption></figure><p class="fancy-box__body-text"><strong>Without a doubt, aquariums are my favorite new feature. Not only can you add a fantastic variety of undersea beasties, but you can also decorate tanks with rich-looking reefs, with everything from fronds of seaweed to brightly colored corals.</strong></p></div></div><p>As a bit (okay, a lot) of a <em>Planet Zoo</em> nerd, when <em>Planet Zoo 2</em> was announced, I had plenty of things on my mental wishlist of upgrades I’d like to see. But top of my list were the addition of both flying birds and fish, two types of critters that felt conspicuous in their absence from the huge roster of DLCs released for the original game. So honestly, it was pretty pleasing to see both of these kinds of exhibits included when previews of the game dropped.</p><p>Flat out my favorite addition has been aquariums. These new piscine enclosures are as pretty as a picture. Aquariums feel really versatile, whether you want huge open-air tanks or to build a wall of fish into your restaurant. Walkthrough tunnels make creating immersive exhibits a breeze, and the need to filter habitats separately depending on whether they require fresh, brackish, or salty water adds an extra layer of — excuse the pun — depth. </p><p>Underwater decorations also look fantastic, allowing you to create really richly colored coral reefs and rafts of seaweed and grasses. But naturally, the animals in <em>Planet Zoo</em> are the stars of the show, and there’s a huge variety of sea life on offer to populate your tanks, whether you’re looking for sharks, rays, turtles or schools of fish. Wisely, Frontier has steered away from including many sea mammals like whales and dolphins — a sensible decision in light of the increasing attention that’s been paid to the ethics of keeping highly intelligent, social mammals in small tanks — but the game does include manatees, and there’s still huge potential here for semi-aquatic mammals like seals and walruses.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="FHS5DswCu9VBtHqoHCLKpH" name="Planet Zoo 2" alt="A penguin swimming in a pool in Planet Zoo 2." src="https://cdn.mos.cms.futurecdn.net/FHS5DswCu9VBtHqoHCLKpH-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Frontier Developments)</span></figcaption></figure><p>Leading up to <em>Planet Zoo 2</em>’s release, I was particularly excited about the addition of flying birds, as this adds a whole new dimension to your habitats compared to flightless fowl like ostriches and emus. While aviaries — essentially roof support poles and netting sitting over a classic habitat — don’t feel quite as fresh an experience as creating aquariums, I can still see how I’ll be able to use them to create stunning enclosures. And the variety of feathered friends already on offer is decent, adding everything from toucans to brightly colored long-tailed parakeets.</p><p>In fact, animals in general have had a definite glow-up in <em>Planet Zoo 2</em>. Not only have the earliest, lower-definition critters from the base game, like lions and African elephants, received new meshes to bring them in line with sleeker-looking critters from later expansion packs, but fauna in general looks stunning in this game.</p><p>There’s also a really solid variety of animals on offer at launch, from gila monsters to giant pandas. Don’t get me wrong: some of my personal favorites from the original game and expansions still aren’t here. Frankly, any zoo that doesn’t have fennec foxes in it is not a zoo I want to spend time in. But all the classics are here, with just enough funky additions — Goodfellow’s tree-kangaroo, anyone? — that I’m already pretty jazzed about additions that might be coming up with future updates.</p><p>All told, the variety offered by <em>Planet Zoo 2</em> makes creating diverse, vibrant zoos feel easier than ever.</p><h2 id="management-material">Management material</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="pyeZgZ42crmmjfMQBGhZqJ" name="Planet Zoo 2" alt="Visitors in a zoo watching a sun bear sat on a viewing platform in Planet Zoo 2." src="https://cdn.mos.cms.futurecdn.net/pyeZgZ42crmmjfMQBGhZqJ-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Frontier Developments)</span></figcaption></figure><p>Given that Frontier Developments has launched two more park management games — <em>Planet Coaster 2</em> and <em>Jurassic World Evolution 3</em> — in the almost seven years since the OG Planet Zoo’s release, its core gameplay loop has inevitably evolved. </p><p>First off, career mode feels the most well-rounded it’s been in a Planet game to date. While you’ve always been able to dip in and out of individual missions on the map to complete objectives and pick up bronze, silver, and gold medals, the progression between them feels increasingly organic.</p><p>Functioning as an extended tutorial, career mode leads you through a variety of maps and scenarios throughout the world. As you complete bronze medals at each zoo, you’ll learn new mechanisms and unlock new accreditation tiers, in turn granting you access to higher tiers of animals. While this does mean your progression is somewhat locked to missions, the non-linear connection between maps made me feel much freer to pop in and out of maps than past games.</p><p>A big part of this is down to the addition of wildlife reserves. Releasing animals was a relatively shallow mechanic in <em>Planet Zoo</em> — enabling you to offload unneeded creatures in return for dollars or Conservation Points — in its sequel, this has been spun out into a sub-game in its own right.</p><p>Wildlife reserves’ core gameplay loop is pretty straightforward. When you arrive in a new reserve, you’ll create ecosystems for released animals by painting one in the landscape, clearing any invasive plant species, and balancing the terrain and plant requirements. Once it’s ready, you’ll be required to release animals from your zoos of the compatible type, balancing the ecosystem, and place research items like camera traps and acoustic monitors to unlock higher levels of research in your zoos.</p><p>I’ll be honest here: wildlife reserves are the area that I feel both sound like the most transformative on paper and yet haven’t fully clicked for me in practice. Part of this is because they rely heavily on my least favorite tool: the terrain painter — more on that shortly. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="6rK7vy4Uyj9fMgdQT29QeJ" name="Planet Zoo 2" alt="Red deer sit by a water source in a wildlife preserve in Planet Zoo 2." src="https://cdn.mos.cms.futurecdn.net/6rK7vy4Uyj9fMgdQT29QeJ-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Frontier Developments)</span></figcaption></figure><p>But it’s also just because these mechanics feel relatively shallow. These reserves don’t really require much ongoing management, and given there’s not much more detailed interplay among the flora and fauna once it’s placed, you can basically just set and forget these areas. As a result, I often found myself just rushing to establish ecosystems and dump the required animals in them so I could return to meatier zoo management. I’m hoping that the more I play with them, the more I’ll find to love about these freer locations, but so far they’ve stood out the least to me.</p><p>One other factor that's occasionally caused me slight discomfort is the presence of bugs. No, I'm not talking about those tarantula exhibits: at release, there have definitely been some odd issues creeping in.</p><p>I've encountered nothing game-breaking, just slightly hinky behavior here and there. At one point, items I was meticulously placing using the advanced move tools would randomly jump to a different position once I clicked place. Meanwhile, I've experienced several well-documented issues where animals ghost through their bars or get boxed up en masse inside their habitats for no clear reason. Fair play to Frontier Developments, though: they promised to patch these issues pretty quickly and, at the time of publishing, I think all of these issues have been fixed.</p><p>If you're wanting a freer experience than career mode can offer, <em>Planet Zoo 2</em> still has all the other game modes you loved from the original. Franchise mode lets you focus on building your global zoo network from scratch as always, adding the ability to create your own wildlife reserves to help you feel like you’re really contributing to global conservation.</p><p>But hands-down my favorite gameplay mode is still Sandbox. I’m a bit prone to hyperfixating on small details — I know: the dude with 1,100 hours in the game is a bit obsessive. You don’t say. And that’s why I love this mode. Being able to concentrate on tweaking every last detail and focusing on building the most realistic zoo I can without needing to sweat about profitability or management just speaks to the creative part of my brain.</p><p>And, on that front, <em>Planet Zoo 2</em> is better than ever.</p><h2 id="build-baby-build">Build baby, build</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="9e7dA6AYtNxAn822H3k5rJ" name="Planet Zoo 2" alt="A circular viewing platform draped with fabric strips in Planet Zoo 2." src="https://cdn.mos.cms.futurecdn.net/9e7dA6AYtNxAn822H3k5rJ-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Frontier Developments)</span></figcaption></figure><p>Given I’m talking about a game crammed with gorgeous wildlife, brand new habitats and new game modes, I’ll admit this makes me sound tiresomely dull. But honestly, what’s gotten me most excited about <em>Planet Zoo 2</em> is the part that should be the most boring: logistics upgrades. </p><p>Rather than management sims, I’ve always felt like the Planet games are fantastically creative park design tools with a fun game on the side. And these tools have been refined across the board.</p><p>Let’s start with the placement tools. Not gonna lie, on release the placement tools in <em>Planet Zoo</em> were so rigid I can honestly understand if many people rarely dug into creating detailed scenery. Fortunately, these have been significantly improved — they feel more fluid, while the scale tools from <em>Planet Coaster 2</em> and mirroring tools have been added, giving each decorative item significantly more versatility and making it much easier to create organic-looking areas like rockfaces.</p><p>Frustrating memories of trying to select scenery items in <em>Planet Zoo</em> — with their utterly random-seeming hitboxes — still haunt me to this day, particularly as deselecting items felt super awkward. In its sequel, these tools have been overhauled, not only making it easier to select and deselect items even on controller but also providing a range of toggles that allow you to restrict selection to certain types of objects, from nature objects to pathing.</p><p>While creating pathing used to involve an exasperating degree of trial and error in the original, pathing tools have had significant improvements here. Alongside the original’s straight and curved pathing options, upgrades from <em>Planet Coaster 2</em> and the <em>Jurassic World Evolution</em> series have been introduced, like stamp and draw tools. This makes it trivial to introduce more organic-looking paths than ever and even super-precise circular courtyards and viewing areas.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="qyy6QfQ8m4oG5h2aJZbAVJ" name="Planet Zoo 2" alt="The terrain paint tool in use in Planet Zoo 2." src="https://cdn.mos.cms.futurecdn.net/qyy6QfQ8m4oG5h2aJZbAVJ-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Frontier Developments)</span></figcaption></figure><p>All of these features contribute to making buildings and decorative items feel far easier and more fluid. But it’s not only placing man-made structures that has been improved. I’d argue that one of the hardest areas of creating your dream zoo in <em>Planet Zoo</em> used to be making natural scenery look organic. A significant proportion of that monumental playtime I clocked in the first game came from meticulously placing bushes piece by piece to make scenery look suitably wild.</p><p>Fortunately, Frontier has introduced the scenery brushes first created for <em>Planet Coaster 2</em> into this game, enabling you to quickly paint scenery across your landscape. Not only does it come with a wide array of pre-created options, but you can also make up your own using any combination of scenery you’d like. While the end result can be slightly random-looking and the brushes still don’t get tight enough for creating really dense-looking foliage, this massively speeds up initial placement and allows you to then manually shift and complement the items for significantly faster decoration.</p><p>Similarly, terrain brushes have also had loads of new options added, with attract, repel, and curl brushes adding good variety to the existing toolset available. Terrain painting also comes with a significantly wider array of options, with not only lots of sub-terrain types — such as wild grass, long grass, forest floor or scree — but also brush presets that blend combos of the above.</p><p>Sadly, these terrain painting tools are the ones that I feel most lukewarm about. While they should add an enormous amount of extra variety to your landscapes, in practice I found them quite hard to blend subtly, with the intensity slider never quite going low enough to reduce hard borders between terrain types. You can achieve a similar effect by rapidly clicking to feather the brushes, but this is one of the few areas where I feel the tools at your disposal could do with some more refining.</p><p>Still, though, the impact of the tool and brush improvements has made the game feel far more fluid in action. They’re all tiny QoL upgrades in isolation, but they’re huge in aggregate. It takes <em>Planet Zoo</em> from a game that’s almost notoriously fiddly and rigid to something that feels more approachable for people who don’t have 1,000 hours to learn all of its tricks.</p><h2 id="should-you-play-planet-zoo-2">Should you play Planet Zoo 2?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ss4i9McZ93ibbWecMp6MqJ" name="Planet Zoo 2" alt="A tropical zoo in Planet Zoo 2 showing a tropical cove, habitats and lush rainforest foliage." src="https://cdn.mos.cms.futurecdn.net/ss4i9McZ93ibbWecMp6MqJ-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Frontier Developments)</span></figcaption></figure><h2 id="play-it-if-3">Play it if…</h2><div class="product"><p><strong>You want a whole new world of aquatic and avian critters</strong><br />Aquariums and aviaries add a whole host of flexible new habitats to bring your zoos to life. Watching turtles and toucans explore their new homes is still a magical experience.</p></div><div class="product"><p><strong>You want the best park design tools to date</strong><br />Honestly, I can’t think of a single clunky tool from the OG <em>Planet Zoo</em> that hasn’t had a QoL improvement here. They’re more usable, flexible, and creative than ever before.</p></div><h2 id="don-t-play-it-if-2">Don’t play it if…</h2><div class="product"><p><strong>You want to fill a quick 15 minutes</strong><br />Preset buildings make playing <em>Planet Zoo 2</em> much quicker, but creating things from scratch can take a long time. If you want to design your own zoo piece by piece, be prepared to invest some serious time.</p></div><div class="product"><p><strong>You want a whole new game</strong><br /><em>Planet Zoo 2</em> builds on its predecessor, so it’s more evolution than revolution. You’ll see some duplicate items and animals, but the range is still staggering, feeling much larger than in the original.</p></div><h2 id="accessibility-features-3">Accessibility features</h2><p>There’s a small range of accessibility features available here. For those with visual impairments, you can scale the in-game font from 60% to 100% and the UI from 70% to 100%. Meanwhile, <em>Planet Zoo 2 </em>caters to most forms of color blindness, allowing you to change the color of subtitles, as well as the positive, warning, and negative UI feedback colors.</p><h2 id="how-i-reviewed-planet-zoo-2">How I reviewed Planet Zoo 2</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="wmhHJWprRdWtzTvNyj96NH" name="Planet Zoo 2" alt="A shark swimming in an aquarium in Planet Zoo 2." src="https://cdn.mos.cms.futurecdn.net/wmhHJWprRdWtzTvNyj96NH-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Frontier Developments)</span></figcaption></figure><p>Given its lengthy career mode and how long it can take to build custom enclosures, I wanted to make sure I had a broad experience of the game, so I played <em>Planet Zoo 2 </em>for over 75 hours. While I was reviewing the PC version, I made sure to try it out on a variety of devices, including my desktop <a href="https://www.techradar.com/computing/gaming-pcs/best-gaming-pc">gaming PC</a>, the Asus ProArt P16 RTX Spark, and my <a href="https://www.techradar.com/gaming/steam-deck-oled-review">Steam Deck</a>. I also tried playing it with the SteelSeries Aeon Pro controller to ensure it was as playable on controller as it is on mouse and keyboard.</p><p>When in-game, I tried to test out as wide a variety of content as possible. I played a significant chunk of the campaign, started several franchise zoos, and began building my own zoo in sandbox mode. I built aquariums, aviaries, and traditional habitats, as well as other scenery items. And I completed multiple research levels in different wildlife reserves.</p><p>As for my own experience, not only do I have that ludicrous 1,100-hour playtime in the original Planet Zoo game, but I’ve been playing management sim games ever since the OG, Theme Park, back in 1994. I’ve been gaming across a wide variety of platforms for at least 35 years and now play principally on my PC, Steam Deck, <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2,</a> and <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>.</p><ul><li><em>First reviewed: October 2026</em></li></ul>
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                                                            <title><![CDATA[ Phantom Blade Zero review: S-Game makes its debut in style with one of the year's best action games ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Surprises are rare in gaming. At first glance, <em>Phantom Blade Zero</em> had all the hallmarks of a solid, if middle-of-the-road, release. Now that I’ve sunk almost 20 hours into this wuxia- and martial arts-inspired roleplaying game (RPG), it’s clear S-Game has delivered one of the most thrilling action games in a long time.</p><p>A blistering opening sets the tone, with bombastic battles, dramatic visuals, and gorgeous cinematics that introduce wandering warrior Soul and the reason he’s on a battle-filled journey across the corrupted land of Wulin. The 20+ hour adventure that lies ahead may not deliver everything narratively, but it excels with a stunning world to explore and combat that sings.</p><div  class="fancy-box"><div class="fancy_box-title">Review info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Platform reviewed: </strong>PS5<br /><strong>Available on: </strong>PS5,<strong> </strong>Xbox Series X|S, PC<br /><strong>Release date: </strong>October 29, 2026</p></div></div><p>It’s clear that so much effort has gone into getting this combat spot on, with detailed weapon designs, satisfying sound effects, and some truly outstanding animations. Every time I saw a new weapon or secondary Phantom Art from the impressive variety in the game in action, I was dazzled by the string of attacks and finishing-move flourishes it offered.</p><p>Of course, not all of them were bangers or suited the way I wanted to play, but the better ones stand out way more than the bad, which gave me a lot of tough choices when deciding which two I wanted to upgrade and wield. Even though I stuck with a few favorites throughout the game, I rarely tired of stringing together the intricate combos each one offered. </p><p>Having flashy weapons is all well and good, but if you don’t have decent dance partners to put them to use against, it can get dull fast. Outside of a few exceptions, fodder enemies are fairly easy to cut your way through, but <em>Phantom Blade Zero</em> doesn’t miss a beat with its lineup of tough and inventive boss encounters that will put your skills and weapon choices to the test.</p><h2 id="stop-trying-to-hit-me-and-hit-me">Stop trying to hit me and hit me</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="RFNybkqmrD6MyDjJBW7ZjM" name="1a178738cca28-screenshotUrl" alt="A boss encounter from Phantom Blade Zero" src="https://cdn.mos.cms.futurecdn.net/RFNybkqmrD6MyDjJBW7ZjM-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / S-Game)</span></figcaption></figure><p>What I appreciated most is that, while these bouts are often a relentless barrage of attacks from either side, combat is actually quite forgiving.</p><p>That mainly comes from the option to hold block to deflect most attacks. This will drain your sha-chi (effectively a stamina resource that’s also used for certain skills and abilities), but it lasts a lot longer and can be refilled with a quick weapon switch to keep you in the fight longer. </p><p>You can also choose to try and parry attacks with perfect timing as they land, meaning you do not lose this resource and drain more from your opponent instead, leaving them open to a lot of attacks while it recharges.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="jNiL5cmGSpLHp8M8gE3apM" name="1a1787351e484-screenshotUrl" alt="Combat in Phantom Blade Zero, with Soul facing two enemies wielding throwing daggers" src="https://cdn.mos.cms.futurecdn.net/jNiL5cmGSpLHp8M8gE3apM-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / S-Game)</span></figcaption></figure><p>Mix in attacks with blue flashes that can be parried with perfect timing to deliver a devastating counterattack, and red flash attacks that must be dodged to avoid significant damage, and combat becomes chaotic but not overwhelming.</p><div  class="fancy-box"><div class="fancy_box-title">Best bit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="GNYTcTWN9f4iFT57EAuRfM" name="1a17872e8a749-screenshotUrl" caption="" alt="Phantom Blade Zero Screenshot" src="https://cdn.mos.cms.futurecdn.net/GNYTcTWN9f4iFT57EAuRfM-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude" /></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Future / S-Game)</span></figcaption></figure><p class="fancy-box__body-text"><strong>Unlocking a new weapon or Phantom Art and seeing what animations have been cooked up to show it off is one of the most exciting parts of </strong><em><strong>Phantom Blade Zero</strong></em><strong>. The work that has gone into making each piece of equipment unique is impressive, creating an arsenal of gear that is acrobatic, impactful, and continuously satisfying to wield. Thankfully, the game is also generous with resources, so you can try lots of these weapons with ease to find favorites.</strong></p></div></div><p>Key moves you need to watch out for are very readable, while the ability to block almost everything else means you have time to study the opponent’s moves, find your own windows to attack, and survive any small slip-ups — rather than being repeatedly punished for imperfect play.</p><p>That’s not to say <em>Phantom Blade Zero</em> is without any degree of challenge. A good handful of bosses did flatten me repeatedly, including several dramatic fights that are hiding away off the main path or in side quests, so exploration can be very rewarding if you like to test yourself. </p><p>When facing these enemies, I was especially thankful that there’s no need to trudge back to collect your resources on death if you just want to move on. With the game’s much less punishing difficulty curve, this change of pace is a blessing if you’re not in the mood for yet another Souls-like.</p><h2 id="memory-problems">Memory problems</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="KjZ83pJfKpwP6dQqnqgScM" name="1a17872d69b99-screenshotUrl" alt="The smith working on an anvil to upgrade your weapons in Phantom Blade Zero" src="https://cdn.mos.cms.futurecdn.net/KjZ83pJfKpwP6dQqnqgScM-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / S-Game)</span></figcaption></figure><p>Some of that genre’s obtuseness is kept in the narrative, however. A lot of the game’s story is told in bits and pieces, mainly through flashbacks, Soul’s memories, and memory flowers found in the world that reveal the stories of the people in the places you travel through. </p><p>It makes for some fascinating moments of discovery and some genuinely engaging asides when they come together, but breaking things up this way, especially with multiple story strands in play at once, can make it harder to follow exactly what’s going on all the time. It can kill the pacing at times, too, as sometimes you stop-and-start to listen to multiple of these audio-logs-as-flowers one after the other.</p><p>The problem is only emphasised in a game that’s packed with proper nouns, making it exhausting to keep track of the who, what, where, and when as you ping between different perspectives and time periods.</p><p>At least it’s easy to get swept up in the aura and atmosphere of it all. And when you get back into combat, unsheathing a sword that gets more powerful as you get more drunk, sending enemies flying with a giant tower shield, or chopping some poor soul in half with a two-handed claymore, any niggles fall away. The action at the core is so good and an awesome achievement from the debut developers.</p><h2 id="should-you-play-phantom-blade-zero">Should you play Phantom Blade Zero?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2wsnV8aJPYAZqQErWSp4uM" name="1a17873659768-screenshotUrl" alt="A washed out image of a banyan tree from Phantom Blade Zero" src="https://cdn.mos.cms.futurecdn.net/2wsnV8aJPYAZqQErWSp4uM-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / S-Game)</span></figcaption></figure><h2 id="play-it-if-4">Play it if…</h2><div class="product"><p><strong>You want to experience some of the best action combat in gaming</strong><br /><em>Phantom Blade Zero</em> is up there with the genre greats when it comes to action combat, delivering on variety with a satisfying arsenal of weapons and abilities, and execution when it comes to animations and sound design.</p></div><div class="product"><p><strong>You enjoy the wuxia genre</strong><br /><em>Phantom Blade Zero </em>draws from a lot of the iconography and tropes of wuxia in both its story and combat, so if you're a fan, or just want to experience it, then this is a great place to start.</p></div><h2 id="don-t-play-it-if-3">Don’t play it if…</h2><div class="product"><p><strong>You want a comfortable and easy-to-follow story</strong><br />It is rarely too complicated to follow, but the way the story is presented in <em>Phantom Blade Zero</em>, along with the barrage of proper nouns you have to contend with from minute one, means you might struggle to stay engaged with it at all times.</p></div><div class="product"><p><strong>You want a more traditional Souls-like experience</strong><br />While it can be argued that there is some crossover, <em>Phantom Blade Zero</em> is more action-focused and draws very little inspiration from the Souls-like genre, so don't go in expecting an experience similar to the likes of <em>Dark Souls </em>or <em>Elden Ring</em>.</p></div><h2 id="accessibility-features-4">Accessibility features</h2><p>There are limited accessibility features in <em>Phantom Blade Zero</em>. You can choose to play the game with English VO or with the traditional Chinese VO with subtitles in many languages. Subtitles can be in normal or large, although a very large option would likely be useful for some. There are three controller presets, but no option to remap specific buttons. You can also adjust the intensity of camera shaking, turn off motion blur, and reduce the level of violence.</p><h2 id="how-i-reviewed-phantom-blade-zero">How I reviewed Phantom Blade Zero</h2><p>I played <em>Phantom Blade Zero</em> for around 20 hours, taking my time to complete a handful of side quests while making significant progress on the main story — and I'm absolutely going to stick with it to the end.</p><p>Again, I played on a <a href="https://www.techradar.com/gaming/ps5-pro-review">PlayStation 5 Pro</a> on a <a href="https://www.techradar.com/televisions/samsung-s90c-review">Samsung S90C OLED TV</a> and Samsung HW-Q930C soundbar while using a <a href="https://www.techradar.com/reviews/dualsense-wireless-controller">DualSense Wireless Controller</a>. I did play briefly using the <a href="https://www.techradar.com/gaming/playstation-portal-review">PlayStation Portal</a>, and found it was a perfectly fine way to run the game, too.</p><p><em>Phantom Blade Zero</em> has the option to play in Quality, Balanced, or Performance mode. I stuck with Balanced mode for my playthrough, which did a good job of running the game at 40 frames per second (fps) in dynamic 4K with ray tracing, as I experienced very few and very minor stutters. Performance mode targeting 60fps is likely a better option, though, if you prefer smoothness throughout.</p><p><em>First reviewed October 2026.</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/phantom-blade-zero-review</link>
                                                                            <description>
                            <![CDATA[ After 20 hours with S-Game's debut release, it's clear that Phantom Blade Zero is one of the best action games in recent memory, with thrilling combat, incredible weapon variety, and an absorbing (if sometimes obtuse) atmosphere. ]]>
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                                                                        <pubDate>Tue, 27 Oct 2026 17:00:00 +0000</pubDate>                                                                                                                                <updated>Wed, 28 Oct 2026 10:55:59 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                <author><![CDATA[ james.pickard@futurenet.com (James Pickard) ]]></author>                    <dc:creator><![CDATA[ James Pickard ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/ec74z6xdyj3MwaXNLSRFBK-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
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                                                            <media:credit><![CDATA[Future / S-Game]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Phantom Blade Zero protagonist Soul looking up at a banyan tree]]></media:description>                                                            <media:text><![CDATA[Phantom Blade Zero protagonist Soul looking up at a banyan tree]]></media:text>
                                <media:title type="plain"><![CDATA[Phantom Blade Zero protagonist Soul looking up at a banyan tree]]></media:title>
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                            <article>
                                <p>Surprises are rare in gaming. At first glance, <em>Phantom Blade Zero</em> had all the hallmarks of a solid, if middle-of-the-road, release. Now that I’ve sunk almost 20 hours into this wuxia- and martial arts-inspired roleplaying game (RPG), it’s clear S-Game has delivered one of the most thrilling action games in a long time.</p><p>A blistering opening sets the tone, with bombastic battles, dramatic visuals, and gorgeous cinematics that introduce wandering warrior Soul and the reason he’s on a battle-filled journey across the corrupted land of Wulin. The 20+ hour adventure that lies ahead may not deliver everything narratively, but it excels with a stunning world to explore and combat that sings.</p><div  class="fancy-box"><div class="fancy_box-title">Review info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Platform reviewed: </strong>PS5<br /><strong>Available on: </strong>PS5,<strong> </strong>Xbox Series X|S, PC<br /><strong>Release date: </strong>October 29, 2026</p></div></div><p>It’s clear that so much effort has gone into getting this combat spot on, with detailed weapon designs, satisfying sound effects, and some truly outstanding animations. Every time I saw a new weapon or secondary Phantom Art from the impressive variety in the game in action, I was dazzled by the string of attacks and finishing-move flourishes it offered.</p><p>Of course, not all of them were bangers or suited the way I wanted to play, but the better ones stand out way more than the bad, which gave me a lot of tough choices when deciding which two I wanted to upgrade and wield. Even though I stuck with a few favorites throughout the game, I rarely tired of stringing together the intricate combos each one offered. </p><p>Having flashy weapons is all well and good, but if you don’t have decent dance partners to put them to use against, it can get dull fast. Outside of a few exceptions, fodder enemies are fairly easy to cut your way through, but <em>Phantom Blade Zero</em> doesn’t miss a beat with its lineup of tough and inventive boss encounters that will put your skills and weapon choices to the test.</p><h2 id="stop-trying-to-hit-me-and-hit-me">Stop trying to hit me and hit me</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="RFNybkqmrD6MyDjJBW7ZjM" name="1a178738cca28-screenshotUrl" alt="A boss encounter from Phantom Blade Zero" src="https://cdn.mos.cms.futurecdn.net/RFNybkqmrD6MyDjJBW7ZjM-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / S-Game)</span></figcaption></figure><p>What I appreciated most is that, while these bouts are often a relentless barrage of attacks from either side, combat is actually quite forgiving.</p><p>That mainly comes from the option to hold block to deflect most attacks. This will drain your sha-chi (effectively a stamina resource that’s also used for certain skills and abilities), but it lasts a lot longer and can be refilled with a quick weapon switch to keep you in the fight longer. </p><p>You can also choose to try and parry attacks with perfect timing as they land, meaning you do not lose this resource and drain more from your opponent instead, leaving them open to a lot of attacks while it recharges.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="jNiL5cmGSpLHp8M8gE3apM" name="1a1787351e484-screenshotUrl" alt="Combat in Phantom Blade Zero, with Soul facing two enemies wielding throwing daggers" src="https://cdn.mos.cms.futurecdn.net/jNiL5cmGSpLHp8M8gE3apM-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / S-Game)</span></figcaption></figure><p>Mix in attacks with blue flashes that can be parried with perfect timing to deliver a devastating counterattack, and red flash attacks that must be dodged to avoid significant damage, and combat becomes chaotic but not overwhelming.</p><div  class="fancy-box"><div class="fancy_box-title">Best bit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="GNYTcTWN9f4iFT57EAuRfM" name="1a17872e8a749-screenshotUrl" caption="" alt="Phantom Blade Zero Screenshot" src="https://cdn.mos.cms.futurecdn.net/GNYTcTWN9f4iFT57EAuRfM-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude" /></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Future / S-Game)</span></figcaption></figure><p class="fancy-box__body-text"><strong>Unlocking a new weapon or Phantom Art and seeing what animations have been cooked up to show it off is one of the most exciting parts of </strong><em><strong>Phantom Blade Zero</strong></em><strong>. The work that has gone into making each piece of equipment unique is impressive, creating an arsenal of gear that is acrobatic, impactful, and continuously satisfying to wield. Thankfully, the game is also generous with resources, so you can try lots of these weapons with ease to find favorites.</strong></p></div></div><p>Key moves you need to watch out for are very readable, while the ability to block almost everything else means you have time to study the opponent’s moves, find your own windows to attack, and survive any small slip-ups — rather than being repeatedly punished for imperfect play.</p><p>That’s not to say <em>Phantom Blade Zero</em> is without any degree of challenge. A good handful of bosses did flatten me repeatedly, including several dramatic fights that are hiding away off the main path or in side quests, so exploration can be very rewarding if you like to test yourself. </p><p>When facing these enemies, I was especially thankful that there’s no need to trudge back to collect your resources on death if you just want to move on. With the game’s much less punishing difficulty curve, this change of pace is a blessing if you’re not in the mood for yet another Souls-like.</p><h2 id="memory-problems">Memory problems</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="KjZ83pJfKpwP6dQqnqgScM" name="1a17872d69b99-screenshotUrl" alt="The smith working on an anvil to upgrade your weapons in Phantom Blade Zero" src="https://cdn.mos.cms.futurecdn.net/KjZ83pJfKpwP6dQqnqgScM-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / S-Game)</span></figcaption></figure><p>Some of that genre’s obtuseness is kept in the narrative, however. A lot of the game’s story is told in bits and pieces, mainly through flashbacks, Soul’s memories, and memory flowers found in the world that reveal the stories of the people in the places you travel through. </p><p>It makes for some fascinating moments of discovery and some genuinely engaging asides when they come together, but breaking things up this way, especially with multiple story strands in play at once, can make it harder to follow exactly what’s going on all the time. It can kill the pacing at times, too, as sometimes you stop-and-start to listen to multiple of these audio-logs-as-flowers one after the other.</p><p>The problem is only emphasised in a game that’s packed with proper nouns, making it exhausting to keep track of the who, what, where, and when as you ping between different perspectives and time periods.</p><p>At least it’s easy to get swept up in the aura and atmosphere of it all. And when you get back into combat, unsheathing a sword that gets more powerful as you get more drunk, sending enemies flying with a giant tower shield, or chopping some poor soul in half with a two-handed claymore, any niggles fall away. The action at the core is so good and an awesome achievement from the debut developers.</p><h2 id="should-you-play-phantom-blade-zero">Should you play Phantom Blade Zero?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="2wsnV8aJPYAZqQErWSp4uM" name="1a17873659768-screenshotUrl" alt="A washed out image of a banyan tree from Phantom Blade Zero" src="https://cdn.mos.cms.futurecdn.net/2wsnV8aJPYAZqQErWSp4uM-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1440" attribution="" endorsement="" class="" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future / S-Game)</span></figcaption></figure><h2 id="play-it-if-4">Play it if…</h2><div class="product"><p><strong>You want to experience some of the best action combat in gaming</strong><br /><em>Phantom Blade Zero</em> is up there with the genre greats when it comes to action combat, delivering on variety with a satisfying arsenal of weapons and abilities, and execution when it comes to animations and sound design.</p></div><div class="product"><p><strong>You enjoy the wuxia genre</strong><br /><em>Phantom Blade Zero </em>draws from a lot of the iconography and tropes of wuxia in both its story and combat, so if you're a fan, or just want to experience it, then this is a great place to start.</p></div><h2 id="don-t-play-it-if-3">Don’t play it if…</h2><div class="product"><p><strong>You want a comfortable and easy-to-follow story</strong><br />It is rarely too complicated to follow, but the way the story is presented in <em>Phantom Blade Zero</em>, along with the barrage of proper nouns you have to contend with from minute one, means you might struggle to stay engaged with it at all times.</p></div><div class="product"><p><strong>You want a more traditional Souls-like experience</strong><br />While it can be argued that there is some crossover, <em>Phantom Blade Zero</em> is more action-focused and draws very little inspiration from the Souls-like genre, so don't go in expecting an experience similar to the likes of <em>Dark Souls </em>or <em>Elden Ring</em>.</p></div><h2 id="accessibility-features-4">Accessibility features</h2><p>There are limited accessibility features in <em>Phantom Blade Zero</em>. You can choose to play the game with English VO or with the traditional Chinese VO with subtitles in many languages. Subtitles can be in normal or large, although a very large option would likely be useful for some. There are three controller presets, but no option to remap specific buttons. You can also adjust the intensity of camera shaking, turn off motion blur, and reduce the level of violence.</p><h2 id="how-i-reviewed-phantom-blade-zero">How I reviewed Phantom Blade Zero</h2><p>I played <em>Phantom Blade Zero</em> for around 20 hours, taking my time to complete a handful of side quests while making significant progress on the main story — and I'm absolutely going to stick with it to the end.</p><p>Again, I played on a <a href="https://www.techradar.com/gaming/ps5-pro-review">PlayStation 5 Pro</a> on a <a href="https://www.techradar.com/televisions/samsung-s90c-review">Samsung S90C OLED TV</a> and Samsung HW-Q930C soundbar while using a <a href="https://www.techradar.com/reviews/dualsense-wireless-controller">DualSense Wireless Controller</a>. I did play briefly using the <a href="https://www.techradar.com/gaming/playstation-portal-review">PlayStation Portal</a>, and found it was a perfectly fine way to run the game, too.</p><p><em>Phantom Blade Zero</em> has the option to play in Quality, Balanced, or Performance mode. I stuck with Balanced mode for my playthrough, which did a good job of running the game at 40 frames per second (fps) in dynamic 4K with ray tracing, as I experienced very few and very minor stutters. Performance mode targeting 60fps is likely a better option, though, if you prefer smoothness throughout.</p><p><em>First reviewed October 2026.</em></p>
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                                                            <title><![CDATA[ Audeze Maxwell 2 ANC review: an excellent, though not essential, upgrade for the best-sounding gaming headset I’ve ever used ]]></title>
                                                                                                <dc:content><![CDATA[ <h3 class="article-body__section" id="section-audeze-maxwell-2-anc-one-minute-review"><span>Audeze Maxwell 2 ANC: one-minute review</span></h3><p>The Audeze Maxwell 2 ANC is simply a fantastic version of an already world-beating <a href="https://www.techradar.com/news/best-wireless-gaming-headsets">wireless gaming headset</a>. While it shares an awful lot with the ‘original’ <a href="https://www.techradar.com/gaming/audeze-maxwell-2-review">Audeze Maxwell 2</a> that launched earlier this year, the addition of genuinely excellent active noise cancellation (ANC) means that it offers an enhanced experience compared to its brethren.</p><p>The design and build remain very similar to that older model, with the big, weighty earcups sitting comfortably over your ears while the leather headstrap keeps things secure. Controls are also nearly identical, bar the addition of the ANC button on the front of the left cup. It’s a sturdy and robust build which gives great confidence, but if you’re in any way wary of weighty sets, then the Maxwell 2 ANC might be a bit much for you — it’s a chonker at 19.75oz / 560g.</p><p>However, the heft is unequivocally worth it in my opinion: when it comes to performance, the Maxwell 2 is absolutely fantastic. The non-ANC Maxwell 2 is my pick for the best-sounding gaming headset money can buy right now, and the ANC variant sounds just as brilliant in all scenarios across different platforms. </p><p>The ANC itself is a welcome addition and a genuinely impressive one, blocking out all exterior noise in my testing, as well as offering a transparency mode. The quality of the ANC makes it perfect for busy environments, or just achieving maximal immersion in your games.</p><p>This is up there with the absolute best in the premium ANC business — like the <a href="https://www.techradar.com/gaming/steelseries-arctis-nova-pro-omni-review">SteelSeries Arctis Nova Pro Omni</a> and <a href="https://www.techradar.com/gaming/steelseries-arctis-nova-elite-review">Nova Elite</a> I tested in recent months — and I can’t recommend it more if it fits in your budget for PC, Xbox, or <a href="https://www.techradar.com/reviews/ps5">PS5</a>.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4000px;"><p class="vanilla-image-block" style="padding-top:56.30%;"><img id="88yP4TueRj2biUhZPRnD8M" name="1793011117.jpg" alt="A picture of the Audeze Maxwell 2 ANC gaming headset being held in a hand with pale tiles in the background" src="https://cdn.mos.cms.futurecdn.net/88yP4TueRj2biUhZPRnD8M-1920-80.jpg" mos="" align="middle" fullscreen="" width="4000" height="2252" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rob Dwiar)</span></figcaption></figure><h3 class="article-body__section" id="section-audeze-maxwell-2-anc-price-and-availability"><span>Audeze Maxwell 2 ANC: Price and availability</span></h3><ul><li><strong>List price: $429 / £429 / AU$699</strong></li><li><strong>Chunky increase in price over the non-ANC model</strong></li><li><strong>Priced alongside competitors from the likes of SteelSeries, but above other wireless contenders</strong></li></ul><p>The Maxwell 2 ANC is more expensive than its ‘regular’ counterpart: it’s $100 / £90 / AU$130 more. With only a few features that are different from its non-ANC brother, its value proposition will be called into question.</p><p>For that price, it’s above the likes of the SteelSeries Arctis Nova Pro Omni (a direct competitor to the Maxwell 2), which is a headset with excellent ANC and one I really would recommend as well.</p><p>More broadly, you can still get models such as the brilliant <a href="https://www.techradar.com/gaming/turtle-beach-stealth-pro-2-review">Turtle Beach Stealth Pro 2</a> headset for comfortably less, and other planar magnetic driver gaming headsets like the wired <a href="https://www.techradar.com/gaming/asus-rog-kithara-review">Asus ROG Kithara</a> are cheaper still (though aren’t quite like-for-like).</p><p>As a result, the Audeze Maxwell 2 is a premium headset package, and the combination of its awesome planar magnetic driver audio and the great ANC makes it a sizable investment in the gaming headset market — though still much less than the SteelSeries Arctis Nova Elite. If the best gaming audio and ANC are both must-have features for you, then the Maxwell 2 ANC will still offer what you want and earn its price tag.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4000px;"><p class="vanilla-image-block" style="padding-top:56.30%;"><img id="sDVgGrAQN8Vvbi4tPnWWUb" name="1793011252.jpg" alt="A close up picture of the Audeze Maxwell 2 ANC gaming headset showing off its branding and logo" src="https://cdn.mos.cms.futurecdn.net/sDVgGrAQN8Vvbi4tPnWWUb-1920-80.jpg" mos="" align="middle" fullscreen="" width="4000" height="2252" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rob Dwiar)</span></figcaption></figure><h3 class="article-body__section" id="section-audeze-maxwell-2-anc-specs"><span>Audeze Maxwell 2 ANC: Specs</span></h3><div ><table><tbody><tr><td class="firstcol " ><p><strong>Price</strong></p></td><td  ><p>$429 / £429 / AU$699</p></td></tr><tr><td class="firstcol " ><p><strong>Weight</strong></p></td><td  ><p>19.75oz / 560g</p></td></tr><tr><td class="firstcol " ><p><strong>Drivers</strong></p></td><td  ><p>90mm Planar Magnetic</p></td></tr><tr><td class="firstcol " ><p><strong>Compatibility</strong></p></td><td  ><p>PlayStation or Xbox, Nintendo Switch, Nintendo Switch 2, PC, Mac, Mobile</p></td></tr><tr><td class="firstcol " ><p><strong>Connection type</strong></p></td><td  ><p>Wireless (2.4Ghz via dongle), Wired (USB-C &amp; audio jack), Bluetooth 5.3 (Auracast, LE Audio, LC3, LC3plus, LDAC, AAC, SBC, Multipoint)</p></td></tr><tr><td class="firstcol " ><p><strong>Battery life</strong></p></td><td  ><p>ANC off: 40 hours; ANC on: 35 hours</p></td></tr><tr><td class="firstcol " ><p><strong>Features</strong></p></td><td  ><p>“Aviation-grade” ANC with dual dedicated 1.4W amplifiers, 24-bit/96kHz high-resolution audio, SLAM acoustic management technology, detachable hypercardioid mic, beamforming mic with physical and AI reduction, FILTER™ Noise Reduction Technology, embedded Dolby Atmos license (Xbox) </p></td></tr><tr><td class="firstcol " ><p><strong>Software</strong></p></td><td  ><p>Audeze App (PC &amp; mobile)</p></td></tr></tbody></table></div><h3 class="article-body__section" id="section-audeze-maxwell-2-anc-design-features"><span>Audeze Maxwell 2 ANC: Design &amp; features</span></h3><ul><li><strong>Robust build with a great feature set that builds on predecessor</strong></li><li><strong>A little heavier than the non-ANC headset</strong></li><li><strong>Weaker battery life</strong></li></ul><p><em>Note: I've removed a small comment from this section that talked about the Maxwell 2 ANC's dongle being smaller than the non-ANC headset dongle. This was incorrect, and they are the same size; I have removed the comment to reflect that.</em></p><p>The Maxwell 2 ANC gives great confidence with its build. It feels robust, solid, and able to withstand a knock or a drop (something I can attest to), and a lot of that comes from its weightiness. Some folks might immediately associate ‘heavy gaming headset’ with ‘bad,’ but I really think that is a grave misconception and something drilled into us by the marketing of other brands.</p><p>In reality, the design and build are so nicely done that it offsets the weight, and the comfort too — largely down to its new memory foam cushions and ventilated leather head strap — means that I’ve never really noticed wearing the Maxwell 2 ANC for even the longest sessions.</p><p>In terms of on-board controls, the left cup houses the volume dial, the game-chat mix dial, an audio jack, a USB-C port, a mic port, and the new ANC button. The right cup has the mic mute switch and the power button, which also doubles up as the Bluetooth pairing button. Simple. The dual microphone is very welcome, and it means you can deploy the Maxwell 2 ANC for entertainment and music, and still rely on something for comms, without plugging in the detachable boom mic.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4000px;"><p class="vanilla-image-block" style="padding-top:56.30%;"><img id="5dxPkuNcb8VcT4g97fKBuV" name="1793011201.jpg" alt="A picture of the Audeze Maxwell 2 ANC gaming headset sitting on a shiny surface with pale tiles in the background" src="https://cdn.mos.cms.futurecdn.net/5dxPkuNcb8VcT4g97fKBuV-1920-80.jpg" mos="" align="middle" fullscreen="" width="4000" height="2252" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rob Dwiar)</span></figcaption></figure><p>The head tracking features provided by Embody Immerse Gaming Hive and Dolby Atmos Rendered compatibility are fun and a novelty, though they still feel a little niche for me.</p><p>The most notable thing in the features of the Maxwell 2 ANC, however, sadly, is that the battery life has taken a dive compared to the regular Maxwell 2. While the non-ANC version could get you 80-odd hours of use, the ANC version is limited to about half of that with ANC off, and 35 hours with ANC on. </p><p>It’s perfectly serviceable and still provides you with comfortably more than a full day, but it is a shame the difference is so massive.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4000px;"><p class="vanilla-image-block" style="padding-top:56.30%;"><img id="naJWkg73Kfb8xaZqJUEjQX" name="1793011214.jpg" alt="A picture of the Audeze Maxwell 2 ANC gaming headset sitting on a shiny surface with pale tiles in the background" src="https://cdn.mos.cms.futurecdn.net/naJWkg73Kfb8xaZqJUEjQX-1920-80.jpg" mos="" align="middle" fullscreen="" width="4000" height="2252" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rob Dwiar)</span></figcaption></figure><h3 class="article-body__section" id="section-audeze-maxwell-2-anc-performance"><span>Audeze Maxwell 2 ANC: Performance</span></h3><ul><li><strong>Incredible audio quality across all games</strong></li><li><strong>Excellent ANC performance that doesn’t kill bass</strong></li><li><strong>Comfortable to wear, plus a really solid mic</strong></li></ul><p>The Audeze Maxwell 2 ANC is simply fantastic when put to the test. The gaming audio it provides is every bit as good as the audio I love from the regular Maxwell 2.</p><p>No matter what I’ve been playing, the Maxwell 2 ANC provides thumping combat sounds, beautifully crisp environmental audio, and rich, rounded soundtracks. It’s a joy to use as a media and entertainment pair of headphones too, with music singing clearly into my ears. Planar magnetic driver audio really is something else. </p><p>Backing this up is the microphone combo, which ensures I’m clear and crisp with my teammates even in the most frantic of online multiplayer battles.</p><p>Key to the audio sounding so good all the time is that the main USP of the headset, the ANC, <em>doesn’t</em> kill bass like almost every other ANC I’ve tried in my years of testing.</p><p>This means that you really are getting uncompromising audio, <em>and </em>some very effective ANC too; it’s excellent for immersion, and even in a busy household with a few people, I’ve been unbothered by external noise. This is undoubtedly aided by <a href="https://www.techradar.com/audio/we-can-tune-the-bass-to-get-more-output-pretty-much-for-free-i-asked-audio-specialist-audeze-about-its-patented-slam-system-for-headphones-and-the-slam-dunks-kept-a-coming">Audeze’s SLAM (Symmetric Linear Acoustic Modulator) tech</a>, which is proven to assist in bass performance. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4000px;"><p class="vanilla-image-block" style="padding-top:56.30%;"><img id="kSLrpGvqzJanycvL9L5DQ8" name="1793011426.jpg" alt="A close up picture of the Audeze Maxwell 2 ANC gaming headset's SLAM vent" src="https://cdn.mos.cms.futurecdn.net/kSLrpGvqzJanycvL9L5DQ8-1920-80.jpg" mos="" align="middle" fullscreen="" width="4000" height="2252" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rob Dwiar)</span></figcaption></figure><p>The weight of the headset doesn’t impact the performance of the Maxwell 2 ANC from a comfort perspective either. It might be heavier than other headsets, sure, but it’s never been uncomfortable on my head, even in the longest of sessions. I've almost come to prefer it over lightweight models you totally forget you’re wearing.</p><p>Elsewhere, I will say that by default the Maxwell 2 ANC can be quite quiet, which was a mild annoyance, though easily solved on PC or PS5 by manually adjusting the volume. The companion Audeze app on desktop and mobile has also been handy, facilitating firmware updates and allowing for EQ tinkering.</p><p>All in all, the Maxwell 2 ANC has all that is great about the non-ANC variant and adds excellent ANC. If you have to have the latter and are eyeing up the best version of the best-sounding headset, then this is the one to get.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4000px;"><p class="vanilla-image-block" style="padding-top:56.30%;"><img id="4x7PkUANZCNAYE7UXi7wDP" name="1793011138.jpg" alt="A picture of the Audeze Maxwell 2 ANC gaming headset being held in a hand with pale tiles in the background" src="https://cdn.mos.cms.futurecdn.net/4x7PkUANZCNAYE7UXi7wDP-1920-80.jpg" mos="" align="middle" fullscreen="" width="4000" height="2252" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rob Dwiar)</span></figcaption></figure><h3 class="article-body__section" id="section-should-i-buy-the-audeze-maxwell-2-anc"><span>Should I buy the Audeze Maxwell 2 ANC?</span></h3><h2 id="buy-it-if-2">Buy it if...</h2><div class="product"><p><strong>You want the best version of the best-sounding gaming headset going</strong><br />If you’re on the hunt for the best-sounding gaming headset money can buy right now, and want to make sure you get the most up-to-date variant, then the Audeze Maxwell 2 ANC is the one for you.</p></div><div class="product"><p><strong>You need excellent ANC in a gaming headset</strong><br />If ANC is at the top of your desired feature list, then what’s on offer here in the Maxwell 2 ANC - combined with its sheer audio quality and prowess - is certainly something to take notice of.</p></div><div class="product"><p><strong>You’re an audiophile gamer chasing the best in audio from specialist drivers</strong><br />If you’re someone who really, really cares about your gaming audio and wants something extra special that’s geared toward audio lovers, then the Maxwell 2 ANC’s planar magnetic drivers, in conjunction with its ANC and other features, are perfect for you.</p></div><div class="product"><p><strong>You’re on one, maybe two, platforms only</strong><br />While it can’t connect to lots of devices simultaneously like some of the competition, if you’re looking for one of the best gaming headsets money can buy for a small number of platforms, then this version of the Audeze Maxwell 2 needs to be considered.</p></div><h2 id="don-39-t-buy-it-if-2">Don't buy it if...</h2><div class="product"><p><strong>You’re wary of weighty headsets</strong><br />Personally, I think this is a grossly overstated ‘con’ of gaming headsets, but the fact remains: if you’ve grown used to lightweight headsets, then the Maxwell 2 ANC won’t be for you.</p></div><div class="product"><p><strong>You already have a Maxwell 2</strong><br />As great as the ANC is on this new version of the Maxwell 2, if it’s a feature you can do without, then I’d recommend the normal version of the Maxwell 2 to save some cash but still get that supreme audio experience. </p></div><h3 class="article-body__section" id="section-also-consider"><span>Also consider...</span></h3><p>If the Audeze Maxwell 2 ANC doesn’t feel like it’s going to hit the mark for you, then these are the two alternatives I’d look to right now.</p><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>Audeze Maxwell 2 ANC</strong></p></td><td  ><p><strong>Audeze Maxwell 2</strong></p></td><td  ><p><strong>SteelSeries Arctis Nova Pro Omni</strong></p></td></tr><tr><td class="firstcol " ><p><strong>Price</strong></p></td><td  ><p>$429 / £429 / AU$699</p></td><td  ><p>$329 / £339 / AU$569</p></td><td  ><p>$399.99 / £349.99 / AU$799</p></td></tr><tr><td class="firstcol " ><p><strong>Weight</strong></p></td><td  ><p>19.75oz / 560g</p></td><td  ><p>17.3oz / 490g</p></td><td  ><p>11.95oz / 339g</p></td></tr><tr><td class="firstcol " ><p><strong>Drivers</strong></p></td><td  ><p>90mm Planar Magnetic</p></td><td  ><p>90mm Planar Magnetic</p></td><td  ><p>Custom 40 mm Neodymium Magnetic (Hi-Res)</p></td></tr><tr><td class="firstcol " ><p><strong>Compatibility</strong></p></td><td  ><p>PlayStation or Xbox, Nintendo Switch, Nintendo Switch 2, PC, Mac, Mobile</p></td><td  ><p>PlayStation or Xbox, Nintendo Switch, Nintendo Switch 2, PC, Mac, Mobile</p><p><br /></p></td><td  ><p>PS5, PS4, Xbox Series X|S, Nintendo Switch 2, Nintendo Switch, PC, Mac, Mobile, Meta Quest 2/3</p></td></tr><tr><td class="firstcol " ><p><strong>Connection type</strong></p></td><td  ><p>Wireless (2.4Ghz via dongle), Wired (USB-C &amp; audio jack), Bluetooth 5.3 (Auracast, LE Audio, LC3, LC3plus, LDAC, AAC, SBC, Multipoint)</p></td><td  ><p>Wireless (2.4Ghz via dongle), Wired (USB-C &amp; audio jack), Bluetooth 5.3 (Auracast, LE Audio, LC3, LC3plus, LDAC, AAC, SBC, Multipoint)</p></td><td  ><p>Hi-Res wireless (2.4Ghz via dongle), Wired (audio jack), Bluetooth 5.3 + LE Audio (SBC with MultiPoint support for up to 10 devices; LC3, LC3+ for LE Audio)</p></td></tr><tr><td class="firstcol " ><p><strong>Battery life</strong></p></td><td  ><p>ANC off: 40 hours; ANC on: 35 hours</p></td><td  ><p>80+ hours</p></td><td  ><p>Up to 60 hours (2 x fully-charged batteries), Infinite Power System</p></td></tr><tr><td class="firstcol " ><p><strong>Features</strong></p></td><td  ><p>“Aviation-grade” ANC with dual dedicated 1.4W amplifiers, 24-bit/96kHz high-resolution audio, SLAM acoustic management technology, detachable hypercardioid mic, beamforming mic with physical and AI reduction, FILTER™ Noise Reduction Technology, embedded Dolby Atmos license (Xbox) </p></td><td  ><p>24-bit/96kHz high-resolution audio, SLAM acoustic management technology, detachable hypercardioid mic, beamforming mic with physical and AI reduction, FILTER™ Noise Reduction Technology, embedded Dolby Atmos license (Xbox) </p></td><td  ><p>Simultaneous four-source audio via Omni GameHub; certified Hi-Res audio (96kHz/24-bit), ClearCast Pro - Retractable Boom Microphone with onboard AI Noise Rejection, ANC, Arctis Companion App compatibility</p></td></tr><tr><td class="firstcol " ><p><strong>Software</strong></p></td><td  ><p>Audeze App (PC &amp; mobile)</p></td><td  ><p>Audeze App (PC &amp; mobile)</p></td><td  ><p>SteelSeries GG/Sonar, SteelSeries Arctis Companion App (iOS &amp; Android)</p></td></tr></tbody></table></div><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4000px;"><p class="vanilla-image-block" style="padding-top:56.30%;"><img id="4QJbEkowB8xkgkLJQHX2WS" name="1793011169.jpg" alt="A picture of the Audeze Maxwell 2 ANC gaming headset clamped around a glass vase with pale tiles in the background" src="https://cdn.mos.cms.futurecdn.net/4QJbEkowB8xkgkLJQHX2WS-1920-80.jpg" mos="" align="middle" fullscreen="" width="4000" height="2252" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rob Dwiar)</span></figcaption></figure><h3 class="article-body__section" id="section-how-i-tested-the-audeze-maxwell-2-anc"><span>How I tested the Audeze Maxwell 2 ANC</span></h3><ul><li><strong>Tested over the course of a few months</strong></li><li><strong>Compared with other headsets, including the non-ANC version</strong></li><li><strong>Used across PS5 and PC games, on mobile, and for music, work, and entertainment</strong></li></ul><p>I’ve used the Audeze Maxwell 2 ANC as my go-to PS5 headset for a few months now, playing the likes of <a href="https://www.techradar.com/gaming/assassins-creed-black-flag-resynced-review"><em>Assassin’s Creed Black Flag Resynced</em></a>, <a href="https://www.techradar.com/gaming/resonance-a-plague-tale-review"><em>Resonance: A Plague Tale Legacy</em></a>, <a href="https://www.techradar.com/gaming/marvels-wolverine-review"><em>Marvel’s Wolverine</em></a>, and <em>Tom Clancy's The Division 2</em> and <a href="https://www.techradar.com/gaming/warhammer-40000-space-marine-2-review"><em>Warhammer 40,000 Space Marine 2</em></a> with friends online, as well as regularly using it on my PC when not using my SteelSeries Arctis Nova Pro Omni headset — a competing headset that has been great for comparison.</p><p>On my<em> </em><a href="https://www.techradar.com/computing/gaming-computers/gaming-pcs/acer-predator-orion-5000-review-2026"><em>Acer Predator Orion 5000</em></a><em> </em><a href="https://www.techradar.com/computing/gaming-pcs/best-gaming-pc"><em>gaming PC</em></a><em> (supplied by Acer)</em>, I’ve tested the Maxwell 2 ANC not only with everyday usage like work calls, music, and TV, but also with <em>games like </em><a href="https://www.techradar.com/reviews/cyberpunk-2077"><em>Cyberpunk 2077</em></a><em>, </em><a href="https://www.techradar.com/gaming/frostpunk-2-review"><em>Frostpunk 2</em></a><em>, Crusader Kings 3</em>, and a preview of a game or two under embargo.</p><p><em>First reviewed July-October 2026</em></p><p><a href="https://www.techradar.com/news/how-we-test">Read more about how we test</a></p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/audeze-maxwell-2-anc-review</link>
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                            <![CDATA[ The Maxwell 2 ANC is a super-charged version of my favorite gaming headset, and audiophile planar magnetic driver specialists Audeze have created something really special. ]]>
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                                                                        <pubDate>Tue, 27 Oct 2026 02:00:00 +0000</pubDate>                                                                                                                                <updated>Fri, 30 Oct 2026 10:56:47 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                <author><![CDATA[ rob.dwiar@futurenet.com (Rob Dwiar) ]]></author>                    <dc:creator><![CDATA[ Rob Dwiar ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/jQfB6LAq4hRkyqovhsFBmA-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Rob is the Managing Editor of TechRadar Gaming and Streaming. He joined in 2023 as the Deputy Editor of TechRadar Gaming (TRG), and has multiple years of games media and games writing experience under his belt, with a variety of bylines at games publications, but also in the world of gardens and landscapes.&lt;/p&gt;&lt;p&gt;Prior to joining TRG, Rob was the Commissioning Editor for Hardware at sister site GamesRadar+. and spent more than four years on that team. After this, he had a short but successful stint as Gaming Editor at WePC, but is now firmly in a position at TechRadar Gaming to help drive the brand forward to achieve its goals. Before joining GamesRadar+ in 2018, Rob freelanced for many places and has had work published over the last six years or so at the likes of GamesRadar+, Eurogamer, RPS, PCGN, and more. This writing often took, and still takes, the form of analysis and celebration of video game environments, landscapes, and horticulture - Rob is a qualified landscape and garden designer and an expert on the virtual landscapes and environments of games.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[A picture of the Audeze Maxwell 2 ANC gaming headset on a shiny surface with pale tiles in the background]]></media:description>                                                            <media:text><![CDATA[A picture of the Audeze Maxwell 2 ANC gaming headset on a shiny surface with pale tiles in the background]]></media:text>
                                <media:title type="plain"><![CDATA[A picture of the Audeze Maxwell 2 ANC gaming headset on a shiny surface with pale tiles in the background]]></media:title>
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                                <h3 class="article-body__section" id="section-audeze-maxwell-2-anc-one-minute-review"><span>Audeze Maxwell 2 ANC: one-minute review</span></h3><p>The Audeze Maxwell 2 ANC is simply a fantastic version of an already world-beating <a href="https://www.techradar.com/news/best-wireless-gaming-headsets">wireless gaming headset</a>. While it shares an awful lot with the ‘original’ <a href="https://www.techradar.com/gaming/audeze-maxwell-2-review">Audeze Maxwell 2</a> that launched earlier this year, the addition of genuinely excellent active noise cancellation (ANC) means that it offers an enhanced experience compared to its brethren.</p><p>The design and build remain very similar to that older model, with the big, weighty earcups sitting comfortably over your ears while the leather headstrap keeps things secure. Controls are also nearly identical, bar the addition of the ANC button on the front of the left cup. It’s a sturdy and robust build which gives great confidence, but if you’re in any way wary of weighty sets, then the Maxwell 2 ANC might be a bit much for you — it’s a chonker at 19.75oz / 560g.</p><p>However, the heft is unequivocally worth it in my opinion: when it comes to performance, the Maxwell 2 is absolutely fantastic. The non-ANC Maxwell 2 is my pick for the best-sounding gaming headset money can buy right now, and the ANC variant sounds just as brilliant in all scenarios across different platforms. </p><p>The ANC itself is a welcome addition and a genuinely impressive one, blocking out all exterior noise in my testing, as well as offering a transparency mode. The quality of the ANC makes it perfect for busy environments, or just achieving maximal immersion in your games.</p><p>This is up there with the absolute best in the premium ANC business — like the <a href="https://www.techradar.com/gaming/steelseries-arctis-nova-pro-omni-review">SteelSeries Arctis Nova Pro Omni</a> and <a href="https://www.techradar.com/gaming/steelseries-arctis-nova-elite-review">Nova Elite</a> I tested in recent months — and I can’t recommend it more if it fits in your budget for PC, Xbox, or <a href="https://www.techradar.com/reviews/ps5">PS5</a>.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4000px;"><p class="vanilla-image-block" style="padding-top:56.30%;"><img id="88yP4TueRj2biUhZPRnD8M" name="1793011117.jpg" alt="A picture of the Audeze Maxwell 2 ANC gaming headset being held in a hand with pale tiles in the background" src="https://cdn.mos.cms.futurecdn.net/88yP4TueRj2biUhZPRnD8M-1920-80.jpg" mos="" align="middle" fullscreen="" width="4000" height="2252" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rob Dwiar)</span></figcaption></figure><h3 class="article-body__section" id="section-audeze-maxwell-2-anc-price-and-availability"><span>Audeze Maxwell 2 ANC: Price and availability</span></h3><ul><li><strong>List price: $429 / £429 / AU$699</strong></li><li><strong>Chunky increase in price over the non-ANC model</strong></li><li><strong>Priced alongside competitors from the likes of SteelSeries, but above other wireless contenders</strong></li></ul><p>The Maxwell 2 ANC is more expensive than its ‘regular’ counterpart: it’s $100 / £90 / AU$130 more. With only a few features that are different from its non-ANC brother, its value proposition will be called into question.</p><p>For that price, it’s above the likes of the SteelSeries Arctis Nova Pro Omni (a direct competitor to the Maxwell 2), which is a headset with excellent ANC and one I really would recommend as well.</p><p>More broadly, you can still get models such as the brilliant <a href="https://www.techradar.com/gaming/turtle-beach-stealth-pro-2-review">Turtle Beach Stealth Pro 2</a> headset for comfortably less, and other planar magnetic driver gaming headsets like the wired <a href="https://www.techradar.com/gaming/asus-rog-kithara-review">Asus ROG Kithara</a> are cheaper still (though aren’t quite like-for-like).</p><p>As a result, the Audeze Maxwell 2 is a premium headset package, and the combination of its awesome planar magnetic driver audio and the great ANC makes it a sizable investment in the gaming headset market — though still much less than the SteelSeries Arctis Nova Elite. If the best gaming audio and ANC are both must-have features for you, then the Maxwell 2 ANC will still offer what you want and earn its price tag.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4000px;"><p class="vanilla-image-block" style="padding-top:56.30%;"><img id="sDVgGrAQN8Vvbi4tPnWWUb" name="1793011252.jpg" alt="A close up picture of the Audeze Maxwell 2 ANC gaming headset showing off its branding and logo" src="https://cdn.mos.cms.futurecdn.net/sDVgGrAQN8Vvbi4tPnWWUb-1920-80.jpg" mos="" align="middle" fullscreen="" width="4000" height="2252" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rob Dwiar)</span></figcaption></figure><h3 class="article-body__section" id="section-audeze-maxwell-2-anc-specs"><span>Audeze Maxwell 2 ANC: Specs</span></h3><div ><table><tbody><tr><td class="firstcol " ><p><strong>Price</strong></p></td><td  ><p>$429 / £429 / AU$699</p></td></tr><tr><td class="firstcol " ><p><strong>Weight</strong></p></td><td  ><p>19.75oz / 560g</p></td></tr><tr><td class="firstcol " ><p><strong>Drivers</strong></p></td><td  ><p>90mm Planar Magnetic</p></td></tr><tr><td class="firstcol " ><p><strong>Compatibility</strong></p></td><td  ><p>PlayStation or Xbox, Nintendo Switch, Nintendo Switch 2, PC, Mac, Mobile</p></td></tr><tr><td class="firstcol " ><p><strong>Connection type</strong></p></td><td  ><p>Wireless (2.4Ghz via dongle), Wired (USB-C &amp; audio jack), Bluetooth 5.3 (Auracast, LE Audio, LC3, LC3plus, LDAC, AAC, SBC, Multipoint)</p></td></tr><tr><td class="firstcol " ><p><strong>Battery life</strong></p></td><td  ><p>ANC off: 40 hours; ANC on: 35 hours</p></td></tr><tr><td class="firstcol " ><p><strong>Features</strong></p></td><td  ><p>“Aviation-grade” ANC with dual dedicated 1.4W amplifiers, 24-bit/96kHz high-resolution audio, SLAM acoustic management technology, detachable hypercardioid mic, beamforming mic with physical and AI reduction, FILTER™ Noise Reduction Technology, embedded Dolby Atmos license (Xbox) </p></td></tr><tr><td class="firstcol " ><p><strong>Software</strong></p></td><td  ><p>Audeze App (PC &amp; mobile)</p></td></tr></tbody></table></div><h3 class="article-body__section" id="section-audeze-maxwell-2-anc-design-features"><span>Audeze Maxwell 2 ANC: Design &amp; features</span></h3><ul><li><strong>Robust build with a great feature set that builds on predecessor</strong></li><li><strong>A little heavier than the non-ANC headset</strong></li><li><strong>Weaker battery life</strong></li></ul><p><em>Note: I've removed a small comment from this section that talked about the Maxwell 2 ANC's dongle being smaller than the non-ANC headset dongle. This was incorrect, and they are the same size; I have removed the comment to reflect that.</em></p><p>The Maxwell 2 ANC gives great confidence with its build. It feels robust, solid, and able to withstand a knock or a drop (something I can attest to), and a lot of that comes from its weightiness. Some folks might immediately associate ‘heavy gaming headset’ with ‘bad,’ but I really think that is a grave misconception and something drilled into us by the marketing of other brands.</p><p>In reality, the design and build are so nicely done that it offsets the weight, and the comfort too — largely down to its new memory foam cushions and ventilated leather head strap — means that I’ve never really noticed wearing the Maxwell 2 ANC for even the longest sessions.</p><p>In terms of on-board controls, the left cup houses the volume dial, the game-chat mix dial, an audio jack, a USB-C port, a mic port, and the new ANC button. The right cup has the mic mute switch and the power button, which also doubles up as the Bluetooth pairing button. Simple. The dual microphone is very welcome, and it means you can deploy the Maxwell 2 ANC for entertainment and music, and still rely on something for comms, without plugging in the detachable boom mic.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4000px;"><p class="vanilla-image-block" style="padding-top:56.30%;"><img id="5dxPkuNcb8VcT4g97fKBuV" name="1793011201.jpg" alt="A picture of the Audeze Maxwell 2 ANC gaming headset sitting on a shiny surface with pale tiles in the background" src="https://cdn.mos.cms.futurecdn.net/5dxPkuNcb8VcT4g97fKBuV-1920-80.jpg" mos="" align="middle" fullscreen="" width="4000" height="2252" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rob Dwiar)</span></figcaption></figure><p>The head tracking features provided by Embody Immerse Gaming Hive and Dolby Atmos Rendered compatibility are fun and a novelty, though they still feel a little niche for me.</p><p>The most notable thing in the features of the Maxwell 2 ANC, however, sadly, is that the battery life has taken a dive compared to the regular Maxwell 2. While the non-ANC version could get you 80-odd hours of use, the ANC version is limited to about half of that with ANC off, and 35 hours with ANC on. </p><p>It’s perfectly serviceable and still provides you with comfortably more than a full day, but it is a shame the difference is so massive.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4000px;"><p class="vanilla-image-block" style="padding-top:56.30%;"><img id="naJWkg73Kfb8xaZqJUEjQX" name="1793011214.jpg" alt="A picture of the Audeze Maxwell 2 ANC gaming headset sitting on a shiny surface with pale tiles in the background" src="https://cdn.mos.cms.futurecdn.net/naJWkg73Kfb8xaZqJUEjQX-1920-80.jpg" mos="" align="middle" fullscreen="" width="4000" height="2252" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rob Dwiar)</span></figcaption></figure><h3 class="article-body__section" id="section-audeze-maxwell-2-anc-performance"><span>Audeze Maxwell 2 ANC: Performance</span></h3><ul><li><strong>Incredible audio quality across all games</strong></li><li><strong>Excellent ANC performance that doesn’t kill bass</strong></li><li><strong>Comfortable to wear, plus a really solid mic</strong></li></ul><p>The Audeze Maxwell 2 ANC is simply fantastic when put to the test. The gaming audio it provides is every bit as good as the audio I love from the regular Maxwell 2.</p><p>No matter what I’ve been playing, the Maxwell 2 ANC provides thumping combat sounds, beautifully crisp environmental audio, and rich, rounded soundtracks. It’s a joy to use as a media and entertainment pair of headphones too, with music singing clearly into my ears. Planar magnetic driver audio really is something else. </p><p>Backing this up is the microphone combo, which ensures I’m clear and crisp with my teammates even in the most frantic of online multiplayer battles.</p><p>Key to the audio sounding so good all the time is that the main USP of the headset, the ANC, <em>doesn’t</em> kill bass like almost every other ANC I’ve tried in my years of testing.</p><p>This means that you really are getting uncompromising audio, <em>and </em>some very effective ANC too; it’s excellent for immersion, and even in a busy household with a few people, I’ve been unbothered by external noise. This is undoubtedly aided by <a href="https://www.techradar.com/audio/we-can-tune-the-bass-to-get-more-output-pretty-much-for-free-i-asked-audio-specialist-audeze-about-its-patented-slam-system-for-headphones-and-the-slam-dunks-kept-a-coming">Audeze’s SLAM (Symmetric Linear Acoustic Modulator) tech</a>, which is proven to assist in bass performance. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4000px;"><p class="vanilla-image-block" style="padding-top:56.30%;"><img id="kSLrpGvqzJanycvL9L5DQ8" name="1793011426.jpg" alt="A close up picture of the Audeze Maxwell 2 ANC gaming headset's SLAM vent" src="https://cdn.mos.cms.futurecdn.net/kSLrpGvqzJanycvL9L5DQ8-1920-80.jpg" mos="" align="middle" fullscreen="" width="4000" height="2252" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rob Dwiar)</span></figcaption></figure><p>The weight of the headset doesn’t impact the performance of the Maxwell 2 ANC from a comfort perspective either. It might be heavier than other headsets, sure, but it’s never been uncomfortable on my head, even in the longest of sessions. I've almost come to prefer it over lightweight models you totally forget you’re wearing.</p><p>Elsewhere, I will say that by default the Maxwell 2 ANC can be quite quiet, which was a mild annoyance, though easily solved on PC or PS5 by manually adjusting the volume. The companion Audeze app on desktop and mobile has also been handy, facilitating firmware updates and allowing for EQ tinkering.</p><p>All in all, the Maxwell 2 ANC has all that is great about the non-ANC variant and adds excellent ANC. If you have to have the latter and are eyeing up the best version of the best-sounding headset, then this is the one to get.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4000px;"><p class="vanilla-image-block" style="padding-top:56.30%;"><img id="4x7PkUANZCNAYE7UXi7wDP" name="1793011138.jpg" alt="A picture of the Audeze Maxwell 2 ANC gaming headset being held in a hand with pale tiles in the background" src="https://cdn.mos.cms.futurecdn.net/4x7PkUANZCNAYE7UXi7wDP-1920-80.jpg" mos="" align="middle" fullscreen="" width="4000" height="2252" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rob Dwiar)</span></figcaption></figure><h3 class="article-body__section" id="section-should-i-buy-the-audeze-maxwell-2-anc"><span>Should I buy the Audeze Maxwell 2 ANC?</span></h3><h2 id="buy-it-if-2">Buy it if...</h2><div class="product"><p><strong>You want the best version of the best-sounding gaming headset going</strong><br />If you’re on the hunt for the best-sounding gaming headset money can buy right now, and want to make sure you get the most up-to-date variant, then the Audeze Maxwell 2 ANC is the one for you.</p></div><div class="product"><p><strong>You need excellent ANC in a gaming headset</strong><br />If ANC is at the top of your desired feature list, then what’s on offer here in the Maxwell 2 ANC - combined with its sheer audio quality and prowess - is certainly something to take notice of.</p></div><div class="product"><p><strong>You’re an audiophile gamer chasing the best in audio from specialist drivers</strong><br />If you’re someone who really, really cares about your gaming audio and wants something extra special that’s geared toward audio lovers, then the Maxwell 2 ANC’s planar magnetic drivers, in conjunction with its ANC and other features, are perfect for you.</p></div><div class="product"><p><strong>You’re on one, maybe two, platforms only</strong><br />While it can’t connect to lots of devices simultaneously like some of the competition, if you’re looking for one of the best gaming headsets money can buy for a small number of platforms, then this version of the Audeze Maxwell 2 needs to be considered.</p></div><h2 id="don-39-t-buy-it-if-2">Don't buy it if...</h2><div class="product"><p><strong>You’re wary of weighty headsets</strong><br />Personally, I think this is a grossly overstated ‘con’ of gaming headsets, but the fact remains: if you’ve grown used to lightweight headsets, then the Maxwell 2 ANC won’t be for you.</p></div><div class="product"><p><strong>You already have a Maxwell 2</strong><br />As great as the ANC is on this new version of the Maxwell 2, if it’s a feature you can do without, then I’d recommend the normal version of the Maxwell 2 to save some cash but still get that supreme audio experience. </p></div><h3 class="article-body__section" id="section-also-consider"><span>Also consider...</span></h3><p>If the Audeze Maxwell 2 ANC doesn’t feel like it’s going to hit the mark for you, then these are the two alternatives I’d look to right now.</p><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>Audeze Maxwell 2 ANC</strong></p></td><td  ><p><strong>Audeze Maxwell 2</strong></p></td><td  ><p><strong>SteelSeries Arctis Nova Pro Omni</strong></p></td></tr><tr><td class="firstcol " ><p><strong>Price</strong></p></td><td  ><p>$429 / £429 / AU$699</p></td><td  ><p>$329 / £339 / AU$569</p></td><td  ><p>$399.99 / £349.99 / AU$799</p></td></tr><tr><td class="firstcol " ><p><strong>Weight</strong></p></td><td  ><p>19.75oz / 560g</p></td><td  ><p>17.3oz / 490g</p></td><td  ><p>11.95oz / 339g</p></td></tr><tr><td class="firstcol " ><p><strong>Drivers</strong></p></td><td  ><p>90mm Planar Magnetic</p></td><td  ><p>90mm Planar Magnetic</p></td><td  ><p>Custom 40 mm Neodymium Magnetic (Hi-Res)</p></td></tr><tr><td class="firstcol " ><p><strong>Compatibility</strong></p></td><td  ><p>PlayStation or Xbox, Nintendo Switch, Nintendo Switch 2, PC, Mac, Mobile</p></td><td  ><p>PlayStation or Xbox, Nintendo Switch, Nintendo Switch 2, PC, Mac, Mobile</p><p><br /></p></td><td  ><p>PS5, PS4, Xbox Series X|S, Nintendo Switch 2, Nintendo Switch, PC, Mac, Mobile, Meta Quest 2/3</p></td></tr><tr><td class="firstcol " ><p><strong>Connection type</strong></p></td><td  ><p>Wireless (2.4Ghz via dongle), Wired (USB-C &amp; audio jack), Bluetooth 5.3 (Auracast, LE Audio, LC3, LC3plus, LDAC, AAC, SBC, Multipoint)</p></td><td  ><p>Wireless (2.4Ghz via dongle), Wired (USB-C &amp; audio jack), Bluetooth 5.3 (Auracast, LE Audio, LC3, LC3plus, LDAC, AAC, SBC, Multipoint)</p></td><td  ><p>Hi-Res wireless (2.4Ghz via dongle), Wired (audio jack), Bluetooth 5.3 + LE Audio (SBC with MultiPoint support for up to 10 devices; LC3, LC3+ for LE Audio)</p></td></tr><tr><td class="firstcol " ><p><strong>Battery life</strong></p></td><td  ><p>ANC off: 40 hours; ANC on: 35 hours</p></td><td  ><p>80+ hours</p></td><td  ><p>Up to 60 hours (2 x fully-charged batteries), Infinite Power System</p></td></tr><tr><td class="firstcol " ><p><strong>Features</strong></p></td><td  ><p>“Aviation-grade” ANC with dual dedicated 1.4W amplifiers, 24-bit/96kHz high-resolution audio, SLAM acoustic management technology, detachable hypercardioid mic, beamforming mic with physical and AI reduction, FILTER™ Noise Reduction Technology, embedded Dolby Atmos license (Xbox) </p></td><td  ><p>24-bit/96kHz high-resolution audio, SLAM acoustic management technology, detachable hypercardioid mic, beamforming mic with physical and AI reduction, FILTER™ Noise Reduction Technology, embedded Dolby Atmos license (Xbox) </p></td><td  ><p>Simultaneous four-source audio via Omni GameHub; certified Hi-Res audio (96kHz/24-bit), ClearCast Pro - Retractable Boom Microphone with onboard AI Noise Rejection, ANC, Arctis Companion App compatibility</p></td></tr><tr><td class="firstcol " ><p><strong>Software</strong></p></td><td  ><p>Audeze App (PC &amp; mobile)</p></td><td  ><p>Audeze App (PC &amp; mobile)</p></td><td  ><p>SteelSeries GG/Sonar, SteelSeries Arctis Companion App (iOS &amp; Android)</p></td></tr></tbody></table></div><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4000px;"><p class="vanilla-image-block" style="padding-top:56.30%;"><img id="4QJbEkowB8xkgkLJQHX2WS" name="1793011169.jpg" alt="A picture of the Audeze Maxwell 2 ANC gaming headset clamped around a glass vase with pale tiles in the background" src="https://cdn.mos.cms.futurecdn.net/4QJbEkowB8xkgkLJQHX2WS-1920-80.jpg" mos="" align="middle" fullscreen="" width="4000" height="2252" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Future/Rob Dwiar)</span></figcaption></figure><h3 class="article-body__section" id="section-how-i-tested-the-audeze-maxwell-2-anc"><span>How I tested the Audeze Maxwell 2 ANC</span></h3><ul><li><strong>Tested over the course of a few months</strong></li><li><strong>Compared with other headsets, including the non-ANC version</strong></li><li><strong>Used across PS5 and PC games, on mobile, and for music, work, and entertainment</strong></li></ul><p>I’ve used the Audeze Maxwell 2 ANC as my go-to PS5 headset for a few months now, playing the likes of <a href="https://www.techradar.com/gaming/assassins-creed-black-flag-resynced-review"><em>Assassin’s Creed Black Flag Resynced</em></a>, <a href="https://www.techradar.com/gaming/resonance-a-plague-tale-review"><em>Resonance: A Plague Tale Legacy</em></a>, <a href="https://www.techradar.com/gaming/marvels-wolverine-review"><em>Marvel’s Wolverine</em></a>, and <em>Tom Clancy's The Division 2</em> and <a href="https://www.techradar.com/gaming/warhammer-40000-space-marine-2-review"><em>Warhammer 40,000 Space Marine 2</em></a> with friends online, as well as regularly using it on my PC when not using my SteelSeries Arctis Nova Pro Omni headset — a competing headset that has been great for comparison.</p><p>On my<em> </em><a href="https://www.techradar.com/computing/gaming-computers/gaming-pcs/acer-predator-orion-5000-review-2026"><em>Acer Predator Orion 5000</em></a><em> </em><a href="https://www.techradar.com/computing/gaming-pcs/best-gaming-pc"><em>gaming PC</em></a><em> (supplied by Acer)</em>, I’ve tested the Maxwell 2 ANC not only with everyday usage like work calls, music, and TV, but also with <em>games like </em><a href="https://www.techradar.com/reviews/cyberpunk-2077"><em>Cyberpunk 2077</em></a><em>, </em><a href="https://www.techradar.com/gaming/frostpunk-2-review"><em>Frostpunk 2</em></a><em>, Crusader Kings 3</em>, and a preview of a game or two under embargo.</p><p><em>First reviewed July-October 2026</em></p><p><a href="https://www.techradar.com/news/how-we-test">Read more about how we test</a></p>
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                                                            <title><![CDATA[ Steam was down for many —but the 'loading user data' bug now seems to be fixed ]]></title>
                                                                                                <dc:content><![CDATA[ <div class="live-content"><p>Steam had a bad start to the week on Monday, with thousands of users reporting that a "loading user data" issue was preventing them from logging in — but it now seems to be fixed.</p><p>Reports about the problem spiked on Downdetector at around 4.30am ET / 9.30am BST on Monday, October 26. There were also countless reports on social media and Reddit of people experiencing the same issue.</p><p>There was no official statement or update from Valve about the problem, but here's how the gaming platform's outage played out today...</p><h2 id="the-story-so-far">The story so far</h2><ul><li><strong>Many Steam reported being unable to log into their accounts today</strong></li><li><strong>Most were reporting being stuck on a "loading user data" page</strong></li><li><strong>The reports started at around 4am ET / 9am BST, but it now seems to be fixed</strong></li></ul><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-XZqyYO"></div>                            </div>                            <script src="https://kwizly.com/embed/XZqyYO.js" async=""></script></div><div class="live-content"><time datetime="2026-10-26T13:05:14+00:00">October 26, 2026 – 9:05 AM</time><h2 id="reports-are-on-the-rise">Reports are on the rise</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1600px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="X8WDTyzRcdRg8c4eAnKzhh" name="Steamdown-1" alt="A Downdetector graph showing reports of a Steam outage" src="https://cdn.mos.cms.futurecdn.net/X8WDTyzRcdRg8c4eAnKzhh-1920-80.jpg" mos="" align="middle" fullscreen="" width="1600" height="900" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Downdetector)</span></figcaption></figure><p>Today's Steam issue has been a bit of a slow burn rather than a sudden outage, but reports are now increasing sharply.</p><p>On Downdetector, they've now hit a peak of almost 500 in the US and about 450 in the UK. However, it does seem to be a global issue according to a <a href="https://www.reddit.com/r/steamsupport/comments/1xfua8l/problem_logging_in_to_steam/" target="_blank">Reddit thread,</a> with users in Germany, the Netherlands and Russia all saying they can't log in.</p><p>Over on the <a href="https://steamdb.com/en/tools/is-steam-down" target="_blank">Steam Dashboard</a>, there's no report of an official problem — so this appears to be a software bug or issue rather than a service outage.</p></div><div class="live-content"><time datetime="2026-10-26T13:12:28+00:00">October 26, 2026 – 9:12 AM</time><h2 id="the-screen-of-pain">The screen of pain</h2><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2114700026345881819"><p lang="en" dir="ltr">Welp @Steam I have got the loading user data endless screen. Been trying to fix it for a good while but nothing is working. Even uninstalled everything. If you could get back to me as soon as possible that would be great thanks. https://t.co/Dywd32tdrB<a href="https://twitter.com/cantworkitout/status/2114700026345881819">October 26, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>This is the screen that thousands of Steam users are reporting seeing right now — and it seems resistant to most of the commonly-known fixes.</p><p>Many users have reported closing their games and restarting their PCs, but without any joy. This also doesn't seem to be a maintenance outage — those typically takes place on Wednesdays at 00:00 UTC. </p><p>The <a href="https://steamdb.com/en/tools/is-steam-down" target="_blank">Steam Dashboard</a> continues to show no official issues, but hopefully we'll get some official guidance from Steam soon...</p></div><div class="live-content"><time datetime="2026-10-26T13:26:38+00:00">October 26, 2026 – 9:26 AM</time><h2 id="this-isn-39-t-an-outage">This isn't an outage</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="c8sLFyQqj2jBVGEedfyX83" name="Steamdown-3" alt="A laptop screen showing the Steam dashboard" src="https://cdn.mos.cms.futurecdn.net/c8sLFyQqj2jBVGEedfyX83-1920-80.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Steam)</span></figcaption></figure><p>The Steam dashboard is green across the board right now, so we don't appear to be looking at a network outage.</p><p>That means all of Steam's traditional advice — from restarting Stream, to clearing your download cache or changing your download region — isn't really applicable or working for most people.</p><p>Some have reported that restarting their PC without an internet connection, launching Steam in offline mode, then re-connecting to the internet has done the trick for them, but many are reporting that it hasn't solved their issues.</p></div><div class="live-content"><time datetime="2026-10-26T13:40:04+00:00">October 26, 2026 – 9:40 AM</time><h2 id="you-39-re-not-alone">You're not alone</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1600px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="xti2nPReR8ztQy3t8xQ6yY" name="Steamdown-4" alt="A Downdetector graph showing a Steam outage" src="https://cdn.mos.cms.futurecdn.net/xti2nPReR8ztQy3t8xQ6yY-1920-80.jpg" mos="" align="middle" fullscreen="" width="1600" height="900" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Downdetector)</span></figcaption></figure><p>Those Steam reports on <a href="https://downdetector.com/status/steam/" target="_blank">Downdetector</a> are very much going in the wrong direction — with the spike now near-vertical in the US and UK.</p><p>Almost everyone is reporting the same problem — being stuck on a "loading user data" page when trying to log in. Many are reporting that this happened after they cleared their download cache, but it isn't clear if that's a universal theme.</p><p>There's still been no official word from Valve on social media or other channels, but I'm trying to get a response now and will report back as soon as I hear anything.</p></div><div class="live-content"><time datetime="2026-10-26T13:54:23+00:00">October 26, 2026 – 9:54 AM</time><h2 id="we-39-re-at-four-hours-and-counting">We're at four hours and counting</h2><figure><blockquote class="reddit-card"  ><a href="https://www.reddit.com/r/steamsupport/comments/1xfua8l/problem_logging_in_to_steam">Problem logging in to Steam</a><figcaption><cite> from <a href="https://www.reddit.com/r/steamsupport">r/steamsupport</a></cite></figcaption></blockquote></figure><script async="" src="//embed.redditmedia.com/widgets/platform.js" charset="UTF-8"></script><p>Today's Steam issues started at around 4am ET / 9am BST but there's still no sign of a fix or any successful troubleshooting tips.</p><p>The Reddit thread above continues to grow with comments from across the globe, from Japan to Spain — and while some are suggesting fixes (like turning off Wi-Fi, opening Steam, then turning on Wi-Fi again) they don't seem to be working for very many users.</p><p>I've contacted Valve for an official response and will update you as soon as I hear anything. </p></div><div class="live-content"><time datetime="2026-10-26T14:26:14+00:00">October 26, 2026 – 10:26 AM</time><h2 id="a-possible-fix">A possible fix?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ovpz8NJYeb4eLB84hdoWYd" name="shutterstock_1055474135.jpg" alt="Steam" src="https://cdn.mos.cms.futurecdn.net/ovpz8NJYeb4eLB84hdoWYd-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Photo Oz / Shutterstock)</span></figcaption></figure><p>Strangely, there's been no official statement from Valve about today's "loading user data" issue yet, despite it starting over five hours ago.</p><p>This is, unsurprisingly, causing an increasing amount of frustration from gamers on X and Reddit. For some, quitting Steam, removing their PC from their network, reopening the app, and then re-connecting their PC to their network or Wi-Fi seems to do the trick — but many are also reporting that this doesn't work for them.</p><p>Hopefully, Valve will push out a fix for this bug soon — or at least tell an increasingly angry horde of Steam gamers when that might happen...</p></div><div class="live-content"><time datetime="2026-10-26T14:59:45+00:00">October 26, 2026 – 10:59 AM</time><h2 id="on-the-mend">On the mend?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1600px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="XMof5qtq4CogjCg4hdTAGX" name="Steamdown-6" alt="A Downdetector graph showing reports of a Steam outage" src="https://cdn.mos.cms.futurecdn.net/XMof5qtq4CogjCg4hdTAGX-1920-80.jpg" mos="" align="middle" fullscreen="" width="1600" height="900" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Downdetector)</span></figcaption></figure><p>This is the first sign of a drop in Steam reports on Downdetector that we've seen in over five hours.</p><p>There's no been reports of an official fix, but it seems many are able to log into their Steam accounts again. Let's hope that trend continues...</p></div><div class="live-content"><time datetime="2026-10-26T16:03:43+00:00">October 26, 2026 – 12:03 PM</time><h2 id="steam-is-back-for-most">Steam is back (for most)</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1600px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="oxixcCm5wJDckPYwtbHhXB" name="Steamdown-8" alt="A Downdetector graph showing reports of a Steam outage" src="https://cdn.mos.cms.futurecdn.net/oxixcCm5wJDckPYwtbHhXB-1920-80.jpg" mos="" align="middle" fullscreen="" width="1600" height="900" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Downdetector)</span></figcaption></figure><p>Good news, it seems that Steam's "loading user data" issue is now fixed — for most people, at least.</p><p>The reports on Downdetector have plummeted back to baseline levels, while many have reported on social media and <a href="https://www.reddit.com/r/steamsupport/comments/1xfua8l/problem_logging_in_to_steam/" target="_blank">Reddit</a> that they can now log in again.</p><p>Valve never did comment on the cause of the issue, but it seems Steam fans can now go back to enjoying bug-free gaming sessions...</p></div> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/news/live/steam-down-october-2026</link>
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                            <![CDATA[ Thousands of Steam users reported being unable to log onto the gaming platform today —but the 'loading user data' issue now seems to be fixed. ]]>
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                                                                        <pubDate>Mon, 26 Oct 2026 12:59:27 +0000</pubDate>                                                                                                                                <updated>Mon, 26 Oct 2026 16:04:05 +0000</updated>
                                                                                                                                            <category><![CDATA[PC Gaming]]></category>
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                                                    <category><![CDATA[Consoles & PC]]></category>
                                                                                                <author><![CDATA[ mark.wilson@futurenet.com (Mark Wilson) ]]></author>                    <dc:creator><![CDATA[ Mark Wilson ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/hiSfWHffhY5csLv7eyzrXL-320-70.jpeg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Mark is TechRadar&#039;s Senior news editor and has been a technology journalist since 2004, back when people used the word &#039;gadgets&#039; and the world&#039;s most desirable phones were made by Sony Ericsson. He&#039;s so old that his first published feature was a &#039;next big thing?&#039; article about Blu-Ray. Mark started life in the print world as Reviews Editor then Features Editor on Stuff, which was the world&#039;s biggest-selling tech magazine. He then moved into the online world, becoming Acting Editor on Stuff.tv before leaving to focus on his main tech love of cameras and photography.&lt;/p&gt;
&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;After spending two years as Cameras Editor for Trusted Reviews, Mark became TechRadar&#039;s Cameras Editor in 2019, before moving on to news in early 2023. During his lengthy time in tech journalism, Mark has also been a regular contributor to The Sunday Times, Robb Report and Arena. Back in his early days, he also won The Daily Telegraph&#039;s &#039;Young Sportswriter of the Year&#039; (2003) and was nominated for the PTC&#039;s &#039;Most Promising Student Journalist&#039;. Although given that was 20 years ago, it&#039;s surely time to stop dining out on it.&lt;/p&gt;
&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;Outside of work, Mark is a keen cyclist, Liverpool FC fan and music lover who&#039;s going through a mid-life crisis of listening to electronic music that sounds suspiciously like shoegaze. He also buys synths and grooveboxes that he has no time to play and very little idea how to use, but enjoys their flashing lights and laudable commitment to physical buttons.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[A laptop screen showing the Steam logo in front of another Steam logo]]></media:description>                                                            <media:text><![CDATA[A laptop screen showing the Steam logo in front of another Steam logo]]></media:text>
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                            <![CDATA[
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                                <div class="live-content"><p>Steam had a bad start to the week on Monday, with thousands of users reporting that a "loading user data" issue was preventing them from logging in — but it now seems to be fixed.</p><p>Reports about the problem spiked on Downdetector at around 4.30am ET / 9.30am BST on Monday, October 26. There were also countless reports on social media and Reddit of people experiencing the same issue.</p><p>There was no official statement or update from Valve about the problem, but here's how the gaming platform's outage played out today...</p><h2 id="the-story-so-far">The story so far</h2><ul><li><strong>Many Steam reported being unable to log into their accounts today</strong></li><li><strong>Most were reporting being stuck on a "loading user data" page</strong></li><li><strong>The reports started at around 4am ET / 9am BST, but it now seems to be fixed</strong></li></ul><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-XZqyYO"></div>                            </div>                            <script src="https://kwizly.com/embed/XZqyYO.js" async=""></script></div><div class="live-content"><time datetime="2026-10-26T13:05:14+00:00">October 26, 2026 – 9:05 AM</time><h2 id="reports-are-on-the-rise">Reports are on the rise</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1600px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="X8WDTyzRcdRg8c4eAnKzhh" name="Steamdown-1" alt="A Downdetector graph showing reports of a Steam outage" src="https://cdn.mos.cms.futurecdn.net/X8WDTyzRcdRg8c4eAnKzhh-1920-80.jpg" mos="" align="middle" fullscreen="" width="1600" height="900" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Downdetector)</span></figcaption></figure><p>Today's Steam issue has been a bit of a slow burn rather than a sudden outage, but reports are now increasing sharply.</p><p>On Downdetector, they've now hit a peak of almost 500 in the US and about 450 in the UK. However, it does seem to be a global issue according to a <a href="https://www.reddit.com/r/steamsupport/comments/1xfua8l/problem_logging_in_to_steam/" target="_blank">Reddit thread,</a> with users in Germany, the Netherlands and Russia all saying they can't log in.</p><p>Over on the <a href="https://steamdb.com/en/tools/is-steam-down" target="_blank">Steam Dashboard</a>, there's no report of an official problem — so this appears to be a software bug or issue rather than a service outage.</p></div><div class="live-content"><time datetime="2026-10-26T13:12:28+00:00">October 26, 2026 – 9:12 AM</time><h2 id="the-screen-of-pain">The screen of pain</h2><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2114700026345881819"><p lang="en" dir="ltr">Welp @Steam I have got the loading user data endless screen. Been trying to fix it for a good while but nothing is working. Even uninstalled everything. If you could get back to me as soon as possible that would be great thanks. https://t.co/Dywd32tdrB<a href="https://twitter.com/cantworkitout/status/2114700026345881819">October 26, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>This is the screen that thousands of Steam users are reporting seeing right now — and it seems resistant to most of the commonly-known fixes.</p><p>Many users have reported closing their games and restarting their PCs, but without any joy. This also doesn't seem to be a maintenance outage — those typically takes place on Wednesdays at 00:00 UTC. </p><p>The <a href="https://steamdb.com/en/tools/is-steam-down" target="_blank">Steam Dashboard</a> continues to show no official issues, but hopefully we'll get some official guidance from Steam soon...</p></div><div class="live-content"><time datetime="2026-10-26T13:26:38+00:00">October 26, 2026 – 9:26 AM</time><h2 id="this-isn-39-t-an-outage">This isn't an outage</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2000px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="c8sLFyQqj2jBVGEedfyX83" name="Steamdown-3" alt="A laptop screen showing the Steam dashboard" src="https://cdn.mos.cms.futurecdn.net/c8sLFyQqj2jBVGEedfyX83-1920-80.jpg" mos="" align="middle" fullscreen="" width="2000" height="1125" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Steam)</span></figcaption></figure><p>The Steam dashboard is green across the board right now, so we don't appear to be looking at a network outage.</p><p>That means all of Steam's traditional advice — from restarting Stream, to clearing your download cache or changing your download region — isn't really applicable or working for most people.</p><p>Some have reported that restarting their PC without an internet connection, launching Steam in offline mode, then re-connecting to the internet has done the trick for them, but many are reporting that it hasn't solved their issues.</p></div><div class="live-content"><time datetime="2026-10-26T13:40:04+00:00">October 26, 2026 – 9:40 AM</time><h2 id="you-39-re-not-alone">You're not alone</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1600px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="xti2nPReR8ztQy3t8xQ6yY" name="Steamdown-4" alt="A Downdetector graph showing a Steam outage" src="https://cdn.mos.cms.futurecdn.net/xti2nPReR8ztQy3t8xQ6yY-1920-80.jpg" mos="" align="middle" fullscreen="" width="1600" height="900" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Downdetector)</span></figcaption></figure><p>Those Steam reports on <a href="https://downdetector.com/status/steam/" target="_blank">Downdetector</a> are very much going in the wrong direction — with the spike now near-vertical in the US and UK.</p><p>Almost everyone is reporting the same problem — being stuck on a "loading user data" page when trying to log in. Many are reporting that this happened after they cleared their download cache, but it isn't clear if that's a universal theme.</p><p>There's still been no official word from Valve on social media or other channels, but I'm trying to get a response now and will report back as soon as I hear anything.</p></div><div class="live-content"><time datetime="2026-10-26T13:54:23+00:00">October 26, 2026 – 9:54 AM</time><h2 id="we-39-re-at-four-hours-and-counting">We're at four hours and counting</h2><figure><blockquote class="reddit-card"  ><a href="https://www.reddit.com/r/steamsupport/comments/1xfua8l/problem_logging_in_to_steam">Problem logging in to Steam</a><figcaption><cite> from <a href="https://www.reddit.com/r/steamsupport">r/steamsupport</a></cite></figcaption></blockquote></figure><script async="" src="//embed.redditmedia.com/widgets/platform.js" charset="UTF-8"></script><p>Today's Steam issues started at around 4am ET / 9am BST but there's still no sign of a fix or any successful troubleshooting tips.</p><p>The Reddit thread above continues to grow with comments from across the globe, from Japan to Spain — and while some are suggesting fixes (like turning off Wi-Fi, opening Steam, then turning on Wi-Fi again) they don't seem to be working for very many users.</p><p>I've contacted Valve for an official response and will update you as soon as I hear anything. </p></div><div class="live-content"><time datetime="2026-10-26T14:26:14+00:00">October 26, 2026 – 10:26 AM</time><h2 id="a-possible-fix">A possible fix?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ovpz8NJYeb4eLB84hdoWYd" name="shutterstock_1055474135.jpg" alt="Steam" src="https://cdn.mos.cms.futurecdn.net/ovpz8NJYeb4eLB84hdoWYd-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Photo Oz / Shutterstock)</span></figcaption></figure><p>Strangely, there's been no official statement from Valve about today's "loading user data" issue yet, despite it starting over five hours ago.</p><p>This is, unsurprisingly, causing an increasing amount of frustration from gamers on X and Reddit. For some, quitting Steam, removing their PC from their network, reopening the app, and then re-connecting their PC to their network or Wi-Fi seems to do the trick — but many are also reporting that this doesn't work for them.</p><p>Hopefully, Valve will push out a fix for this bug soon — or at least tell an increasingly angry horde of Steam gamers when that might happen...</p></div><div class="live-content"><time datetime="2026-10-26T14:59:45+00:00">October 26, 2026 – 10:59 AM</time><h2 id="on-the-mend">On the mend?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1600px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="XMof5qtq4CogjCg4hdTAGX" name="Steamdown-6" alt="A Downdetector graph showing reports of a Steam outage" src="https://cdn.mos.cms.futurecdn.net/XMof5qtq4CogjCg4hdTAGX-1920-80.jpg" mos="" align="middle" fullscreen="" width="1600" height="900" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Downdetector)</span></figcaption></figure><p>This is the first sign of a drop in Steam reports on Downdetector that we've seen in over five hours.</p><p>There's no been reports of an official fix, but it seems many are able to log into their Steam accounts again. Let's hope that trend continues...</p></div><div class="live-content"><time datetime="2026-10-26T16:03:43+00:00">October 26, 2026 – 12:03 PM</time><h2 id="steam-is-back-for-most">Steam is back (for most)</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1600px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="oxixcCm5wJDckPYwtbHhXB" name="Steamdown-8" alt="A Downdetector graph showing reports of a Steam outage" src="https://cdn.mos.cms.futurecdn.net/oxixcCm5wJDckPYwtbHhXB-1920-80.jpg" mos="" align="middle" fullscreen="" width="1600" height="900" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Downdetector)</span></figcaption></figure><p>Good news, it seems that Steam's "loading user data" issue is now fixed — for most people, at least.</p><p>The reports on Downdetector have plummeted back to baseline levels, while many have reported on social media and <a href="https://www.reddit.com/r/steamsupport/comments/1xfua8l/problem_logging_in_to_steam/" target="_blank">Reddit</a> that they can now log in again.</p><p>Valve never did comment on the cause of the issue, but it seems Steam fans can now go back to enjoying bug-free gaming sessions...</p></div>
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                                                            <title><![CDATA[ 'We ended up with four really big campaigns and 70 missions. It's insane' — Warhammer 40,000: Dawn of War 4 creative director says King Art's ideas 'snowballed' after deciding on four faction campaigns with branching stories ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>King Art co-founder and </strong><em><strong>Dawn of War 4</strong></em><strong> creative director Jan Theysen says the game's four faction campaigns were decided "super early" on</strong></li><li><strong>Theysen says </strong><em><strong>Warhammer</strong></em><strong> in general "is fundamentally about the factions," and they wanted to make a cinematic experience</strong></li><li><strong>He admits that the team's ideas "snowballed" until the campaigns also feature branching storylines and "70 missions"</strong></li></ul><p><a href="https://www.techradar.com/gaming/dawn-of-war-4-preview-october-2026"><em>Warhammer 40,000: Dawn of War 4</em></a> is an ambitious real-time strategy game (RTS) featuring four campaigns and branching missions, because King Art was admittedly really enthusiastic about centering the factions in the story.</p><p>Speaking in an interview with TechRadar Gaming, <a href="https://www.techradar.com/gaming/maybe-you-win-the-battle-but-lose-the-war-because-you-put-all-your-resources-into-one-battle-warhammer-40-000-dawn-of-war-4-creative-director-says-king-art-games-wanted-battles-to-take-a-while-so-borrowed-from-the-original-strategy-games-systems">where he'd also spoken about borrowing from the original <em>Dawn of War</em>'s systems</a>, King Art co-founder and <em>Dawn of War 4</em> creative director Jan Theysen said that the decision to have four separate faction campaigns for the Space Marines, Orks, Necrons, and Adeptus Mechanicus was "the first thing we decided" because <em>Dawn of War</em>, and <em>Warhammer</em> in general, "is fundamentally about the factions" and "how weird and crazy and cool they are."</p><p>"You don't really learn too much or everything you want to learn about Necrons or AdMech if you play just the Space Marines and fight them in a handful of missions," Theysen explained. "And so we always said, 'Okay, no, no, if we have four factions, we definitely want one campaign for each of the factions.'"</p><p>The creative director said King Art also looked at what the "best" RTS campaigns were, such as <em>Warcraft 3</em>, and realized that it was "very important" to have a cinematic experience with cutscenes, heroes, and a story that is "more interesting."</p><p>Theysen went on to explain how the team's ideas kept evolving around the four faction campaigns; it also wanted branching stories and mutually exclusive missions. Eventually, <em>Dawn of War 4</em>'s campaigns became something ambitious, featuring individual stories with their own progressions, and at least 70 missions.</p><p>He also confirmed that King Art spoke with Games Workshop about its four faction campaign ideas, which he reiterated was decided "super early," and collaborated with the lore.</p><p>"It snowballed basically," Theysen said. "I mean, we like art, and we like campaigns a lot, and so for us it was like a little bit like kids in a candy shop, right? And we said, basically, you know what, also, it would be nice if you could choose which hero to play. Then you have two different sides of the same story, or you can actually change how the story progresses, and in the end, we ended up with four really big campaigns and like 70 missions or something; it's insane. </p><p>"But, again, we like campaigns."</p><p><em>Warhammer 40,000: Dawn of War 4</em> is slated to launch on PC on December 3.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/we-ended-up-with-four-really-big-campaigns-and-70-missions-its-insane-warhammer-40-000-dawn-of-war-4-creative-director-says-king-arts-ideas-snowballed-after-deciding-on-four-faction-campaigns-with-branching-stories</link>
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                            <![CDATA[ Warhammer 40,000: Dawn of War 4 is a huge RTS game featuring four campaigns, because King Art was admittedly really enthusiastic about centering the factions. ]]>
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                                                                        <pubDate>Sun, 25 Oct 2026 16:30:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Rob Dwiar ]]></dc:contributor>
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                                                            <media:credit><![CDATA[King Art Games]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Warhammer 40,000: Dawn of War 4]]></media:description>                                                            <media:text><![CDATA[Warhammer 40,000: Dawn of War 4]]></media:text>
                                <media:title type="plain"><![CDATA[Warhammer 40,000: Dawn of War 4]]></media:title>
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                                <ul><li><strong>King Art co-founder and </strong><em><strong>Dawn of War 4</strong></em><strong> creative director Jan Theysen says the game's four faction campaigns were decided "super early" on</strong></li><li><strong>Theysen says </strong><em><strong>Warhammer</strong></em><strong> in general "is fundamentally about the factions," and they wanted to make a cinematic experience</strong></li><li><strong>He admits that the team's ideas "snowballed" until the campaigns also feature branching storylines and "70 missions"</strong></li></ul><p><a href="https://www.techradar.com/gaming/dawn-of-war-4-preview-october-2026"><em>Warhammer 40,000: Dawn of War 4</em></a> is an ambitious real-time strategy game (RTS) featuring four campaigns and branching missions, because King Art was admittedly really enthusiastic about centering the factions in the story.</p><p>Speaking in an interview with TechRadar Gaming, <a href="https://www.techradar.com/gaming/maybe-you-win-the-battle-but-lose-the-war-because-you-put-all-your-resources-into-one-battle-warhammer-40-000-dawn-of-war-4-creative-director-says-king-art-games-wanted-battles-to-take-a-while-so-borrowed-from-the-original-strategy-games-systems">where he'd also spoken about borrowing from the original <em>Dawn of War</em>'s systems</a>, King Art co-founder and <em>Dawn of War 4</em> creative director Jan Theysen said that the decision to have four separate faction campaigns for the Space Marines, Orks, Necrons, and Adeptus Mechanicus was "the first thing we decided" because <em>Dawn of War</em>, and <em>Warhammer</em> in general, "is fundamentally about the factions" and "how weird and crazy and cool they are."</p><p>"You don't really learn too much or everything you want to learn about Necrons or AdMech if you play just the Space Marines and fight them in a handful of missions," Theysen explained. "And so we always said, 'Okay, no, no, if we have four factions, we definitely want one campaign for each of the factions.'"</p><p>The creative director said King Art also looked at what the "best" RTS campaigns were, such as <em>Warcraft 3</em>, and realized that it was "very important" to have a cinematic experience with cutscenes, heroes, and a story that is "more interesting."</p><p>Theysen went on to explain how the team's ideas kept evolving around the four faction campaigns; it also wanted branching stories and mutually exclusive missions. Eventually, <em>Dawn of War 4</em>'s campaigns became something ambitious, featuring individual stories with their own progressions, and at least 70 missions.</p><p>He also confirmed that King Art spoke with Games Workshop about its four faction campaign ideas, which he reiterated was decided "super early," and collaborated with the lore.</p><p>"It snowballed basically," Theysen said. "I mean, we like art, and we like campaigns a lot, and so for us it was like a little bit like kids in a candy shop, right? And we said, basically, you know what, also, it would be nice if you could choose which hero to play. Then you have two different sides of the same story, or you can actually change how the story progresses, and in the end, we ended up with four really big campaigns and like 70 missions or something; it's insane. </p><p>"But, again, we like campaigns."</p><p><em>Warhammer 40,000: Dawn of War 4</em> is slated to launch on PC on December 3.</p>
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                                                            <title><![CDATA[ After parting ways with Xbox, I pray that Double Fine is working on more games like Psychonauts 2 — one of the best platformers since Super Mario Odyssey ]]></title>
                                                                                                <dc:content><![CDATA[ <p>There are few studios I respect more in the gaming world than Double Fine. Founded by industry legend <a href="https://www.techradar.com/news/always-be-kind-time-schafer-talks-psychonauts-2-and-mental-health">Tim Schafer</a> way back in July 2000, the mastermind behind adventure game classics like <em>Grim Fandango</em> and <em>Full Throttle</em> has spent the past 26 years making a range of games that have you doing everything from jumping into people’s brains to becoming a rock legend to using Russian dolls to solve puzzles. </p><p>Every single thing this developer creates is so unique, and none more so than <a href="https://www.techradar.com/news/psychonauts-2-finally-revives-the-collectathon-and-i-couldnt-be-happier"><em>Psychonauts 2</em></a>. </p><div  class="fancy-box"><div class="fancy_box-title">From the Backlog</div><div class="fancy_box_body"><p class="fancy-box__body-text">Every gamer has a backlog — and that’s no different for us at TechRadar Gaming. <em>From the Backlog</em> is a series about overdue first plays, revisiting classics, returning to online experiences, or rediscovering and appreciating established favorites in new ways. Read the <a data-analytics-id="inline-link" href="https://www.techradar.com/tag/from-the-backlog">full series here</a>.</p></div></div><p>And I love this delightfully unorthodox platformer not just because of its excellent characters and imaginative level design, but also because of the hard journey it went on to see the light of day after six long years of development. Now I consider most video games a miracle, but not all video games have a <a href="https://www.youtube.com/watch?v=kRlI72bsNRc&amp;list=PLIhLvue17Sd70y34zh2erWWpMyOnh4UN_">23+ hour documentary</a> showing exactly how they were made and all the things people sacrificed to make them so special. </p><p>You owe it to yourself to watch it, more so now that Double Fine has parted ways with Microsoft and is yet again stepping into the world as an independent studio with so much left to give. Enough about that for now, though; let us touch on everything that makes <em>Psychonauts 2</em> such a masterpiece now that I’ve hit the credits for the first time. </p><h2 id="insane-in-the-membrane">Insane in the membrane</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZE5phcnE9LGnVggfSm4fmA" name="Psychonauts_2-Screenshots-20200721-4k-004.png" alt="Psychonauts 2" src="https://cdn.mos.cms.futurecdn.net/ZE5phcnE9LGnVggfSm4fmA-1920-80.png" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Xbox Game Studios/Double Fine)</span></figcaption></figure><p>The concept of being able to read the minds of those around you and even jump into their brains to root around sounds thrilling at first, but I bet it doesn’t take long before you stumble across mountains of trauma and terrible opinions. </p><p>But what if you could change people by delving deep into their subconscious and pulling on a few strings? That’s exactly what our hero Razputin "Raz" Aquato must do as a newly minted member of the Psychonauts, who also happens to come from a family of eccentric circus performers who are horrendously allergic to water. That explains the gaudy green skin and penchant for 3D platforming. </p><p><em>Psychonauts 2</em> starts incredibly strong as you’re yeeted into the head of a paranoid dentist harbouring the location of a long-lost psychic supervillain. If you’re afraid of rotting teeth or the idea of someone rooting around in your chompers with sharp objects, this level totally isn’t for you, but goodness me, is it gorgeous.</p><p>I’m filled with a feeling of proud disgust as I grasp onto a zipper of teeth using my telekinesis, only to pull it down to reveal a new area, while bouncing across a squishy yet jagged mixture of gums and teeth resembles a video game equivalent of a SpongeBob SquarePants close-up gag.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="MpxfBuk4PPRnXXeqWoRJCW" name="19-07-2021_11-49-23-jhprnbwr.png" alt="Psychonauts 2" src="https://cdn.mos.cms.futurecdn.net/MpxfBuk4PPRnXXeqWoRJCW-1920-80.png" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Double Fine)</span></figcaption></figure><p>It’s gross, needlessly detailed, yet instantly endearing. Thankfully, the remaining levels in <em>Psychonauts 2</em> are equally as impressive but don’t make you want to lose your lunch. I’ll never forget helping a brain in a jar regain his physical form by reuniting his senses, who almost happen to play in a rock band pulled straight from the psychedelic 1960s, or the Casino Hospital, where sentient syringes are rolling the dice to try and have a baby. </p><p>Every level is a platforming masterclass that begins with a central premise before using that foundation to offer up stellar obstacles and puzzles which are always challenging enough to feel rewarding. During my first playthrough, I became obsessed with collectibles, leaving the beaten path behind in favour of hard-to-reach areas or consistently backtracking to make sure nothing was left behind. That’s the sign of a great platformer — each level is an utter joy to traverse the first time round before evolving into a familiar playground awash with secrets. </p><h2 id="what-color-is-the-sky-in-your-world">What color is the sky in your world?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="LpBgkJrKSW5xfPVF2UFw44" name="Psychonauts 2.jpg" alt="Psychonauts 2" src="https://cdn.mos.cms.futurecdn.net/LpBgkJrKSW5xfPVF2UFw44-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Xbox Game Studios)</span></figcaption></figure><p>Beyond how good <em>Psychonauts 2</em> can feel to play, it’s the writing and characters that occupy this platformer that help it rise to another echelon of greatness. Raz may be a psychic hero, but he’s also a naive little kid with so much left to learn about the world, which makes having to constantly fix the mistakes made by adults around him a smidge awkward. </p><p>This acts as an effective springboard for Schafer and his team to tell <a href="https://www.techradar.com/news/psychonauts-2-proves-that-mental-health-awareness-can-be-funny">nuanced stories surrounding issues like alcoholism, depression, grief, and what it means to be human</a>. The game world is held up by eccentric psychic realism, but the way it narratively expresses itself couldn’t be more real if it tried. </p><p>Throughout its seven-year tenure with Xbox, Double Fine never managed to release another game of this magnitude as it opted for smaller, more experimental titles like <a href="https://www.techradar.com/gaming/one-game-surprised-me-the-most-in-the-xbox-developer-direct-and-its-a-wacky-brawler-thats-releasing-this-year"><em>Kiln</em></a> and <a href="https://www.techradar.com/gaming/keeper-review"><em>Keeper</em></a>. But I’ve no doubt that Schafer is currently hard at work on a new project as creative director or project lead, whether this ends up being a new IP or a sequel to something fans love. </p><p>It’s the sort of experience it will need to produce in order to succeed as an independent studio in today’s climate, where even a single failed project can usher in a studio’s sudden demise. Its enduring history and legions of hardcore fans sadly don’t make it immune to this fate.</p><div><blockquote><p>Platformers of this depth and caliber are hard to come by these days</p></blockquote></div><p>I’m not saying I want <em>Psychonauts 3</em> — although that would be lovely — but the medium would be far darker if Double Fine stopped creating games like the idiosyncratic platformer. </p><p>It offers so much heart, so much purpose, and showcases what video games are capable of outside of chasing trends and retreading nostalgic old ground. We simply don’t have nearly enough experiences like it in the modern era, so hopefully Double Fine’s current <a href="https://www.kickstarter.com/projects/doublefine/amnesia-fortnight-2026-indie-reboot">Amnesia Fortnight campaign</a> will produce something just as spectacular. </p><p>Platformers of this depth and caliber are hard to come by these days unless you’re being made by Nintendo, so if you’re after an emotionally satisfying adventure that will stay with you for years to come, I can’t recommend <em>Psychonauts 2</em> enough. Oh, and be sure to give the documentary a watch as well. If we make enough noise, maybe we’ll be crowdfunding the third game sooner than we think. </p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/after-parting-ways-with-xbox-i-pray-that-double-fine-is-working-on-more-games-like-psychonauts-2</link>
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                            <![CDATA[ I'm finally jumping into Psychonauts 2 — one of the best platformers since Super Mario Odyssey ]]>
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                                                                        <pubDate>Sat, 24 Oct 2026 19:00:00 +0000</pubDate>                                                                                                                                <updated>Mon, 26 Oct 2026 09:59:58 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Jade King ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/fUqzZ74k82D3NAEKzHwdnT-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Jade has been writing about video games, film, animation, and whatever media she happens to fall in love with for over a decade — so it would be foolish to stop now. Whether she is covering the latest triple-A release and delving into what makes it so mechanically compelling or speaking to beloved creators about bringing emotional stories to life, she is all about exploring the reasons why we gravitate towards such things as people. When she isn&amp;#39;t hunched over a laptop writing words, Jade can be found fangirling over wrestlers or forcing friends to watch her favourite anime.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Xbox Game Studios/Double Fine]]></media:credit>
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                                <p>There are few studios I respect more in the gaming world than Double Fine. Founded by industry legend <a href="https://www.techradar.com/news/always-be-kind-time-schafer-talks-psychonauts-2-and-mental-health">Tim Schafer</a> way back in July 2000, the mastermind behind adventure game classics like <em>Grim Fandango</em> and <em>Full Throttle</em> has spent the past 26 years making a range of games that have you doing everything from jumping into people’s brains to becoming a rock legend to using Russian dolls to solve puzzles. </p><p>Every single thing this developer creates is so unique, and none more so than <a href="https://www.techradar.com/news/psychonauts-2-finally-revives-the-collectathon-and-i-couldnt-be-happier"><em>Psychonauts 2</em></a>. </p><div  class="fancy-box"><div class="fancy_box-title">From the Backlog</div><div class="fancy_box_body"><p class="fancy-box__body-text">Every gamer has a backlog — and that’s no different for us at TechRadar Gaming. <em>From the Backlog</em> is a series about overdue first plays, revisiting classics, returning to online experiences, or rediscovering and appreciating established favorites in new ways. Read the <a data-analytics-id="inline-link" href="https://www.techradar.com/tag/from-the-backlog">full series here</a>.</p></div></div><p>And I love this delightfully unorthodox platformer not just because of its excellent characters and imaginative level design, but also because of the hard journey it went on to see the light of day after six long years of development. Now I consider most video games a miracle, but not all video games have a <a href="https://www.youtube.com/watch?v=kRlI72bsNRc&amp;list=PLIhLvue17Sd70y34zh2erWWpMyOnh4UN_">23+ hour documentary</a> showing exactly how they were made and all the things people sacrificed to make them so special. </p><p>You owe it to yourself to watch it, more so now that Double Fine has parted ways with Microsoft and is yet again stepping into the world as an independent studio with so much left to give. Enough about that for now, though; let us touch on everything that makes <em>Psychonauts 2</em> such a masterpiece now that I’ve hit the credits for the first time. </p><h2 id="insane-in-the-membrane">Insane in the membrane</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZE5phcnE9LGnVggfSm4fmA" name="Psychonauts_2-Screenshots-20200721-4k-004.png" alt="Psychonauts 2" src="https://cdn.mos.cms.futurecdn.net/ZE5phcnE9LGnVggfSm4fmA-1920-80.png" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Xbox Game Studios/Double Fine)</span></figcaption></figure><p>The concept of being able to read the minds of those around you and even jump into their brains to root around sounds thrilling at first, but I bet it doesn’t take long before you stumble across mountains of trauma and terrible opinions. </p><p>But what if you could change people by delving deep into their subconscious and pulling on a few strings? That’s exactly what our hero Razputin "Raz" Aquato must do as a newly minted member of the Psychonauts, who also happens to come from a family of eccentric circus performers who are horrendously allergic to water. That explains the gaudy green skin and penchant for 3D platforming. </p><p><em>Psychonauts 2</em> starts incredibly strong as you’re yeeted into the head of a paranoid dentist harbouring the location of a long-lost psychic supervillain. If you’re afraid of rotting teeth or the idea of someone rooting around in your chompers with sharp objects, this level totally isn’t for you, but goodness me, is it gorgeous.</p><p>I’m filled with a feeling of proud disgust as I grasp onto a zipper of teeth using my telekinesis, only to pull it down to reveal a new area, while bouncing across a squishy yet jagged mixture of gums and teeth resembles a video game equivalent of a SpongeBob SquarePants close-up gag.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="MpxfBuk4PPRnXXeqWoRJCW" name="19-07-2021_11-49-23-jhprnbwr.png" alt="Psychonauts 2" src="https://cdn.mos.cms.futurecdn.net/MpxfBuk4PPRnXXeqWoRJCW-1920-80.png" mos="" align="middle" fullscreen="" width="3840" height="2160" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Double Fine)</span></figcaption></figure><p>It’s gross, needlessly detailed, yet instantly endearing. Thankfully, the remaining levels in <em>Psychonauts 2</em> are equally as impressive but don’t make you want to lose your lunch. I’ll never forget helping a brain in a jar regain his physical form by reuniting his senses, who almost happen to play in a rock band pulled straight from the psychedelic 1960s, or the Casino Hospital, where sentient syringes are rolling the dice to try and have a baby. </p><p>Every level is a platforming masterclass that begins with a central premise before using that foundation to offer up stellar obstacles and puzzles which are always challenging enough to feel rewarding. During my first playthrough, I became obsessed with collectibles, leaving the beaten path behind in favour of hard-to-reach areas or consistently backtracking to make sure nothing was left behind. That’s the sign of a great platformer — each level is an utter joy to traverse the first time round before evolving into a familiar playground awash with secrets. </p><h2 id="what-color-is-the-sky-in-your-world">What color is the sky in your world?</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="LpBgkJrKSW5xfPVF2UFw44" name="Psychonauts 2.jpg" alt="Psychonauts 2" src="https://cdn.mos.cms.futurecdn.net/LpBgkJrKSW5xfPVF2UFw44-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Xbox Game Studios)</span></figcaption></figure><p>Beyond how good <em>Psychonauts 2</em> can feel to play, it’s the writing and characters that occupy this platformer that help it rise to another echelon of greatness. Raz may be a psychic hero, but he’s also a naive little kid with so much left to learn about the world, which makes having to constantly fix the mistakes made by adults around him a smidge awkward. </p><p>This acts as an effective springboard for Schafer and his team to tell <a href="https://www.techradar.com/news/psychonauts-2-proves-that-mental-health-awareness-can-be-funny">nuanced stories surrounding issues like alcoholism, depression, grief, and what it means to be human</a>. The game world is held up by eccentric psychic realism, but the way it narratively expresses itself couldn’t be more real if it tried. </p><p>Throughout its seven-year tenure with Xbox, Double Fine never managed to release another game of this magnitude as it opted for smaller, more experimental titles like <a href="https://www.techradar.com/gaming/one-game-surprised-me-the-most-in-the-xbox-developer-direct-and-its-a-wacky-brawler-thats-releasing-this-year"><em>Kiln</em></a> and <a href="https://www.techradar.com/gaming/keeper-review"><em>Keeper</em></a>. But I’ve no doubt that Schafer is currently hard at work on a new project as creative director or project lead, whether this ends up being a new IP or a sequel to something fans love. </p><p>It’s the sort of experience it will need to produce in order to succeed as an independent studio in today’s climate, where even a single failed project can usher in a studio’s sudden demise. Its enduring history and legions of hardcore fans sadly don’t make it immune to this fate.</p><div><blockquote><p>Platformers of this depth and caliber are hard to come by these days</p></blockquote></div><p>I’m not saying I want <em>Psychonauts 3</em> — although that would be lovely — but the medium would be far darker if Double Fine stopped creating games like the idiosyncratic platformer. </p><p>It offers so much heart, so much purpose, and showcases what video games are capable of outside of chasing trends and retreading nostalgic old ground. We simply don’t have nearly enough experiences like it in the modern era, so hopefully Double Fine’s current <a href="https://www.kickstarter.com/projects/doublefine/amnesia-fortnight-2026-indie-reboot">Amnesia Fortnight campaign</a> will produce something just as spectacular. </p><p>Platformers of this depth and caliber are hard to come by these days unless you’re being made by Nintendo, so if you’re after an emotionally satisfying adventure that will stay with you for years to come, I can’t recommend <em>Psychonauts 2</em> enough. Oh, and be sure to give the documentary a watch as well. If we make enough noise, maybe we’ll be crowdfunding the third game sooner than we think. </p>
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                                                            <title><![CDATA[ 'At some point we did have a small rhythm game, but it didn't exactly match the feeling that you're promoting a show' — Stranger Than Heaven director says the showbiz system was 'a real challenge' and inspired by musicians with an 'antenna' for music ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Stranger Than Heaven </strong></em><strong>director Mikinobu Abe says the game's Showbiz system was "a real challenge" for RGG Studio</strong></li><li><strong>Abe says lots of research was put into finding out what a show promoter does and how to depict that in-game</strong></li><li><strong>Abe adds that "At some point we did have a small rhythm game," but the idea didn't match the team's vision</strong></li></ul><p><a href="https://www.techradar.com/gaming/fighting-enemies-in-stranger-than-heaven-feels-a-bit-like-wading-through-soup-sloppy-and-slow"><em>Stranger Than Heaven</em></a><em> </em>director Mikinobu Abe has revealed how RGG Studio designed the game's Showbiz narrative system and how difficult it was to get right.</p><p>In an interview with TechRadar Gaming, Abe said the Showbiz, an entertainment management system requiring the main character, Makoto Daito, to build a business, find sources of inspiration for music, and plan productions as a promoter, "was a real challenge for us."</p><p>The director explained that RGG started by asking: what does a promoter actually do? Because "you know what a singer does, and you know what a band does, but you don't exactly know what a promoter does in the music industry," so research began from there.</p><p>Abe revealed that "At some point we did have a small rhythm game, but it didn't exactly match the feeling that you're promoting a show," so the team went back to the whiteboard phase to try different things. </p><p>"One thing that we noticed is that a promoter is the person who brings in not just the money, but also the inspiration and the whole vision of the show," Abe said. "We thought that's an interesting aspect that we can put into this game."</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/zyflXm238CI" allowfullscreen=""></iframe></div></div><p>In <em>Stranger Than Heaven</em>, players can walk around cities and interact with things in the environment, like a grandfather clock or a bonfire, and collect sounds as inspiration for music. Daito can then take these samples and collaborate with a composer to create new music and plan a production for the singer and band.</p><p>"The inspiration sources are basically like when you have a certain job, you always have these antennas looking for something," Abe said. "So, if you're a musician, you always have this antenna for the music you're hearing, and that can inspire people to create new stuff, and that was no different for Makoto as well. </p><p>Abe added, "That's why this game system of finding and then using that inspiration to create music came to life in the game."</p><p><em>Stranger Than Heaven</em> releases on January 15, 2027, for <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a> and <a href="https://www.techradar.com/gaming/xbox-series-s-1tb-review">Series S</a>, and PC.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/at-some-point-we-did-have-a-small-rhythm-game-but-it-didnt-exactly-match-the-feeling-that-youre-promoting-a-show-stranger-than-heaven-director-says-the-showbiz-system-was-a-real-challenge-and-inspired-by-musicians-with-an-antenna-for-music</link>
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                            <![CDATA[ Stranger Than Heaven director Mikinobu Abe has revealed how RGG Studio designed the game's Showbiz narrative system and how difficult it was to get right. ]]>
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                                                                        <pubDate>Fri, 23 Oct 2026 22:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ James Pickard ]]></dc:contributor>
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                                <ul><li><em><strong>Stranger Than Heaven </strong></em><strong>director Mikinobu Abe says the game's Showbiz system was "a real challenge" for RGG Studio</strong></li><li><strong>Abe says lots of research was put into finding out what a show promoter does and how to depict that in-game</strong></li><li><strong>Abe adds that "At some point we did have a small rhythm game," but the idea didn't match the team's vision</strong></li></ul><p><a href="https://www.techradar.com/gaming/fighting-enemies-in-stranger-than-heaven-feels-a-bit-like-wading-through-soup-sloppy-and-slow"><em>Stranger Than Heaven</em></a><em> </em>director Mikinobu Abe has revealed how RGG Studio designed the game's Showbiz narrative system and how difficult it was to get right.</p><p>In an interview with TechRadar Gaming, Abe said the Showbiz, an entertainment management system requiring the main character, Makoto Daito, to build a business, find sources of inspiration for music, and plan productions as a promoter, "was a real challenge for us."</p><p>The director explained that RGG started by asking: what does a promoter actually do? Because "you know what a singer does, and you know what a band does, but you don't exactly know what a promoter does in the music industry," so research began from there.</p><p>Abe revealed that "At some point we did have a small rhythm game, but it didn't exactly match the feeling that you're promoting a show," so the team went back to the whiteboard phase to try different things. </p><p>"One thing that we noticed is that a promoter is the person who brings in not just the money, but also the inspiration and the whole vision of the show," Abe said. "We thought that's an interesting aspect that we can put into this game."</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/zyflXm238CI" allowfullscreen=""></iframe></div></div><p>In <em>Stranger Than Heaven</em>, players can walk around cities and interact with things in the environment, like a grandfather clock or a bonfire, and collect sounds as inspiration for music. Daito can then take these samples and collaborate with a composer to create new music and plan a production for the singer and band.</p><p>"The inspiration sources are basically like when you have a certain job, you always have these antennas looking for something," Abe said. "So, if you're a musician, you always have this antenna for the music you're hearing, and that can inspire people to create new stuff, and that was no different for Makoto as well. </p><p>Abe added, "That's why this game system of finding and then using that inspiration to create music came to life in the game."</p><p><em>Stranger Than Heaven</em> releases on January 15, 2027, for <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a> and <a href="https://www.techradar.com/gaming/xbox-series-s-1tb-review">Series S</a>, and PC.</p>
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                                                            <title><![CDATA[ 'Historical accuracy wasn't the goal from the very beginning' — Stranger Than Heaven director says while research for its era-spanning game was 'really difficult,' the cities will still have 'a lot of fiction' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Stranger Than Heaven</strong></em><strong> director Mikinobu Abe says RGG Studios did a lot of "difficult" research to depict the game's many cities across different time periods</strong></li><li><strong>However, Abe says "historical accuracy wasn't the goal from the very beginning," and the team took creative liberties</strong></li><li><strong>He says there is a lot of "fiction" woven through the cities for the player experience</strong></li></ul><p>RGG Studio did plenty of research for its multi-era action role-playing game, <a href="https://www.techradar.com/gaming/fighting-enemies-in-stranger-than-heaven-feels-a-bit-like-wading-through-soup-sloppy-and-slow"><em>Stranger Than Heaven</em></a>, but<em> </em>director Mikinobu Abe has said historical accuracy wasn't the end goal.</p><p>In a discussion with TechRadar Gaming about the early stages of development, Abe confirmed that a story spanning 50 years and five cities in Japan required a lot of research, which "itself was really difficult," and that RGG visited all the cities depicted in the game and libraries for material.</p><p>"No one knows what it was like back in 1915 Kokura, or 1929 Kure," Abe said. "So, we had to dig into a lot of our pictures, and we visited a lot of museums. We even bought a lot of books that were published back then, or magazines that were published back then, and read every single one of them. There was one time that bugs were coming out of them, which was not good to have in the office! We did a lot of research like that."</p><p>However, as much as research was vital to get a sense of the time periods RGG wanted to depict, the director said "historical accuracy wasn't the goal from the very beginning," and the team took creative liberties.</p><p>"We took a lot of inspiration from what we researched, but we wanted to depict the city in a way that we feel really represents the video game experience that we want the player to have," Abe explained. "There's a lot of fiction within the cities, but we wanted to capture the tone of what it could have been like or how it could have felt to be in that place."</p><p>It wasn't just historical research; Abe said he and the art director, Daishi Kanaya, researched paintings, vintage lenses, and film that were created during these decades, and that they "took a lot of inspiration from the equipment side of things," like what brush artists used when drawing at the time.</p><p>"We took a lot of inspiration from those and re-imagined how we, as creators in 2026, would use that equipment and create this new vibe or atmosphere for the game," he said. "That's just how this older colour, and the look, and the tone, and the atmosphere of the city came to life. </p><p>"I don't think 1915 Kokura was that populated or was that big of a city, but you know, we really wanted to capture the essence and humanise it in a way that we feel like it's really entertaining for people to play."</p><p><em>Stranger Than Heaven</em> releases on January 15, 2027, for <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a> and <a href="https://www.techradar.com/gaming/xbox-series-s-1tb-review">Series S</a>, and PC.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/historical-accuracy-wasnt-the-goal-from-the-very-beginning-stranger-than-heaven-director-says-while-research-for-its-era-spanning-game-was-really-difficult-the-cities-will-still-have-a-lot-of-fiction</link>
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                            <![CDATA[ RGG did plenty of research for its multi-era action RPG, Stranger Than Heaven, but director Mikinobu Abe has said historical accuracy wasn't the end goal. ]]>
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                                                                        <pubDate>Fri, 23 Oct 2026 18:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ James Pickard ]]></dc:contributor>
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                                <ul><li><em><strong>Stranger Than Heaven</strong></em><strong> director Mikinobu Abe says RGG Studios did a lot of "difficult" research to depict the game's many cities across different time periods</strong></li><li><strong>However, Abe says "historical accuracy wasn't the goal from the very beginning," and the team took creative liberties</strong></li><li><strong>He says there is a lot of "fiction" woven through the cities for the player experience</strong></li></ul><p>RGG Studio did plenty of research for its multi-era action role-playing game, <a href="https://www.techradar.com/gaming/fighting-enemies-in-stranger-than-heaven-feels-a-bit-like-wading-through-soup-sloppy-and-slow"><em>Stranger Than Heaven</em></a>, but<em> </em>director Mikinobu Abe has said historical accuracy wasn't the end goal.</p><p>In a discussion with TechRadar Gaming about the early stages of development, Abe confirmed that a story spanning 50 years and five cities in Japan required a lot of research, which "itself was really difficult," and that RGG visited all the cities depicted in the game and libraries for material.</p><p>"No one knows what it was like back in 1915 Kokura, or 1929 Kure," Abe said. "So, we had to dig into a lot of our pictures, and we visited a lot of museums. We even bought a lot of books that were published back then, or magazines that were published back then, and read every single one of them. There was one time that bugs were coming out of them, which was not good to have in the office! We did a lot of research like that."</p><p>However, as much as research was vital to get a sense of the time periods RGG wanted to depict, the director said "historical accuracy wasn't the goal from the very beginning," and the team took creative liberties.</p><p>"We took a lot of inspiration from what we researched, but we wanted to depict the city in a way that we feel really represents the video game experience that we want the player to have," Abe explained. "There's a lot of fiction within the cities, but we wanted to capture the tone of what it could have been like or how it could have felt to be in that place."</p><p>It wasn't just historical research; Abe said he and the art director, Daishi Kanaya, researched paintings, vintage lenses, and film that were created during these decades, and that they "took a lot of inspiration from the equipment side of things," like what brush artists used when drawing at the time.</p><p>"We took a lot of inspiration from those and re-imagined how we, as creators in 2026, would use that equipment and create this new vibe or atmosphere for the game," he said. "That's just how this older colour, and the look, and the tone, and the atmosphere of the city came to life. </p><p>"I don't think 1915 Kokura was that populated or was that big of a city, but you know, we really wanted to capture the essence and humanise it in a way that we feel like it's really entertaining for people to play."</p><p><em>Stranger Than Heaven</em> releases on January 15, 2027, for <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a> and <a href="https://www.techradar.com/gaming/xbox-series-s-1tb-review">Series S</a>, and PC.</p>
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                                                            <title><![CDATA[ Epic AI MegaJam challenges developers to build a game in 4 days with AI ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Epic is kicking off an 'AI MegaJam' next month</strong></li><li><strong>It's a four-day competition for developers to build a game with AI, giving away $50,000 worth of prizes</strong></li><li><strong>Coming on top of Epic's recent push of AI in its preview launcher and elsewhere, this has provoked quite the negative reaction from gamers</strong></li></ul><p>Epic has announced an 'AI MegaJam' in which you can 'vibe your way to $50K,' a neat little rhyme there, but gamers are predictably bewildered by the idea of this event which rewards game developers using AI.</p><p><a href="https://www.unrealengine.com/news/2026-epic-ai-megajam" target="_blank">The MegaJam</a> is a four-day competition that starts on November 12, whereby teams of up to five people can use unlimited AI agents to create a playable <a href="https://www.techradar.com/news/best-pc-games">game</a> in either Unreal Engine or Unreal Editor for Fortnite (UEFN).</p><p>You can compete and code from anywhere, although there will be teams taking part locally (for two days) in San Francisco at Digital Jungle, where Epic promises "teams from Anthropic, Google, Meshy, OpenAI, SpaceXSI" and other big-name AI brands (expect daily livestreams, too).</p><p>Epic tells us: "Bring any AI tools into your workflow, from asset generation to coding agents. Get creative! Prototype the mechanic you never had time for, or try the art style you weren't sure you could pull off."</p><p>The prize pool is $50,000, which is split up into a bunch of categories. The main prizes are for the best Unreal Engine and UEFN games, which will net $7,500 respectively, with second and third places winning $5,000 and $2,500 in those categories too.</p><p>The best student project for either UE or UEFN will also receive $7,500, with the same runner-up prizes of $5,000 and $2,500.</p><p>The best team overall will bag a further $5,000, meaning the maximum prize here will be $12,500 (as presumably they must be one of the main category winners). There are a bunch of other modifier prizes, mind you, as extras on top, including best mobile game or solo developer ($2,500 apiece).</p><p>Epic also notes that: "Standout Unreal Engine and UEFN entries can earn development continuation grants of up to $50,000 to keep building after the jam."</p><h2 id="analysis-negative-vibes">Analysis: negative vibes</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4948px;"><p class="vanilla-image-block" style="padding-top:56.24%;"><img id="M9taZdvsDcfKj6P8ej8EsW" name="shutterstock_2403616437" alt="Closeup of smartphone on computer keyboard with logo lettering of Epic games on screen" src="https://cdn.mos.cms.futurecdn.net/M9taZdvsDcfKj6P8ej8EsW-1920-80.jpg" mos="" align="middle" fullscreen="" width="4948" height="2783" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Shutterstock /  <a href="https://www.shutterstock.com/g/Ralf+Liebhold">Ralf Liebhold</a>  )</span></figcaption></figure><p>As you might imagine, there's been an immediate and strong negative reaction from gamers. There are multiple observations that Steam is already full of 'AI slop' games, with gamers asking why on earth Epic is encouraging this.</p><p>The irony of Epic proclaiming that the invited vibe-coders should "get creative!" isn't lost, either, given that most gamers view AI as the grim reaper for creativity, wielding its pixelated scythe as it kills and extracts the souls of games.</p><p>As one <a href="https://www.reddit.com/r/pcgaming/comments/1xd7l8z/comment/19rj3gkis89b8/" target="_blank">Redditor laments</a>: "We're being bombarded with thousands of AI slop games because 'with AI, anyone can make their dreams a reality and become a game dev!' The game market is going to collapse, as seen in the latest Steam Next Fest, all thanks to AI bros and AI billionaires. Oh, how I hate Tim Sweeney."</p><p>In short, there's a lot of venting and vexation out there, so does this feel tone deaf from Epic? Very much so, but you wouldn't expect anything else really given CEO Tim Sweeney's recent (and past) comments on the subject of AI in gaming, and what's been going on at Epic lately.</p><p>Witness <a href="https://x.com/TimSweeneyEpic/status/2109705826688549304" target="_blank">Sweeney's proclamation</a> earlier this month that a "huge pivot" is happening at Epic where it's "moving developers around to retool for maximum AI acceleration," with the chief exec arguing that AI can be "empowering for creators" and not the death of gaming. And of course there's also the new Epic launcher in preview, which took a tongue-in-cheek approach with a <a href="https://store.epicgames.com/news/epic-games-launcher-preview" target="_blank">release announcement</a> that declared: "Programming is hard. So, instead of doing that, we vibe coded a new Epic Games Launcher that's way faster and more responsive than the current one, and has a new look."</p><p>All of which went down swimmingly well with most PC gamers, of course.</p><p>Interestingly, the idea for this AI MegaJam may have originated in this <a href="https://x.com/TimSweeneyEpic/status/2113033197357515237" target="_blank">discussion on X</a>, where SYD Games Studio suggests such a developer competition. Sweeney replies that it's an "interesting idea" and appears to have taken that ball and run with it (he also observes that AI represents "truly a new age of gaming and software ahead").</p><p>I get that AI can be a useful tool when employed by game developers to save some time doing coding grunt work (with the appropriate careful checks in place), but extending vibe-coding more broadly to embrace the entire game-making process is just asking for trouble and heaping on the bad feelings towards Epic here. At this point, Epic seems to be almost trolling gamers, and coding aside, the general vibes are getting distinctly nasty.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/pc-gaming/vibe-your-way-to-usd50k-epic-is-challenging-devs-to-build-a-game-in-4-days-with-ai-and-gamers-are-in-full-rebellion-now</link>
                                                                            <description>
                            <![CDATA[ Could Tim Sweeney annoy gamers any more than he already has? Apparently the answer to that is yes — very much so. ]]>
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                                                                        <pubDate>Fri, 23 Oct 2026 17:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Gaming]]></category>
                                                    <category><![CDATA[Consoles & PC]]></category>
                                                                                                                    <dc:creator><![CDATA[ Darren Allan ]]></dc:creator>                                                                                                        <dc:description><![CDATA[ null ]]></dc:description>
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                                <ul><li><strong>Epic is kicking off an 'AI MegaJam' next month</strong></li><li><strong>It's a four-day competition for developers to build a game with AI, giving away $50,000 worth of prizes</strong></li><li><strong>Coming on top of Epic's recent push of AI in its preview launcher and elsewhere, this has provoked quite the negative reaction from gamers</strong></li></ul><p>Epic has announced an 'AI MegaJam' in which you can 'vibe your way to $50K,' a neat little rhyme there, but gamers are predictably bewildered by the idea of this event which rewards game developers using AI.</p><p><a href="https://www.unrealengine.com/news/2026-epic-ai-megajam" target="_blank">The MegaJam</a> is a four-day competition that starts on November 12, whereby teams of up to five people can use unlimited AI agents to create a playable <a href="https://www.techradar.com/news/best-pc-games">game</a> in either Unreal Engine or Unreal Editor for Fortnite (UEFN).</p><p>You can compete and code from anywhere, although there will be teams taking part locally (for two days) in San Francisco at Digital Jungle, where Epic promises "teams from Anthropic, Google, Meshy, OpenAI, SpaceXSI" and other big-name AI brands (expect daily livestreams, too).</p><p>Epic tells us: "Bring any AI tools into your workflow, from asset generation to coding agents. Get creative! Prototype the mechanic you never had time for, or try the art style you weren't sure you could pull off."</p><p>The prize pool is $50,000, which is split up into a bunch of categories. The main prizes are for the best Unreal Engine and UEFN games, which will net $7,500 respectively, with second and third places winning $5,000 and $2,500 in those categories too.</p><p>The best student project for either UE or UEFN will also receive $7,500, with the same runner-up prizes of $5,000 and $2,500.</p><p>The best team overall will bag a further $5,000, meaning the maximum prize here will be $12,500 (as presumably they must be one of the main category winners). There are a bunch of other modifier prizes, mind you, as extras on top, including best mobile game or solo developer ($2,500 apiece).</p><p>Epic also notes that: "Standout Unreal Engine and UEFN entries can earn development continuation grants of up to $50,000 to keep building after the jam."</p><h2 id="analysis-negative-vibes">Analysis: negative vibes</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4948px;"><p class="vanilla-image-block" style="padding-top:56.24%;"><img id="M9taZdvsDcfKj6P8ej8EsW" name="shutterstock_2403616437" alt="Closeup of smartphone on computer keyboard with logo lettering of Epic games on screen" src="https://cdn.mos.cms.futurecdn.net/M9taZdvsDcfKj6P8ej8EsW-1920-80.jpg" mos="" align="middle" fullscreen="" width="4948" height="2783" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Shutterstock /  <a href="https://www.shutterstock.com/g/Ralf+Liebhold">Ralf Liebhold</a>  )</span></figcaption></figure><p>As you might imagine, there's been an immediate and strong negative reaction from gamers. There are multiple observations that Steam is already full of 'AI slop' games, with gamers asking why on earth Epic is encouraging this.</p><p>The irony of Epic proclaiming that the invited vibe-coders should "get creative!" isn't lost, either, given that most gamers view AI as the grim reaper for creativity, wielding its pixelated scythe as it kills and extracts the souls of games.</p><p>As one <a href="https://www.reddit.com/r/pcgaming/comments/1xd7l8z/comment/19rj3gkis89b8/" target="_blank">Redditor laments</a>: "We're being bombarded with thousands of AI slop games because 'with AI, anyone can make their dreams a reality and become a game dev!' The game market is going to collapse, as seen in the latest Steam Next Fest, all thanks to AI bros and AI billionaires. Oh, how I hate Tim Sweeney."</p><p>In short, there's a lot of venting and vexation out there, so does this feel tone deaf from Epic? Very much so, but you wouldn't expect anything else really given CEO Tim Sweeney's recent (and past) comments on the subject of AI in gaming, and what's been going on at Epic lately.</p><p>Witness <a href="https://x.com/TimSweeneyEpic/status/2109705826688549304" target="_blank">Sweeney's proclamation</a> earlier this month that a "huge pivot" is happening at Epic where it's "moving developers around to retool for maximum AI acceleration," with the chief exec arguing that AI can be "empowering for creators" and not the death of gaming. And of course there's also the new Epic launcher in preview, which took a tongue-in-cheek approach with a <a href="https://store.epicgames.com/news/epic-games-launcher-preview" target="_blank">release announcement</a> that declared: "Programming is hard. So, instead of doing that, we vibe coded a new Epic Games Launcher that's way faster and more responsive than the current one, and has a new look."</p><p>All of which went down swimmingly well with most PC gamers, of course.</p><p>Interestingly, the idea for this AI MegaJam may have originated in this <a href="https://x.com/TimSweeneyEpic/status/2113033197357515237" target="_blank">discussion on X</a>, where SYD Games Studio suggests such a developer competition. Sweeney replies that it's an "interesting idea" and appears to have taken that ball and run with it (he also observes that AI represents "truly a new age of gaming and software ahead").</p><p>I get that AI can be a useful tool when employed by game developers to save some time doing coding grunt work (with the appropriate careful checks in place), but extending vibe-coding more broadly to embrace the entire game-making process is just asking for trouble and heaping on the bad feelings towards Epic here. At this point, Epic seems to be almost trolling gamers, and coding aside, the general vibes are getting distinctly nasty.</p>
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                                                            <title><![CDATA[ 'Maybe you win the battle but lose the war because you put all your resources into one battle' — Warhammer 40,000: Dawn of War 4 creative director says King Art Games 'wanted battles to take a while' so borrowed from the original strategy game's systems ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Warhammer 40,000: Dawn of War 4</strong></em><strong> creative director Jan Theysen has explained how the original</strong><em><strong> Dawn of War </strong></em><strong>influenced the new game's RTS systems</strong></li><li><strong>Theysen says King Art Games "wanted the battles to take a while" in </strong><em><strong>Dawn of War 4</strong></em></li><li><strong>He says that the game's on-field reinforcement feature was almost cut because it was "weird," but now the team loves it because it "brings the macro [management] and the economy side into the battles"</strong></li></ul><p>King Art Games co-founder and <a href="https://www.techradar.com/gaming/dawn-of-war-4-preview-october-2026"><em>Warhammer 40,000: Dawn of War 4</em></a> creative director Jan Theysen has described how the game manifests the classic real-time strategy (RTS) experience of the original <em>Dawn of War</em>.</p><p>In an interview with TechRadar Gaming, Theysen explained that the first question the team asked itself was which game it wanted to draw inspiration from for the foundations of <em>Dawn of War 4</em>; it ultimately chose the first game, which was released in 2004, as it was the more "classic RTS" and the game the team refers to as its "north star."</p><p>"We basically said, 'Okay, we want to do a new <em>Dawn of War</em>,' but then the question was: 'What are we talking about? <em>Dawn of War 1</em> or 2?' Which are both great but very different," Theysen said. "Maybe even <em>Dawn of War 3</em>. And we said, 'Okay, let's really go back to <em>Dawn of War 1</em>, which for us was more this classic RTS with base building, with big battles."</p><p>King Art looked at how big the battles were and how long they took in the original game, and decided on a larger and longer "time-to-kill" gameplay system for the newest iteration.</p><p>"We wanted the battles to take a while, so that you can actually throw more units into the battle, right?" he said. "And maybe you win the battle and lose the war because you put all your resources into this one battle, for example; it was something that we looked into a lot, because you know it's something that different RTS [games] handle very differently. </p><p>On-field reinforcements is one of the "weirder" things <em>Dawn of War 4</em> will feature, which Theysen revealed King Art didn't have initially because it's an old system that not many modern RTS games have. Turns out, when the team tested it, [and they] really liked it.</p><p>"We felt like it was a little bit weird, right?" he said. "Lore-wise, it doesn't make any sense, and even gameplay-wise, it's not something that a ton of RTS games have. Maybe it's a weird thing that they had like 20 years ago, and maybe it's not that important, but then we actually tried it out, and now we love it."</p><p>The creative director added that "we think it's great" because on-field reinforcement also "brings the macro[management] and the economy side into the battles," as well as the real-time unit control with micromanagement.</p><p>"By just auto-healing everything or auto-reinforcing everything, the battles become easier, but actually the economy part suffers, right? Or it becomes harder," Theysen explained. "But if you are more about the macro and more about the big picture, it might be totally fine to just put all your units on auto in battle, and they'll do their stuff. </p><p>"While if you're really into micro, you probably say, 'no, I can optimize the battle', and then you spend less time in the macro but more in the micro, and that's also fine, and that is maybe an example you know that we directly took from <em>Dawn of War 1</em>."<br /><em></em><br /><em>Warhammer 40,000: Dawn of War 4</em> is slated to launch on PC on December 3.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/maybe-you-win-the-battle-but-lose-the-war-because-you-put-all-your-resources-into-one-battle-warhammer-40-000-dawn-of-war-4-creative-director-says-king-art-games-wanted-battles-to-take-a-while-so-borrowed-from-the-original-strategy-games-systems</link>
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                            <![CDATA[ Warhammer 40,000: Dawn of War 4 creative director Jan Theysen has described how the game manifests the classic RTS experience of the original Dawn of War. ]]>
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                                                                        <pubDate>Fri, 23 Oct 2026 15:56:08 +0000</pubDate>                                                                                                                                <updated>Fri, 23 Oct 2026 16:37:48 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Rob Dwiar ]]></dc:contributor>
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                                                            <media:credit><![CDATA[King Art Games]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Warhammer 40,000: Dawn of War 4]]></media:description>                                                            <media:text><![CDATA[Warhammer 40,000: Dawn of War 4]]></media:text>
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                            <![CDATA[
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                                <ul><li><em><strong>Warhammer 40,000: Dawn of War 4</strong></em><strong> creative director Jan Theysen has explained how the original</strong><em><strong> Dawn of War </strong></em><strong>influenced the new game's RTS systems</strong></li><li><strong>Theysen says King Art Games "wanted the battles to take a while" in </strong><em><strong>Dawn of War 4</strong></em></li><li><strong>He says that the game's on-field reinforcement feature was almost cut because it was "weird," but now the team loves it because it "brings the macro [management] and the economy side into the battles"</strong></li></ul><p>King Art Games co-founder and <a href="https://www.techradar.com/gaming/dawn-of-war-4-preview-october-2026"><em>Warhammer 40,000: Dawn of War 4</em></a> creative director Jan Theysen has described how the game manifests the classic real-time strategy (RTS) experience of the original <em>Dawn of War</em>.</p><p>In an interview with TechRadar Gaming, Theysen explained that the first question the team asked itself was which game it wanted to draw inspiration from for the foundations of <em>Dawn of War 4</em>; it ultimately chose the first game, which was released in 2004, as it was the more "classic RTS" and the game the team refers to as its "north star."</p><p>"We basically said, 'Okay, we want to do a new <em>Dawn of War</em>,' but then the question was: 'What are we talking about? <em>Dawn of War 1</em> or 2?' Which are both great but very different," Theysen said. "Maybe even <em>Dawn of War 3</em>. And we said, 'Okay, let's really go back to <em>Dawn of War 1</em>, which for us was more this classic RTS with base building, with big battles."</p><p>King Art looked at how big the battles were and how long they took in the original game, and decided on a larger and longer "time-to-kill" gameplay system for the newest iteration.</p><p>"We wanted the battles to take a while, so that you can actually throw more units into the battle, right?" he said. "And maybe you win the battle and lose the war because you put all your resources into this one battle, for example; it was something that we looked into a lot, because you know it's something that different RTS [games] handle very differently. </p><p>On-field reinforcements is one of the "weirder" things <em>Dawn of War 4</em> will feature, which Theysen revealed King Art didn't have initially because it's an old system that not many modern RTS games have. Turns out, when the team tested it, [and they] really liked it.</p><p>"We felt like it was a little bit weird, right?" he said. "Lore-wise, it doesn't make any sense, and even gameplay-wise, it's not something that a ton of RTS games have. Maybe it's a weird thing that they had like 20 years ago, and maybe it's not that important, but then we actually tried it out, and now we love it."</p><p>The creative director added that "we think it's great" because on-field reinforcement also "brings the macro[management] and the economy side into the battles," as well as the real-time unit control with micromanagement.</p><p>"By just auto-healing everything or auto-reinforcing everything, the battles become easier, but actually the economy part suffers, right? Or it becomes harder," Theysen explained. "But if you are more about the macro and more about the big picture, it might be totally fine to just put all your units on auto in battle, and they'll do their stuff. </p><p>"While if you're really into micro, you probably say, 'no, I can optimize the battle', and then you spend less time in the macro but more in the micro, and that's also fine, and that is maybe an example you know that we directly took from <em>Dawn of War 1</em>."<br /><em></em><br /><em>Warhammer 40,000: Dawn of War 4</em> is slated to launch on PC on December 3.</p>
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                                                            <title><![CDATA[ WoW: Forever senior game designer says there is 'really well-buried stuff' in the game 'that's going to take people a long time to find' that was 'turned off' for the beta — 'There's going to be things to discover that we didn't surface' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>World of Warcraft: Forever</strong></em><strong> senior game designer Josh “Aggrend” Greenfield confirms the MMO still has "thousands" of undiscovered secrets</strong></li><li><strong>Greenfield says, "There’s going to be things to discover that we didn’t surface"</strong></li><li><strong>He adds that there is "really well-buried stuff out there that’s probably going to take people a long time to find"</strong></li></ul><p>Blizzard Entertainment has confirmed that <a href="https://www.techradar.com/gaming/the-wow-forever-team-says-it-learned-a-lot-from-classic-season-of-discovery-including-managing-the-in-game-economy-and-rmt-but-blizzard-will-be-more-careful-and-cautious-with-class-changes-as-it-knew-we-were-going-too-far"><em>World of Warcraft: Forever</em></a> features thousands of secrets, like items, that were turned off in the beta.</p><p>In its '<a href="https://www.youtube.com/watch?v=uOlxa3xvNq4" target="_blank">End of Beta Special</a>' podcast, senior game designer Josh “Aggrend” Greenfield, alongside other <em>WoW: Forever</em> developers, was asked about the undiscovered secrets in the beta, revealing that Blizzard disabled many of them for the first 30 levels (via <a href="https://www.gamespot.com/articles/wow-forever-is-keeping-its-secrets-close-to-the-chest/" target="_blank">GameSpot</a>).</p><p>"There’s definitely some secrets and stuff that we had turned off," Greenfield said. "There’s going to be things to discover that we didn’t surface, suffice to say that."</p><p>When host Josh Corbett brought up that there are supposedly "thousands" of things hidden in the MMO, Greenfield agreed; some of those secrets include items and recipes, but the developer refrained from sharing more details.</p><p>"Honestly, it's almost kind of hard to say, because the thing is, I guess it's interesting to frame it like this, that our team has gone through this sort of evolution," Greenfield said. "We're a lot larger than we were before; we have a lot more really talented designers, really creative people working on it, and I think we've all sort of done our own little things here and there along the way of 'I'm going to hide this in this nook and cranny, and I'm going to turn it off for beta, and then we'll see what people see,' and stuff like that."</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/uOlxa3xvNq4" allowfullscreen=""></iframe></div></div><p>He added that there are "all kinds of things" to uncover and hinted at "fun things" like "emergent behaviors that have happened in the game based on the things that people have found" and "some of the new sort of technology tools we have to play with."</p><p>"It’s hard to talk about secret stuff," Greenfield continued. "It’s secret, right? We want people to find it. There’s some really, really, really cool, and really, really, really well-buried stuff out there that’s probably going to take people a long time to find. If we tip our hats to it too much, it’s just going to take the fun away."</p><p>Many of these secrets are so hidden that even data miners can uncover them, and lead encounter designer Michael Nuthals more or less confirmed during the podcast that some features may be used in future <em>WoW: Forever</em> content, such as the <a href="https://www.reddit.com/r/wow/comments/1wk1fe1/wow_forevers_manor_mismantle_cinema/" target="_blank">Manor Mistmantle</a>, which was recently found in Duskwood.</p><p>"There might be some homes, some manors, out there that folks have found that might be something interesting in the future,” Nuthals said. "You might have seen some instance portals hiding in some inconspicuous spots. There are some things coming in the future, and we’re really excited to share those as we get there."</p><p><em>WoW: Forever</em> launches on November 4, and <a href="https://www.techradar.com/gaming/good-news-for-world-of-warcraft-forever-players-blizzard-has-extended-the-beta-and-is-opening-wow-name-reservations-ahead-of-the-games-november-launch">the game's beta officially ends today after getting a short extension</a>. </p><p>TechRadar Gaming recently interviewed Blizzard about <em>WoW: Forever</em>, which shared its <a href="https://www.techradar.com/gaming/blizzard-explains-its-philosophy-for-classic-plus-the-wow-forever-team-on-the-design-pillars-it-uses-to-stay-true-to-the-core-design-pacing-and-tone-of-the-original-game">design philosophy for creating an authentic "Classic Plus" experience</a> and addressed the <a href="https://www.techradar.com/gaming/why-no-high-or-blood-elves-blizzard-speaks-on-wow-forevers-controversial-new-skyborne-race-we-may-occasionally-make-a-bold-choice">controversial new Skyborne race available to both Alliance and Horde</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/wow-forever-senior-game-designer-says-there-is-really-well-buried-stuff-in-the-game-thats-going-to-take-people-a-long-time-to-find-that-was-turned-off-for-the-beta-theres-going-to-be-things-to-discover-that-we-didnt-surface</link>
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                            <![CDATA[ Blizzard Entertainment has confirmed that World of Warcraft: Forever features thousands of secrets, like items, that were turned off in the beta. ]]>
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                                                                        <pubDate>Fri, 23 Oct 2026 14:42:39 +0000</pubDate>                                                                                                                                <updated>Mon, 26 Oct 2026 08:47:21 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Blizzard Entertainment]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[World of Warcraft: Forever]]></media:description>                                                            <media:text><![CDATA[World of Warcraft: Forever]]></media:text>
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                                <ul><li><em><strong>World of Warcraft: Forever</strong></em><strong> senior game designer Josh “Aggrend” Greenfield confirms the MMO still has "thousands" of undiscovered secrets</strong></li><li><strong>Greenfield says, "There’s going to be things to discover that we didn’t surface"</strong></li><li><strong>He adds that there is "really well-buried stuff out there that’s probably going to take people a long time to find"</strong></li></ul><p>Blizzard Entertainment has confirmed that <a href="https://www.techradar.com/gaming/the-wow-forever-team-says-it-learned-a-lot-from-classic-season-of-discovery-including-managing-the-in-game-economy-and-rmt-but-blizzard-will-be-more-careful-and-cautious-with-class-changes-as-it-knew-we-were-going-too-far"><em>World of Warcraft: Forever</em></a> features thousands of secrets, like items, that were turned off in the beta.</p><p>In its '<a href="https://www.youtube.com/watch?v=uOlxa3xvNq4" target="_blank">End of Beta Special</a>' podcast, senior game designer Josh “Aggrend” Greenfield, alongside other <em>WoW: Forever</em> developers, was asked about the undiscovered secrets in the beta, revealing that Blizzard disabled many of them for the first 30 levels (via <a href="https://www.gamespot.com/articles/wow-forever-is-keeping-its-secrets-close-to-the-chest/" target="_blank">GameSpot</a>).</p><p>"There’s definitely some secrets and stuff that we had turned off," Greenfield said. "There’s going to be things to discover that we didn’t surface, suffice to say that."</p><p>When host Josh Corbett brought up that there are supposedly "thousands" of things hidden in the MMO, Greenfield agreed; some of those secrets include items and recipes, but the developer refrained from sharing more details.</p><p>"Honestly, it's almost kind of hard to say, because the thing is, I guess it's interesting to frame it like this, that our team has gone through this sort of evolution," Greenfield said. "We're a lot larger than we were before; we have a lot more really talented designers, really creative people working on it, and I think we've all sort of done our own little things here and there along the way of 'I'm going to hide this in this nook and cranny, and I'm going to turn it off for beta, and then we'll see what people see,' and stuff like that."</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/uOlxa3xvNq4" allowfullscreen=""></iframe></div></div><p>He added that there are "all kinds of things" to uncover and hinted at "fun things" like "emergent behaviors that have happened in the game based on the things that people have found" and "some of the new sort of technology tools we have to play with."</p><p>"It’s hard to talk about secret stuff," Greenfield continued. "It’s secret, right? We want people to find it. There’s some really, really, really cool, and really, really, really well-buried stuff out there that’s probably going to take people a long time to find. If we tip our hats to it too much, it’s just going to take the fun away."</p><p>Many of these secrets are so hidden that even data miners can uncover them, and lead encounter designer Michael Nuthals more or less confirmed during the podcast that some features may be used in future <em>WoW: Forever</em> content, such as the <a href="https://www.reddit.com/r/wow/comments/1wk1fe1/wow_forevers_manor_mismantle_cinema/" target="_blank">Manor Mistmantle</a>, which was recently found in Duskwood.</p><p>"There might be some homes, some manors, out there that folks have found that might be something interesting in the future,” Nuthals said. "You might have seen some instance portals hiding in some inconspicuous spots. There are some things coming in the future, and we’re really excited to share those as we get there."</p><p><em>WoW: Forever</em> launches on November 4, and <a href="https://www.techradar.com/gaming/good-news-for-world-of-warcraft-forever-players-blizzard-has-extended-the-beta-and-is-opening-wow-name-reservations-ahead-of-the-games-november-launch">the game's beta officially ends today after getting a short extension</a>. </p><p>TechRadar Gaming recently interviewed Blizzard about <em>WoW: Forever</em>, which shared its <a href="https://www.techradar.com/gaming/blizzard-explains-its-philosophy-for-classic-plus-the-wow-forever-team-on-the-design-pillars-it-uses-to-stay-true-to-the-core-design-pacing-and-tone-of-the-original-game">design philosophy for creating an authentic "Classic Plus" experience</a> and addressed the <a href="https://www.techradar.com/gaming/why-no-high-or-blood-elves-blizzard-speaks-on-wow-forevers-controversial-new-skyborne-race-we-may-occasionally-make-a-bold-choice">controversial new Skyborne race available to both Alliance and Horde</a>.</p>
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                                                            <title><![CDATA[ Call of Duty: Modern Warfare 4 review: blockbuster gaming at its best ]]></title>
                                                                                                <dc:content><![CDATA[ <p>You could be forgiven for having reservations going into <em>Call of Duty: Modern Warfare 4</em>. After all, both last year’s instalment, the much-derided <a href="https://www.techradar.com/gaming/call-of-duty-black-ops-7-review"><em>Black Ops 7</em></a>, and this game’s direct predecessor, <a href="https://www.techradar.com/gaming/call-of-duty-modern-warfare-3-review"><em>Modern Warfare III</em></a><em>, </em>were<em> </em>clearly rushed and displayed a level of sloppiness that suggested the first-person shooter franchise had reached its breaking point.</p><div  class="fancy-box"><div class="fancy_box-title">Review info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Platform reviewed: </strong>PC<br /><strong>Available on: </strong>PS5, Xbox Series X, Xbox Series S, PC, Nintendo Switch 2<br /><strong>Release date: </strong>October 23, 2026</p></div></div><p>Thankfully, it’s now apparent that these were merely temporary hiccups, and <em>Modern Warfare 4 </em>sees developer Infinity Ward successfully bring <a href="https://www.techradar.com/uk/tag/call-of-duty"><em>Call of Duty</em></a><em> </em>back from the brink with a fresh and exciting instalment that represents the absolute pinnacle of what the series has to offer. </p><p>The brilliant single-player story campaign delivers blockbuster thrills, there’s a stellar extraction shooter component filled with tense encounters in DMZ, and the core multiplayer experience is wonderfully crafted. It’s a package that you shouldn’t miss, and if it represents the trajectory of future installments, I’m confident that we’re in good hands.</p><h2 id="boots-on-the-ground">Boots on the ground</h2><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/VTBbQANxFgJmq9bLad8w74-1920-80.jpg" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." /><figcaption><small role="credit">Activision</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/VS6dMD775cFs678YMGyoH4-1920-80.jpg" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." /><figcaption><small role="credit">Activision</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/XhxnwCVEUZVW9NygJCmwN4-1920-80.jpg" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." /><figcaption><small role="credit">Activision</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/5sAoUS7Z8Ux7sGWL3Ju4S4-1920-80.jpg" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." /><figcaption><small role="credit">Activision</small></figcaption></figure></figure><p>The <em>Modern Warfare 4 </em>campaign is simply superb and sets a new benchmark for the series’ cinematic storytelling. It truly feels like the culmination of the last decade of the <em>Call of Duty </em>series – and not just the <em>Modern Warfare </em>games. </p><p>It all kicks off in the fictional city of Hajin, South Korea, where you play as the lowly Private Park. An unwilling conscript in the country’s mandatory service program, he and his squadmates are suddenly thrust onto the front lines when a routine patrol is interrupted by the start of a full-scale invasion by North Korea. There are some genuinely shocking scenes in the opening as your team pushes through a rapidly crumbling city, dodging artillery strikes and witnessing widespread civilian casualties.</p><p>The early death of a squadmate hammers home the high stakes, and the decision to focus on newcomers rather than the established <em>Modern Warfare </em>cast makes it clear that there’s no plot armor here. You genuinely start to care about these new arrivals, with each member bringing a distinct and memorable personality to the squad’s dynamic. Dunn, a US Marine embedded in the local unit, is a particular highlight. His cultural cluelessness and overconfident swagger are frequently played for laughs, stopping the otherwise bleak tone from becoming too unrelentingly miserable.</p><p>It’s a big departure from the almost Marvel-movie-like silliness of the recent <em>Call of Duty </em>games (I’m looking at you, giant Harper mission from <em>Black Ops 7</em>), and the focus on a ground invasion makes for a grittier story that’s more in line with the events of the original <em>Modern Warfare </em>trilogy. Despite this more constrained focus, there are still plenty of memorable set-piece moments, such as an invigorating sequence that has you rapidly switching between different team members spread out across an air base, working together to fend off waves of North Korean troops.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/ZPVNtuR9qNrP3ezAMikR75-1920-80.jpg" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." /><figcaption><small role="credit">Activision</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/KhwqSPc3L5L4geb4rxyvu4-1920-80.jpg" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." /><figcaption><small role="credit">Activision</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/L7AH3fPHGZRrg86tnXsR75-1920-80.jpg" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." /><figcaption><small role="credit">Activision</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/72UdBuimpcnBAirWsxBtp4-1920-80.jpg" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." /><figcaption><small role="credit">Activision</small></figcaption></figure></figure><p>There’s even one massive, open-world mission that unfolds similarly to a <em>Far Cry </em>game. It’s far more in-depth than the disappointing open-zone levels of 2023’s <em>Modern Warfare III</em>, with resources to scavenge, outposts to clear, and even a few puzzles to crack. It took me a few hours to clear, and since I didn’t see everything, I really appreciate being able to return to it later from the mission select screen and pick up where I left off.</p><p>Park’s story plays out mostly linearly, but it's interspersed with missions that detail the exploits of the fan-favorite Captain Price in the lead-up to the invasion. Set a few years after the events of the previous game, which, spoiler alert, ends with Price executing his long-term adversary, General Shepherd, in the middle of the Pentagon, the former SAS soldier is now on the run and travels between global locations hunting the members of a sinister cabal.</p><p>Price’s segments offer all the bombastic <em>Mission: Impossible </em>action that made the recent <a href="https://www.techradar.com/gaming/call-of-duty-black-ops-6-review"><em>Black Ops 6</em></a><em> </em>campaign so great. One minute you're infiltrating a New York nightclub, and the next you’re speeding through Paris, hanging out the side of a car chased by legions of heavily armed gangsters. Vladimir Makarov, a terrorist Price pursued throughout the previous game, is unceremoniously killed off in just the second mission, paving the way for the introduction of Archer, a new foe portrayed by Mads Mikkelsen. Unlike Makarov, he’s a compelling villain with coherent motivations and, importantly, enough screen time to appear like more than an afterthought, as his predecessor unfortunately did.</p><p>While Park’s journey sees the recruit come face to face with the horrors of war but emerge victorious thanks to camaraderie and teamwork, Price’s is all about the dangers of abandoning your morals and sacrificing those close to you in pursuit of revenge. They contrast excellently and, while the messaging certainly isn’t subtle, the way both gradually converge for a unified conclusion is nevertheless highly satisfying.</p><h2 id="off-the-books">Off the books</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="NSztkqJyikXwstqWzAkR75" name="20261021121814_1" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." src="https://cdn.mos.cms.futurecdn.net/NSztkqJyikXwstqWzAkR75-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Activision)</span></figcaption></figure><p>The events of the campaign lead directly into the new DMZ extraction shooter mode, which sees mercenaries returning to the crumbling ruins of Hajin to find and extract abandoned military tech left over from the war. It plays like a simplified version of titles such as <em>Arena Breakout: Infinite </em>or <em>Escape from Tarkov</em>, with your chosen operator dropping in to the map from an upgradable field base.</p><p>This serves as a little hub world that you return to in between runs, offering limited storage for your scavenged gear, a 3D printer to forge new equipment with collected resources, a vendor for spending extracted cash, and intelligence detailing the non-player character (NPC) foes and most dangerous players active in the zone. While most extraction shooter games include base-building elements, it’s rare to see your home as a physical 3D space you can actually explore, and it makes the experience feel much more immersive.</p><p>You have three options when deploying into Hajin: Story Missions, Dynamic Ops, and Free Roam. Free Roam is the most basic: it drops you into the massive map with a few other players to pursue your own goals, whether that means finding good weapons to extract or trying to complete DMZ Orders, little challenges that guide your experience. Dynamic Ops is more guided, feeding you a stream of multi-stage objectives with increasing rewards for each that you manage to complete.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Sxy5uEsat59yN8da77mTf4" name="20261020205902_1" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." src="https://cdn.mos.cms.futurecdn.net/Sxy5uEsat59yN8da77mTf4-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Activision)</span></figcaption></figure><p>They’re assigned at random, with a good variety of options in the mission pool that range from taking out key NPC targets to taking over military camps and collecting stashed bombs to destroy marked vehicles. Story Missions, meanwhile, offer a more linear experience that feels much closer to the campaign. </p><p>One early highlight had my team of three taking on guards at an abandoned hospital, pushing our way up to the intensive care unit and wheeling a sedated enemy general to a rooftop extraction point under heavy fire. It was genuinely exhilarating, and became even more exciting when a squad of enemy players turned up to disrupt our mission. </p><p>Other players can appear regardless of your chosen mode, leading to tense PvP situations where one wrong move can mean the difference between a successful escape and losing your current operator and all of their equipment. Not every encounter has to end in a fight, though, as you can work together with enemy teams (and even opt to join them) if they’re willing to cooperate, leading to some fun emergent play.</p><div  class="fancy-box"><div class="fancy_box-title">Best bit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="KUW9g8BdTW2mWvxUCATr65" name="20261020211757_1" caption="" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." src="https://cdn.mos.cms.futurecdn.net/KUW9g8BdTW2mWvxUCATr65-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude" /></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Activision)</span></figcaption></figure><p class="fancy-box__body-text"><strong>Diving into DMZ with friends is a delight. The mode works fantastically as a duo, chatting with each other as you explore the huge map, complete objectives, and evade (or attack) rival squads.</strong></p></div></div><p>I entered one story mission and quickly discovered that my team of randoms was absolutely terrible, with no apparent interest in actually completing our tasks, so I beelined to a nearby enemy squad shouting “friendly” until they sent me the invite to join them. I quickly led my new friends right back to my useless former teammates, and took great pleasure in helping mow them down to steal all their gear.</p><p>No two games feel the same, and if that wasn’t reason enough to keep coming back, Hajin itself is a treat to explore. It’s big, beautiful, and filled with a variety of aesthetically distinct zones ranging from freezing cold, abandoned North Korean villages to the rusty ruins of the South Korean city and even some of the barren outskirts of Russia. Even when you’ve seen it all, the dynamic weather effects can still take you by surprise, introducing challenging conditions like dense fog or heavy rainstorms that make it more difficult to navigate and spot foes.</p><p>DMZ would be a strong offering as a standalone extraction shooter game, so it represents incredible value when bundled in alongside the rest of the <em>Modern Warfare 4 </em>package. This is a mode that I’m going to be coming back to time and time again in the weeks and months ahead.</p><h2 id="a-fresh-start">A fresh start</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="RGjVhLvsyRW4VJhizAXt65" name="20261023093831_2" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." src="https://cdn.mos.cms.futurecdn.net/RGjVhLvsyRW4VJhizAXt65-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Activision)</span></figcaption></figure><p>Of course, no <em>Call of Duty </em>game is complete without a robust suite of core multiplayer modes, and <em>Modern Warfare 4 </em>delivers a truly superb experience across the board in this regard. The pacing of matches is perfect: noticeably snappier than the comparatively pedestrian battles of <em>Modern Warfare II </em>but not as overwhelmingly rapid as the wall-jumping, hip-firing action of <em>Black Ops 7</em>. </p><p>Fast movement helps you navigate the smaller maps of classic modes like Team Deathmatch or Kill Confirmed quickly so you’re always encountering new enemies to fight, keeping the excitement high. Focusing on tactical positioning is still rewarded, thanks to a finely tuned TTK (time to kill) that gives the player who lands the first hit an advantage, but not a guaranteed victory against particularly skilled opponents. New traversal mechanics like a ledge grab that lets you hang off the side of buildings and objects are seamlessly implemented too, opening up new exciting opportunities on every battlefield.</p><p>As I <a href="https://www.techradar.com/gaming/a-generational-call-of-duty-game-after-almost-ten-hours-hands-on-i-think-modern-warfare-4-could-revolutionize-the-long-running-series#viafoura-comments">noted in my impressions of the <em>Modern Warfare 4</em> beta</a>, the overhauled ballistic system is far more than a marketing bullet point and genuinely impacts how you engage with weapons by accurately simulating the trajectory of bullets based on the position of your muzzle. In practical terms, it means being able to reliably hit shots when quickly shooting from the hip, which gives you a chance against players that slide around corners with SMGs at breakneck speeds to try and catch you off guard.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="g9uCtkt99LZERHA2Scxeu4" name="20261023092316_1" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." src="https://cdn.mos.cms.futurecdn.net/g9uCtkt99LZERHA2Scxeu4-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Activision)</span></figcaption></figure><p>The guns themselves are all fantastic to use, with best-in-class model fidelity, impactful sound effects, and slick animations. There’s a great variety in the arsenal to boot, which spans from modern assault rifles to the antique WWII gear used by the real-world North Korean military. GUNNY, a new automated helper smartly built into the gunsmith system, makes it easier than ever to tweak your attachments for that perfect build. While I will always prefer poring over the detailed stats, giving newcomers the ability to automatically create good attachment setups based on their specific playstyles helps keep the playing field even. </p><p>As for the maps, they’re some of the best that we’ve had in recent years. They’re definitely on the smaller side unless you dive into the massive Ground War: Combat Outpost mode (which plays almost like a<em> Battlefield </em>match), though none of them stand out as suffering from poorly balanced spawn points or unfair sightlines. They’re visually stunning. Those taking place in South Korea, such as Silkworm, stand out particularly with their lavishly detailed streets, while little animated intros grant each arena a distinct visual identity.</p><p>Wrap all of this up in a slick UI that finally doesn’t look like the Netflix home screen, and it’s hard not to come to the conclusion that <em>Modern Warfare 4 </em>is going to reshape the direction of the long-running series going forward. If I had to truly nitpick, I would fault the lack of faction divisions in the operator lineup – being able to tell at a glance which team a player is on without having to rely on the red enemy indicator would help readability.</p><p>For something this insignificant to be my only complaint is a testament to how strong the<em> Call of Duty: Modern Warfare 4 </em>package is</p><h2 id="should-i-play-call-of-duty-modern-warfare-4">Should I play Call of Duty: Modern Warfare 4?</h2><h2 id="play-it-if-5">Play it if…</h2><div class="product"><p><strong>You’ve been waiting for a triumphant return</strong><br />If you’ve skipped the last few <em>Call of Duty </em>titles in order to wait for the franchise’s next big hit, then <em>Modern Warfare 4 </em>is it. There’s never been a better time to dive back in.</p></div><div class="product"><p><strong>You want an unbeatable package</strong><br />Thanks to a strong single-player mode and excellent core multiplayer experience, <em>Call of Duty: Modern Warfare 4 </em>represents excellence across the board. You even get an entire, engaging extraction shooter thrown in with the included DMZ mode.</p></div><div class="product"><p><strong>You love the Modern Warfare story</strong><br /><em>Modern Warfare 4 </em>brings the latest <em>Modern Warfare </em>narrative to a satisfying and definitive conclusion that’s well worth experiencing if you’ve played the previous entries.</p></div><h2 id="don-t-play-it-if-4">Don’t play it if…</h2><div class="product"><p><strong>You prefer the faster pace of Black Ops 7</strong><br /><em>Modern Warfare 4 </em>is a fast-paced game as far as <em>Call of Duty</em> goes, but engagements are still not as rapid as in <em>Black Ops 7</em>. Stick with last year's instalment if you prefer that style of play.</p></div><h2 id="accessibility-features-5">Accessibility features</h2><p>As with most modern <em>Call of Duty </em>games, there is an expansive selection of accessibility settings. This includes a wide selection of visual presets designed to enhance readability, as well as an assortment of subtitle options for the campaign. </p><p>The controls are also highly customizable, with full remapping supported whether you’re using a keyboard and mouse or a controller. You can also tweak aim assist settings and enable presets designed to reduce motor strain.</p><h2 id="how-i-reviewed-call-of-duty-modern-warfare-4">How I reviewed Call of Duty: Modern Warfare 4</h2><p>I played more than 25 hours of <em>Call of Duty: Modern Warfare 4 </em>for the purpose of this review. This included a full playthrough of the campaign, multiple DMZ sessions both solo and with a friend, and plenty of multiplayer. I also drew on my experience playing more than ten hours of the game’s beta, and some extra hands-on time in a studio visit earlier this year.</p><p>I tested everything on PC using a 5070 Ti-powered model by retailer Sca with a compact Corsair 2000d RGB Airflow case, Asus ROG Strix B860-I Gaming Wifi motherboard, Intel Core Ultra 7 265K CPU, a 2TB WD Black SN770 SSD, 32GB of DDR5 Corsair Vengeance RAM, and an Nvidia 5070 Ti manufactured by Asus. This setup lets me play smoothly on custom graphics settings at 1080p with most options set to High.</p><p>For peripherals, I used the new <a href="https://www.techradar.com/computing/logitech-g-pro-x2-rapid-review">Logitech G Pro X2 Rapid keyboard</a> and <a href="https://www.techradar.com/computing/logitech-g-pro-x3-superstrike-review">Logitech G Pro X3 SuperStrike mouse</a> throughout my time with the game.</p><p><em>First reviewed October 2026</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/call-of-duty-modern-warfare-4-review</link>
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                            <![CDATA[ Call of Duty: Modern Warfare 4 delivers across the board with its excellent campaign, strong multiplayer, and exhilarating DMZ modes. ]]>
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                                                                        <pubDate>Fri, 23 Oct 2026 13:57:37 +0000</pubDate>                                                                                                                                <updated>Mon, 26 Oct 2026 09:59:58 +0000</updated>
                                                                                                                                            <category><![CDATA[Consoles & PC]]></category>
                                                    <category><![CDATA[Gaming]]></category>
                                                                                                <author><![CDATA[ dash.wood@futurenet.com (Dashiell Wood) ]]></author>                    <dc:creator><![CDATA[ Dashiell Wood ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/fcZC2LhPK8ufw6QWmhv6kY-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Dash is an experienced tech journalist who specializes in video games, electronic entertainment products, and the wider industry that surrounds them. He currently serves as the Gaming Editor at TechRadar, leading our review, preview, feature, and news coverage of the latest and greatest releases.&lt;/p&gt;&lt;p&gt;Before joining the team, he was Contributing Writer at PLAY (formerly Official PlayStation Magazine UK) and has written articles for many of the UK&#039;s other biggest gaming magazines including the likes of Edge, PC Gamer, and SFX.&lt;/p&gt;&lt;p&gt;Now, when he&#039;s not getting his greasy little mitts on the newest hardware or gaming gadget, he can be found listening to J-pop or feverishly devouring the latest Nintendo Switch otome.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Activision]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A promotional Modern Warfare 4 screenshot showing soldiers in combat in a dark server room.]]></media:description>                                                            <media:text><![CDATA[A promotional Modern Warfare 4 screenshot showing soldiers in combat in a dark server room.]]></media:text>
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                                <p>You could be forgiven for having reservations going into <em>Call of Duty: Modern Warfare 4</em>. After all, both last year’s instalment, the much-derided <a href="https://www.techradar.com/gaming/call-of-duty-black-ops-7-review"><em>Black Ops 7</em></a>, and this game’s direct predecessor, <a href="https://www.techradar.com/gaming/call-of-duty-modern-warfare-3-review"><em>Modern Warfare III</em></a><em>, </em>were<em> </em>clearly rushed and displayed a level of sloppiness that suggested the first-person shooter franchise had reached its breaking point.</p><div  class="fancy-box"><div class="fancy_box-title">Review info</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Platform reviewed: </strong>PC<br /><strong>Available on: </strong>PS5, Xbox Series X, Xbox Series S, PC, Nintendo Switch 2<br /><strong>Release date: </strong>October 23, 2026</p></div></div><p>Thankfully, it’s now apparent that these were merely temporary hiccups, and <em>Modern Warfare 4 </em>sees developer Infinity Ward successfully bring <a href="https://www.techradar.com/uk/tag/call-of-duty"><em>Call of Duty</em></a><em> </em>back from the brink with a fresh and exciting instalment that represents the absolute pinnacle of what the series has to offer. </p><p>The brilliant single-player story campaign delivers blockbuster thrills, there’s a stellar extraction shooter component filled with tense encounters in DMZ, and the core multiplayer experience is wonderfully crafted. It’s a package that you shouldn’t miss, and if it represents the trajectory of future installments, I’m confident that we’re in good hands.</p><h2 id="boots-on-the-ground">Boots on the ground</h2><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/VTBbQANxFgJmq9bLad8w74-1920-80.jpg" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." /><figcaption><small role="credit">Activision</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/VS6dMD775cFs678YMGyoH4-1920-80.jpg" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." /><figcaption><small role="credit">Activision</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/XhxnwCVEUZVW9NygJCmwN4-1920-80.jpg" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." /><figcaption><small role="credit">Activision</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/5sAoUS7Z8Ux7sGWL3Ju4S4-1920-80.jpg" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." /><figcaption><small role="credit">Activision</small></figcaption></figure></figure><p>The <em>Modern Warfare 4 </em>campaign is simply superb and sets a new benchmark for the series’ cinematic storytelling. It truly feels like the culmination of the last decade of the <em>Call of Duty </em>series – and not just the <em>Modern Warfare </em>games. </p><p>It all kicks off in the fictional city of Hajin, South Korea, where you play as the lowly Private Park. An unwilling conscript in the country’s mandatory service program, he and his squadmates are suddenly thrust onto the front lines when a routine patrol is interrupted by the start of a full-scale invasion by North Korea. There are some genuinely shocking scenes in the opening as your team pushes through a rapidly crumbling city, dodging artillery strikes and witnessing widespread civilian casualties.</p><p>The early death of a squadmate hammers home the high stakes, and the decision to focus on newcomers rather than the established <em>Modern Warfare </em>cast makes it clear that there’s no plot armor here. You genuinely start to care about these new arrivals, with each member bringing a distinct and memorable personality to the squad’s dynamic. Dunn, a US Marine embedded in the local unit, is a particular highlight. His cultural cluelessness and overconfident swagger are frequently played for laughs, stopping the otherwise bleak tone from becoming too unrelentingly miserable.</p><p>It’s a big departure from the almost Marvel-movie-like silliness of the recent <em>Call of Duty </em>games (I’m looking at you, giant Harper mission from <em>Black Ops 7</em>), and the focus on a ground invasion makes for a grittier story that’s more in line with the events of the original <em>Modern Warfare </em>trilogy. Despite this more constrained focus, there are still plenty of memorable set-piece moments, such as an invigorating sequence that has you rapidly switching between different team members spread out across an air base, working together to fend off waves of North Korean troops.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/ZPVNtuR9qNrP3ezAMikR75-1920-80.jpg" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." /><figcaption><small role="credit">Activision</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/KhwqSPc3L5L4geb4rxyvu4-1920-80.jpg" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." /><figcaption><small role="credit">Activision</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/L7AH3fPHGZRrg86tnXsR75-1920-80.jpg" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." /><figcaption><small role="credit">Activision</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/72UdBuimpcnBAirWsxBtp4-1920-80.jpg" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." /><figcaption><small role="credit">Activision</small></figcaption></figure></figure><p>There’s even one massive, open-world mission that unfolds similarly to a <em>Far Cry </em>game. It’s far more in-depth than the disappointing open-zone levels of 2023’s <em>Modern Warfare III</em>, with resources to scavenge, outposts to clear, and even a few puzzles to crack. It took me a few hours to clear, and since I didn’t see everything, I really appreciate being able to return to it later from the mission select screen and pick up where I left off.</p><p>Park’s story plays out mostly linearly, but it's interspersed with missions that detail the exploits of the fan-favorite Captain Price in the lead-up to the invasion. Set a few years after the events of the previous game, which, spoiler alert, ends with Price executing his long-term adversary, General Shepherd, in the middle of the Pentagon, the former SAS soldier is now on the run and travels between global locations hunting the members of a sinister cabal.</p><p>Price’s segments offer all the bombastic <em>Mission: Impossible </em>action that made the recent <a href="https://www.techradar.com/gaming/call-of-duty-black-ops-6-review"><em>Black Ops 6</em></a><em> </em>campaign so great. One minute you're infiltrating a New York nightclub, and the next you’re speeding through Paris, hanging out the side of a car chased by legions of heavily armed gangsters. Vladimir Makarov, a terrorist Price pursued throughout the previous game, is unceremoniously killed off in just the second mission, paving the way for the introduction of Archer, a new foe portrayed by Mads Mikkelsen. Unlike Makarov, he’s a compelling villain with coherent motivations and, importantly, enough screen time to appear like more than an afterthought, as his predecessor unfortunately did.</p><p>While Park’s journey sees the recruit come face to face with the horrors of war but emerge victorious thanks to camaraderie and teamwork, Price’s is all about the dangers of abandoning your morals and sacrificing those close to you in pursuit of revenge. They contrast excellently and, while the messaging certainly isn’t subtle, the way both gradually converge for a unified conclusion is nevertheless highly satisfying.</p><h2 id="off-the-books">Off the books</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="NSztkqJyikXwstqWzAkR75" name="20261021121814_1" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." src="https://cdn.mos.cms.futurecdn.net/NSztkqJyikXwstqWzAkR75-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Activision)</span></figcaption></figure><p>The events of the campaign lead directly into the new DMZ extraction shooter mode, which sees mercenaries returning to the crumbling ruins of Hajin to find and extract abandoned military tech left over from the war. It plays like a simplified version of titles such as <em>Arena Breakout: Infinite </em>or <em>Escape from Tarkov</em>, with your chosen operator dropping in to the map from an upgradable field base.</p><p>This serves as a little hub world that you return to in between runs, offering limited storage for your scavenged gear, a 3D printer to forge new equipment with collected resources, a vendor for spending extracted cash, and intelligence detailing the non-player character (NPC) foes and most dangerous players active in the zone. While most extraction shooter games include base-building elements, it’s rare to see your home as a physical 3D space you can actually explore, and it makes the experience feel much more immersive.</p><p>You have three options when deploying into Hajin: Story Missions, Dynamic Ops, and Free Roam. Free Roam is the most basic: it drops you into the massive map with a few other players to pursue your own goals, whether that means finding good weapons to extract or trying to complete DMZ Orders, little challenges that guide your experience. Dynamic Ops is more guided, feeding you a stream of multi-stage objectives with increasing rewards for each that you manage to complete.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Sxy5uEsat59yN8da77mTf4" name="20261020205902_1" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." src="https://cdn.mos.cms.futurecdn.net/Sxy5uEsat59yN8da77mTf4-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Activision)</span></figcaption></figure><p>They’re assigned at random, with a good variety of options in the mission pool that range from taking out key NPC targets to taking over military camps and collecting stashed bombs to destroy marked vehicles. Story Missions, meanwhile, offer a more linear experience that feels much closer to the campaign. </p><p>One early highlight had my team of three taking on guards at an abandoned hospital, pushing our way up to the intensive care unit and wheeling a sedated enemy general to a rooftop extraction point under heavy fire. It was genuinely exhilarating, and became even more exciting when a squad of enemy players turned up to disrupt our mission. </p><p>Other players can appear regardless of your chosen mode, leading to tense PvP situations where one wrong move can mean the difference between a successful escape and losing your current operator and all of their equipment. Not every encounter has to end in a fight, though, as you can work together with enemy teams (and even opt to join them) if they’re willing to cooperate, leading to some fun emergent play.</p><div  class="fancy-box"><div class="fancy_box-title">Best bit</div><div class="fancy_box_body"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="KUW9g8BdTW2mWvxUCATr65" name="20261020211757_1" caption="" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." src="https://cdn.mos.cms.futurecdn.net/KUW9g8BdTW2mWvxUCATr65-1920-80.jpg" mos="" link="" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pinterest-pin-exclude" /></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Activision)</span></figcaption></figure><p class="fancy-box__body-text"><strong>Diving into DMZ with friends is a delight. The mode works fantastically as a duo, chatting with each other as you explore the huge map, complete objectives, and evade (or attack) rival squads.</strong></p></div></div><p>I entered one story mission and quickly discovered that my team of randoms was absolutely terrible, with no apparent interest in actually completing our tasks, so I beelined to a nearby enemy squad shouting “friendly” until they sent me the invite to join them. I quickly led my new friends right back to my useless former teammates, and took great pleasure in helping mow them down to steal all their gear.</p><p>No two games feel the same, and if that wasn’t reason enough to keep coming back, Hajin itself is a treat to explore. It’s big, beautiful, and filled with a variety of aesthetically distinct zones ranging from freezing cold, abandoned North Korean villages to the rusty ruins of the South Korean city and even some of the barren outskirts of Russia. Even when you’ve seen it all, the dynamic weather effects can still take you by surprise, introducing challenging conditions like dense fog or heavy rainstorms that make it more difficult to navigate and spot foes.</p><p>DMZ would be a strong offering as a standalone extraction shooter game, so it represents incredible value when bundled in alongside the rest of the <em>Modern Warfare 4 </em>package. This is a mode that I’m going to be coming back to time and time again in the weeks and months ahead.</p><h2 id="a-fresh-start">A fresh start</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="RGjVhLvsyRW4VJhizAXt65" name="20261023093831_2" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." src="https://cdn.mos.cms.futurecdn.net/RGjVhLvsyRW4VJhizAXt65-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Activision)</span></figcaption></figure><p>Of course, no <em>Call of Duty </em>game is complete without a robust suite of core multiplayer modes, and <em>Modern Warfare 4 </em>delivers a truly superb experience across the board in this regard. The pacing of matches is perfect: noticeably snappier than the comparatively pedestrian battles of <em>Modern Warfare II </em>but not as overwhelmingly rapid as the wall-jumping, hip-firing action of <em>Black Ops 7</em>. </p><p>Fast movement helps you navigate the smaller maps of classic modes like Team Deathmatch or Kill Confirmed quickly so you’re always encountering new enemies to fight, keeping the excitement high. Focusing on tactical positioning is still rewarded, thanks to a finely tuned TTK (time to kill) that gives the player who lands the first hit an advantage, but not a guaranteed victory against particularly skilled opponents. New traversal mechanics like a ledge grab that lets you hang off the side of buildings and objects are seamlessly implemented too, opening up new exciting opportunities on every battlefield.</p><p>As I <a href="https://www.techradar.com/gaming/a-generational-call-of-duty-game-after-almost-ten-hours-hands-on-i-think-modern-warfare-4-could-revolutionize-the-long-running-series#viafoura-comments">noted in my impressions of the <em>Modern Warfare 4</em> beta</a>, the overhauled ballistic system is far more than a marketing bullet point and genuinely impacts how you engage with weapons by accurately simulating the trajectory of bullets based on the position of your muzzle. In practical terms, it means being able to reliably hit shots when quickly shooting from the hip, which gives you a chance against players that slide around corners with SMGs at breakneck speeds to try and catch you off guard.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check="" ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="g9uCtkt99LZERHA2Scxeu4" name="20261023092316_1" alt="A Call of Duty: Modern Warfare 4 screenshot captured on PC." src="https://cdn.mos.cms.futurecdn.net/g9uCtkt99LZERHA2Scxeu4-1920-80.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline" /></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Activision)</span></figcaption></figure><p>The guns themselves are all fantastic to use, with best-in-class model fidelity, impactful sound effects, and slick animations. There’s a great variety in the arsenal to boot, which spans from modern assault rifles to the antique WWII gear used by the real-world North Korean military. GUNNY, a new automated helper smartly built into the gunsmith system, makes it easier than ever to tweak your attachments for that perfect build. While I will always prefer poring over the detailed stats, giving newcomers the ability to automatically create good attachment setups based on their specific playstyles helps keep the playing field even. </p><p>As for the maps, they’re some of the best that we’ve had in recent years. They’re definitely on the smaller side unless you dive into the massive Ground War: Combat Outpost mode (which plays almost like a<em> Battlefield </em>match), though none of them stand out as suffering from poorly balanced spawn points or unfair sightlines. They’re visually stunning. Those taking place in South Korea, such as Silkworm, stand out particularly with their lavishly detailed streets, while little animated intros grant each arena a distinct visual identity.</p><p>Wrap all of this up in a slick UI that finally doesn’t look like the Netflix home screen, and it’s hard not to come to the conclusion that <em>Modern Warfare 4 </em>is going to reshape the direction of the long-running series going forward. If I had to truly nitpick, I would fault the lack of faction divisions in the operator lineup – being able to tell at a glance which team a player is on without having to rely on the red enemy indicator would help readability.</p><p>For something this insignificant to be my only complaint is a testament to how strong the<em> Call of Duty: Modern Warfare 4 </em>package is</p><h2 id="should-i-play-call-of-duty-modern-warfare-4">Should I play Call of Duty: Modern Warfare 4?</h2><h2 id="play-it-if-5">Play it if…</h2><div class="product"><p><strong>You’ve been waiting for a triumphant return</strong><br />If you’ve skipped the last few <em>Call of Duty </em>titles in order to wait for the franchise’s next big hit, then <em>Modern Warfare 4 </em>is it. There’s never been a better time to dive back in.</p></div><div class="product"><p><strong>You want an unbeatable package</strong><br />Thanks to a strong single-player mode and excellent core multiplayer experience, <em>Call of Duty: Modern Warfare 4 </em>represents excellence across the board. You even get an entire, engaging extraction shooter thrown in with the included DMZ mode.</p></div><div class="product"><p><strong>You love the Modern Warfare story</strong><br /><em>Modern Warfare 4 </em>brings the latest <em>Modern Warfare </em>narrative to a satisfying and definitive conclusion that’s well worth experiencing if you’ve played the previous entries.</p></div><h2 id="don-t-play-it-if-4">Don’t play it if…</h2><div class="product"><p><strong>You prefer the faster pace of Black Ops 7</strong><br /><em>Modern Warfare 4 </em>is a fast-paced game as far as <em>Call of Duty</em> goes, but engagements are still not as rapid as in <em>Black Ops 7</em>. Stick with last year's instalment if you prefer that style of play.</p></div><h2 id="accessibility-features-5">Accessibility features</h2><p>As with most modern <em>Call of Duty </em>games, there is an expansive selection of accessibility settings. This includes a wide selection of visual presets designed to enhance readability, as well as an assortment of subtitle options for the campaign. </p><p>The controls are also highly customizable, with full remapping supported whether you’re using a keyboard and mouse or a controller. You can also tweak aim assist settings and enable presets designed to reduce motor strain.</p><h2 id="how-i-reviewed-call-of-duty-modern-warfare-4">How I reviewed Call of Duty: Modern Warfare 4</h2><p>I played more than 25 hours of <em>Call of Duty: Modern Warfare 4 </em>for the purpose of this review. This included a full playthrough of the campaign, multiple DMZ sessions both solo and with a friend, and plenty of multiplayer. I also drew on my experience playing more than ten hours of the game’s beta, and some extra hands-on time in a studio visit earlier this year.</p><p>I tested everything on PC using a 5070 Ti-powered model by retailer Sca with a compact Corsair 2000d RGB Airflow case, Asus ROG Strix B860-I Gaming Wifi motherboard, Intel Core Ultra 7 265K CPU, a 2TB WD Black SN770 SSD, 32GB of DDR5 Corsair Vengeance RAM, and an Nvidia 5070 Ti manufactured by Asus. This setup lets me play smoothly on custom graphics settings at 1080p with most options set to High.</p><p>For peripherals, I used the new <a href="https://www.techradar.com/computing/logitech-g-pro-x2-rapid-review">Logitech G Pro X2 Rapid keyboard</a> and <a href="https://www.techradar.com/computing/logitech-g-pro-x3-superstrike-review">Logitech G Pro X3 SuperStrike mouse</a> throughout my time with the game.</p><p><em>First reviewed October 2026</em></p>
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                                                            <title><![CDATA[ Nacon announces the Revolution Pro X – Special Edition, a new Hell Is Us-inspired Xbox controller offering 'joystick tension adjustment, Hall Effect sensors, and micro-switch combine technologies' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Nacon reveals its officially licensed Xbox controller, the Revolution Pro X – Special Edition</strong></li><li><strong>The controller design is inspired by </strong><em><strong>Hell Is Us</strong></em><strong> and is now available for £109.99 / $129.90 / €129.99</strong></li><li><strong>It combines mechanical fine-tuning for all playstyles and tournament-grade precision</strong></li></ul><p>Nacon has announced the Revolution Pro X – Special Edition, its new officially licensed Xbox wireless controller inspired by Rogue Factor's action-adventure game, <a href="https://www.techradar.com/gaming/hell-is-us-is-review"><em>Hell Is Us</em></a>.</p><p>Revolution Pro X – Special Edition is designed for competitive gaming and combines mechanical tuning and tournament-grade precision, allowing players on PC, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, <a href="https://www.techradar.com/reviews/xbox-series-s">Xbox Series S</a>, <a href="https://www.techradar.com/reviews/original-2013-xbox-one">Xbox One</a>, and Smart TVs to customize controls to suit their playstyle.</p><p>Available now at <a href="https://www.nacongaming.com/en-US/xbox-revolution-pro-x-special-edition" target="_blank">NaconGaming</a> for £109.99 / $129.90 / €129.99, the jet-black controller features a minimalist whorl design inspired by <em>Hell Is Us</em> and features contactless Hall Effect joysticks and instant triggers equipped with micro-switches "without mechanical wear," plus two programmable shortcut buttons on the back.</p><p>It also offers four vibration motors, two programmable rear buttons, a 2.4 GHz wireless dongle, and a 3 m detachable braided USB-C cable.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/xE3Zj_xrydU" allowfullscreen=""></iframe></div></div><p>"Its control ring lets you adjust the mechanical tension of the joysticks with a single gesture to prioritize either fast movements or precise aiming, depending on the situation," Nacon said.</p><p>When connected to a PC, it offers a wired mode with a 1,000 Hz polling rate and matches a claimed latency of 1 ms, prioritizing responsiveness in fast-paced games like first-person shooters.</p><p>"With the Revolution Pro X – SE, we wanted to offer a full-featured precision controller at a competitive price,” says Yannick Allaert, director of Nacon's accessories division.</p><p>"Its joystick tension adjustment, Hall Effect sensors, and micro-switch combine technologies designed to allow every player to tailor their controls to their playing style."</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/nacon-announces-the-revolution-pro-x-special-edition-a-new-hell-is-us-inspired-xbox-controller-offering-joystick-tension-adjustment-hall-effect-sensors-and-micro-switch-combine-technologies</link>
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                            <![CDATA[ Nacon has announced the Revolution Pro X – Special Edition, its new officially licensed Xbox wireless controller inspired by Rogue Factor's Hell Is Us. ]]>
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                                                                        <pubDate>Fri, 23 Oct 2026 13:29:50 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Nacon Revolution Pro X – Special Edition]]></media:description>                                                            <media:text><![CDATA[Nacon Revolution Pro X – Special Edition]]></media:text>
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                                <ul><li><strong>Nacon reveals its officially licensed Xbox controller, the Revolution Pro X – Special Edition</strong></li><li><strong>The controller design is inspired by </strong><em><strong>Hell Is Us</strong></em><strong> and is now available for £109.99 / $129.90 / €129.99</strong></li><li><strong>It combines mechanical fine-tuning for all playstyles and tournament-grade precision</strong></li></ul><p>Nacon has announced the Revolution Pro X – Special Edition, its new officially licensed Xbox wireless controller inspired by Rogue Factor's action-adventure game, <a href="https://www.techradar.com/gaming/hell-is-us-is-review"><em>Hell Is Us</em></a>.</p><p>Revolution Pro X – Special Edition is designed for competitive gaming and combines mechanical tuning and tournament-grade precision, allowing players on PC, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, <a href="https://www.techradar.com/reviews/xbox-series-s">Xbox Series S</a>, <a href="https://www.techradar.com/reviews/original-2013-xbox-one">Xbox One</a>, and Smart TVs to customize controls to suit their playstyle.</p><p>Available now at <a href="https://www.nacongaming.com/en-US/xbox-revolution-pro-x-special-edition" target="_blank">NaconGaming</a> for £109.99 / $129.90 / €129.99, the jet-black controller features a minimalist whorl design inspired by <em>Hell Is Us</em> and features contactless Hall Effect joysticks and instant triggers equipped with micro-switches "without mechanical wear," plus two programmable shortcut buttons on the back.</p><p>It also offers four vibration motors, two programmable rear buttons, a 2.4 GHz wireless dongle, and a 3 m detachable braided USB-C cable.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/xE3Zj_xrydU" allowfullscreen=""></iframe></div></div><p>"Its control ring lets you adjust the mechanical tension of the joysticks with a single gesture to prioritize either fast movements or precise aiming, depending on the situation," Nacon said.</p><p>When connected to a PC, it offers a wired mode with a 1,000 Hz polling rate and matches a claimed latency of 1 ms, prioritizing responsiveness in fast-paced games like first-person shooters.</p><p>"With the Revolution Pro X – SE, we wanted to offer a full-featured precision controller at a competitive price,” says Yannick Allaert, director of Nacon's accessories division.</p><p>"Its joystick tension adjustment, Hall Effect sensors, and micro-switch combine technologies designed to allow every player to tailor their controls to their playing style."</p>
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                                                            <title><![CDATA[ Good news for World of Warcraft: Forever players: Blizzard has extended the beta and is opening WoW name reservations ahead of the game's November launch ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>World of Warcraft: Forever</strong></em><strong>'s beta has been extended until October 23</strong></li><li><strong>Beta users will have more time to play the game ahead of the MMO's November 4 launch</strong></li><li><strong>Early name reservations will also be available from October 27 through November 3</strong></li></ul><p>Blizzard Entertainment has extended the <a href="https://www.techradar.com/gaming/pc-gaming/wow-forever-has-me-excited-but-blizzard-needs-to-tread-carefully-the-player-base-will-be-seriously-split-in-its-current-state"><em>World of Warcraft: Forever</em></a> beta, giving those with access additional playtime in Azeroth, ahead of the game's official release.</p><p><em>WoW: Forever</em> is set to launch on November 4, and the popular beta period was initially supposed to end on October 20. However, Blizzard has announced on <a href="https://x.com/Warcraft/status/2112653802939855222?s=20" target="_blank">X</a> that it's now extended to October 23 at 10 AM PT / 1 PM ET / 6 PM BST.</p><p>In addition, the studio has confirmed that <a href="https://worldofwarcraft.blizzard.com/en-us/news/24303866/claim-your-world-of-warcraft-forever-character-names" target="_blank">early name reservations</a> for<em> Forever</em> will be available from October 27 through November 3, "giving players an opportunity to secure the names that will become part of their adventures in Azeroth."</p><p>During this period, eligible players, including those who have pre-purchased the Skyborne Heroic Pack, Skyborne Epic Pack, limited-time Warcraft Forever Collection, the Digital Upgrade, or Collector’s Edition, can create and reserve names for up to three characters total across all Rulesets.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2112653802939855222"><p lang="en" dir="ltr">Good News, Everyone!Starting Oct 27, reserve your first THREE characters’ names for WoW: Forever!The Beta is also extending to 10 AM PDT on Oct 23 🚨Full details: https://t.co/Ydqh6rzb6b https://t.co/SEhcMgg9bV<a href="https://twitter.com/cantworkitout/status/2112653802939855222">October 20, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>"This means that if you create two on a PvP Ruleset, you’ll only be able to create one more character in a Normal or Role-Play Ruleset," Blizzard explained. "This restriction only applies to Early Name Reservation."</p><p>TechRadar Gaming recently interviewed Blizzard about <em>WoW: Forever</em>, including the MMO's <a href="https://www.techradar.com/gaming/why-no-high-or-blood-elves-blizzard-speaks-on-wow-forevers-controversial-new-skyborne-race-we-may-occasionally-make-a-bold-choice">controversial new Skyborne race available to both Alliance and Horde</a>.</p><p>The team said it has a "great story" to tell with the Skyborne and, regarding its decision to make Skyborne accessible to both factions, it said, "it’s mostly to try and avoid a potentially avoidable population swing."</p><p>Blizzard also confirmed <a href="https://www.techradar.com/gaming/can-fans-expect-goblins-or-vulpera-in-wow-forever-blizzard-says-it-has-no-plans-to-add-modern-wow-races-to-the-game-our-main-focus-for-the-game-is-to-build-off-the-foundational-lore-of-warcraft">it doesn't plan to add any modern <em>WoW </em>races since the game exists in its own timeline</a>, while sharing its <a href="https://www.techradar.com/gaming/blizzard-explains-its-philosophy-for-classic-plus-the-wow-forever-team-on-the-design-pillars-it-uses-to-stay-true-to-the-core-design-pacing-and-tone-of-the-original-game">design philosophy for creating an authentic "Classic Plus" experience</a>, and <a href="https://www.techradar.com/gaming/blizzard-issues-stark-warning-to-wow-forever-gold-buyers-engaging-in-rmt-is-not-worth-putting-your-account-at-risk">that it's actively working to combat real-money trading (RMT) in <em>WoW: Forever</em></a>.</p><p><em>WoW: Forever</em>'s <a href="https://www.techradar.com/gaming/wow-forevers-classes-wont-be-modernized-but-blizzard-has-added-some-new-mechanics-for-engaging-depth-as-some-classes-in-world-of-warcraft-classic-were-too-simple">classes also won't be modernized, but will receive "engaging depth."</a></p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/good-news-for-world-of-warcraft-forever-players-blizzard-has-extended-the-beta-and-is-opening-wow-name-reservations-ahead-of-the-games-november-launch</link>
                                                                            <description>
                            <![CDATA[ Blizzard has extended the World of Warcraft: Forever beta, giving those with access additional playtime in Azeroth ahead of the game's official launch. ]]>
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                                                                        <pubDate>Thu, 22 Oct 2026 16:16:47 +0000</pubDate>                                                                                                                                <updated>Fri, 23 Oct 2026 07:38:43 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[World of Warcraft: Forever]]></media:description>                                                            <media:text><![CDATA[World of Warcraft: Forever]]></media:text>
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                                <ul><li><em><strong>World of Warcraft: Forever</strong></em><strong>'s beta has been extended until October 23</strong></li><li><strong>Beta users will have more time to play the game ahead of the MMO's November 4 launch</strong></li><li><strong>Early name reservations will also be available from October 27 through November 3</strong></li></ul><p>Blizzard Entertainment has extended the <a href="https://www.techradar.com/gaming/pc-gaming/wow-forever-has-me-excited-but-blizzard-needs-to-tread-carefully-the-player-base-will-be-seriously-split-in-its-current-state"><em>World of Warcraft: Forever</em></a> beta, giving those with access additional playtime in Azeroth, ahead of the game's official release.</p><p><em>WoW: Forever</em> is set to launch on November 4, and the popular beta period was initially supposed to end on October 20. However, Blizzard has announced on <a href="https://x.com/Warcraft/status/2112653802939855222?s=20" target="_blank">X</a> that it's now extended to October 23 at 10 AM PT / 1 PM ET / 6 PM BST.</p><p>In addition, the studio has confirmed that <a href="https://worldofwarcraft.blizzard.com/en-us/news/24303866/claim-your-world-of-warcraft-forever-character-names" target="_blank">early name reservations</a> for<em> Forever</em> will be available from October 27 through November 3, "giving players an opportunity to secure the names that will become part of their adventures in Azeroth."</p><p>During this period, eligible players, including those who have pre-purchased the Skyborne Heroic Pack, Skyborne Epic Pack, limited-time Warcraft Forever Collection, the Digital Upgrade, or Collector’s Edition, can create and reserve names for up to three characters total across all Rulesets.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2112653802939855222"><p lang="en" dir="ltr">Good News, Everyone!Starting Oct 27, reserve your first THREE characters’ names for WoW: Forever!The Beta is also extending to 10 AM PDT on Oct 23 🚨Full details: https://t.co/Ydqh6rzb6b https://t.co/SEhcMgg9bV<a href="https://twitter.com/cantworkitout/status/2112653802939855222">October 20, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></div><p>"This means that if you create two on a PvP Ruleset, you’ll only be able to create one more character in a Normal or Role-Play Ruleset," Blizzard explained. "This restriction only applies to Early Name Reservation."</p><p>TechRadar Gaming recently interviewed Blizzard about <em>WoW: Forever</em>, including the MMO's <a href="https://www.techradar.com/gaming/why-no-high-or-blood-elves-blizzard-speaks-on-wow-forevers-controversial-new-skyborne-race-we-may-occasionally-make-a-bold-choice">controversial new Skyborne race available to both Alliance and Horde</a>.</p><p>The team said it has a "great story" to tell with the Skyborne and, regarding its decision to make Skyborne accessible to both factions, it said, "it’s mostly to try and avoid a potentially avoidable population swing."</p><p>Blizzard also confirmed <a href="https://www.techradar.com/gaming/can-fans-expect-goblins-or-vulpera-in-wow-forever-blizzard-says-it-has-no-plans-to-add-modern-wow-races-to-the-game-our-main-focus-for-the-game-is-to-build-off-the-foundational-lore-of-warcraft">it doesn't plan to add any modern <em>WoW </em>races since the game exists in its own timeline</a>, while sharing its <a href="https://www.techradar.com/gaming/blizzard-explains-its-philosophy-for-classic-plus-the-wow-forever-team-on-the-design-pillars-it-uses-to-stay-true-to-the-core-design-pacing-and-tone-of-the-original-game">design philosophy for creating an authentic "Classic Plus" experience</a>, and <a href="https://www.techradar.com/gaming/blizzard-issues-stark-warning-to-wow-forever-gold-buyers-engaging-in-rmt-is-not-worth-putting-your-account-at-risk">that it's actively working to combat real-money trading (RMT) in <em>WoW: Forever</em></a>.</p><p><em>WoW: Forever</em>'s <a href="https://www.techradar.com/gaming/wow-forevers-classes-wont-be-modernized-but-blizzard-has-added-some-new-mechanics-for-engaging-depth-as-some-classes-in-world-of-warcraft-classic-were-too-simple">classes also won't be modernized, but will receive "engaging depth."</a></p>
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                                                            <title><![CDATA[ Stranger Than Heaven director says 'it was really important' for RGG that 'the player experience the whole life of a man' and that the story's 50-year timeline was essential to depicting how a yakuza organization is built ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Stranger Than Heaven</strong></em><strong> director Mikinobu Abe explains why the game's story spanning decades is being told in one game instead of multiple titles</strong></li><li><strong>Abe says it was "a week isn't enough to tell the story" of how a yakuza organisation is built</strong></li><li><strong>The director says the era-spanning story worked best when framed around a man's life</strong></li></ul><p><a href="https://www.techradar.com/gaming/fighting-enemies-in-stranger-than-heaven-feels-a-bit-like-wading-through-soup-sloppy-and-slow"><em>Stranger Than Heaven</em></a><em> </em>director Mikinobu Abe has explained why RGG Studios chose to tell an era-spanning story in one game, rather than across multiple titles.</p><p>"The whole starting point was that we wanted to depict why, or how, someone would create such an organisation like a yakuza organisation," Abe said in an interview with TechRadar Gaming. </p><p><em>Stranger Than Heaven</em> centers on the main character, Makoto Daito, and the origins of a Yakuza organisation spanning 50 years across five cities in Japan, and Abe explained that the initial idea of containing the story within a smaller timeframe simply didn't work for the team's vision.</p><p>"We started from there, and while we were creating the narrative, we started to slowly realise that a week isn't enough to tell the story," he added. "We then explored how much time we needed to tell the narrative of a man who's going to build a gigantic yakuza organisation."</p><p>Abe went on to explain that this story worked best when framed around a man's life (Daito's) and realized it was the best outcome instead of splitting the story across multiple games, despite how long the narrative is.</p><p>"It was really important for us that the player experience the whole life of a man, because we wanted to tell this epic story of how the organisation became an organisation," he said. </p><p>"The timespan needed for that was basically a man's life. So, if we split it, people are going to experience it separately. But again, the main focus of the narrative was to tell why he created this organisation, and the timespan needed to tell that story was a life."</p><p>The director added, "So we just decided to create it and do it in one game. I will also say that the game itself is pretty long, but I'm quite satisfied with what we’ve built."</p><p><em>Stranger Than Heaven</em> launches on January 15, 2027, for <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a> and <a href="https://www.techradar.com/gaming/xbox-series-s-1tb-review">Series S</a>, and PC.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/stranger-than-heaven-director-says-it-was-really-important-for-rgg-that-the-player-experience-the-whole-life-of-a-man-and-that-the-storys-50-year-timeline-was-essential-to-depicting-how-a-yakuza-organization-is-built</link>
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                            <![CDATA[ Stranger Than Heaven director Mikinobu Abe has explained why RGG Studios chose to tell an era-spanning story in one game, rather than across multiple titles. ]]>
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                                                                        <pubDate>Thu, 22 Oct 2026 16:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ James Pickard ]]></dc:contributor>
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                                                                                                                                                                                                                                    <media:description><![CDATA[A Stranger Than Heaven promotional image showing a playable character and a handful of enemies.]]></media:description>                                                            <media:text><![CDATA[A Stranger Than Heaven promotional image showing a playable character and a handful of enemies.]]></media:text>
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                                <ul><li><em><strong>Stranger Than Heaven</strong></em><strong> director Mikinobu Abe explains why the game's story spanning decades is being told in one game instead of multiple titles</strong></li><li><strong>Abe says it was "a week isn't enough to tell the story" of how a yakuza organisation is built</strong></li><li><strong>The director says the era-spanning story worked best when framed around a man's life</strong></li></ul><p><a href="https://www.techradar.com/gaming/fighting-enemies-in-stranger-than-heaven-feels-a-bit-like-wading-through-soup-sloppy-and-slow"><em>Stranger Than Heaven</em></a><em> </em>director Mikinobu Abe has explained why RGG Studios chose to tell an era-spanning story in one game, rather than across multiple titles.</p><p>"The whole starting point was that we wanted to depict why, or how, someone would create such an organisation like a yakuza organisation," Abe said in an interview with TechRadar Gaming. </p><p><em>Stranger Than Heaven</em> centers on the main character, Makoto Daito, and the origins of a Yakuza organisation spanning 50 years across five cities in Japan, and Abe explained that the initial idea of containing the story within a smaller timeframe simply didn't work for the team's vision.</p><p>"We started from there, and while we were creating the narrative, we started to slowly realise that a week isn't enough to tell the story," he added. "We then explored how much time we needed to tell the narrative of a man who's going to build a gigantic yakuza organisation."</p><p>Abe went on to explain that this story worked best when framed around a man's life (Daito's) and realized it was the best outcome instead of splitting the story across multiple games, despite how long the narrative is.</p><p>"It was really important for us that the player experience the whole life of a man, because we wanted to tell this epic story of how the organisation became an organisation," he said. </p><p>"The timespan needed for that was basically a man's life. So, if we split it, people are going to experience it separately. But again, the main focus of the narrative was to tell why he created this organisation, and the timespan needed to tell that story was a life."</p><p>The director added, "So we just decided to create it and do it in one game. I will also say that the game itself is pretty long, but I'm quite satisfied with what we’ve built."</p><p><em>Stranger Than Heaven</em> launches on January 15, 2027, for <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a> and <a href="https://www.techradar.com/gaming/xbox-series-s-1tb-review">Series S</a>, and PC.</p>
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                                                            <title><![CDATA[ EA says it's 'bringing together our Respawn and DICE studios to collaborate on a future project' that is reportedly Star Wars Battlefront 3 ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Electronic Arts has confirmed it will "be bringing together" its "Respawn and DICE studios to collaborate on a future project"</strong></li><li><strong>Multiple sources have confirmed with Variety that it is </strong><em><strong>Star Wars Battlefront 3</strong></em></li><li><strong>The confirmation comes as EA shuts down BioWare and lays off 400 staff members across all studios</strong></li></ul><p><em>Star Wars Battlefront 3</em> is reportedly in development after Electronic Arts confirmed that Respawn and DICE will work collaboratively on a new project.</p><p>According to <a href="https://variety.com/2026/digital/news/ea-layoffs-bioware-shutting-down-respawn-dice-star-wars-battlefront-3-1236918715/" target="_blank">Variety</a>, EA’s Cam Weber, president and chief studio officer, and David Tinson, president and COO, have confirmed the publisher is leaning into live-service online games after seeing success with <a href="https://www.techradar.com/gaming/battlefield-6-review"><em>Battlefield 6</em></a>.</p><p>The executives said the game was "a great success, and we learned a lot from the launch and the live service" and alongside more <em>Battlefield</em> titles, "we’ll be bringing together our Respawn and DICE studios to collaborate on a future project."</p><p>EA didn't specify what this project is; however, Variety confirmed with "multiple sources" that the game is <em>Star Wars Battlefront 3</em>. The game has made headlines recently, with initial reports claiming it was to be developed at DICE alongside <em>Destiny</em> developer Bungie.</p><p><a href="https://www.techradar.com/news/star-wars-battlefront-2-ea-review"><em>Star Wars Battlefront 2</em></a> launched in 2017, but live-service support ended in 2020, leaving the popular online multiplayer game in the dust with no further content updates, and it was thought the series was on ice.</p><p>Saudi Arabia’s Public Investment Fund, Silver Lake, and Affinity Partners acquired EA in September 2025, but the deal wasn't officially closed until August 2026, making the restructuring the publisher's first major move.</p><p>Alongside Respawn and DICE's project, EA will continue to "invest heavily” in the <em>Apex Legends</em> franchise over the next few years, with plans to introduce new multiplayer modes and other content, and has committed to delivering "our two huge launches coming up," which are <em>Marvel's Iron Man</em> and <em>Star Wars Jedi 3</em>. </p><p>It also plans to continue supporting EA Sports, with two new projects in development, <em>The Sims</em> franchise and <em>Skate</em>. </p><p>Unfortunately, it's not all good news. The executive's plan also included a major restructuring across its studios and projects, resulting in 400 layoffs and <a href="https://www.techradar.com/gaming/were-now-entering-an-era-where-the-name-bioware-wont-show-up-anymore-when-discussing-upcoming-rpgs-the-game-industry-reacts-to-the-shuttering-of-legendary-mass-effect-and-dragon-age-studio-bioware">the permanent shutdown of the legendary <em>Dragon Age</em> and <em>Mass Effect</em> studio, BioWare</a>.</p><p>Roughly 50 people were laid off from the studio, and work on <em>Mass Effect 5</em> has been canceled.</p><p><a href="https://www.techradar.com/gaming/i-believe-we-were-making-something-special-bioware-dev-says-the-now-canceled-mass-effect-5-offered-a-level-of-autonomy-and-choice-that-no-other-game-has-been-able-to-match">Former BioWare cinematic supervisor Tony de Waal has spoken up about the studio's closure</a>, saying that <em>Mass Effect 5</em> would have offered "a level of autonomy and choice that no other game has been able to match"</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/ea-says-its-bringing-together-our-respawn-and-dice-studios-to-collaborate-on-a-future-project-that-is-reportedly-star-wars-battlefront-3</link>
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                            <![CDATA[ Star Wars Battlefront 3 is reportedly in development after EA confirmed that Respawn and DICE will work collaboratively on a new project. ]]>
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                                                                        <pubDate>Thu, 22 Oct 2026 15:50:17 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ Demi Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SiRXfu45Rgb9q2o2RxtUPm-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Demi is a freelance games journalist who helps cover gaming news at TechRadar. She&#039;s been a games writer for five years and has written for outlets such as GameSpot, NME, and GamesRadar, covering news, features, and reviews. Outside of writing, she plays a lot of RPGs and talks far too much about &lt;em&gt;Star Wars &lt;/em&gt;on X.&lt;/p&gt; ]]></dc:description>
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                                <ul><li><strong>Electronic Arts has confirmed it will "be bringing together" its "Respawn and DICE studios to collaborate on a future project"</strong></li><li><strong>Multiple sources have confirmed with Variety that it is </strong><em><strong>Star Wars Battlefront 3</strong></em></li><li><strong>The confirmation comes as EA shuts down BioWare and lays off 400 staff members across all studios</strong></li></ul><p><em>Star Wars Battlefront 3</em> is reportedly in development after Electronic Arts confirmed that Respawn and DICE will work collaboratively on a new project.</p><p>According to <a href="https://variety.com/2026/digital/news/ea-layoffs-bioware-shutting-down-respawn-dice-star-wars-battlefront-3-1236918715/" target="_blank">Variety</a>, EA’s Cam Weber, president and chief studio officer, and David Tinson, president and COO, have confirmed the publisher is leaning into live-service online games after seeing success with <a href="https://www.techradar.com/gaming/battlefield-6-review"><em>Battlefield 6</em></a>.</p><p>The executives said the game was "a great success, and we learned a lot from the launch and the live service" and alongside more <em>Battlefield</em> titles, "we’ll be bringing together our Respawn and DICE studios to collaborate on a future project."</p><p>EA didn't specify what this project is; however, Variety confirmed with "multiple sources" that the game is <em>Star Wars Battlefront 3</em>. The game has made headlines recently, with initial reports claiming it was to be developed at DICE alongside <em>Destiny</em> developer Bungie.</p><p><a href="https://www.techradar.com/news/star-wars-battlefront-2-ea-review"><em>Star Wars Battlefront 2</em></a> launched in 2017, but live-service support ended in 2020, leaving the popular online multiplayer game in the dust with no further content updates, and it was thought the series was on ice.</p><p>Saudi Arabia’s Public Investment Fund, Silver Lake, and Affinity Partners acquired EA in September 2025, but the deal wasn't officially closed until August 2026, making the restructuring the publisher's first major move.</p><p>Alongside Respawn and DICE's project, EA will continue to "invest heavily” in the <em>Apex Legends</em> franchise over the next few years, with plans to introduce new multiplayer modes and other content, and has committed to delivering "our two huge launches coming up," which are <em>Marvel's Iron Man</em> and <em>Star Wars Jedi 3</em>. </p><p>It also plans to continue supporting EA Sports, with two new projects in development, <em>The Sims</em> franchise and <em>Skate</em>. </p><p>Unfortunately, it's not all good news. The executive's plan also included a major restructuring across its studios and projects, resulting in 400 layoffs and <a href="https://www.techradar.com/gaming/were-now-entering-an-era-where-the-name-bioware-wont-show-up-anymore-when-discussing-upcoming-rpgs-the-game-industry-reacts-to-the-shuttering-of-legendary-mass-effect-and-dragon-age-studio-bioware">the permanent shutdown of the legendary <em>Dragon Age</em> and <em>Mass Effect</em> studio, BioWare</a>.</p><p>Roughly 50 people were laid off from the studio, and work on <em>Mass Effect 5</em> has been canceled.</p><p><a href="https://www.techradar.com/gaming/i-believe-we-were-making-something-special-bioware-dev-says-the-now-canceled-mass-effect-5-offered-a-level-of-autonomy-and-choice-that-no-other-game-has-been-able-to-match">Former BioWare cinematic supervisor Tony de Waal has spoken up about the studio's closure</a>, saying that <em>Mass Effect 5</em> would have offered "a level of autonomy and choice that no other game has been able to match"</p>
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