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                            <title><![CDATA[ Latest from TechRadar NZ in Pc-gaming ]]></title>
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                                                            <title><![CDATA[ Rainbow Six Tactics game director says players can't repeatedly play their favorite Operators because of the game's fatigue and injury system — 'It's a way to push players to use their tools and shuffle their roster' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Rainbow Six Tactics</strong></em><strong> game director Martial Potron says the game's fatigue and injury system will encourage players to try other Operators</strong></li><li><strong>Operators can go out of commission if they're injured, pushing players to shuffle through the roster</strong></li><li><strong>Potron says this also reminds players that Operators are "human"</strong></li></ul><p><a href="https://www.techradar.com/gaming/rainbow-six-tactics-game-director-says-the-xcom-style-turn-based-genre-felt-like-a-natural-fit-for-the-spin-off-when-you-look-at-rainbow-six-its-dna-is-tactical-its-just-that-its-first-person"><em>Rainbow Six Tactics</em></a> won't let fans repeatedly play the same Operator like in <em>Rainbow Six Siege</em>, but will encourage players to experiment with the entire roster using two new gameplay systems instead.</p><p><em>Rainbow Six Siege</em> fans have a favorite Operator, whether it's Ash, Smoke, Fuze, Hibana, or someone else on the massive roster. But in <em>Rainbow Six Tactics</em>, Ubisoft's turn-based tactics spin-off, the fatigue and injury systems will force players to try other characters across a variety of missions.</p><p>"It's a way to push players to use their tools and shuffle their roster," game director Martial Potron told TechRadar Gaming at Gamescom. "So fatigue is one way, injuries is another way."</p><p>Potron explained that Operators are human beings, so it makes sense that these special agents will be out of commission for some time if they get injured during a mission; unlike in <em>Siege,</em> where objective-based game rounds will reset a player's health each time.</p><p>"I think it's also a good way to remind people that Operators are humans," the director said. "A bullet is a bullet. It's very dangerous. That's why reconning is important. If you don't recon, it may happen that there is someone hidden and he shoots you, and and you get you get injured. You don't have your Operator for two missions."</p><p>He added that the fatigue system serves the same purpose and "forces players to readjust their roster" whenever they send Operators on missions; he said this may seem negative, but the game will inform players which Operators will fit certain missions.</p><p>For example, a mission that requires players to save targets wouldn't suit Ash, who uses explosives, so a more close-range or precise Operator would be best.</p><p>"So depending on who I am facing, I will also readjust my roster because they really are meant to counter other enemies," Portron said. "So there is this negative side of humanity, and there is a positive side of Operators being very good against some part of the challenges."</p><p><em>Rainbow Six Tactics</em> arrives in 2027 for PC, <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/reviews/xbox-series-s">Xbox Series S</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/rainbow-six-tactics-game-director-says-players-cant-repeatedly-play-their-favorite-operators-because-of-the-games-fatigue-and-injury-system-its-a-way-to-push-players-to-use-their-tools-and-shuffle-their-roster</link>
                                                                            <description>
                            <![CDATA[ Rainbow Six Tactics won't let fans repeatedly play the same Operator as in Rainbow Six Siege, but will encourage players to experiment with the entire roster. ]]>
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                                                                        <pubDate>Thu, 24 Sep 2026 21:00:00 +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><em><strong>Rainbow Six Tactics</strong></em><strong> game director Martial Potron says the game's fatigue and injury system will encourage players to try other Operators</strong></li><li><strong>Operators can go out of commission if they're injured, pushing players to shuffle through the roster</strong></li><li><strong>Potron says this also reminds players that Operators are "human"</strong></li></ul><p><a href="https://www.techradar.com/gaming/rainbow-six-tactics-game-director-says-the-xcom-style-turn-based-genre-felt-like-a-natural-fit-for-the-spin-off-when-you-look-at-rainbow-six-its-dna-is-tactical-its-just-that-its-first-person"><em>Rainbow Six Tactics</em></a> won't let fans repeatedly play the same Operator like in <em>Rainbow Six Siege</em>, but will encourage players to experiment with the entire roster using two new gameplay systems instead.</p><p><em>Rainbow Six Siege</em> fans have a favorite Operator, whether it's Ash, Smoke, Fuze, Hibana, or someone else on the massive roster. But in <em>Rainbow Six Tactics</em>, Ubisoft's turn-based tactics spin-off, the fatigue and injury systems will force players to try other characters across a variety of missions.</p><p>"It's a way to push players to use their tools and shuffle their roster," game director Martial Potron told TechRadar Gaming at Gamescom. "So fatigue is one way, injuries is another way."</p><p>Potron explained that Operators are human beings, so it makes sense that these special agents will be out of commission for some time if they get injured during a mission; unlike in <em>Siege,</em> where objective-based game rounds will reset a player's health each time.</p><p>"I think it's also a good way to remind people that Operators are humans," the director said. "A bullet is a bullet. It's very dangerous. That's why reconning is important. If you don't recon, it may happen that there is someone hidden and he shoots you, and and you get you get injured. You don't have your Operator for two missions."</p><p>He added that the fatigue system serves the same purpose and "forces players to readjust their roster" whenever they send Operators on missions; he said this may seem negative, but the game will inform players which Operators will fit certain missions.</p><p>For example, a mission that requires players to save targets wouldn't suit Ash, who uses explosives, so a more close-range or precise Operator would be best.</p><p>"So depending on who I am facing, I will also readjust my roster because they really are meant to counter other enemies," Portron said. "So there is this negative side of humanity, and there is a positive side of Operators being very good against some part of the challenges."</p><p><em>Rainbow Six Tactics</em> arrives in 2027 for PC, <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/reviews/xbox-series-s">Xbox Series S</a>.</p>
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                                                            <title><![CDATA[ Rainbow Six Tactics game director says the XCOM-style turn-based genre felt like a 'natural fit' for the spin-off — 'When you look at Rainbow Six, its DNA is tactical, it's just that it's first-person' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Rainbow Six Tactics</strong></em><strong> game director Martial Potron says making the spin-off a turn-based tactics game felt like "a natural fit"</strong></li><li><strong>He explains that the "DNA" of the shooter series is tactical</strong></li><li><strong>Potron adds that the team already had experience with turn-based games, but "had to convince Ubisoft and the </strong><em><strong>Rainbow Six</strong></em><strong> team"</strong></li></ul><p><a href="https://www.techradar.com/gaming/no-you-cannot-do-the-game-100-percent-without-killing-rainbow-six-tactics-game-director-confirms-players-cant-do-a-complete-no-kill-playthrough-since-some-missions-require-players-to-kill-enemies-that-are-out-of-range-for-non-lethal-takedowns"><em>Rainbow Six Tactics</em></a> game director Martial Potron has explained why Ubisoft chose to make the upcoming spin-off a turn-based tactics game instead of keeping in line with the series' first-person style.</p><p>Speaking in an interview with TechRadar Gaming, Potron said making the next <em>Rainbow Six Siege</em> game turn-based, in the same vein as <em>XCOM</em>, felt like "a natural fit" for the development team.</p><p>"When you look at <em>Rainbow Six</em>, its DNA is tactical," he said. "It's just that it's first-person. The camera is placed in the eyes of the players. It's a real-time game. But if you look at all the DNA, finding the best line of sight, finding the best cover, finding the best targets, taking care of your operators, destruction... In fact, it's very tactical in a sense."</p><p>He continued, saying that when designing video games, you always imagine the "what-ifs" of whatever project you're working on, and reiterated that the idea of making a tactical <em>Rainbow Six</em> game "was so natural; the fact that we wanted to do that."</p><p>"It happened that in [Ubisoft] Paris we have experience with tactical shooters, but we have experience with tactical turn-based games with <em>Mario + Rabbids</em>, and we love tactical shooters and tactical turn-based games," Potron added. </p><p>"So in fact, it became a natural fit for the team and for the genre to try to do that, and we just had to convince Ubisoft and the Rainbow Six team."</p><p><em>Rainbow Six Tactics</em> launches in 2027 for PC, <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/reviews/xbox-series-s">Xbox Series S</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/rainbow-six-tactics-game-director-says-the-xcom-style-turn-based-genre-felt-like-a-natural-fit-for-the-spin-off-when-you-look-at-rainbow-six-its-dna-is-tactical-its-just-that-its-first-person</link>
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                            <![CDATA[ Rainbow Six Tactics game director Martial Potron has explained why Ubisoft chose to make the upcoming spin-off a turn-based tactics game. ]]>
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                                                                        <pubDate>Thu, 24 Sep 2026 12:15:55 +0000</pubDate>                                                                                                                                <updated>Thu, 24 Sep 2026 12:16:06 +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><em><strong>Rainbow Six Tactics</strong></em><strong> game director Martial Potron says making the spin-off a turn-based tactics game felt like "a natural fit"</strong></li><li><strong>He explains that the "DNA" of the shooter series is tactical</strong></li><li><strong>Potron adds that the team already had experience with turn-based games, but "had to convince Ubisoft and the </strong><em><strong>Rainbow Six</strong></em><strong> team"</strong></li></ul><p><a href="https://www.techradar.com/gaming/no-you-cannot-do-the-game-100-percent-without-killing-rainbow-six-tactics-game-director-confirms-players-cant-do-a-complete-no-kill-playthrough-since-some-missions-require-players-to-kill-enemies-that-are-out-of-range-for-non-lethal-takedowns"><em>Rainbow Six Tactics</em></a> game director Martial Potron has explained why Ubisoft chose to make the upcoming spin-off a turn-based tactics game instead of keeping in line with the series' first-person style.</p><p>Speaking in an interview with TechRadar Gaming, Potron said making the next <em>Rainbow Six Siege</em> game turn-based, in the same vein as <em>XCOM</em>, felt like "a natural fit" for the development team.</p><p>"When you look at <em>Rainbow Six</em>, its DNA is tactical," he said. "It's just that it's first-person. The camera is placed in the eyes of the players. It's a real-time game. But if you look at all the DNA, finding the best line of sight, finding the best cover, finding the best targets, taking care of your operators, destruction... In fact, it's very tactical in a sense."</p><p>He continued, saying that when designing video games, you always imagine the "what-ifs" of whatever project you're working on, and reiterated that the idea of making a tactical <em>Rainbow Six</em> game "was so natural; the fact that we wanted to do that."</p><p>"It happened that in [Ubisoft] Paris we have experience with tactical shooters, but we have experience with tactical turn-based games with <em>Mario + Rabbids</em>, and we love tactical shooters and tactical turn-based games," Potron added. </p><p>"So in fact, it became a natural fit for the team and for the genre to try to do that, and we just had to convince Ubisoft and the Rainbow Six team."</p><p><em>Rainbow Six Tactics</em> launches in 2027 for PC, <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/reviews/xbox-series-s">Xbox Series S</a>.</p>
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                                                            <title><![CDATA[ Diablo 4 game director says ‘it’s about damn time’ it came to Nintendo Switch 2 — and the ‘concessions we had to make are barely noticeable’ ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Diablo 4</strong></em><strong> game director Brent Gibson says, "it's about damn time" the game comes to Nintendo Switch 2</strong></li><li><strong>He says there were moments when the team thought it "impossible," but they managed to overcome the issues</strong></li><li><strong>Gibson admits there are some "concessions," but they're barely noticeable is very happy with the result</strong></li></ul><p><a href="https://www.techradar.com/reviews/diablo-4-review"><em>Diablo 4</em></a> is finally available on the Nintendo Switch 2, and while porting the game to the handheld console came with some hurdles, game director Brent Gibson is quite pleased with it.</p><p>"First off, it's about damn time," Gibson said during a press Q&A at BlizzCon that TechRadar Gaming attended. "We've wanted it on the Switch for a very long time. It's a big game. I think we've had moments where [we thought] it's impossible. There's no way we could do it. But the team that took that on? Boy, did they do an amazing job."</p><p>Gibson went on to explain how the team optimized the game for handheld, admitting that there were some issues it had to work around, but overall the team delivered, and it was worth the wait.</p><p>"The concessions we had to make are barely noticeable. I'm so impressed," he said. "There are some things that we have to do for performance, obviously, but I think the expectation once you're going to handheld, we nailed it; it's locked. </p><p>"It's fluid. It's easily readable. I love the Switch's screen, and so it pops very nicely on that screen. It was challenging. But ultimately, I think it was worth the wait for how much work we had to put into getting it in there."</p><p>Blizzard just kicked off <em>Diablo 4</em> - <a href="https://www.techradar.com/gaming/diablo-4-game-director-says-its-liberating-to-be-done-with-expansions-as-blizzard-can-continue-the-narrative-through-seasons-instead-we-completed-the-story-but-the-butterfly-effect-can-take-us-anywhere"><em>Season of Hell's Legacy</em></a>, the game's 15th season, which arrived on September 15. Fans can also look forward to <em>Diablo 5, which</em> is slated to launch in 2029. </p><p>However, Gibson has put concerns to rest and stated outright that <a href="https://www.techradar.com/gaming/diablo-4-game-director-confirms-the-end-is-not-nigh-despite-diablo-5s-announcement-and-says-players-shouldnt-worry-as-were-going-to-be-making-content-for-a-long-time-the-train-is-not-stopping"><em>Diablo 4</em> players don't need to worry about the game's future because of <em>Diablo 5</em>'s announcement</a>.</p><p>"If you're wearing the sign in the middle of Times Square that says 'The End is Nigh', the end is not nigh," he said. "We have a lot coming." </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/diablo-4-game-director-says-its-about-damn-time-it-came-to-nintendo-switch-2-and-the-concessions-we-had-to-make-are-barely-noticeable</link>
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                            <![CDATA[ Diablo 4 game director Brent Gibson has said "it's about damn time" the game comes to Nintendo Switch 2 and is quite pleased with its performance. ]]>
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                                                                        <pubDate>Thu, 24 Sep 2026 12:13:03 +0000</pubDate>                                                                                                                                <updated>Thu, 24 Sep 2026 12:13:32 +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:description><![CDATA[Diablo 4 painting pastiche of the old masters in the style of Rembrandt]]></media:description>                                                            <media:text><![CDATA[Diablo 4 painting pastiche of the old masters in the style of Rembrandt]]></media:text>
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                                <ul><li><em><strong>Diablo 4</strong></em><strong> game director Brent Gibson says, "it's about damn time" the game comes to Nintendo Switch 2</strong></li><li><strong>He says there were moments when the team thought it "impossible," but they managed to overcome the issues</strong></li><li><strong>Gibson admits there are some "concessions," but they're barely noticeable is very happy with the result</strong></li></ul><p><a href="https://www.techradar.com/reviews/diablo-4-review"><em>Diablo 4</em></a> is finally available on the Nintendo Switch 2, and while porting the game to the handheld console came with some hurdles, game director Brent Gibson is quite pleased with it.</p><p>"First off, it's about damn time," Gibson said during a press Q&A at BlizzCon that TechRadar Gaming attended. "We've wanted it on the Switch for a very long time. It's a big game. I think we've had moments where [we thought] it's impossible. There's no way we could do it. But the team that took that on? Boy, did they do an amazing job."</p><p>Gibson went on to explain how the team optimized the game for handheld, admitting that there were some issues it had to work around, but overall the team delivered, and it was worth the wait.</p><p>"The concessions we had to make are barely noticeable. I'm so impressed," he said. "There are some things that we have to do for performance, obviously, but I think the expectation once you're going to handheld, we nailed it; it's locked. </p><p>"It's fluid. It's easily readable. I love the Switch's screen, and so it pops very nicely on that screen. It was challenging. But ultimately, I think it was worth the wait for how much work we had to put into getting it in there."</p><p>Blizzard just kicked off <em>Diablo 4</em> - <a href="https://www.techradar.com/gaming/diablo-4-game-director-says-its-liberating-to-be-done-with-expansions-as-blizzard-can-continue-the-narrative-through-seasons-instead-we-completed-the-story-but-the-butterfly-effect-can-take-us-anywhere"><em>Season of Hell's Legacy</em></a>, the game's 15th season, which arrived on September 15. Fans can also look forward to <em>Diablo 5, which</em> is slated to launch in 2029. </p><p>However, Gibson has put concerns to rest and stated outright that <a href="https://www.techradar.com/gaming/diablo-4-game-director-confirms-the-end-is-not-nigh-despite-diablo-5s-announcement-and-says-players-shouldnt-worry-as-were-going-to-be-making-content-for-a-long-time-the-train-is-not-stopping"><em>Diablo 4</em> players don't need to worry about the game's future because of <em>Diablo 5</em>'s announcement</a>.</p><p>"If you're wearing the sign in the middle of Times Square that says 'The End is Nigh', the end is not nigh," he said. "We have a lot coming." </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async></script>
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                                                            <title><![CDATA[ Control Resonant at 5K2K resolution with path tracing? Yeah, it's a blast ]]></title>
                                                                                                <dc:content><![CDATA[ <div  class="fancy-box"><div class="fancy_box-title">Our 5K Test System</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Motherboard: </strong>Asus TUF Gaming B550M-Plus WiFi II<br><strong>Processor: </strong>AMD Ryzen 7 5700X3D<br><strong>CPU Cooler: </strong>Thermalright Frozen Prism240 Liquid Cooler<br><strong>GPU: </strong>Asus TUF GeForce RTX 4080 Super OC<br><strong>Storage: </strong>1TB Samsung 980, 4TB Lexar NM790<br><strong>Case: </strong>Lian Li A3 m-ATX<br><strong>RAM: </strong>Corsair Vengeance 32GB (16x2) DDR4<br><strong>PSU:</strong> Seasonic 750W<br><strong>Monitor: </strong>LG 39GX950B-B</p></div></div><p>I can't stress enough that <a href="https://www.techradar.com/gaming/control-resonant-review"><em>Control Resonant</em></a> is an absolute marvel in terms of visual enjoyment. Remedy Entertainment has crafted one of the most immersive visual experiences in gaming, doubling down on its predecessor's trippy, psychedelic, and mind-bending nature, and taking it to a new level using Nvidia's path tracing.</p><p>Putting my <a href="https://www.techradar.com/computing/gpu/nvidia-geforce-rtx-4080-super">Nvidia GeForce RTX 4080 Super</a> to the test, I ran <em>Control Resonant</em> on LG's 39-inch 5K2K OLED monitor, and I was pleasantly surprised by the significant enhancement to every detail on screen (albeit it did leave my GPU rather toasty).</p><p>At a 5120 x 2160 display resolution which is a 21:9 aspect ratio, you're getting 33% more pixels than a regular 4K gaming monitor at a 16:9 ratio, so the demand on the GPU is harder than most can handle — and even though <em>Control Resonant</em> was cooking my GPU, the frame rate was quite surprising.</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="7Ur67wB2r9J58GgQQfT5L9" name="Control Resonant 5K2K path tracing" alt="Control Resonant running at 5K2K with path tracing" src="https://cdn.mos.cms.futurecdn.net/7Ur67wB2r9J58GgQQfT5L9-1920-80.png" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/7Ur67wB2r9J58GgQQfT5L9-1920-80.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Control Resonant with path tracing enabled </span><span class="credit" itemprop="copyrightHolder">(Image credit: Remedy Entertainment)</span></figcaption></figure><p>With DLSS 4.5 Quality and Frame Generation enabled, and the high graphics and high ray tracing presets, performance remained fairly consistent within the high 50fps to low 60fps range. At 5K2K resolution, that's very reasonable, even if <em>Control Resonant</em> relies on Frame Generation to keep the gameplay smooth.</p><p>Dropping DLSS down to Performance mode pushed the frame rate to the high 80fps mark, and it's worth noting that it remained consistent even in moments of intense combat with tons of foliage and objects involved. </p><p>It's worth noting that the graphics with standard ray tracing are still fantastic, and the high (or even the medium) preset is likely the best route for any PC gamer who is using a low- to mid-range GPU (with Frame Generation). Lighting in all areas, specifically those where the Hiss is present (the really bright red zones), is phenomenal, and frankly, that applies to the experience without any ray tracing at all.</p><h2 id="path-to-victory">Path to victory</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="UpiHPTp56rCDexPDtAvJKh" name="Control Resonant" alt="Dylan posing for an attack in Control Resonant" src="https://cdn.mos.cms.futurecdn.net/UpiHPTp56rCDexPDtAvJKh-1920-80.png" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/UpiHPTp56rCDexPDtAvJKh-1920-80.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Remedy Entertainment)</span></figcaption></figure><p>However, the star of the show is path tracing, which can be enabled by switching to the ultra ray tracing preset. I instantly knew my GPU was in for a rough ride once its temperature shot up to nearly 80C — but that's to be expected when running path tracing on a 5K2K display.</p><p>With DLSS Performance and Frame Generation enabled, I was able to achieve a solid 60fps in most scenarios, with occasional dips into the high 50s during traversal and combat. This aligns well with Remedy's system requirements for<em> Control Resonant</em>, which require an <a href="https://www.techradar.com/computing/gpu/nvidia-geforce-rtx-5080-review">RTX 5080</a> for 60fps at 2160p using DLSS Performance, as the RTX 4080 Super is relatively close to this current-gen GPU for performance.</p><p>Realistically, this setup is out of the question for most gamers, as it will cost around $3,000 / £3,000 (or potentially more). LG's display is <em>very </em>expensive, sitting at $1,799.99 / £1,499 (on sale I should note), but an <a href="https://www.techradar.com/computing/monitors/alienware-aw3926qw">Alienware AW3926QW</a> 5K2K alternative might help lower the cost.</p><p>The RTX 4000 series is discontinued, but pricing for anything equivalent to the RTX 4080 Super in the current-gen line-up (an RTX 5070 Ti or RTX 5080) would cost at least $800 (much more for the latter GPU), and then you need to add the cost of the other PC parts.</p><p>Handheld gaming PCs are still expensive, but more reasonable than an entire new PC build — and I tested <em>Control Resonant</em> on my <a href="https://www.techradar.com/computing/gaming-computers/lenovo-legion-go-s-steamos">Lenovo Legion Go S</a> Z1 Extreme. That portable managed a solid 40fps on its handheld preset, and 70fps when dropping the resolution to 900p and enabling FSR Balanced with frame gen.</p><p>Overall, running <em>Control Resonant</em> at 5K2K is very demanding for any gaming PC, as expected, but I walk away shocked that it's even remotely possible given how much it elevates the gaming experience.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/pc-gaming/control-resonant-is-an-absolute-dream-at-5k2k-with-path-tracing-enabled-but-the-usd3-000-price-of-the-pc-setup-needed-for-it-is-a-real-nightmare</link>
                                                                            <description>
                            <![CDATA[ Control Resonant at 5K2K using path tracing on an RTX 4080 Super is one of the best ways to experience Remedy's visual masterpiece. ]]>
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                                                                        <pubDate>Thu, 24 Sep 2026 08:47:04 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Gaming PCs]]></category>
                                                    <category><![CDATA[Gaming]]></category>
                                                    <category><![CDATA[Consoles & PC]]></category>
                                                    <category><![CDATA[Computing]]></category>
                                                    <category><![CDATA[Gaming Computers]]></category>
                                                                                                                    <dc:creator><![CDATA[ Isaiah Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/riqwhsJX2XLMYHR6WeadJD-320-70.jpg ]]></dc:source>
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                                                            <media:credit><![CDATA[Future / Remedy Entertainment]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Control Resonant running on a 5K2K monitor]]></media:description>                                                            <media:text><![CDATA[Control Resonant running on a 5K2K monitor]]></media:text>
                                <media:title type="plain"><![CDATA[Control Resonant running on a 5K2K monitor]]></media:title>
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                            <![CDATA[
                            <article>
                                <div  class="fancy-box"><div class="fancy_box-title">Our 5K Test System</div><div class="fancy_box_body"><p class="fancy-box__body-text"><strong>Motherboard: </strong>Asus TUF Gaming B550M-Plus WiFi II<br><strong>Processor: </strong>AMD Ryzen 7 5700X3D<br><strong>CPU Cooler: </strong>Thermalright Frozen Prism240 Liquid Cooler<br><strong>GPU: </strong>Asus TUF GeForce RTX 4080 Super OC<br><strong>Storage: </strong>1TB Samsung 980, 4TB Lexar NM790<br><strong>Case: </strong>Lian Li A3 m-ATX<br><strong>RAM: </strong>Corsair Vengeance 32GB (16x2) DDR4<br><strong>PSU:</strong> Seasonic 750W<br><strong>Monitor: </strong>LG 39GX950B-B</p></div></div><p>I can't stress enough that <a href="https://www.techradar.com/gaming/control-resonant-review"><em>Control Resonant</em></a> is an absolute marvel in terms of visual enjoyment. Remedy Entertainment has crafted one of the most immersive visual experiences in gaming, doubling down on its predecessor's trippy, psychedelic, and mind-bending nature, and taking it to a new level using Nvidia's path tracing.</p><p>Putting my <a href="https://www.techradar.com/computing/gpu/nvidia-geforce-rtx-4080-super">Nvidia GeForce RTX 4080 Super</a> to the test, I ran <em>Control Resonant</em> on LG's 39-inch 5K2K OLED monitor, and I was pleasantly surprised by the significant enhancement to every detail on screen (albeit it did leave my GPU rather toasty).</p><p>At a 5120 x 2160 display resolution which is a 21:9 aspect ratio, you're getting 33% more pixels than a regular 4K gaming monitor at a 16:9 ratio, so the demand on the GPU is harder than most can handle — and even though <em>Control Resonant</em> was cooking my GPU, the frame rate was quite surprising.</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="7Ur67wB2r9J58GgQQfT5L9" name="Control Resonant 5K2K path tracing" alt="Control Resonant running at 5K2K with path tracing" src="https://cdn.mos.cms.futurecdn.net/7Ur67wB2r9J58GgQQfT5L9-1920-80.png" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/7Ur67wB2r9J58GgQQfT5L9-1920-80.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Control Resonant with path tracing enabled </span><span class="credit" itemprop="copyrightHolder">(Image credit: Remedy Entertainment)</span></figcaption></figure><p>With DLSS 4.5 Quality and Frame Generation enabled, and the high graphics and high ray tracing presets, performance remained fairly consistent within the high 50fps to low 60fps range. At 5K2K resolution, that's very reasonable, even if <em>Control Resonant</em> relies on Frame Generation to keep the gameplay smooth.</p><p>Dropping DLSS down to Performance mode pushed the frame rate to the high 80fps mark, and it's worth noting that it remained consistent even in moments of intense combat with tons of foliage and objects involved. </p><p>It's worth noting that the graphics with standard ray tracing are still fantastic, and the high (or even the medium) preset is likely the best route for any PC gamer who is using a low- to mid-range GPU (with Frame Generation). Lighting in all areas, specifically those where the Hiss is present (the really bright red zones), is phenomenal, and frankly, that applies to the experience without any ray tracing at all.</p><h2 id="path-to-victory">Path to victory</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="UpiHPTp56rCDexPDtAvJKh" name="Control Resonant" alt="Dylan posing for an attack in Control Resonant" src="https://cdn.mos.cms.futurecdn.net/UpiHPTp56rCDexPDtAvJKh-1920-80.png" mos="" align="middle" fullscreen="1" width="2560" height="1440" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/UpiHPTp56rCDexPDtAvJKh-1920-80.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Remedy Entertainment)</span></figcaption></figure><p>However, the star of the show is path tracing, which can be enabled by switching to the ultra ray tracing preset. I instantly knew my GPU was in for a rough ride once its temperature shot up to nearly 80C — but that's to be expected when running path tracing on a 5K2K display.</p><p>With DLSS Performance and Frame Generation enabled, I was able to achieve a solid 60fps in most scenarios, with occasional dips into the high 50s during traversal and combat. This aligns well with Remedy's system requirements for<em> Control Resonant</em>, which require an <a href="https://www.techradar.com/computing/gpu/nvidia-geforce-rtx-5080-review">RTX 5080</a> for 60fps at 2160p using DLSS Performance, as the RTX 4080 Super is relatively close to this current-gen GPU for performance.</p><p>Realistically, this setup is out of the question for most gamers, as it will cost around $3,000 / £3,000 (or potentially more). LG's display is <em>very </em>expensive, sitting at $1,799.99 / £1,499 (on sale I should note), but an <a href="https://www.techradar.com/computing/monitors/alienware-aw3926qw">Alienware AW3926QW</a> 5K2K alternative might help lower the cost.</p><p>The RTX 4000 series is discontinued, but pricing for anything equivalent to the RTX 4080 Super in the current-gen line-up (an RTX 5070 Ti or RTX 5080) would cost at least $800 (much more for the latter GPU), and then you need to add the cost of the other PC parts.</p><p>Handheld gaming PCs are still expensive, but more reasonable than an entire new PC build — and I tested <em>Control Resonant</em> on my <a href="https://www.techradar.com/computing/gaming-computers/lenovo-legion-go-s-steamos">Lenovo Legion Go S</a> Z1 Extreme. That portable managed a solid 40fps on its handheld preset, and 70fps when dropping the resolution to 900p and enabling FSR Balanced with frame gen.</p><p>Overall, running <em>Control Resonant</em> at 5K2K is very demanding for any gaming PC, as expected, but I walk away shocked that it's even remotely possible given how much it elevates the gaming experience.</p>
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                                                            <title><![CDATA[ Alien: Isolation 2's Xenomorph has animations initially designed for the first game, but the team 'didn't have the technology at the time' to use them — but now the Alien is even more 'responsive' and 'reactive' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Alien: Isolation 2</strong></em><strong> principal environment artist Archie Whitehead says the Xenomorph uses legacy animations that Creative Assembly designed for the first game</strong></li><li><strong>He explains that the studio didn't have the technology to implement it at the time</strong></li><li><strong>The sequel animations have been improved so the alien is "more responsive"</strong></li></ul><p><a href="https://www.techradar.com/gaming/creative-assembly-says-alien-isolation-2s-custom-tech-enabled-a-realistic-atmosphere-unreal-engine-5-couldnt-we-felt-that-a-custom-solution-would-give-us-that-perfect-frame-response-that-you-want-in-that-kind-of-really-really-dark-environment"><em>Alien: Isolation 2</em></a> principal environment artist Archie Whitehead has revealed that the game's Xenomorph uses improved legacy animations that Creative Assembly designed for the first game but didn't have the technology to implement 12 years ago.</p><p>In an interview with TechRadar Gaming at Gamescom, Whitehead confirmed that working around the alien's intelligence will be a core part of gameplay—even with the added exterior environment—and if players use a flamethrower or repeatedly hide in lockers, their actions will be less effective against the Xenomorph.</p><p>But the developer said the fear of hiding from the alien isn't just about its intelligence, but about how players perceive it visually; he explained that its animations and transitions have been improved from the first game, making it scarier.</p><p>"Intelligence is about perception," Whitehead said. "It's about what the player sees. If the alien was a cube sliding around, it might still kill you; it might still be scary, but you probably wouldn't perceive it as that intelligent if it was just a rotating cube, right? </p><p>"Obviously, the model, the character, the mesh for it; it's much more improved. There's a lot of layers there that I can't talk about the specifics, but it's more responsive, more reactive. It's really, really terrifying."</p><p>Whitehead went on to reveal that the Xenomorph uses animations and transitions that were initially designed for the first game, but Creative Assembly "didn't have the technology at the time" to use them. However, they've been polished for the upcoming sequel.</p><p>He explained that he chatted with animation director Simon Ridge, who worked on the first game, and saw some legacy animations that appeared to be unused, but were "really scary" and "amazing transitions" where the alien was looking at the player.</p><p>"I was studying when the original came out, so I wasn't on the first game," he said. "So, I was coming to this as a big fan, and I was chatting to him, and he was showing me these legacy animations he had, and I was like, 'I played the original a lot of times, I don't recognize these animations.'</p><p>"The vision was there, but they didn't have the technology at the time [or] whatever exactly they needed to implement it." </p><p>He added that this is a "benefit" for the sequel coming out 12 years later instead of immediately after the first game. </p><p>"We're able to use that kind of stuff, and obviously it's still going to be polished up, and it's a new setup and everything," he said, "but it's one of the things that makes it [the Xenomorph] feel smarter is its reactivity; making it feel like it's not just looking at the player, it's not just pointing its head in your direction. You feel like it's looking at you, and that's the kind of stuff that, again, when they show it off within the team, everyone's getting chills, and it's super exciting. We're super excited to show you."</p><p><em>Alien: Isolation 2</em> will be available on <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/reviews/xbox-series-s">Series S</a>, <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a>, and PC. A release date hasn't been announced.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/alien-isolation-2s-xenomorph-has-animations-initially-designed-for-the-first-game-but-the-team-didnt-have-the-technology-at-the-time-to-use-them-but-now-the-alien-is-even-more-responsive-and-reactive</link>
                                                                            <description>
                            <![CDATA[ Alien: Isolation 2 uses Xenomorph legacy animations the studio designed for the first game but didn't have the technology to implement at the time. ]]>
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                                                                        <pubDate>Wed, 23 Sep 2026 21:00:00 +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[Alien: Isolation 2]]></media:description>                                                            <media:text><![CDATA[Alien: Isolation 2]]></media:text>
                                <media:title type="plain"><![CDATA[Alien: Isolation 2]]></media:title>
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                            <![CDATA[
                            <article>
                                <ul><li><em><strong>Alien: Isolation 2</strong></em><strong> principal environment artist Archie Whitehead says the Xenomorph uses legacy animations that Creative Assembly designed for the first game</strong></li><li><strong>He explains that the studio didn't have the technology to implement it at the time</strong></li><li><strong>The sequel animations have been improved so the alien is "more responsive"</strong></li></ul><p><a href="https://www.techradar.com/gaming/creative-assembly-says-alien-isolation-2s-custom-tech-enabled-a-realistic-atmosphere-unreal-engine-5-couldnt-we-felt-that-a-custom-solution-would-give-us-that-perfect-frame-response-that-you-want-in-that-kind-of-really-really-dark-environment"><em>Alien: Isolation 2</em></a> principal environment artist Archie Whitehead has revealed that the game's Xenomorph uses improved legacy animations that Creative Assembly designed for the first game but didn't have the technology to implement 12 years ago.</p><p>In an interview with TechRadar Gaming at Gamescom, Whitehead confirmed that working around the alien's intelligence will be a core part of gameplay—even with the added exterior environment—and if players use a flamethrower or repeatedly hide in lockers, their actions will be less effective against the Xenomorph.</p><p>But the developer said the fear of hiding from the alien isn't just about its intelligence, but about how players perceive it visually; he explained that its animations and transitions have been improved from the first game, making it scarier.</p><p>"Intelligence is about perception," Whitehead said. "It's about what the player sees. If the alien was a cube sliding around, it might still kill you; it might still be scary, but you probably wouldn't perceive it as that intelligent if it was just a rotating cube, right? </p><p>"Obviously, the model, the character, the mesh for it; it's much more improved. There's a lot of layers there that I can't talk about the specifics, but it's more responsive, more reactive. It's really, really terrifying."</p><p>Whitehead went on to reveal that the Xenomorph uses animations and transitions that were initially designed for the first game, but Creative Assembly "didn't have the technology at the time" to use them. However, they've been polished for the upcoming sequel.</p><p>He explained that he chatted with animation director Simon Ridge, who worked on the first game, and saw some legacy animations that appeared to be unused, but were "really scary" and "amazing transitions" where the alien was looking at the player.</p><p>"I was studying when the original came out, so I wasn't on the first game," he said. "So, I was coming to this as a big fan, and I was chatting to him, and he was showing me these legacy animations he had, and I was like, 'I played the original a lot of times, I don't recognize these animations.'</p><p>"The vision was there, but they didn't have the technology at the time [or] whatever exactly they needed to implement it." </p><p>He added that this is a "benefit" for the sequel coming out 12 years later instead of immediately after the first game. </p><p>"We're able to use that kind of stuff, and obviously it's still going to be polished up, and it's a new setup and everything," he said, "but it's one of the things that makes it [the Xenomorph] feel smarter is its reactivity; making it feel like it's not just looking at the player, it's not just pointing its head in your direction. You feel like it's looking at you, and that's the kind of stuff that, again, when they show it off within the team, everyone's getting chills, and it's super exciting. We're super excited to show you."</p><p><em>Alien: Isolation 2</em> will be available on <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/reviews/xbox-series-s">Series S</a>, <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a>, and PC. A release date hasn't been announced.</p>
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                                                            <title><![CDATA[ Our Division quiz is perfect for fans of the post-apocalyptic looter-shooter looking for a way to test their knowledge of the series ]]></title>
                                                                                                <dc:content><![CDATA[ <p><em>Tom Clancy's The Division</em> and <em>The Division 2 </em>are two of my favorite online and co-op games of all time; I still play <em>The Division 2</em> most months (at least) and have done so since launch.</p><p>The second game still has a committed player base and is a game that keeps on going and keeps on giving for fans who play regularly and those who come back occasionally. </p><p>It's established a rich universe full of interesting lore, gripping side stories, and compelling characters, with novels, a mobile game, DLC and expansions, and books, all playing a part in filling out its brilliant world. And with more expansions and content coming all the time — even now in 2026, more than seven years after release — there's loads to get into.</p><p>As a result, there's plenty to draw on for my bumper <em>Division </em>quiz, and there's sure to be some stuff in here that'll have even the most experienced players a little, well, quizzical.</p><p>Good luck and let me know how you get on!</p><div style="min-height: 1300px;">                                <div class="kwizly-quiz kwizly-exgB2X"></div>                            </div>                            <script src="https://kwizly.com/embed/exgB2X.js" async></script><p>What did you think of our quiz on all things <em>The Division</em>? Let me know how you got on in the comments, and let me know what else we could do quizzes on!</p><iframe title="What's your favorite bit oif trivia or fact about Assassin's Creed Black Flag?" description="Let us know in the comments." minimumCommentCount="0" class="position-center" data-lazy-priority="low" data-lazy-src=""></iframe> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/our-division-quiz-is-perfect-for-fans-of-the-post-apocalyptic-looter-shooter-looking-for-a-way-to-test-their-knowledge-of-the-series</link>
                                                                            <description>
                            <![CDATA[ As more DLC arrives, celebrate The Division 2 and all its sister games with my 30-question Division quiz ]]>
                                                                                                            </description>
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                                                                        <pubDate>Wed, 23 Sep 2026 15:30:00 +0000</pubDate>                                                                                                                                <updated>Wed, 23 Sep 2026 16:08:45 +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[Three-way title art consisting of key art from Tom Clancy&#039;s The Division 1 and The Division 2]]></media:description>                                                            <media:text><![CDATA[Three-way title art consisting of key art from Tom Clancy&#039;s The Division 1 and The Division 2]]></media:text>
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                                <p><em>Tom Clancy's The Division</em> and <em>The Division 2 </em>are two of my favorite online and co-op games of all time; I still play <em>The Division 2</em> most months (at least) and have done so since launch.</p><p>The second game still has a committed player base and is a game that keeps on going and keeps on giving for fans who play regularly and those who come back occasionally. </p><p>It's established a rich universe full of interesting lore, gripping side stories, and compelling characters, with novels, a mobile game, DLC and expansions, and books, all playing a part in filling out its brilliant world. And with more expansions and content coming all the time — even now in 2026, more than seven years after release — there's loads to get into.</p><p>As a result, there's plenty to draw on for my bumper <em>Division </em>quiz, and there's sure to be some stuff in here that'll have even the most experienced players a little, well, quizzical.</p><p>Good luck and let me know how you get on!</p><div style="min-height: 1300px;">                                <div class="kwizly-quiz kwizly-exgB2X"></div>                            </div>                            <script src="https://kwizly.com/embed/exgB2X.js" async></script><p>What did you think of our quiz on all things <em>The Division</em>? Let me know how you got on in the comments, and let me know what else we could do quizzes on!</p><iframe title="What's your favorite bit oif trivia or fact about Assassin's Creed Black Flag?" description="Let us know in the comments." minimumCommentCount="0" class="position-center" data-lazy-priority="low" data-lazy-src=""></iframe>
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                                                            <title><![CDATA[ Those weird PC noises you've heard are coming from the Epic Games Launcher ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Epic Games Launcher has been identified as the culprit behind mysterious chimes on users' PCs</strong></li><li><strong>Epic has confirmed it's planning to update the launcher to reduce the frequency of its 'party chimes'</strong></li><li><strong>Users have requested a feature that turns off the chimes altogether</strong></li></ul><p>Multiple PC users have recently noticed mysterious sounds playing at random, and it appears the Epic Games Launcher is the culprit.</p><p>As reported by <a href="https://www.tweaktown.com/news/113693/mysterious-ba-bing-sounds-coming-from-your-pc-have-been-traced-to-epics-launcher/index.html" target="_blank">TweakTown</a>, a <a href="https://x.com/FireMonkey/status/2101333636247138505" target="_blank">Fortnite news page</a> on X discovered the Epic Games Launcher randomly playing sounds on their PC, as several audio files matching them were found in the Epic Games 'social chimes' folder. </p><p>Each sound represents actions in a game party, such as a party user leaving, push-to-talk activation or deactivation, and message notifications, which sounds bizarre as this occurs even when users aren't in Epic Games parties.</p><p>Epic has since confirmed (via a FortniteStatus X page) that the 'party chimes' were playing more frequently than necessary, and it is now updating the Epic Games Launcher to 'narrow which events play a sound while the launcher is in the background'.</p><p>These party chimes are sounds I've noticed on my <a href="https://www.techradar.com/reviews/windows-11">Windows 11</a> system, playing at very random intervals, and sometimes even when the launcher isn't visibly open. The sounds aren't accompanied by pop-up notifications either, which only added to the confusion for me and many other PC users previously trying to pinpoint the source.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2101405711070564426"><p lang="en" dir="ltr">Thanks for providing feedback about this, @FireMonkey!After taking a look, these party chimes are triggering more often than we intended. We're updating the Epic Games Launcher to narrow which events play a sound while the launcher is in the background, so you'll hear fewer of them when you're not actively using it.<a href="https://twitter.com/cantworkitout/status/2101405711070564426">September 19, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></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:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="XtypHq2e4yJCArcFynDyFN" name="Epic Games / Open in background" alt="Apps open in the background on Windows 11" src="https://cdn.mos.cms.futurecdn.net/XtypHq2e4yJCArcFynDyFN-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>TweakTown states that Epic plans to introduce an option to toggle the chimes on or off in the future, but, surprisingly, a toggle option isn't a top priority as of now — especially since user replies berate Epic for not including an option to remove the sounds altogether.</p><p>For now, at least, a quick workaround is to delete the files from the directory as follows: <strong>Program Files (or Program Files x86)\Epic Games\Launcher\Portal\Extras\SocialChimes</strong>. It's worth noting that this is only a temporary fix, as Epic Games Launcher updates will likely overwrite this and place the files back into the directory.</p><p>Perhaps this entire case serves as yet another reason to use Steam for many users, where bugs are rare occurrences — but at the very least, PC users can rest knowing there isn't some unwanted or unknown application running on their system.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/computing/windows/hearing-odd-sounds-on-pc-but-cant-trace-their-source-epic-games-launcher-could-be-the-culprit-and-epic-wont-let-you-turn-them-off-for-now</link>
                                                                            <description>
                            <![CDATA[ Epic Games Launcher has been playing odd 'party chimes' randomly, and Epic isn't letting users turn them off. ]]>
                                                                                                            </description>
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                                                                        <pubDate>Wed, 23 Sep 2026 15:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Windows]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Computing]]></category>
                                                    <category><![CDATA[Software]]></category>
                                                    <category><![CDATA[Gaming]]></category>
                                                    <category><![CDATA[Consoles & PC]]></category>
                                                                                                                    <dc:creator><![CDATA[ Isaiah Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/riqwhsJX2XLMYHR6WeadJD-320-70.jpg ]]></dc:source>
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                            <![CDATA[
                            <article>
                                <ul><li><strong>Epic Games Launcher has been identified as the culprit behind mysterious chimes on users' PCs</strong></li><li><strong>Epic has confirmed it's planning to update the launcher to reduce the frequency of its 'party chimes'</strong></li><li><strong>Users have requested a feature that turns off the chimes altogether</strong></li></ul><p>Multiple PC users have recently noticed mysterious sounds playing at random, and it appears the Epic Games Launcher is the culprit.</p><p>As reported by <a href="https://www.tweaktown.com/news/113693/mysterious-ba-bing-sounds-coming-from-your-pc-have-been-traced-to-epics-launcher/index.html" target="_blank">TweakTown</a>, a <a href="https://x.com/FireMonkey/status/2101333636247138505" target="_blank">Fortnite news page</a> on X discovered the Epic Games Launcher randomly playing sounds on their PC, as several audio files matching them were found in the Epic Games 'social chimes' folder. </p><p>Each sound represents actions in a game party, such as a party user leaving, push-to-talk activation or deactivation, and message notifications, which sounds bizarre as this occurs even when users aren't in Epic Games parties.</p><p>Epic has since confirmed (via a FortniteStatus X page) that the 'party chimes' were playing more frequently than necessary, and it is now updating the Epic Games Launcher to 'narrow which events play a sound while the launcher is in the background'.</p><p>These party chimes are sounds I've noticed on my <a href="https://www.techradar.com/reviews/windows-11">Windows 11</a> system, playing at very random intervals, and sometimes even when the launcher isn't visibly open. The sounds aren't accompanied by pop-up notifications either, which only added to the confusion for me and many other PC users previously trying to pinpoint the source.</p><div class="see-more see-more--clipped"><figure><blockquote class="twitter-tweet hawk-ignore" data-lang="en" cite="https://twitter.com/cantworkitout/status/2101405711070564426"><p lang="en" dir="ltr">Thanks for providing feedback about this, @FireMonkey!After taking a look, these party chimes are triggering more often than we intended. We're updating the Epic Games Launcher to narrow which events play a sound while the launcher is in the background, so you'll hear fewer of them when you're not actively using it.<a href="https://twitter.com/cantworkitout/status/2101405711070564426">September 19, 2026</a></p></blockquote></figure><div class="see-more__filter"></div></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:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="XtypHq2e4yJCArcFynDyFN" name="Epic Games / Open in background" alt="Apps open in the background on Windows 11" src="https://cdn.mos.cms.futurecdn.net/XtypHq2e4yJCArcFynDyFN-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>TweakTown states that Epic plans to introduce an option to toggle the chimes on or off in the future, but, surprisingly, a toggle option isn't a top priority as of now — especially since user replies berate Epic for not including an option to remove the sounds altogether.</p><p>For now, at least, a quick workaround is to delete the files from the directory as follows: <strong>Program Files (or Program Files x86)\Epic Games\Launcher\Portal\Extras\SocialChimes</strong>. It's worth noting that this is only a temporary fix, as Epic Games Launcher updates will likely overwrite this and place the files back into the directory.</p><p>Perhaps this entire case serves as yet another reason to use Steam for many users, where bugs are rare occurrences — but at the very least, PC users can rest knowing there isn't some unwanted or unknown application running on their system.</p>
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                                                            <title><![CDATA[ Creative Assembly says Alien: Isolation 2's protagonist is a Yutani employee, which offers 'a new perspective to the franchise' — 'Weyland-Yutani is an English-Japanese speaking company, and the Japanese side doesn't really get explored that much' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Creative Assembly says </strong><em><strong>Alien: Isolation 2</strong></em><strong>'s protagonist will offer "a new perspective to the franchise"</strong></li><li><strong>Blake is a Weyland-Yutani employee, with principal environment artist Archie Whitehead saying the Japanese side hasn't been explored a lot</strong></li><li><strong>Principal UI artist Laura Mauterer says Blake isn't like any other Alien protagonist and "is such an interesting character to explore"</strong></li></ul><p><a href="https://www.techradar.com/gaming/alien-isolation-2-summer-game-fest-2026-hands-on-preview"><em>Alien: Isolation 2</em></a> will offer a totally new perspective on the Alien franchise by telling a story from the viewpoint of Yutani employee Blake, and Creative Assembly believes players will love her.</p><p>Speaking to TechRadar Gaming at Gamescom, principal environment artist Archie Whitehead and principal UI artist Laura Mauterer discussed what they're most excited for players to experience in the upcoming sequel, highlighting the game's protagonist, Blake.</p><p>Blake works for Weyland-Yutani Corporation, a mega-conglomerate and the major human-led antagonist throughout the sci-fi series, but is employed specifically on the Yutani side of the company.</p><p>It's a viewpoint that hasn't been showcased during the horror franchise before, and something the developers were eager to explore in depth.</p><p>"Weyland-Yutani is an English-Japanese-speaking company, and it's something that the Japanese side, I feel like, doesn't really get explored that much," Whitehead said. "It's something we're trying to explore more here because Kurosaki, it's the name of the station [the game's setting], so I'm very interested in players to discover: 'How does that influence the world and the people living in it?'"</p><p>Mauterer added that Blake is "awesome" and "brings such a new perspective to the franchise in total," and her being an employee of this mega-corp will be a much different experience from the first game, where the characters were ordinary people.</p><p>"If you think back to the first game or even the first movie, it's truckers in space, right? It's ordinary people doing average things," Mauterer said. "They're not powerful. They're expendable. No one cares for them. They have to care for themselves. </p><p>"But now we have Blake, who is a very Weyland-Yutani employee, and that means that she has some power, right? But when you hear in the trailer that the Japanese voice is telling her, 'You made a mistake. This is your last chance.' She was sent to Kurosaki against her will, and she wants to do well. She wants to be there to redeem herself."</p><p>Talking more about the story, Mauterer explained how characters in the prologue will talk to Blake with respect and "you can get a sense of her standing," but all Blake is focusing on is trying to redeem herself. That's why when she heads to the crash site and accidentally unleashes the Xenomorph onto the colony, she's made yet another mistake, which the developers said will make Blake an interesting character to play.</p><p>"That dichotomy, she is such an interesting character to explore," Mauterer added. "And I think the players will really get to know her and love her in the journey; they will make out their own journey [as well]. We tell a larger story, obviously, but similar to the first game, every player will have their own way of telling the 'in-betweens' between that [main] story, and will be so interesting to see."</p><p><em>Alien: Isolation 2</em> doesn't have a release date yet but will launch on <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/reviews/xbox-series-s">Series S</a>, <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a>, and PC. </p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/creative-assembly-says-alien-isolation-2s-protagonist-is-a-yutani-employee-which-offers-a-new-perspective-to-the-franchise-weyland-yutani-is-an-english-japanese-speaking-company-and-the-japanese-side-doesnt-really-get-explored-that-much</link>
                                                                            <description>
                            <![CDATA[ Creative Assembly thinks Alien: Isolation 2 players will fall in love with protagonist Blake, a Yutani employee, as she offers "a new perspective to the franchise." ]]>
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                                                                        <pubDate>Tue, 22 Sep 2026 22:00:00 +0000</pubDate>                                                                                                                                <updated>Thu, 24 Sep 2026 18:43:30 +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>
                                                                                                        <dc:contributor><![CDATA[ Rob Dwiar ]]></dc:contributor>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Alien: Isolation 2]]></media:description>                                                            <media:text><![CDATA[Alien: Isolation 2]]></media:text>
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                            <![CDATA[
                            <article>
                                <ul><li><strong>Creative Assembly says </strong><em><strong>Alien: Isolation 2</strong></em><strong>'s protagonist will offer "a new perspective to the franchise"</strong></li><li><strong>Blake is a Weyland-Yutani employee, with principal environment artist Archie Whitehead saying the Japanese side hasn't been explored a lot</strong></li><li><strong>Principal UI artist Laura Mauterer says Blake isn't like any other Alien protagonist and "is such an interesting character to explore"</strong></li></ul><p><a href="https://www.techradar.com/gaming/alien-isolation-2-summer-game-fest-2026-hands-on-preview"><em>Alien: Isolation 2</em></a> will offer a totally new perspective on the Alien franchise by telling a story from the viewpoint of Yutani employee Blake, and Creative Assembly believes players will love her.</p><p>Speaking to TechRadar Gaming at Gamescom, principal environment artist Archie Whitehead and principal UI artist Laura Mauterer discussed what they're most excited for players to experience in the upcoming sequel, highlighting the game's protagonist, Blake.</p><p>Blake works for Weyland-Yutani Corporation, a mega-conglomerate and the major human-led antagonist throughout the sci-fi series, but is employed specifically on the Yutani side of the company.</p><p>It's a viewpoint that hasn't been showcased during the horror franchise before, and something the developers were eager to explore in depth.</p><p>"Weyland-Yutani is an English-Japanese-speaking company, and it's something that the Japanese side, I feel like, doesn't really get explored that much," Whitehead said. "It's something we're trying to explore more here because Kurosaki, it's the name of the station [the game's setting], so I'm very interested in players to discover: 'How does that influence the world and the people living in it?'"</p><p>Mauterer added that Blake is "awesome" and "brings such a new perspective to the franchise in total," and her being an employee of this mega-corp will be a much different experience from the first game, where the characters were ordinary people.</p><p>"If you think back to the first game or even the first movie, it's truckers in space, right? It's ordinary people doing average things," Mauterer said. "They're not powerful. They're expendable. No one cares for them. They have to care for themselves. </p><p>"But now we have Blake, who is a very Weyland-Yutani employee, and that means that she has some power, right? But when you hear in the trailer that the Japanese voice is telling her, 'You made a mistake. This is your last chance.' She was sent to Kurosaki against her will, and she wants to do well. She wants to be there to redeem herself."</p><p>Talking more about the story, Mauterer explained how characters in the prologue will talk to Blake with respect and "you can get a sense of her standing," but all Blake is focusing on is trying to redeem herself. That's why when she heads to the crash site and accidentally unleashes the Xenomorph onto the colony, she's made yet another mistake, which the developers said will make Blake an interesting character to play.</p><p>"That dichotomy, she is such an interesting character to explore," Mauterer added. "And I think the players will really get to know her and love her in the journey; they will make out their own journey [as well]. We tell a larger story, obviously, but similar to the first game, every player will have their own way of telling the 'in-betweens' between that [main] story, and will be so interesting to see."</p><p><em>Alien: Isolation 2</em> doesn't have a release date yet but will launch on <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/reviews/xbox-series-s">Series S</a>, <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a>, and PC. </p>
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                                                            <title><![CDATA[ Blizzard confirms Diablo 5 won't gloss over Diablo's takeover of Sanctuary — 'It's not going to take place entirely off-screen' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Senior game director Joe Shely confirms Diablo's victory won't take place completely off-screen in </strong><em><strong>Diablo 5</strong></em></li><li><strong>He says, "You're going to get to learn more in the game about how these events took place"</strong></li><li><strong>Narrative director Jennifer Hepler teases the bond the player has with Diablo and "how that affected his ability to come in and have this victory is something that unfolds over the course of the story"</strong></li></ul><p>Blizzard Entertainment has confirmed that <a href="https://www.techradar.com/gaming/diablo-5-senior-director-says-some-complex-systems-were-deferred-to-the-endgame-so-it-could-deliver-the-depth-and-mastery-elements-without-overwhelming-our-players-who-are-enjoying-spending-a-lot-of-time-in-the-campaign-and-exploring-the-world"><em>Diablo 5</em></a> players will get to see how Diablo conquered Sanctuary, despite how the game starts. </p><p>If you missed the major announcement at BlizzCon 2026, the next era of the long-running series is now in development and kicks off <a href="https://www.techradar.com/gaming/diablo-5-senior-game-director-says-the-game-will-tell-three-stories-including-the-past-the-present-desolation-of-diablos-takeover-and-the-future-terror-forming-of-the-sanctuary">a new story that takes place <em>after</em> Sanctuary has already been conquered by Diablo</a>.</p><p>"Diablo has conquered Sanctuary, a stepping stone to invading the Heavens. Now from the throne of Westmarch, he wields Sanctuary's people and souls as weapons in the Eternal Conflict," the description <a href="https://news.blizzard.com/en-gb/article/24297204/diablo-v-forging-the-next-era" target="_blank">reads</a>. "Diablo is no longer a distant threat waiting at the end of the journey. He is present from the moment <em>Diablo V</em> begins, shaping the story, the world, and your path through it."</p><p>Players take the role of the Heir of Westmarch, a fugitive with a mysterious connection to Diablo as they build a caravan of allies and travel across the scorched wastes.</p><p>TechRadar Gaming caught up with the development team after the game's announcement to ask about the decision to start the game after Diablo has already taken over Sanctuary.</p><p>It's probably a question many fans have had since watching the trailer, but according to senior game director Joe Shely, Diablo's victory won't take place completely off-screen.</p><p>"I think as we get the opportunity to share more about the game, we'll be able to sort of fill out how that works a lot more," Shely said. "One of the things about a game like <em>Diablo</em>, any RPG, is that you have this power progression from starting off small and becoming this powerful character. And so, in the opening of the game, you know you're on the run. Westmarch has burned. Diablo is sitting on the throne, and then as you travel through the world, you're going to get to learn more in the game about how these events took place, and it's not going to take place entirely off-screen."</p><p>Narrative director Jennifer Hepler also teased the campaign, saying, "There will be dramatization of how exactly Diablo came to power, but also there's going to be a lot of story behind his rise that is you finding out is a big part of the narrative of the game."</p><p>The developer teased that the story starts when the player finds out they can go into Diablo's terror realm and come out alive, "which nobody else can do," and finding out these answers will be a significant part of the story alongside how he came to power.</p><p>"Finding out why you can do that, what other powers you have, what this bond is between you and Diablo, and how that affected his ability to come in and have this victory is something that unfolds over the course of the story, and makes every victory that you achieve over him and his minions very, very personal," Hepler said.</p><p><em>Diablo 5</em> is in development and is slated to launch in Spring 2029.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/blizzard-confirms-diablo-5-wont-gloss-over-diablos-takeover-of-sanctuary-its-not-going-to-take-place-entirely-off-screen</link>
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                            <![CDATA[ Blizzard Entertainment has confirmed that Diablo 5 players will get to see how Diablo conquered Sanctuary, despite how the game starts. ]]>
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                                                                        <pubDate>Tue, 22 Sep 2026 16:54:30 +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[Diablo 5]]></media:description>                                                            <media:text><![CDATA[Diablo 5]]></media:text>
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                                <ul><li><strong>Senior game director Joe Shely confirms Diablo's victory won't take place completely off-screen in </strong><em><strong>Diablo 5</strong></em></li><li><strong>He says, "You're going to get to learn more in the game about how these events took place"</strong></li><li><strong>Narrative director Jennifer Hepler teases the bond the player has with Diablo and "how that affected his ability to come in and have this victory is something that unfolds over the course of the story"</strong></li></ul><p>Blizzard Entertainment has confirmed that <a href="https://www.techradar.com/gaming/diablo-5-senior-director-says-some-complex-systems-were-deferred-to-the-endgame-so-it-could-deliver-the-depth-and-mastery-elements-without-overwhelming-our-players-who-are-enjoying-spending-a-lot-of-time-in-the-campaign-and-exploring-the-world"><em>Diablo 5</em></a> players will get to see how Diablo conquered Sanctuary, despite how the game starts. </p><p>If you missed the major announcement at BlizzCon 2026, the next era of the long-running series is now in development and kicks off <a href="https://www.techradar.com/gaming/diablo-5-senior-game-director-says-the-game-will-tell-three-stories-including-the-past-the-present-desolation-of-diablos-takeover-and-the-future-terror-forming-of-the-sanctuary">a new story that takes place <em>after</em> Sanctuary has already been conquered by Diablo</a>.</p><p>"Diablo has conquered Sanctuary, a stepping stone to invading the Heavens. Now from the throne of Westmarch, he wields Sanctuary's people and souls as weapons in the Eternal Conflict," the description <a href="https://news.blizzard.com/en-gb/article/24297204/diablo-v-forging-the-next-era" target="_blank">reads</a>. "Diablo is no longer a distant threat waiting at the end of the journey. He is present from the moment <em>Diablo V</em> begins, shaping the story, the world, and your path through it."</p><p>Players take the role of the Heir of Westmarch, a fugitive with a mysterious connection to Diablo as they build a caravan of allies and travel across the scorched wastes.</p><p>TechRadar Gaming caught up with the development team after the game's announcement to ask about the decision to start the game after Diablo has already taken over Sanctuary.</p><p>It's probably a question many fans have had since watching the trailer, but according to senior game director Joe Shely, Diablo's victory won't take place completely off-screen.</p><p>"I think as we get the opportunity to share more about the game, we'll be able to sort of fill out how that works a lot more," Shely said. "One of the things about a game like <em>Diablo</em>, any RPG, is that you have this power progression from starting off small and becoming this powerful character. And so, in the opening of the game, you know you're on the run. Westmarch has burned. Diablo is sitting on the throne, and then as you travel through the world, you're going to get to learn more in the game about how these events took place, and it's not going to take place entirely off-screen."</p><p>Narrative director Jennifer Hepler also teased the campaign, saying, "There will be dramatization of how exactly Diablo came to power, but also there's going to be a lot of story behind his rise that is you finding out is a big part of the narrative of the game."</p><p>The developer teased that the story starts when the player finds out they can go into Diablo's terror realm and come out alive, "which nobody else can do," and finding out these answers will be a significant part of the story alongside how he came to power.</p><p>"Finding out why you can do that, what other powers you have, what this bond is between you and Diablo, and how that affected his ability to come in and have this victory is something that unfolds over the course of the story, and makes every victory that you achieve over him and his minions very, very personal," Hepler said.</p><p><em>Diablo 5</em> is in development and is slated to launch in Spring 2029.</p>
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                                                            <title><![CDATA[ 'We believe that this IP has a future' — Rayman Legends Retold brand producer wants to continue the series after the 3D remake 'if everything goes according to plan' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Rayman Legends Retold</strong></em><strong> brand producer Loïc Gounon is interested in making more games in the series</strong></li><li><strong>Gounon says, "The plan was that we want to restart the franchise," using the latest version of Ubisoft's engine</strong></li><li><strong>He suggests that the upcoming remake could be the start of something new "if everything goes according to plan"</strong></li></ul><p><em>Rayman Legends Retold</em> brand producer Loïc Gounon believes the series has a future and said he's interested in making new games using Ubisoft's latest tech.</p><p>The upcoming remake of the beloved 2013 hit reinvents the hand-painted 2D adventure as a full 3D side-scrolling platforming experience. It's powered by the studio's proprietary Snowdrop engine, while still utilizing the original game's UbiArt Framework.</p><p>It looks like a completely new game, though with the familiar elements that made the original a critical success, and according to Gounon, "The plan was that we want to restart the franchise" using the latest version of this technology.</p><p>"Without an engine, you don't make a game," Gounon told TechRadar Gaming. "Without a team, you don't make a game. So the initial point has been: we need to rebuild the team, and we need to adopt a new engine. As we were starting to think about that, we also considered a brand new game, but we've also been humble about what we could achieve."</p><p>The developer wasn't shy about sharing his dreams for the series, saying, "We believe that this IP has a future," and that <em>Rayman Legends Retold</em> could be the start of something new "if everything goes according to plan."</p><p>He also indicated the move to 3D allowed the team to build its bank of 3D assets, which sounds like something that would come in handy for any future projects.</p><p><em>Rayman Legends Retold </em>arrives on December 3, 2026, for <a href="https://www.techradar.com/reviews/ps5">PlayStation 5</a>, <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">Series S</a>, <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a>, and PC.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/we-believe-that-this-ip-has-a-future-rayman-legends-retold-brand-producer-wants-to-continue-the-series-after-the-3d-remake-if-everything-goes-according-to-plan</link>
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                            <![CDATA[ Rayman Legends Retold brand producer Loïc Gounon believes the series has a future and said he's interested in making new games using Ubisoft's latest tech. ]]>
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                                                                        <pubDate>Tue, 22 Sep 2026 16:15:00 +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 Rayman Legends Retold screenshot.]]></media:description>                                                            <media:text><![CDATA[A Rayman Legends Retold screenshot.]]></media:text>
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                                <ul><li><em><strong>Rayman Legends Retold</strong></em><strong> brand producer Loïc Gounon is interested in making more games in the series</strong></li><li><strong>Gounon says, "The plan was that we want to restart the franchise," using the latest version of Ubisoft's engine</strong></li><li><strong>He suggests that the upcoming remake could be the start of something new "if everything goes according to plan"</strong></li></ul><p><em>Rayman Legends Retold</em> brand producer Loïc Gounon believes the series has a future and said he's interested in making new games using Ubisoft's latest tech.</p><p>The upcoming remake of the beloved 2013 hit reinvents the hand-painted 2D adventure as a full 3D side-scrolling platforming experience. It's powered by the studio's proprietary Snowdrop engine, while still utilizing the original game's UbiArt Framework.</p><p>It looks like a completely new game, though with the familiar elements that made the original a critical success, and according to Gounon, "The plan was that we want to restart the franchise" using the latest version of this technology.</p><p>"Without an engine, you don't make a game," Gounon told TechRadar Gaming. "Without a team, you don't make a game. So the initial point has been: we need to rebuild the team, and we need to adopt a new engine. As we were starting to think about that, we also considered a brand new game, but we've also been humble about what we could achieve."</p><p>The developer wasn't shy about sharing his dreams for the series, saying, "We believe that this IP has a future," and that <em>Rayman Legends Retold</em> could be the start of something new "if everything goes according to plan."</p><p>He also indicated the move to 3D allowed the team to build its bank of 3D assets, which sounds like something that would come in handy for any future projects.</p><p><em>Rayman Legends Retold </em>arrives on December 3, 2026, for <a href="https://www.techradar.com/reviews/ps5">PlayStation 5</a>, <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">Series S</a>, <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a>, and PC.</p>
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                                                            <title><![CDATA[ 'We want to restart the franchise' — Rayman Legends Retold dev on future of the beloved series ]]></title>
                                                                                                <dc:content><![CDATA[ <p><a href="https://www.techradar.com/gaming/it-instantly-gives-you-a-smile-because-you-know-the-track-rayman-legends-retold-audio-director-breaks-down-iconic-music-levels"><em>Rayman Legends Retold</em></a><em> </em>looks to bring the platforming classic into the modern age, with a smattering of new levels, fully revamped visuals, and expanded cinematics featuring full voice acting for the very first time.</p><p>Released back in 2013 to critical acclaim and still beloved by fans, it's certainly an unusual choice for a remake. Where most developers opt to return to titles with obvious issues, or ones that are no longer readily accessible (<em>Rayman Legends </em>is fully playable on <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-s">Xbox Series</a>, and Switch 2 via backward compatibility), it's hard to think of many ways this platformer could be improved.</p><p>As it turns out, the decision was more about the future of<em> </em>the <em>Rayman </em>franchise than looking back at the past.</p><p>"The plan was that we want to restart the franchise," explains brand producer Loïc Gounon after a recent hands-on event. </p><p>"Without an engine, you don't make a game. Without a team, you don't make a game. So the initial point has been: we need to rebuild the team, and we need to adopt a new engine. As we were starting to think about that, we also considered a brand new game, but we've also been humble about what we could achieve."</p><p>In the gaming industry, remakes are often used to help new teams become acquainted with an existing intellectual property and build the skills needed to tackle development of future entries. </p><p>Just look at <em>Metroid: Samus Returns</em>, the <a href="https://www.techradar.com/reviews/gaming/handheld-consoles/nintendo-3ds-931771/review">3DS </a><em>Metroid 2 </em>remake that led to series newcomer MercurySteam being given the reins for the Nintendo Switch installment <a href="https://www.techradar.com/reviews/metroid-dread"><em>Metroid Dread</em></a><em> </em>(and again, with the upcoming <a href="https://www.techradar.com/gaming/nintendo/everything-announced-at-todays-nintendo-direct-from-a-new-2d-metroid-game-to-a-surprise-mario-kart-world-update-and-massive-kirby-reveal"><em>Metroid Ravenous</em></a> for Switch 2).</p><p>Gounon adds that while the team behind <em>Retold </em>does still have some of the original <em>Legends </em>devs, they felt that "the balance between remaking a beloved game while bringing innovation to it was the best starting point" for everyone. </p><h2 id="new-coat-of-paint">New coat of paint</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="aTvuT8fTQHsjy7GUgm4Xaf" name="RLR_SC_Ducks_HD" alt="A Rayman Legends Retold screenshot." src="https://cdn.mos.cms.futurecdn.net/aTvuT8fTQHsjy7GUgm4Xaf-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: Ubisoft)</span></figcaption></figure><p>One of the starkest differences between the original <em>Legends </em>and <em>Retold </em>is the shift from a hand-painted 2D look to a fully 3D art style – albeit one that largely maintains the side-on perspective. It's a move that Gounon suggests shows where the franchise is headed overall.</p><p>"<em>Rayman</em> started on PlayStation with a 2D game at a time when most games were 3D. Then <em>Rayman 2</em> and <em>Rayman 3</em> were 3D games in the rendering, but also in the gameplay. Then <em>Origins </em>went back to full 2D: 2D rendering and 2D gameplay," he explains.</p><p>"The thing is, when you've got a 2D engine and are in 2D rendering, it's less easy to make a 3D game afterwards. So, as part of thinking about the franchise for the future, two things that came to mind really early were that we want to go back to the adventure DNA of the franchise, and we don't want to [stop ourselves from] going towards a 3D adventure."</p><p>If you think of<em> Legends Retold </em>as a jumping-off point for the franchise going forward, the whole project begins to make a lot of sense.</p><p>Gounon doesn't shy away from saying that "we believe that this IP has a future" and that this remake<em> </em>is only the beginning "if everything goes according to plan" and it proves popular. He even indicates that part of the move to 3D was so the team could build a bank of 3D assets, presumably for future use.</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="bqFbrQSXkxNCacU3kaGbUf" name="RLR_SC_MainHub_HD" alt="A Rayman Legends Retold screenshot." src="https://cdn.mos.cms.futurecdn.net/bqFbrQSXkxNCacU3kaGbUf-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: Ubisoft)</span></figcaption></figure><p>Although it's clear that <em>Legends Retold </em>is geared towards new players, Gounon says the team has gone to great lengths to maintain the overall feel of the original game so as not to disappoint returning players. This even involves utilizing the original game engine, UbiArt Framework, underneath all the shiny new graphics powered by the latest version of Snowdrop.</p><p>"What's a bit particular about this project is that we did not want to mess with the game feeling: all the characters reacting, the physics, etc. We knew that the muscle memory you have with a platformer — we can't mess with it. It's a constraint of <em>Rayman</em>, and so is the level design. There's a quality of level design that's unmatched, on par with the best games in the world, like <em>Mario</em>," he begins. "So we knew we couldn't mess with the quality of the level design or the game's flow and the physics.</p><div><blockquote><p>"We knew we couldn't mess with the quality of the level design"</p><p>Loïc Gounon</p></blockquote></div><p>"What we decided to do is that everything that's happening — game mechanics and flow — is powered by UbiArt Framework. UbiArt is also doing the 2D animation and 2D drawing, but as we were going 3D, we integrated UbiArt Framework game logic within the game logic of Snowdrop.</p><p>"Snowdrop is handling all the animation, the character art, the environment art, and the audio. All that new visual layer on top of the gameplay logic is Snowdrop.</p><p>"Basically, we've got the best of both worlds, meaning a great engine to make levels and gameplay, which is UbiArt Framework, and also maintaining the quality of the original game because it's the same thing running under the hood, within an engine that allows for fully-fledged 3D rendering."</p><h2 id="a-matter-of-taste">A matter of taste</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="r5mzbKLHqpNLzhvz5bwuze" name="RLR_SC_CIN_BetillaBird_HD" alt="A Rayman Legends Retold screenshot." src="https://cdn.mos.cms.futurecdn.net/r5mzbKLHqpNLzhvz5bwuze-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: Ubisoft)</span></figcaption></figure><p>As with any big change, the new art direction has had its critics. "Nothing can outdo the beautiful hand-drawn style," reads one of the highest-rated comments on the original <a href="https://www.youtube.com/watch?v=TKfG9hiueak" target="_blank">reveal trailer</a>, but Gounon is confident that skeptics will be won over once the game is in their hands.</p><p>"Some people will always have a personal attachment to something they loved, especially when it's something super special that got 90+ on Metacritic, and it's highly subjective. That's totally okay, and to be fair, when you love something, you don't want it to change," he begins.</p><p>"I think it's natural. Then I think we will prove what 3D is bringing. I think once you start playing the game, and more people see the game, hear character voices, [watch] the fully animated 3D cutscenes, I think they will get why we are making it."</p><p>He adds that he's excited for players to see more of the game in the build-up to release and promises, "It's not a simple remake; it's more than that."</p><p>There will be a bit of a wait, however, with the game recently delayed until December 3, 2026, when it will launch for Nintendo Switch 2, PS5, Xbox Series X and Series S, and PC.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/theres-a-quality-of-level-design-thats-unmatched-on-par-with-the-best-games-in-the-world-rayman-legends-retold-dev-on-bringing-the-beloved-platformer-to-the-modern-age</link>
                                                                            <description>
                            <![CDATA[ How the team is approaching the upcoming Rayman Legends remake. ]]>
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                                                                        <pubDate>Tue, 22 Sep 2026 16:00:00 +0000</pubDate>                                                                                                                                <updated>Wed, 23 Sep 2026 08:51:09 +0000</updated>
                                                                                                                                            <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:description><![CDATA[A Rayman Legends Retold screenshot.]]></media:description>                                                            <media:text><![CDATA[A Rayman Legends Retold screenshot.]]></media:text>
                                <media:title type="plain"><![CDATA[A Rayman Legends Retold screenshot.]]></media:title>
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                                <p><a href="https://www.techradar.com/gaming/it-instantly-gives-you-a-smile-because-you-know-the-track-rayman-legends-retold-audio-director-breaks-down-iconic-music-levels"><em>Rayman Legends Retold</em></a><em> </em>looks to bring the platforming classic into the modern age, with a smattering of new levels, fully revamped visuals, and expanded cinematics featuring full voice acting for the very first time.</p><p>Released back in 2013 to critical acclaim and still beloved by fans, it's certainly an unusual choice for a remake. Where most developers opt to return to titles with obvious issues, or ones that are no longer readily accessible (<em>Rayman Legends </em>is fully playable on <a href="https://www.techradar.com/reviews/ps5">PS5</a>, <a href="https://www.techradar.com/reviews/xbox-series-s">Xbox Series</a>, and Switch 2 via backward compatibility), it's hard to think of many ways this platformer could be improved.</p><p>As it turns out, the decision was more about the future of<em> </em>the <em>Rayman </em>franchise than looking back at the past.</p><p>"The plan was that we want to restart the franchise," explains brand producer Loïc Gounon after a recent hands-on event. </p><p>"Without an engine, you don't make a game. Without a team, you don't make a game. So the initial point has been: we need to rebuild the team, and we need to adopt a new engine. As we were starting to think about that, we also considered a brand new game, but we've also been humble about what we could achieve."</p><p>In the gaming industry, remakes are often used to help new teams become acquainted with an existing intellectual property and build the skills needed to tackle development of future entries. </p><p>Just look at <em>Metroid: Samus Returns</em>, the <a href="https://www.techradar.com/reviews/gaming/handheld-consoles/nintendo-3ds-931771/review">3DS </a><em>Metroid 2 </em>remake that led to series newcomer MercurySteam being given the reins for the Nintendo Switch installment <a href="https://www.techradar.com/reviews/metroid-dread"><em>Metroid Dread</em></a><em> </em>(and again, with the upcoming <a href="https://www.techradar.com/gaming/nintendo/everything-announced-at-todays-nintendo-direct-from-a-new-2d-metroid-game-to-a-surprise-mario-kart-world-update-and-massive-kirby-reveal"><em>Metroid Ravenous</em></a> for Switch 2).</p><p>Gounon adds that while the team behind <em>Retold </em>does still have some of the original <em>Legends </em>devs, they felt that "the balance between remaking a beloved game while bringing innovation to it was the best starting point" for everyone. </p><h2 id="new-coat-of-paint">New coat of paint</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="aTvuT8fTQHsjy7GUgm4Xaf" name="RLR_SC_Ducks_HD" alt="A Rayman Legends Retold screenshot." src="https://cdn.mos.cms.futurecdn.net/aTvuT8fTQHsjy7GUgm4Xaf-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: Ubisoft)</span></figcaption></figure><p>One of the starkest differences between the original <em>Legends </em>and <em>Retold </em>is the shift from a hand-painted 2D look to a fully 3D art style – albeit one that largely maintains the side-on perspective. It's a move that Gounon suggests shows where the franchise is headed overall.</p><p>"<em>Rayman</em> started on PlayStation with a 2D game at a time when most games were 3D. Then <em>Rayman 2</em> and <em>Rayman 3</em> were 3D games in the rendering, but also in the gameplay. Then <em>Origins </em>went back to full 2D: 2D rendering and 2D gameplay," he explains.</p><p>"The thing is, when you've got a 2D engine and are in 2D rendering, it's less easy to make a 3D game afterwards. So, as part of thinking about the franchise for the future, two things that came to mind really early were that we want to go back to the adventure DNA of the franchise, and we don't want to [stop ourselves from] going towards a 3D adventure."</p><p>If you think of<em> Legends Retold </em>as a jumping-off point for the franchise going forward, the whole project begins to make a lot of sense.</p><p>Gounon doesn't shy away from saying that "we believe that this IP has a future" and that this remake<em> </em>is only the beginning "if everything goes according to plan" and it proves popular. He even indicates that part of the move to 3D was so the team could build a bank of 3D assets, presumably for future use.</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="bqFbrQSXkxNCacU3kaGbUf" name="RLR_SC_MainHub_HD" alt="A Rayman Legends Retold screenshot." src="https://cdn.mos.cms.futurecdn.net/bqFbrQSXkxNCacU3kaGbUf-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: Ubisoft)</span></figcaption></figure><p>Although it's clear that <em>Legends Retold </em>is geared towards new players, Gounon says the team has gone to great lengths to maintain the overall feel of the original game so as not to disappoint returning players. This even involves utilizing the original game engine, UbiArt Framework, underneath all the shiny new graphics powered by the latest version of Snowdrop.</p><p>"What's a bit particular about this project is that we did not want to mess with the game feeling: all the characters reacting, the physics, etc. We knew that the muscle memory you have with a platformer — we can't mess with it. It's a constraint of <em>Rayman</em>, and so is the level design. There's a quality of level design that's unmatched, on par with the best games in the world, like <em>Mario</em>," he begins. "So we knew we couldn't mess with the quality of the level design or the game's flow and the physics.</p><div><blockquote><p>"We knew we couldn't mess with the quality of the level design"</p><p>Loïc Gounon</p></blockquote></div><p>"What we decided to do is that everything that's happening — game mechanics and flow — is powered by UbiArt Framework. UbiArt is also doing the 2D animation and 2D drawing, but as we were going 3D, we integrated UbiArt Framework game logic within the game logic of Snowdrop.</p><p>"Snowdrop is handling all the animation, the character art, the environment art, and the audio. All that new visual layer on top of the gameplay logic is Snowdrop.</p><p>"Basically, we've got the best of both worlds, meaning a great engine to make levels and gameplay, which is UbiArt Framework, and also maintaining the quality of the original game because it's the same thing running under the hood, within an engine that allows for fully-fledged 3D rendering."</p><h2 id="a-matter-of-taste">A matter of taste</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="r5mzbKLHqpNLzhvz5bwuze" name="RLR_SC_CIN_BetillaBird_HD" alt="A Rayman Legends Retold screenshot." src="https://cdn.mos.cms.futurecdn.net/r5mzbKLHqpNLzhvz5bwuze-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: Ubisoft)</span></figcaption></figure><p>As with any big change, the new art direction has had its critics. "Nothing can outdo the beautiful hand-drawn style," reads one of the highest-rated comments on the original <a href="https://www.youtube.com/watch?v=TKfG9hiueak" target="_blank">reveal trailer</a>, but Gounon is confident that skeptics will be won over once the game is in their hands.</p><p>"Some people will always have a personal attachment to something they loved, especially when it's something super special that got 90+ on Metacritic, and it's highly subjective. That's totally okay, and to be fair, when you love something, you don't want it to change," he begins.</p><p>"I think it's natural. Then I think we will prove what 3D is bringing. I think once you start playing the game, and more people see the game, hear character voices, [watch] the fully animated 3D cutscenes, I think they will get why we are making it."</p><p>He adds that he's excited for players to see more of the game in the build-up to release and promises, "It's not a simple remake; it's more than that."</p><p>There will be a bit of a wait, however, with the game recently delayed until December 3, 2026, when it will launch for Nintendo Switch 2, PS5, Xbox Series X and Series S, and PC.</p>
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                                                            <title><![CDATA[ Alien: Isolation 2 artist says Creative Assembly has to 'recontextualize' things from the film that would 'be believable' in the game's outdoor setting, and it makes sense 'through the lens of someone from the 1970s' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Creative Assembly says </strong><em><strong>Alien: Isolation 2</strong></em><strong> is still influenced by the iconic film, despite the outdoor setting</strong></li><li><strong>Principal environment artist Archie Whitehead says the environment had to be showcased "through the lens of someone from the 1970s"</strong></li><li><strong>Principal UI artist Laura Mauterer says the team is "not reinventing the wheel" and is still using a lot of inspiration from the first movie and game</strong></li></ul><p><a href="https://www.techradar.com/gaming/alien-isolation-2-summer-game-fest-2026-hands-on-preview"><em>Alien: Isolation 2 </em></a>is still inspired by the first Alien movie, even though the game features a new outdoor setting; Creative Assembly had to make sure the environment felt authentic to its iconic retro-futuristic aesthetic.</p><p>Like Ridley Scott's 1979 <em>Alien</em>, <em>Alien</em> <em>Isolation</em> takes place inside a space station, isolating the player in a claustrophobic environment as a Xenomorph hunts them. However, <a href="https://www.techradar.com/gaming/players-will-need-to-think-on-their-feet-in-alien-isolation-2s-new-exterior-environments-while-the-perfect-hunter-xenomorph-will-also-learn-and-adapt-how-to-track-you-down-in-the-outdoors">the sequel features an outdoor colony world and the confines of a Weyland-Yutani outpost, giving the studio a new opportunity to expand exploration</a> and find new ways to adapt the movie's iconic style.</p><p>Speaking to TechRadar Gaming at Gamescom, principal environment artist Archie Whitehead didn't want to spoil the setting too much, suggesting players are in for some surprises as they explore the game's outdoor mining colony, with principal UI artist Laura Mauterer explaining that the team is "not reinventing the wheel" and is still using a lot of inspiration from the first movie and the first game.</p><p>"The first movie is the lens we're looking through everything at," Mauterer said. "It's our guiding step. And when it comes to new, we're really excited about introducing new retrofitting tech," she added before using a CRT computer as an example of how it would be damaged in an outdoor setting.</p><p>"I can maybe give you an idea of our approach to it," she said. "We think about it now that you have to be indoors and outdoors; obviously, things need to adapt. I have a CRT monitor on my workstation as my third monitor; there are holes on the top in the back. Obviously, if I put that outside and it's raining, it's gonna go kaput, right? So, we need to make sure that we're adapting the things that we have seen in the first movie and in the first game to be believable in this outdoor environment. [So] it makes sense."</p><p>Whitehead added that it has to be showcased "through the lens of someone from the 1970s" because things like LEDs and LCD panels didn't exist back then.</p><p>"As an environment artist, I'm making design decisions all the time when modeling something about the shapes used; where's a vent, where's this?" Whitehead said, adding that it would be easy to add "generic" shapes, but he and the team used movie set photos and imagery to "dissect" how to build these assets players will see in the environment.</p><p>"Sometimes it feels like yogurt pots," he joked. "It's a lot of vacuum form shapes. They even had some parts of it; I think it was a bomber from the Second World War. They got some stuff from the scrapyard. </p><p>"So looking at what they had and working out how to recontextualize those things when creating a new design, and just making sure that whenever we reference stuff, we don't reference anything from beyond that point because those manufacturing techniques and those materials didn't exist yet, so they shouldn't be here."</p><p><em>Alien: Isolation 2</em> will be available on <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/reviews/xbox-series-s">Series S</a>, <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a>, and PC. A release date hasn't been announced.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/alien-isolation-2-artist-says-creative-assembly-has-to-recontextualize-things-from-the-film-that-would-be-believable-in-the-games-outdoor-setting-and-it-makes-sense-through-the-lens-of-someone-from-the-1970s</link>
                                                                            <description>
                            <![CDATA[ Alien: Isolation 2 is still inspired by the Alien movie, but Creative Assembly had to make sure the game's environment fit its retro-futuristic aesthetic. ]]>
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                                                                        <pubDate>Tue, 22 Sep 2026 11:59:26 +0000</pubDate>                                                                                                                                <updated>Thu, 24 Sep 2026 18:43:55 +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:description><![CDATA[Atmospheric screenshots of the sci-fi environments in Alien: Isolation 2]]></media:description>                                                            <media:text><![CDATA[Atmospheric screenshots of the sci-fi environments in Alien: Isolation 2]]></media:text>
                                <media:title type="plain"><![CDATA[Atmospheric screenshots of the sci-fi environments in Alien: Isolation 2]]></media:title>
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                                <ul><li><strong>Creative Assembly says </strong><em><strong>Alien: Isolation 2</strong></em><strong> is still influenced by the iconic film, despite the outdoor setting</strong></li><li><strong>Principal environment artist Archie Whitehead says the environment had to be showcased "through the lens of someone from the 1970s"</strong></li><li><strong>Principal UI artist Laura Mauterer says the team is "not reinventing the wheel" and is still using a lot of inspiration from the first movie and game</strong></li></ul><p><a href="https://www.techradar.com/gaming/alien-isolation-2-summer-game-fest-2026-hands-on-preview"><em>Alien: Isolation 2 </em></a>is still inspired by the first Alien movie, even though the game features a new outdoor setting; Creative Assembly had to make sure the environment felt authentic to its iconic retro-futuristic aesthetic.</p><p>Like Ridley Scott's 1979 <em>Alien</em>, <em>Alien</em> <em>Isolation</em> takes place inside a space station, isolating the player in a claustrophobic environment as a Xenomorph hunts them. However, <a href="https://www.techradar.com/gaming/players-will-need-to-think-on-their-feet-in-alien-isolation-2s-new-exterior-environments-while-the-perfect-hunter-xenomorph-will-also-learn-and-adapt-how-to-track-you-down-in-the-outdoors">the sequel features an outdoor colony world and the confines of a Weyland-Yutani outpost, giving the studio a new opportunity to expand exploration</a> and find new ways to adapt the movie's iconic style.</p><p>Speaking to TechRadar Gaming at Gamescom, principal environment artist Archie Whitehead didn't want to spoil the setting too much, suggesting players are in for some surprises as they explore the game's outdoor mining colony, with principal UI artist Laura Mauterer explaining that the team is "not reinventing the wheel" and is still using a lot of inspiration from the first movie and the first game.</p><p>"The first movie is the lens we're looking through everything at," Mauterer said. "It's our guiding step. And when it comes to new, we're really excited about introducing new retrofitting tech," she added before using a CRT computer as an example of how it would be damaged in an outdoor setting.</p><p>"I can maybe give you an idea of our approach to it," she said. "We think about it now that you have to be indoors and outdoors; obviously, things need to adapt. I have a CRT monitor on my workstation as my third monitor; there are holes on the top in the back. Obviously, if I put that outside and it's raining, it's gonna go kaput, right? So, we need to make sure that we're adapting the things that we have seen in the first movie and in the first game to be believable in this outdoor environment. [So] it makes sense."</p><p>Whitehead added that it has to be showcased "through the lens of someone from the 1970s" because things like LEDs and LCD panels didn't exist back then.</p><p>"As an environment artist, I'm making design decisions all the time when modeling something about the shapes used; where's a vent, where's this?" Whitehead said, adding that it would be easy to add "generic" shapes, but he and the team used movie set photos and imagery to "dissect" how to build these assets players will see in the environment.</p><p>"Sometimes it feels like yogurt pots," he joked. "It's a lot of vacuum form shapes. They even had some parts of it; I think it was a bomber from the Second World War. They got some stuff from the scrapyard. </p><p>"So looking at what they had and working out how to recontextualize those things when creating a new design, and just making sure that whenever we reference stuff, we don't reference anything from beyond that point because those manufacturing techniques and those materials didn't exist yet, so they shouldn't be here."</p><p><em>Alien: Isolation 2</em> will be available on <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/reviews/xbox-series-s">Series S</a>, <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a>, and PC. A release date hasn't been announced.</p>
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                                                            <title><![CDATA[ Creative Assembly says Alien: Isolation 2's custom tech enabled a 'realistic' atmosphere Unreal Engine 5 couldn't — 'We felt that a custom solution would give us that perfect frame response that you want in that kind of really, really dark environment' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Principal environment artist Archie Whitehead says </strong><em><strong>Alien: Isolation 2</strong></em><strong>'s custom lighting and audio tech allowed it to create a more "realistic" atmosphere</strong></li><li><strong>He says just using Unreal Engine 5 wasn't enough, since the engine is "optimized for usually quite bright scenes"</strong></li><li><strong>Custom lighting allowed the team to design "reactivity" in the environment</strong></li></ul><p><a href="https://www.techradar.com/gaming/alien-isolation-2-summer-game-fest-2026-hands-on-preview"><em>Alien: Isolation 2</em></a>'s custom audio and lighting technology has enabled Creative Assembly to create a more authentic atmosphere that it couldn't fully achieve with just Unreal Engine 5.</p><p>In an interview with TechRadar Gaming at Gamescom, Creative Assembly principal environment artist Archie Whitehead and principal UI artist Laura Mauterer shared more about developing the sequel with Unreal Engine 5 and the studio's custom technology, which <a href="https://www.techradar.com/gaming/creative-assembly-is-developing-its-own-custom-technology-for-alien-isolation-2-to-really-fine-tune-the-experience-and-create-exactly-the-best-alien-experience">it previously told us was an "evolution" of what fans are familiar with</a>.</p><p>"For horror, audio and lighting are the two Powerman things," Whitehead said. "Unreal gave us a great base, but we felt that to do certain things, it [custom tech] really, really helps."</p><p>One of those things, particularly with lighting, was "reactivity," which would offer visual effects from things like weather and other environmental assets, creating a more realistic atmosphere.</p><p>"We wanted a thunderclap, like fire flickering, sirens spinning, all of that stuff," he continued. "We felt that a custom solution would give us that perfect frame response that you want in that really, really dark environment. You know, Lumens [UE5's global illumination and reflections system] is optimized for usually quite brighter scenes."</p><p>The developer explained that the team struggled with showcasing metals in the game's darker exterior environment, saying, "Metals in virtual worlds are really difficult." </p><p>He added, "The color of metal is actually just what's being reflected, right? And the problem is all of our scenes are really dark, so for the metal to behave properly, it's quite a tricky balance to strike. So that's one of the things that our lighting system helps us with."</p><p>The game's audio system has also improved, with Whitehead reiterating that it's an "evolution" of what the first game offered, but was iterated on again and again.</p><p>"Since then, it's been used for other CA projects, so it's quite mature," he said. "And it creates a kind of spatial setup of the world. And what that means is, when a sound happens in a room that is — a vent away from you or something — that sound is being reverberated around, and you get a really, really realistic response, and hopefully a really, really terrifying version of that sound."</p><p><em>Alien: Isolation 2</em> is now in development and will launch on <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/reviews/xbox-series-s">Series S</a>, <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a>, and PC.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/creative-assembly-says-alien-isolation-2s-custom-tech-enabled-a-realistic-atmosphere-unreal-engine-5-couldnt-we-felt-that-a-custom-solution-would-give-us-that-perfect-frame-response-that-you-want-in-that-kind-of-really-really-dark-environment</link>
                                                                            <description>
                            <![CDATA[ Alien: Isolation 2's custom audio and lighting tech has enabled Creative Assembly to create a more authentic atmosphere that Unreal Engine 5 couldn't achieve. ]]>
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                                                                        <pubDate>Tue, 22 Sep 2026 11:11:06 +0000</pubDate>                                                                                                                                <updated>Thu, 24 Sep 2026 18:44:07 +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[Creative Assembly]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Alien: Isolation 2]]></media:description>                                                            <media:text><![CDATA[Alien: Isolation 2]]></media:text>
                                <media:title type="plain"><![CDATA[Alien: Isolation 2]]></media:title>
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                                <ul><li><strong>Principal environment artist Archie Whitehead says </strong><em><strong>Alien: Isolation 2</strong></em><strong>'s custom lighting and audio tech allowed it to create a more "realistic" atmosphere</strong></li><li><strong>He says just using Unreal Engine 5 wasn't enough, since the engine is "optimized for usually quite bright scenes"</strong></li><li><strong>Custom lighting allowed the team to design "reactivity" in the environment</strong></li></ul><p><a href="https://www.techradar.com/gaming/alien-isolation-2-summer-game-fest-2026-hands-on-preview"><em>Alien: Isolation 2</em></a>'s custom audio and lighting technology has enabled Creative Assembly to create a more authentic atmosphere that it couldn't fully achieve with just Unreal Engine 5.</p><p>In an interview with TechRadar Gaming at Gamescom, Creative Assembly principal environment artist Archie Whitehead and principal UI artist Laura Mauterer shared more about developing the sequel with Unreal Engine 5 and the studio's custom technology, which <a href="https://www.techradar.com/gaming/creative-assembly-is-developing-its-own-custom-technology-for-alien-isolation-2-to-really-fine-tune-the-experience-and-create-exactly-the-best-alien-experience">it previously told us was an "evolution" of what fans are familiar with</a>.</p><p>"For horror, audio and lighting are the two Powerman things," Whitehead said. "Unreal gave us a great base, but we felt that to do certain things, it [custom tech] really, really helps."</p><p>One of those things, particularly with lighting, was "reactivity," which would offer visual effects from things like weather and other environmental assets, creating a more realistic atmosphere.</p><p>"We wanted a thunderclap, like fire flickering, sirens spinning, all of that stuff," he continued. "We felt that a custom solution would give us that perfect frame response that you want in that really, really dark environment. You know, Lumens [UE5's global illumination and reflections system] is optimized for usually quite brighter scenes."</p><p>The developer explained that the team struggled with showcasing metals in the game's darker exterior environment, saying, "Metals in virtual worlds are really difficult." </p><p>He added, "The color of metal is actually just what's being reflected, right? And the problem is all of our scenes are really dark, so for the metal to behave properly, it's quite a tricky balance to strike. So that's one of the things that our lighting system helps us with."</p><p>The game's audio system has also improved, with Whitehead reiterating that it's an "evolution" of what the first game offered, but was iterated on again and again.</p><p>"Since then, it's been used for other CA projects, so it's quite mature," he said. "And it creates a kind of spatial setup of the world. And what that means is, when a sound happens in a room that is — a vent away from you or something — that sound is being reverberated around, and you get a really, really realistic response, and hopefully a really, really terrifying version of that sound."</p><p><em>Alien: Isolation 2</em> is now in development and will launch on <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/reviews/xbox-series-s">Series S</a>, <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a>, and PC.</p>
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                                                            <title><![CDATA[ Test your Modern Warfare knowledge ahead of the next game with our Call of Duty quiz ]]></title>
                                                                                                <dc:content><![CDATA[ <p>We're just a few weeks away from the launch of <em>Call of Duty: Modern Warfare 4</em>, the explosive next entry in the blockbuster shooter series.</p><p>The <em>Call of Duty </em>franchise has been around for more than two decades, with almost constant annual releases, including multiple <em>Modern Warfare </em>games. There's the iconic original trilogy, and a more recent set of reboots that reset the story and brought its characters and themes into the modern age </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/tmCV1hj6z5Y" allowfullscreen></iframe></div></div><p>But how much do you really know about the <em>Modern Warfare </em>games? Can you tell your Captain Price apart from your Gaz and Soap? </p><p>I've put together this <em>Modern Warfare </em>quiz to test your knowledge in the build-up to the <em>Modern Warfare 4 </em>launch, with a rigorous selection of questions related to all the <em>Modern Warfare </em>titles, old and new.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-eJ9BZX"></div>                            </div>                            <script src="https://kwizly.com/embed/eJ9BZX.js" async></script><p>How did you score in our <em>Modern Warfare </em>quiz? Was there anything that took you by surprise? Let us know in the comments below, and maybe share your favorite bit of <em>Call of Duty </em>trivia too!</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-Xk89Ze"></div>                            </div>                            <script src="https://kwizly.com/embed/Xk89Ze.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/think-you-know-your-modern-warfare-test-your-knowledge-ahead-of-the-next-game-with-our-call-of-duty-quiz</link>
                                                                            <description>
                            <![CDATA[ How much do you know about Modern Warfare? Find out with our Call of Duty quiz. ]]>
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                                                                        <pubDate>Mon, 21 Sep 2026 14:59:37 +0000</pubDate>                                                                                                                                <updated>Wed, 23 Sep 2026 08:51:10 +0000</updated>
                                                                                                                                            <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:description><![CDATA[Modern Warfare 3]]></media:description>                                                            <media:text><![CDATA[Modern Warfare 3]]></media:text>
                                <media:title type="plain"><![CDATA[Modern Warfare 3]]></media:title>
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                                <p>We're just a few weeks away from the launch of <em>Call of Duty: Modern Warfare 4</em>, the explosive next entry in the blockbuster shooter series.</p><p>The <em>Call of Duty </em>franchise has been around for more than two decades, with almost constant annual releases, including multiple <em>Modern Warfare </em>games. There's the iconic original trilogy, and a more recent set of reboots that reset the story and brought its characters and themes into the modern age </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/tmCV1hj6z5Y" allowfullscreen></iframe></div></div><p>But how much do you really know about the <em>Modern Warfare </em>games? Can you tell your Captain Price apart from your Gaz and Soap? </p><p>I've put together this <em>Modern Warfare </em>quiz to test your knowledge in the build-up to the <em>Modern Warfare 4 </em>launch, with a rigorous selection of questions related to all the <em>Modern Warfare </em>titles, old and new.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-eJ9BZX"></div>                            </div>                            <script src="https://kwizly.com/embed/eJ9BZX.js" async></script><p>How did you score in our <em>Modern Warfare </em>quiz? Was there anything that took you by surprise? Let us know in the comments below, and maybe share your favorite bit of <em>Call of Duty </em>trivia too!</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-Xk89Ze"></div>                            </div>                            <script src="https://kwizly.com/embed/Xk89Ze.js" async></script>
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                                                            <title><![CDATA[ Celebrate the release of Resonance: A Plague Tale Legacy with our Plague Tale quiz ]]></title>
                                                                                                <dc:content><![CDATA[ <p>The <em>A Plague Tale</em> series has become one of the finest in video games since the first game, <em>A Plague Tale: Innocence,</em> released back in 2019.</p><p>Its historical background, immersive and deeply compelling yet bleak and miserable narratives, as well as its memorable characters and robust mix of stealth action and survival, are perfect for thoughtful, enjoyable, and deeply memorable experiences.</p><p>As a result, with the third and latest game now out in the wild in the form of <a href="https://www.techradar.com/gaming/resonance-a-plague-tale-review"><em>Resonance: A Plague Tale Legacy</em></a> — there's never been a better time to celebrate the bleak and gripping series with a quiz.</p><p>As a long-time<em> A Plague Tale</em> fan, I've crafted the quiz below just as Amicia did with her ammo: deliberately and with great thought and care. It's somewhat hard to get three excellent video games' worth of trivia into a short quiz, but I think I've picked some more straightforward teasers and some deep-cut brain ticklers to appeal to fans of all kinds of the series.</p><p>Best of luck, and let us know how you get on!</p><div style="min-height: 1300px;">                                <div class="kwizly-quiz kwizly-eP9m0W"></div>                            </div>                            <script src="https://kwizly.com/embed/eP9m0W.js" async></script><p>What did you make of our<em> A Plague Tale</em> quiz? The right balance of more obvious questions and tougher ones? Let me know in the comments, and come back for more quizzes soon — and also let me know what other video game quizzes we could do!</p><iframe title="What's your favorite bit oif trivia or fact about Assassin's Creed Black Flag?" description="Let us know in the comments." minimumCommentCount="0" class="position-center" data-lazy-priority="low" data-lazy-src=""></iframe> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/a-plague-tale-series-quiz</link>
                                                                            <description>
                            <![CDATA[ Embrace bleakness and sadness with our A Plague Tale quiz, celebrating the trilogy of titles in the series ]]>
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                                                                        <pubDate>Sun, 20 Sep 2026 17:00:00 +0000</pubDate>                                                                                                                                                                                                                                <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[Three images or bits of key art from A Plague Tale: Innocence, Requiem, and Resonance]]></media:description>                                                            <media:text><![CDATA[Three images or bits of key art from A Plague Tale: Innocence, Requiem, and Resonance]]></media:text>
                                <media:title type="plain"><![CDATA[Three images or bits of key art from A Plague Tale: Innocence, Requiem, and Resonance]]></media:title>
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                                <p>The <em>A Plague Tale</em> series has become one of the finest in video games since the first game, <em>A Plague Tale: Innocence,</em> released back in 2019.</p><p>Its historical background, immersive and deeply compelling yet bleak and miserable narratives, as well as its memorable characters and robust mix of stealth action and survival, are perfect for thoughtful, enjoyable, and deeply memorable experiences.</p><p>As a result, with the third and latest game now out in the wild in the form of <a href="https://www.techradar.com/gaming/resonance-a-plague-tale-review"><em>Resonance: A Plague Tale Legacy</em></a> — there's never been a better time to celebrate the bleak and gripping series with a quiz.</p><p>As a long-time<em> A Plague Tale</em> fan, I've crafted the quiz below just as Amicia did with her ammo: deliberately and with great thought and care. It's somewhat hard to get three excellent video games' worth of trivia into a short quiz, but I think I've picked some more straightforward teasers and some deep-cut brain ticklers to appeal to fans of all kinds of the series.</p><p>Best of luck, and let us know how you get on!</p><div style="min-height: 1300px;">                                <div class="kwizly-quiz kwizly-eP9m0W"></div>                            </div>                            <script src="https://kwizly.com/embed/eP9m0W.js" async></script><p>What did you make of our<em> A Plague Tale</em> quiz? The right balance of more obvious questions and tougher ones? Let me know in the comments, and come back for more quizzes soon — and also let me know what other video game quizzes we could do!</p><iframe title="What's your favorite bit oif trivia or fact about Assassin's Creed Black Flag?" description="Let us know in the comments." minimumCommentCount="0" class="position-center" data-lazy-priority="low" data-lazy-src=""></iframe>
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                                                            <title><![CDATA[ Heroes of the Storm made a surprise return at BlizzCon 2026 — and I still think it's secretly the best MOBA out there ]]></title>
                                                                                                <dc:content><![CDATA[ <p>It’s been eight years since I last played a match in <em>Heroes of the Storm</em>.</p><div  class="fancy-box"><div class="fancy_box-title">Under the Radar</div><div class="fancy_box_body"><p class="fancy-box__body-text">Under the Radar is our way of highlighting great games that might have passed you by. Through a regular mix of news stories and features, we'll cover great experiences that we feel haven't found the audience they deserve. Read the <a data-analytics-id="inline-link" href="https://www.techradar.com/tag/under-the-radar">full series here</a>.</p></div></div><p>For the majority of my late twenties, though, it was the MOBA my group of friends and I played night after night. Sure, everyone else was on <em>League of Legends</em> or <em>Dota 2</em> as they were deemed to be the superior games in the genre, but we enjoyed our home in Blizzard’s crossover brawler, battling away as iconic faces such as Thrall, Jim Raynor, Tracer, and Diablo himself.</p><p>I fondly remember the nights spent playing <em>HOTS,</em> and our group would regularly reminisce about the hours we spent together on the game. We’d retell the same stories of the incredible plays and frustrating losses that we would experience every session — and never tire of joking about all the times someone would overextend in mid lane. </p><p>However, in that time between my last game and now, and following Blizzard’s decision to put the game into maintenance mode in July 2022, I had fully moved on.</p><p>But suddenly, that all changed. At this year’s BlizzCon, the opening keynote presentation kicked off with a surprise that no one could have anticipated. <em>Heroes of the Storm</em> is getting a new hero: Xal’atath, the Harbinger of the Void.</p><p>Cue a flurry of messages in the group chat, a Robin Williams ‘what year is it?’ gif, and exclamations of “we’re so back.” The game’s subreddit, a near-dormant sanctuary for players still fighting away in the Nexus, exploded back to life as well. The passion and excitement were reactivated in an instant — and I felt the same too.</p><h2 id="a-surprise-return">A surprise return</h2><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/QwXQEtGlkc4" allowfullscreen></iframe></div></div><p>Naturally, I had to reinstall the game, and over the past week I’ve dived in for a couple of hours nearly every night. I’ve amazed myself at how quickly I’ve picked it up again and how much I’ve remembered about each map, hero, and the flow of a game. It’s felt so good to be back, and it’s reminded me why I think it’s such an unsung hero in the MOBA genre.</p><p>See, <em>Heroes of the Storm</em> strips out a lot of the more, let’s say, hardcore aspects that were found in a lot of the top MOBAs of the time. </p><p>There’s no last-hitting creeps to get extra resources, no shop at which to spend gold to build your character, experience is shared team-wide to (theoretically) keep everyone on a level playing field, and there are generally fewer secondary features to think about during a match.</p><p>That led to some thinking that <em>Heroes of the Storm</em> is a ‘dumbing-down’ of the MOBA, but I’d argue that the game isn’t lacking in complexity. </p><p>One way is with the talents that are earned as you level. These allow you to build your character in a chosen way, adapting your strategy to your strengths and countering the team composition you’re facing.</p><h2 id="surprising-depth">Surprising depth</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:60.47%;"><img id="gMueQT3ZEZjigViDBGyEab" name="Heroes_GamePress_TFu_35b_png_jpgcopy" alt="A screenshot of Diablo and Valla fighting Thrall and Rehgar in Heroes of the Storm" src="https://cdn.mos.cms.futurecdn.net/gMueQT3ZEZjigViDBGyEab-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1548" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Blizzard)</span></figcaption></figure><p>The main gimmick, though, is that rather than playing in a single arena over and over again, <em>HOTS</em> offers several maps that feature different main objectives. These require you to prepare and be ready for those moments when you need to defend an area, escort a payload, or gather scattered resources.</p><p>Achieving these gives you a temporary boon that works towards destroying your opponent’s home base, or Nexus. That might be a giant bone golem that lays siege to any structures in its path, or a barrage of missiles that directly attack buildings. At one point, a player could take control of a massive plant abomination to root enemies in place and smash up the other team’s defences.</p><p>These objectives add dynamism and give players a direction to move towards at regular intervals throughout a match. They also encourage more teamfighting, which I find is the most exciting and enjoyable part of any MOBA, where positioning and smart engagements are rewarded over repeatedly clicking on a creep at just the right time to build a pot of gold.</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:62.50%;"><img id="cTpKytqGbnkDz9XdzKSDkg" name="Hanzo_GameplayR1_png_jpgcopy" alt="The hero Hanzo firing his arrow ultimate across the arena at three targets in Heroes of the Storm" src="https://cdn.mos.cms.futurecdn.net/cTpKytqGbnkDz9XdzKSDkg-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1600" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Blizzard)</span></figcaption></figure><p>While I can appreciate there’s a skill to farming creeps efficiently in the opening phases of a <em>Dota 2</em> or <em>League of Legends</em> game, I’d rather not be spending my time doing that. I’m also not a huge fan of the downtime in those games, going back to buy items and fiddling around in menus to buy a bigger sword or stock up on wards that you scatter across the map to give vision.</p><p>In comparison, <em>Heroes of the Storm</em> is a game of near-constant action, with matches that generally last a glorious 20 minutes or so. Sometimes shorter if you go on a tear, and sometimes longer if things are tight, but rarely too long that it starts to feel like a slog — especially in those painful situations where you can see the writing’s on the wall in the first 15 minutes.</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:62.50%;"><img id="kRZo36DAcW95XvzMEUPrd" name="Anduin_Q_Ability_png_jpgcopy" alt="A teamfight in Heroes of the Storm featuring Anduin, Artanis, Valeera, Illidan, and Kharazim." src="https://cdn.mos.cms.futurecdn.net/kRZo36DAcW95XvzMEUPrd-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1600" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Blizzard)</span></figcaption></figure><p>This is all before I’ve even dug into the roster, which is a joy for any Blizzard fans and anyone who loves to have a diverse range of fighting styles at their fingertips. </p><p>As well as its satisfying selection of tanks, assassins, brawlers, and supports to master from across <em>WarCraft</em>, <em>StarCraft</em>, <em>Diablo</em>, <em>Overwatch</em>, and more, <em>Heroes of the Storm</em> has fun experimenting with all sorts of characters.</p><p>Abathur is a classic: a creature of the Zerg who hides in the backlines, but can assimilate with other players anywhere on the map to provide support. There’s Cho’Gall: a two-headed ogre who has its movement controlled by one player and abilities controlled by another — cue chaotic attempts to work together. And there’s the Blizzard deep cut, The Lost Vikings, who challenge you to control three different characters at once, almost bringing the stress of a full RTS experience to the game.</p><p>It’s these new and fascinating ideas in its map and hero design, as well as a focus on the more thrilling aspects of a MOBA, that make me think <em>Heroes of the Storm</em> has always been such an underrated gem. </p><p>I’m hoping this new spotlight on the game not only brings back a lot of old fans like me, but also introduces it to an entirely new audience so Blizzard sees reason to release heroes and updates in the future.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-O6yK1W"></div>                            </div>                            <script src="https://kwizly.com/embed/O6yK1W.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/pc-gaming/heroes-of-the-storm-made-a-surprise-return-at-blizzcon-and-i-still-think-its-secretly-the-best-moba-out-there</link>
                                                                            <description>
                            <![CDATA[ Blizzard's surprise reveal of a new character in Heroes of the Storm at BlizzCon got me to reinstall the game once again, and after playing it for a week, I'm reminded why I think it's secretly the best MOBA out there. ]]>
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                                                                        <pubDate>Sun, 20 Sep 2026 14:35:00 +0000</pubDate>                                                                                                                                <updated>Mon, 21 Sep 2026 08:40:38 +0000</updated>
                                                                                                                                            <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Gaming]]></category>
                                                    <category><![CDATA[Consoles & PC]]></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>
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                                                            <media:credit><![CDATA[Future / Blizzard]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A hero image of Xal&#039;atath from Heroes of the Storm with the TechRadar Under the Radar logo in the top right corner]]></media:description>                                                            <media:text><![CDATA[A hero image of Xal&#039;atath from Heroes of the Storm with the TechRadar Under the Radar logo in the top right corner]]></media:text>
                                <media:title type="plain"><![CDATA[A hero image of Xal&#039;atath from Heroes of the Storm with the TechRadar Under the Radar logo in the top right corner]]></media:title>
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                                <p>It’s been eight years since I last played a match in <em>Heroes of the Storm</em>.</p><div  class="fancy-box"><div class="fancy_box-title">Under the Radar</div><div class="fancy_box_body"><p class="fancy-box__body-text">Under the Radar is our way of highlighting great games that might have passed you by. Through a regular mix of news stories and features, we'll cover great experiences that we feel haven't found the audience they deserve. Read the <a data-analytics-id="inline-link" href="https://www.techradar.com/tag/under-the-radar">full series here</a>.</p></div></div><p>For the majority of my late twenties, though, it was the MOBA my group of friends and I played night after night. Sure, everyone else was on <em>League of Legends</em> or <em>Dota 2</em> as they were deemed to be the superior games in the genre, but we enjoyed our home in Blizzard’s crossover brawler, battling away as iconic faces such as Thrall, Jim Raynor, Tracer, and Diablo himself.</p><p>I fondly remember the nights spent playing <em>HOTS,</em> and our group would regularly reminisce about the hours we spent together on the game. We’d retell the same stories of the incredible plays and frustrating losses that we would experience every session — and never tire of joking about all the times someone would overextend in mid lane. </p><p>However, in that time between my last game and now, and following Blizzard’s decision to put the game into maintenance mode in July 2022, I had fully moved on.</p><p>But suddenly, that all changed. At this year’s BlizzCon, the opening keynote presentation kicked off with a surprise that no one could have anticipated. <em>Heroes of the Storm</em> is getting a new hero: Xal’atath, the Harbinger of the Void.</p><p>Cue a flurry of messages in the group chat, a Robin Williams ‘what year is it?’ gif, and exclamations of “we’re so back.” The game’s subreddit, a near-dormant sanctuary for players still fighting away in the Nexus, exploded back to life as well. The passion and excitement were reactivated in an instant — and I felt the same too.</p><h2 id="a-surprise-return">A surprise return</h2><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/QwXQEtGlkc4" allowfullscreen></iframe></div></div><p>Naturally, I had to reinstall the game, and over the past week I’ve dived in for a couple of hours nearly every night. I’ve amazed myself at how quickly I’ve picked it up again and how much I’ve remembered about each map, hero, and the flow of a game. It’s felt so good to be back, and it’s reminded me why I think it’s such an unsung hero in the MOBA genre.</p><p>See, <em>Heroes of the Storm</em> strips out a lot of the more, let’s say, hardcore aspects that were found in a lot of the top MOBAs of the time. </p><p>There’s no last-hitting creeps to get extra resources, no shop at which to spend gold to build your character, experience is shared team-wide to (theoretically) keep everyone on a level playing field, and there are generally fewer secondary features to think about during a match.</p><p>That led to some thinking that <em>Heroes of the Storm</em> is a ‘dumbing-down’ of the MOBA, but I’d argue that the game isn’t lacking in complexity. </p><p>One way is with the talents that are earned as you level. These allow you to build your character in a chosen way, adapting your strategy to your strengths and countering the team composition you’re facing.</p><h2 id="surprising-depth">Surprising depth</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:60.47%;"><img id="gMueQT3ZEZjigViDBGyEab" name="Heroes_GamePress_TFu_35b_png_jpgcopy" alt="A screenshot of Diablo and Valla fighting Thrall and Rehgar in Heroes of the Storm" src="https://cdn.mos.cms.futurecdn.net/gMueQT3ZEZjigViDBGyEab-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1548" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Blizzard)</span></figcaption></figure><p>The main gimmick, though, is that rather than playing in a single arena over and over again, <em>HOTS</em> offers several maps that feature different main objectives. These require you to prepare and be ready for those moments when you need to defend an area, escort a payload, or gather scattered resources.</p><p>Achieving these gives you a temporary boon that works towards destroying your opponent’s home base, or Nexus. That might be a giant bone golem that lays siege to any structures in its path, or a barrage of missiles that directly attack buildings. At one point, a player could take control of a massive plant abomination to root enemies in place and smash up the other team’s defences.</p><p>These objectives add dynamism and give players a direction to move towards at regular intervals throughout a match. They also encourage more teamfighting, which I find is the most exciting and enjoyable part of any MOBA, where positioning and smart engagements are rewarded over repeatedly clicking on a creep at just the right time to build a pot of gold.</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:62.50%;"><img id="cTpKytqGbnkDz9XdzKSDkg" name="Hanzo_GameplayR1_png_jpgcopy" alt="The hero Hanzo firing his arrow ultimate across the arena at three targets in Heroes of the Storm" src="https://cdn.mos.cms.futurecdn.net/cTpKytqGbnkDz9XdzKSDkg-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1600" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Blizzard)</span></figcaption></figure><p>While I can appreciate there’s a skill to farming creeps efficiently in the opening phases of a <em>Dota 2</em> or <em>League of Legends</em> game, I’d rather not be spending my time doing that. I’m also not a huge fan of the downtime in those games, going back to buy items and fiddling around in menus to buy a bigger sword or stock up on wards that you scatter across the map to give vision.</p><p>In comparison, <em>Heroes of the Storm</em> is a game of near-constant action, with matches that generally last a glorious 20 minutes or so. Sometimes shorter if you go on a tear, and sometimes longer if things are tight, but rarely too long that it starts to feel like a slog — especially in those painful situations where you can see the writing’s on the wall in the first 15 minutes.</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:62.50%;"><img id="kRZo36DAcW95XvzMEUPrd" name="Anduin_Q_Ability_png_jpgcopy" alt="A teamfight in Heroes of the Storm featuring Anduin, Artanis, Valeera, Illidan, and Kharazim." src="https://cdn.mos.cms.futurecdn.net/kRZo36DAcW95XvzMEUPrd-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1600" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Blizzard)</span></figcaption></figure><p>This is all before I’ve even dug into the roster, which is a joy for any Blizzard fans and anyone who loves to have a diverse range of fighting styles at their fingertips. </p><p>As well as its satisfying selection of tanks, assassins, brawlers, and supports to master from across <em>WarCraft</em>, <em>StarCraft</em>, <em>Diablo</em>, <em>Overwatch</em>, and more, <em>Heroes of the Storm</em> has fun experimenting with all sorts of characters.</p><p>Abathur is a classic: a creature of the Zerg who hides in the backlines, but can assimilate with other players anywhere on the map to provide support. There’s Cho’Gall: a two-headed ogre who has its movement controlled by one player and abilities controlled by another — cue chaotic attempts to work together. And there’s the Blizzard deep cut, The Lost Vikings, who challenge you to control three different characters at once, almost bringing the stress of a full RTS experience to the game.</p><p>It’s these new and fascinating ideas in its map and hero design, as well as a focus on the more thrilling aspects of a MOBA, that make me think <em>Heroes of the Storm</em> has always been such an underrated gem. </p><p>I’m hoping this new spotlight on the game not only brings back a lot of old fans like me, but also introduces it to an entirely new audience so Blizzard sees reason to release heroes and updates in the future.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-O6yK1W"></div>                            </div>                            <script src="https://kwizly.com/embed/O6yK1W.js" async></script>
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                                                            <title><![CDATA[ The five things that the Steam Deck 2 has to get right, half a decade after the original's reveal ]]></title>
                                                                                                <dc:content><![CDATA[ <p>When the original <a href="https://www.techradar.com/reviews/steam-deck">Steam Deck</a> was first announced back in mid-2021, it was a revelation. Valve proved that handheld gaming PCs could be cost-effective and still powerful enough to run demanding software at playable framerates. The first-generation Deck would ship in February 2022, with the <a href="https://www.techradar.com/gaming/steam-deck-oled-review">Steam Deck OLED</a> model later innovating with a larger, prettier screen, improved refresh rate, and a superior battery in November 2023. </p><p>The Steam Deck impressed at the time with its respectable semi-custom AMD APU complete with its four-core (eight threads) CPU clocked between 2.4 and 3.5 GHz, and 8 RDNA 2 Compute Units clocked at 1.6 GHz. </p><p>In short, the hardware inside meant that pushing the <a href="https://www.techradar.com/news/best-pc-games">best PC games</a> to 30 FPS (and above in some cases) at its native 1280 x 720p resolution was a possibility, but the competition has proven that it's time for Valve to go back to the drawing board if it wants to stay competitive. </p><p>That's because the Steam Deck is now fairly underpowered when compared to the <a href="https://www.techradar.com/computing/gaming-pcs/i-review-gaming-handhelds-for-a-living-here-are-the-best-3-you-can-buy-right-now">best PC handhelds</a> on the market. The competition have Full HD (1080p) displays (or better), and feature vastly superior hardware in the form of <a href="https://www.techradar.com/news/amd-ryzen-z1-handheld-gaming-chips-lay-down-gauntlet-for-the-nintendo-switch-2">AMD Ryzen Z1</a>/<a href="https://www.techradar.com/computing/computer-gaming-accessories/amd-announces-new-ryzen-z2-chips-for-pc-gaming-handhelds-at-ces-2025">Z2</a> or <a href="https://www.techradar.com/computing/gaming-pcs/how-intel-xess-3-mfg-can-change-things">Intel Arc G3</a> APUs that run rings around the previous-generation frontrunner. So, what does Valve need to do to ensure the Steam Deck 2 can compete if, and when, it launches?</p><h2 id="1-a-120hz-full-hd-1080p-oled-display-as-standard">1. A 120Hz Full HD (1080p) OLED display as standard</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="opMZtCfgghrWpuM5Cy3gLm" name="ROG-Crimson-Skies-3-1-JPG-0135b0d2e2c601739446" alt="An Xbox Rog Ally handheld playing a classic Xbox game." src="https://cdn.mos.cms.futurecdn.net/opMZtCfgghrWpuM5Cy3gLm-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="caption-text">All of the major Steam Deck rivals use a high refresh rate 1080p display, or better, so it's time for Valve to catch up </span><span class="credit" itemprop="copyrightHolder">(Image credit: Microsoft)</span></figcaption></figure><p>Both the Steam Deck LCD and Steam Deck OLED models feature a native resolution of 1280 x 720p with either a 60Hz or 90Hz refresh rate. Considering when the former was launched, this was an acceptable trade-off for providing playable framerates. However, every competing product in the oversaturated space has since eclipsed this, meaning the Steam Deck 2 absolutely needs a 120Hz 1080p display at a minimum to be viable. </p><p>You only need to look as far as the biggest rivals from back in 2023; the Steam Deck's panel was passé less than a year after the hardware debuted, as evidenced by the <a href="https://www.techradar.com/features/the-asus-rog-ally-has-finally-made-me-a-believer-in-handheld-gaming-pcs">Asus ROG Ally</a> and <a href="https://www.techradar.com/gaming/consoles-pc/lenovo-legion-go">Lenovo Legion Go</a>. Both devices could confidently be called true Steam Deck rivals. The first-generation ROG Ally had a 7-inch 120Hz 1080p panel, whereas the original Legion Go had a 144Hz 8.8-inch QHD+ screen. </p><p>I'll always argue that anything above 1080p on a display as small as seven or eight inches ultimately results in a waste of resources, and it seems hardware companies got the hint in 2024. More than two years ago, the <a href="https://www.techradar.com/computing/gaming-computers/msi-claw-preview-a-bold-step-for-msi-and-intel-in-an-increasingly-crowded-field#section-msi-claw-specs">MSI Claw A1M</a> launched with a 7-inch Full HD screen, as did the <a href="https://www.techradar.com/computing/gaming-computers/hands-on-the-zotac-zone-is-the-newest-challenger-in-the-handheld-pc-gaming-arena-but-it-needs-some-work">Zotac Zone</a>, <a href="https://www.techradar.com/computing/gaming-laptops/asus-rog-ally-x#section-asus-rog-ally-x-specs">Asus ROG Ally X</a>, <a href="https://www.techradar.com/computing/gaming-computers/asus-rog-xbox-ally-x-review">Asus ROG Xbox Ally X</a>, <a href="https://www.techradar.com/computing/gaming-computers/lenovo-legion-go-s-steamos#section-lenovo-legion-go-s-steamos-specs">Lenovo Legion Go S</a>, and <a href="https://www.techradar.com/computing/gaming-pcs/lenovo-reveals-legion-go-2-with-oled-display-packing-144hz-refresh-rate-and-vrr-and-a-big-boost-for-battery-life">Lenovo Legion Go 2</a>, as well as recent releases such as the <a href="https://www.techradar.com/computing/gaming-computers/msi-claw-8-ex-ai">MSI Claw 8 EX AI+</a>. There's no need for Valve to look to 1440p (QHD), but the company needs to get with the times to avoid being left behind; lacking a decent screen would kill the Steam Deck 2.</p><h2 id="2-a-semi-custom-amd-zen-4-and-rdna-3-5-apu-or-better">2. A semi-custom AMD Zen 4 and RDNA 3.5 APU (or better)</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="sRYUsYaHyQsGtQmPTaaGVF" name="AMD RDNA 3.5" alt="AMD RDNA 3.5 chip" src="https://cdn.mos.cms.futurecdn.net/sRYUsYaHyQsGtQmPTaaGVF-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="caption-text">It's likely that Valve would go the semi-custom route again, and there's plenty of life left in RDNA 3.5 yet.  </span><span class="credit" itemprop="copyrightHolder">(Image credit: AMD)</span></figcaption></figure><p>It's never been Valve's style to throw standardized components into its hardware. While the competition was comfortable using the AMD Ryzen Z1 or Z2, or gave Intel Arc graphics a go, the Washington-based company had to go a different route. We saw this with the semi-custom APU inside the Steam Deck and Steam Deck OLED, but this design philosophy has since been repeated with the recently released <a href="https://www.techradar.com/computing/gaming-laptops/steam-machine-review#section-valve-steam-deck-review-specs">Steam Machine</a>. </p><p>Valve's living room PC features a semi-custom AMD APU that utilizes a six-core (12 threads) Zen 4 CPU and an RDNA 3-powered GPU with a total of 28 Compute Units and 8GB of GDDR6 VRAM. This home-console rival was said to offer "six times the horsepower" of the Steam Deck, and the tech could act as the perfect blueprint for what should be inside the Steam Deck 2. </p><p>Now, considering the portable nature of a Steam Deck successor and the lack of an active cooling solution, combined with the price tag (I'll get to that further down the page), it's unlikely that the Steam Deck 2 will be as powerful as the Steam Machine, but it could close the gap. The Steam Machine uses around 170W of its total power draw when plugged into mains, with 110W dedicated to the GPU, 30W for the CPU, and the rest of the components (RAM, fans, SSD, etc.) accounting for the other 30 to 60W of draw. </p><p>When plugged in, the Steam Deck OLED draws a maximum of 45W (or 15V at 3000mA). When on battery power, Valve's handheld draws anywhere from four to 27W depending on the task at hand. Obviously, battery life has to be a huge consideration here as well, so we aren't going to see upwards of 100W for a handheld. Today's competition, chiefly the MSI Claw 8 EX AI+, can provide 30-60 FPS in High settings in 1080p in either 17W or 35W on battery, but that comes at its own (literal) cost. </p><p>That's the power potential, but what about a close approximation of how a semi-custom RDNA 3 or RDNA 3.5-backed APU could perform inside the Steam Deck 2? Well, the closest we can get is with the performance jump from the AMD Ryzen Z2 compared to the Z1. <a href="https://www.pcgamer.com/hardware/handheld-gaming-pcs/the-first-gaming-benchmarks-for-amds-ryzen-z2-extreme-show-memory-bandwidth-is-hobbling-the-full-potential-the-new-handheld-chip/">At lower TDPs, the Z2 offers a generational leap</a> anywhere from 4W to 40W, offering playable framerates of at least 30 FPS in 1080p, which is the only standard requirement for a Steam Deck Verified game in 2026. In particular, the Z2 Extreme features 16 RDNA 3.5 Compute Units with a total boost clock of up to 2.9 GHz and 24GB LPDDR5x-8000 memory; Valve could use something similar. </p><h2 id="3-a-sub-1-000-1-000-price-tag">3. A sub-$1,000 / £1,000 price tag</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="Zv42fyetVFJ3uMq5raAHwB" name="MSI Claw 8 EX AI+" alt="A woman's hands holding the MSI Claw 8 EX AI+ as she plays Clair Obscur: Expedition 33." src="https://cdn.mos.cms.futurecdn.net/Zv42fyetVFJ3uMq5raAHwB-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="caption-text">The MSI Claw 8 EX AI+ is a spectacular machine, but it's eye-watering MSRP makes it completely unaccessable for most. Valve should not repeat this mistake </span><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>When the Steam Deck was first revealed and distributed, it was sold at a loss. Prior to the original model's release, <a href="https://www.ign.com/articles/steam-deck-price-valve-gabe-newell-400-dollars-painful-but-critical">Gabe Newell said</a> this decision was "painful" but "critical" for the hardware to break through to the market. Affordability and competitive performance took priority over outclassing the competition, and that was the core appeal of the Steam Deck, especially in the early years. </p><p>Well, it's nearing the end of 2026 now, and hardware companies (including Valve itself) have not learned from this example. The Steam Deck <em>was</em> successful because it was an affordable and powerful entry point into PC gaming, but that's a reality that's (unfortunately) becoming harder to remember as time marches on. The ongoing RAM crisis has meant the <a href="https://www.techradar.com/tech/holy-moly-valve-just-hiked-the-steam-deck-oled-price-by-almost-50-percent-but-i-have-two-fan-favorite-handhelds-that-are-still-cheap-and-you-should-get-instead">Steam Deck OLED shot up in price by 50%</a>, and <a href="https://www.techradar.com/gaming/steam-deck/new-estimate-suggests-valves-steam-deck-sales-have-decreased-by-82-percent-and-the-reason-shouldnt-be-a-surprise">sales are also plummeting</a>, and consumers have already begun to argue that <a href="https://www.techradar.com/computing/gaming-pcs/handheld-pc-makers-are-slowly-losing-touch-with-valves-successful-steam-deck-template-of-affordability-and-thats-very-concerning">handheld gaming PCs are back into the unaffordable niche</a> product they were pre-2021. </p><p>To course-correct, Valve needs to offer the Steam Deck 2 for less than $1,000 / £1,000 / AU$2,000, at least for its base and mid-range configurations. We've seen growing backlash from gamers against rising prices recently, particularly with the eye-watering MSRPs of the new <a href="https://www.techradar.com/computing/gaming-pcs/the-perfect-handheld-for-many-asus-reveals-the-rog-xbox-ally-x20-and-handheld-fans-are-excited-about-everything-except-the-potential-price">Asus ROG Xbox Ally X20</a> (starting at $1,299.99 / £1,299.99) and the aforementioned MSI Claw 8 EX AI's shocking $1,799.99 / £1,399.99 entry point. To remain competitive, Valve needs to undercut the competition here, even if it means sacrificing some superficial features and maybe even peak performance. </p><p>In other words, Valve needs to remember why the Steam Deck succeeded in the first place: it was powerful enough and affordable enough to make everyday people consider PC gaming. It's a tall order given we're currently in one of the worst times in the computing industry in recent memory, where the price of GPUs, RAM, SSDs, and anything else that uses memory are skyrocketing with no signs of slowing down. Even if the Deck 2 is originally sold at a small loss, it would go a long way to prove that Valve can be pro-consumer again, as it lost favor with the Steam Machine's so-so performance for the price tag. </p><h2 id="4-tmr-sticks-and-mechanical-buttons">4. TMR sticks and mechanical buttons </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:56.29%;"><img id="7Vyvu5pseVNGCF33RJk88P" name="Steam Controllers" alt="Two Steam Controllers on a black desk" src="https://cdn.mos.cms.futurecdn.net/7Vyvu5pseVNGCF33RJk88P-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1441" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Valve has come a long way with its controllers over the years, but there's still work to be done </span><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Now that we've covered a prospective Steam Deck successor's price tag, specs, and screen, it's time to talk about ergonomics. While both versions of the Steam Deck are comfortable in the hand for long play sessions, the actual buttons and sticks leave a lot to be desired. Likely due to a price constraint, the handhelds utilize the standardized potentiometers, with physical parts that can cause wear and tear over time. If left unchecked for long enough, it can eventually lead to stick drift, which can be frustrating (and expensive) to repair. </p><p>Magnets are the way to go, then. It's tough when weighing up what would be the better technology for the Steam Deck 2's analog sticks, as both <a href="https://www.techradar.com/computing/keyboards/hall-effect-vs-tmr">Hall Effect and TMR</a> (Tunnelling Magnetoresistance) have their pros and cons. However, it's TMR that pulls ahead in this case for a couple of key reasons: it's more sensitive, accurate, and (thankfully) cheaper to implement now than a couple of years ago. There's a reason why so many of the <a href="https://www.techradar.com/best/best-pc-controllers">best PC controllers</a> on the market are already using TMR, so Valve would be missing an open goal if it cheaped out unnecessarily here.  </p><p>TMR sticks and magnetic sensing technology as a whole are far superior and lead to fewer points of failure, ensuring longevity. It's essential for a handheld like the Steam Deck 2. Modern PC controllers, such as the <a href="https://www.techradar.com/gaming/scuf-envision-pro-review">Scuf Envision Pro 2</a> and the <a href="https://www.techradar.com/gaming/scuf-omega-review">Scuf Omega</a>, have led the charge with microswitch buttons and D-pads. </p><p>They not only provide instant actuation for more precise inputs, but they will also last longer than a pure membrane alternative. It's not just about immediacy and feel in the hand, but also about how this design decision could influence long-term use. Ideally, you would want a Steam Deck 2 to feel as good as the day you bought it, even five years afterwards. </p><h2 id="5-a-bigger-and-more-efficent-battery-for-longer-or-more-demanding-sessions">5. A bigger and more efficent battery for longer (or more demanding) sessions</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="pJ6bUXJpB3krEK7FguUmMM" name="Steam Deck (1)" alt="Steam Deck on a black background" src="https://cdn.mos.cms.futurecdn.net/pJ6bUXJpB3krEK7FguUmMM-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="caption-text">The Steam Deck OLED brought a 25% battery increase. It's time for Valve to consider another substantial bump to stay competitive </span><span class="credit" itemprop="copyrightHolder">(Image credit: Valve / Steam)</span></figcaption></figure><p>Any good portable device, whether it's the <a href="https://www.techradar.com/uk/news/best-phone">best phone</a> or a Steam Deck successor, lives and dies on how good the battery life is. The original Steam Deck featured a 40 Wh (or 5200 mAh battery, whereas the Steam OLED bumped things up to 50 Wh (or 6,470 mAh). That netted you anywhere from two to 12 hours depending on the kinds of games you were running, with indies at low brightness yielding better playtime than a AAA release at full brightness would. On average, though, around two to four hours is considered the standard. </p><p>That's fine, sure, but Steam Deck rivals have since included larger batteries with longer average playtimes, and this is something Valve can directly address. For example, the Asus ROG Ally X has an 80Wh battery, meaning it can last anywhere from four to six hours of playback of intensive games played at 25 to 30W under the right conditions. That's a battery size increase of 60%; considering how many more <a href="https://www.sciencedirect.com/science/article/pii/S2352152X25012241">lithium-ion batteries are being made in a compact or portable form factor</a>, it means that this component cost could be cheaper than in 2021/22, and a larger battery could be among the top features of the successor device. </p><p>Ultimately, we want the ability to sit down and play our games on the sofa or on the move for longer, so offering a bigger battery with a superior lifespan would give the Steam Deck 2 the edge it would need. If Valve can bump the resolution up, tighten the ergonomics, increase the horsepower, and keep the costs down, then the second-generation of its handheld could be the best on the market. </p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/computing/gaming-pcs/five-things-that-the-steam-deck-2-needs-to-feature-to-compete-with-its-rivals-in-2027-and-beyond</link>
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                            <![CDATA[ I go through everything that a prospective Steam Deck successor would need to include to be viable against the fierce competition that has emerged in the last half-decade. ]]>
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                                                                        <pubDate>Sun, 20 Sep 2026 13:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming PCs]]></category>
                                                    <category><![CDATA[Computing]]></category>
                                                    <category><![CDATA[Gaming Computers]]></category>
                                                                                                <author><![CDATA[ alekshamcloughlin@outlook.com (Aleksha McLoughlin) ]]></author>                    <dc:creator><![CDATA[ Aleksha McLoughlin ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/R2ds6bAUZv4yvPaXGQLawQ-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Formerly TechRadar Gaming&#039;s Hardware Editor, Aleksha McLoughlin is now a freelancer specializing in computing tech, gaming, and Ecommerce. She&#039;s the author of The Hardest Video Games Ever Made, the Editor-in-Chief of Kyusai, and is experienced in gaming/tech PR. As well as TechRadar, you can find her work on GamesRadar, PC Gamer, Dexerto, PC Guide, Esports Insider, Club386, Trusted Reviews, Play Magazine, The Escapist, and dozens of other outlets.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Future]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Switch 2 and Steam Deck OLED]]></media:description>                                                            <media:text><![CDATA[Switch 2 and Steam Deck OLED]]></media:text>
                                <media:title type="plain"><![CDATA[Switch 2 and Steam Deck OLED]]></media:title>
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                                <p>When the original <a href="https://www.techradar.com/reviews/steam-deck">Steam Deck</a> was first announced back in mid-2021, it was a revelation. Valve proved that handheld gaming PCs could be cost-effective and still powerful enough to run demanding software at playable framerates. The first-generation Deck would ship in February 2022, with the <a href="https://www.techradar.com/gaming/steam-deck-oled-review">Steam Deck OLED</a> model later innovating with a larger, prettier screen, improved refresh rate, and a superior battery in November 2023. </p><p>The Steam Deck impressed at the time with its respectable semi-custom AMD APU complete with its four-core (eight threads) CPU clocked between 2.4 and 3.5 GHz, and 8 RDNA 2 Compute Units clocked at 1.6 GHz. </p><p>In short, the hardware inside meant that pushing the <a href="https://www.techradar.com/news/best-pc-games">best PC games</a> to 30 FPS (and above in some cases) at its native 1280 x 720p resolution was a possibility, but the competition has proven that it's time for Valve to go back to the drawing board if it wants to stay competitive. </p><p>That's because the Steam Deck is now fairly underpowered when compared to the <a href="https://www.techradar.com/computing/gaming-pcs/i-review-gaming-handhelds-for-a-living-here-are-the-best-3-you-can-buy-right-now">best PC handhelds</a> on the market. The competition have Full HD (1080p) displays (or better), and feature vastly superior hardware in the form of <a href="https://www.techradar.com/news/amd-ryzen-z1-handheld-gaming-chips-lay-down-gauntlet-for-the-nintendo-switch-2">AMD Ryzen Z1</a>/<a href="https://www.techradar.com/computing/computer-gaming-accessories/amd-announces-new-ryzen-z2-chips-for-pc-gaming-handhelds-at-ces-2025">Z2</a> or <a href="https://www.techradar.com/computing/gaming-pcs/how-intel-xess-3-mfg-can-change-things">Intel Arc G3</a> APUs that run rings around the previous-generation frontrunner. So, what does Valve need to do to ensure the Steam Deck 2 can compete if, and when, it launches?</p><h2 id="1-a-120hz-full-hd-1080p-oled-display-as-standard">1. A 120Hz Full HD (1080p) OLED display as standard</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="opMZtCfgghrWpuM5Cy3gLm" name="ROG-Crimson-Skies-3-1-JPG-0135b0d2e2c601739446" alt="An Xbox Rog Ally handheld playing a classic Xbox game." src="https://cdn.mos.cms.futurecdn.net/opMZtCfgghrWpuM5Cy3gLm-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="caption-text">All of the major Steam Deck rivals use a high refresh rate 1080p display, or better, so it's time for Valve to catch up </span><span class="credit" itemprop="copyrightHolder">(Image credit: Microsoft)</span></figcaption></figure><p>Both the Steam Deck LCD and Steam Deck OLED models feature a native resolution of 1280 x 720p with either a 60Hz or 90Hz refresh rate. Considering when the former was launched, this was an acceptable trade-off for providing playable framerates. However, every competing product in the oversaturated space has since eclipsed this, meaning the Steam Deck 2 absolutely needs a 120Hz 1080p display at a minimum to be viable. </p><p>You only need to look as far as the biggest rivals from back in 2023; the Steam Deck's panel was passé less than a year after the hardware debuted, as evidenced by the <a href="https://www.techradar.com/features/the-asus-rog-ally-has-finally-made-me-a-believer-in-handheld-gaming-pcs">Asus ROG Ally</a> and <a href="https://www.techradar.com/gaming/consoles-pc/lenovo-legion-go">Lenovo Legion Go</a>. Both devices could confidently be called true Steam Deck rivals. The first-generation ROG Ally had a 7-inch 120Hz 1080p panel, whereas the original Legion Go had a 144Hz 8.8-inch QHD+ screen. </p><p>I'll always argue that anything above 1080p on a display as small as seven or eight inches ultimately results in a waste of resources, and it seems hardware companies got the hint in 2024. More than two years ago, the <a href="https://www.techradar.com/computing/gaming-computers/msi-claw-preview-a-bold-step-for-msi-and-intel-in-an-increasingly-crowded-field#section-msi-claw-specs">MSI Claw A1M</a> launched with a 7-inch Full HD screen, as did the <a href="https://www.techradar.com/computing/gaming-computers/hands-on-the-zotac-zone-is-the-newest-challenger-in-the-handheld-pc-gaming-arena-but-it-needs-some-work">Zotac Zone</a>, <a href="https://www.techradar.com/computing/gaming-laptops/asus-rog-ally-x#section-asus-rog-ally-x-specs">Asus ROG Ally X</a>, <a href="https://www.techradar.com/computing/gaming-computers/asus-rog-xbox-ally-x-review">Asus ROG Xbox Ally X</a>, <a href="https://www.techradar.com/computing/gaming-computers/lenovo-legion-go-s-steamos#section-lenovo-legion-go-s-steamos-specs">Lenovo Legion Go S</a>, and <a href="https://www.techradar.com/computing/gaming-pcs/lenovo-reveals-legion-go-2-with-oled-display-packing-144hz-refresh-rate-and-vrr-and-a-big-boost-for-battery-life">Lenovo Legion Go 2</a>, as well as recent releases such as the <a href="https://www.techradar.com/computing/gaming-computers/msi-claw-8-ex-ai">MSI Claw 8 EX AI+</a>. There's no need for Valve to look to 1440p (QHD), but the company needs to get with the times to avoid being left behind; lacking a decent screen would kill the Steam Deck 2.</p><h2 id="2-a-semi-custom-amd-zen-4-and-rdna-3-5-apu-or-better">2. A semi-custom AMD Zen 4 and RDNA 3.5 APU (or better)</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="sRYUsYaHyQsGtQmPTaaGVF" name="AMD RDNA 3.5" alt="AMD RDNA 3.5 chip" src="https://cdn.mos.cms.futurecdn.net/sRYUsYaHyQsGtQmPTaaGVF-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="caption-text">It's likely that Valve would go the semi-custom route again, and there's plenty of life left in RDNA 3.5 yet.  </span><span class="credit" itemprop="copyrightHolder">(Image credit: AMD)</span></figcaption></figure><p>It's never been Valve's style to throw standardized components into its hardware. While the competition was comfortable using the AMD Ryzen Z1 or Z2, or gave Intel Arc graphics a go, the Washington-based company had to go a different route. We saw this with the semi-custom APU inside the Steam Deck and Steam Deck OLED, but this design philosophy has since been repeated with the recently released <a href="https://www.techradar.com/computing/gaming-laptops/steam-machine-review#section-valve-steam-deck-review-specs">Steam Machine</a>. </p><p>Valve's living room PC features a semi-custom AMD APU that utilizes a six-core (12 threads) Zen 4 CPU and an RDNA 3-powered GPU with a total of 28 Compute Units and 8GB of GDDR6 VRAM. This home-console rival was said to offer "six times the horsepower" of the Steam Deck, and the tech could act as the perfect blueprint for what should be inside the Steam Deck 2. </p><p>Now, considering the portable nature of a Steam Deck successor and the lack of an active cooling solution, combined with the price tag (I'll get to that further down the page), it's unlikely that the Steam Deck 2 will be as powerful as the Steam Machine, but it could close the gap. The Steam Machine uses around 170W of its total power draw when plugged into mains, with 110W dedicated to the GPU, 30W for the CPU, and the rest of the components (RAM, fans, SSD, etc.) accounting for the other 30 to 60W of draw. </p><p>When plugged in, the Steam Deck OLED draws a maximum of 45W (or 15V at 3000mA). When on battery power, Valve's handheld draws anywhere from four to 27W depending on the task at hand. Obviously, battery life has to be a huge consideration here as well, so we aren't going to see upwards of 100W for a handheld. Today's competition, chiefly the MSI Claw 8 EX AI+, can provide 30-60 FPS in High settings in 1080p in either 17W or 35W on battery, but that comes at its own (literal) cost. </p><p>That's the power potential, but what about a close approximation of how a semi-custom RDNA 3 or RDNA 3.5-backed APU could perform inside the Steam Deck 2? Well, the closest we can get is with the performance jump from the AMD Ryzen Z2 compared to the Z1. <a href="https://www.pcgamer.com/hardware/handheld-gaming-pcs/the-first-gaming-benchmarks-for-amds-ryzen-z2-extreme-show-memory-bandwidth-is-hobbling-the-full-potential-the-new-handheld-chip/">At lower TDPs, the Z2 offers a generational leap</a> anywhere from 4W to 40W, offering playable framerates of at least 30 FPS in 1080p, which is the only standard requirement for a Steam Deck Verified game in 2026. In particular, the Z2 Extreme features 16 RDNA 3.5 Compute Units with a total boost clock of up to 2.9 GHz and 24GB LPDDR5x-8000 memory; Valve could use something similar. </p><h2 id="3-a-sub-1-000-1-000-price-tag">3. A sub-$1,000 / £1,000 price tag</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="Zv42fyetVFJ3uMq5raAHwB" name="MSI Claw 8 EX AI+" alt="A woman's hands holding the MSI Claw 8 EX AI+ as she plays Clair Obscur: Expedition 33." src="https://cdn.mos.cms.futurecdn.net/Zv42fyetVFJ3uMq5raAHwB-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="caption-text">The MSI Claw 8 EX AI+ is a spectacular machine, but it's eye-watering MSRP makes it completely unaccessable for most. Valve should not repeat this mistake </span><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>When the Steam Deck was first revealed and distributed, it was sold at a loss. Prior to the original model's release, <a href="https://www.ign.com/articles/steam-deck-price-valve-gabe-newell-400-dollars-painful-but-critical">Gabe Newell said</a> this decision was "painful" but "critical" for the hardware to break through to the market. Affordability and competitive performance took priority over outclassing the competition, and that was the core appeal of the Steam Deck, especially in the early years. </p><p>Well, it's nearing the end of 2026 now, and hardware companies (including Valve itself) have not learned from this example. The Steam Deck <em>was</em> successful because it was an affordable and powerful entry point into PC gaming, but that's a reality that's (unfortunately) becoming harder to remember as time marches on. The ongoing RAM crisis has meant the <a href="https://www.techradar.com/tech/holy-moly-valve-just-hiked-the-steam-deck-oled-price-by-almost-50-percent-but-i-have-two-fan-favorite-handhelds-that-are-still-cheap-and-you-should-get-instead">Steam Deck OLED shot up in price by 50%</a>, and <a href="https://www.techradar.com/gaming/steam-deck/new-estimate-suggests-valves-steam-deck-sales-have-decreased-by-82-percent-and-the-reason-shouldnt-be-a-surprise">sales are also plummeting</a>, and consumers have already begun to argue that <a href="https://www.techradar.com/computing/gaming-pcs/handheld-pc-makers-are-slowly-losing-touch-with-valves-successful-steam-deck-template-of-affordability-and-thats-very-concerning">handheld gaming PCs are back into the unaffordable niche</a> product they were pre-2021. </p><p>To course-correct, Valve needs to offer the Steam Deck 2 for less than $1,000 / £1,000 / AU$2,000, at least for its base and mid-range configurations. We've seen growing backlash from gamers against rising prices recently, particularly with the eye-watering MSRPs of the new <a href="https://www.techradar.com/computing/gaming-pcs/the-perfect-handheld-for-many-asus-reveals-the-rog-xbox-ally-x20-and-handheld-fans-are-excited-about-everything-except-the-potential-price">Asus ROG Xbox Ally X20</a> (starting at $1,299.99 / £1,299.99) and the aforementioned MSI Claw 8 EX AI's shocking $1,799.99 / £1,399.99 entry point. To remain competitive, Valve needs to undercut the competition here, even if it means sacrificing some superficial features and maybe even peak performance. </p><p>In other words, Valve needs to remember why the Steam Deck succeeded in the first place: it was powerful enough and affordable enough to make everyday people consider PC gaming. It's a tall order given we're currently in one of the worst times in the computing industry in recent memory, where the price of GPUs, RAM, SSDs, and anything else that uses memory are skyrocketing with no signs of slowing down. Even if the Deck 2 is originally sold at a small loss, it would go a long way to prove that Valve can be pro-consumer again, as it lost favor with the Steam Machine's so-so performance for the price tag. </p><h2 id="4-tmr-sticks-and-mechanical-buttons">4. TMR sticks and mechanical buttons </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:56.29%;"><img id="7Vyvu5pseVNGCF33RJk88P" name="Steam Controllers" alt="Two Steam Controllers on a black desk" src="https://cdn.mos.cms.futurecdn.net/7Vyvu5pseVNGCF33RJk88P-1920-80.jpg" mos="" align="middle" fullscreen="" width="2560" height="1441" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Valve has come a long way with its controllers over the years, but there's still work to be done </span><span class="credit" itemprop="copyrightHolder">(Image credit: Future)</span></figcaption></figure><p>Now that we've covered a prospective Steam Deck successor's price tag, specs, and screen, it's time to talk about ergonomics. While both versions of the Steam Deck are comfortable in the hand for long play sessions, the actual buttons and sticks leave a lot to be desired. Likely due to a price constraint, the handhelds utilize the standardized potentiometers, with physical parts that can cause wear and tear over time. If left unchecked for long enough, it can eventually lead to stick drift, which can be frustrating (and expensive) to repair. </p><p>Magnets are the way to go, then. It's tough when weighing up what would be the better technology for the Steam Deck 2's analog sticks, as both <a href="https://www.techradar.com/computing/keyboards/hall-effect-vs-tmr">Hall Effect and TMR</a> (Tunnelling Magnetoresistance) have their pros and cons. However, it's TMR that pulls ahead in this case for a couple of key reasons: it's more sensitive, accurate, and (thankfully) cheaper to implement now than a couple of years ago. There's a reason why so many of the <a href="https://www.techradar.com/best/best-pc-controllers">best PC controllers</a> on the market are already using TMR, so Valve would be missing an open goal if it cheaped out unnecessarily here.  </p><p>TMR sticks and magnetic sensing technology as a whole are far superior and lead to fewer points of failure, ensuring longevity. It's essential for a handheld like the Steam Deck 2. Modern PC controllers, such as the <a href="https://www.techradar.com/gaming/scuf-envision-pro-review">Scuf Envision Pro 2</a> and the <a href="https://www.techradar.com/gaming/scuf-omega-review">Scuf Omega</a>, have led the charge with microswitch buttons and D-pads. </p><p>They not only provide instant actuation for more precise inputs, but they will also last longer than a pure membrane alternative. It's not just about immediacy and feel in the hand, but also about how this design decision could influence long-term use. Ideally, you would want a Steam Deck 2 to feel as good as the day you bought it, even five years afterwards. </p><h2 id="5-a-bigger-and-more-efficent-battery-for-longer-or-more-demanding-sessions">5. A bigger and more efficent battery for longer (or more demanding) sessions</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="pJ6bUXJpB3krEK7FguUmMM" name="Steam Deck (1)" alt="Steam Deck on a black background" src="https://cdn.mos.cms.futurecdn.net/pJ6bUXJpB3krEK7FguUmMM-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="caption-text">The Steam Deck OLED brought a 25% battery increase. It's time for Valve to consider another substantial bump to stay competitive </span><span class="credit" itemprop="copyrightHolder">(Image credit: Valve / Steam)</span></figcaption></figure><p>Any good portable device, whether it's the <a href="https://www.techradar.com/uk/news/best-phone">best phone</a> or a Steam Deck successor, lives and dies on how good the battery life is. The original Steam Deck featured a 40 Wh (or 5200 mAh battery, whereas the Steam OLED bumped things up to 50 Wh (or 6,470 mAh). That netted you anywhere from two to 12 hours depending on the kinds of games you were running, with indies at low brightness yielding better playtime than a AAA release at full brightness would. On average, though, around two to four hours is considered the standard. </p><p>That's fine, sure, but Steam Deck rivals have since included larger batteries with longer average playtimes, and this is something Valve can directly address. For example, the Asus ROG Ally X has an 80Wh battery, meaning it can last anywhere from four to six hours of playback of intensive games played at 25 to 30W under the right conditions. That's a battery size increase of 60%; considering how many more <a href="https://www.sciencedirect.com/science/article/pii/S2352152X25012241">lithium-ion batteries are being made in a compact or portable form factor</a>, it means that this component cost could be cheaper than in 2021/22, and a larger battery could be among the top features of the successor device. </p><p>Ultimately, we want the ability to sit down and play our games on the sofa or on the move for longer, so offering a bigger battery with a superior lifespan would give the Steam Deck 2 the edge it would need. If Valve can bump the resolution up, tighten the ergonomics, increase the horsepower, and keep the costs down, then the second-generation of its handheld could be the best on the market. </p>
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                                                            <title><![CDATA[ Broken Sword creator chose human artists over AI for all 55,000 new frames of animation in the upcoming 2 remake ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Charles Cecil wants to make one thing clear: “I'm not anti-AI.”</p><p>The veteran British developer behind the legendary 1996 point-and-click game <em>Broken Sword: The Shadow of the Templars</em> speaks to TechRadar about AI's divisive role in modern game development - and, in particular, how it was used in the upcoming remake of the sequel, <em>Broken Sword - The Smoking Mirror: Reforged</em>, due out in 2027.</p><p>The original, a commercial success selling 759,000 copies, sees American tourist George Stobbart team up with freelance journalist Nicole Collard to track a mysterious Mayan stone across Paris, London, and Central America. This remake doesn't use <a href="https://www.techradar.com/tag/ai">AI</a>, and, according to Cecil, there's a very good reason for that.</p><h2 id="ai-don-t-think-so">AI don’t think so</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="3BCTr4SkqyX98tLyhCYHMA" name="ss_040ec22ec4db091cce3ddc785e76f90a73deebdb.1920x1080" alt="Broken Sword - The Smoking Mirror: Reforged" src="https://cdn.mos.cms.futurecdn.net/3BCTr4SkqyX98tLyhCYHMA-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: Revolution Software Ltd)</span></figcaption></figure><p>“I think AI has its place,” Cecil says. “It's just not relevant in our games because we want human animation, human characterization and human expression, and that's much better done by humans.”</p><p>A perfect example of that lies in the game's hand-drawn art, all of it redone for <em>Broken Sword - The Smoking Mirror: Reforged</em>. </p><p>This hugely labor-intensive process encompassed roughly 55,000 frames of animation, more than the 30,000 of <em>Broken Sword: The Shadow of the Templars</em>’ 2024 remake. </p><p>“George opens the newspaper and kind of just glances at the screen,” says Cecil, referring to the actions of the game's protagonist in an early scene. “He's looking at the viewer, and that's what human beings do. That is not something that AI can do.” </p><p>In low-res, eyes were just dots on a face. In high-res, eyes are windows to the soul and therefore have to be animated with precision and intent. Where applicable, artists were free to add flourishes, using their own interpretation to fill in the gaps. </p><p>For instance, the painting of Professor Oubier hanging on the wall in the rapidly burning study was always too pixelated to see clearly. Now, however, you can make out exactly what he looks like in 4K, at 36 times the original resolution, all while a visibly uncomfortable George jostles his rope bindings.</p><p>Developer Revolution Software didn't stop there. The team redrew scores of items that never really made much sense. Take the poison dart, which now looks less like a playing dart and more like something shot out of a blowpipe.</p><h2 id="human-revolution">Human revolution</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="jDWVT4wiszjtTs6RhkixTA" name="ss_44379b455261b1caab290f4c8e24452fba8a4d3c.1920x1080" alt="Broken Sword - The Smoking Mirror: Reforged" src="https://cdn.mos.cms.futurecdn.net/jDWVT4wiszjtTs6RhkixTA-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: Revolution Software Ltd)</span></figcaption></figure><p>Despite the decision to abstain from AI use for the most part, it wasn't entirely absent. AI was used for the initial round of upscaling before artists added detail by hand, with backgrounds scanned as black-and-white layouts for them to build on using the originals as references. AI was more of a tool than a creative device.</p><p>“We experimented with AI for the first one, and we used AI to upscale and then redraw the characters. And as I say, it can upscale, but it can't put any character in.” </p><p>That's largely thanks to the luxury of time. The first game needed to be made in a year or risk cancellation. Revolution Software sprinted to the finish line, but made a few shortcuts along the way. </p><p>One oversight was 40 voice lines that were recorded and packaged in the game's files but never used. Now, in <em>Broken Sword - The Smoking Mirror: Reforged</em>, fans can finally hear them (one line involves George asking the Parisian waiter about the tequila worm in his pocket).</p><p>Another infamous example occurs in the Game Boy Advance version. “You have a choice to go to Spain or Syria,” says Cecil. “If you do one, you can finish the game, and it's fine. If you do the other, it takes you there, but you can't then finish. There's a bug that doesn't allow you to finish…It's an awful, awful bug. I mean, it's absolutely shocking.”</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="GeLmJHZ9ZmiGSWZukJBfSA" name="ss_30d762dad9e4b5e01e03a352076f6ea143ac2dce.1920x1080" alt="Broken Sword - The Smoking Mirror: Reforged" src="https://cdn.mos.cms.futurecdn.net/GeLmJHZ9ZmiGSWZukJBfSA-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: Revolution Software Ltd)</span></figcaption></figure><p>An AI might have spotted such mistakes, but then again, you could argue mistakes are what give art humanity. If nothing else, they make for a great story.</p><p>But the remake is far from a bug-fixing exercise. Instead, it's an opportunity to make the game better. Where most remasters seek to preserve the subject, <em>Broken Sword - The Smoking Mirror: Reforged</em> is almost an act of excavation.</p><p>“All of these things we now have the time to do,” says Cecil. “Because what Revolution has done for the last 15 years is we've self-published all our games. And I can decide when we’re going to spend a little bit more time getting this, right? Is it worth it?”</p><p>The devs found time to add features, too, like a new three-tier hint system that actively monitors your progress and feeds you steadily more obvious tips so you're not stuck for too long. The final tip tells you outright what to do. Thankfully, purists can turn it off. </p><p>Meanwhile, Nintendo Switch 2 players get four different control schemes: touchscreen, gamepad, one Joy-Con 2 detached and used as a mouse, or a versatile combination of everything.</p><p>Plus, there’s something Cecil has personally wanted to add for 30 years: a beautiful, detailed map of Paris. This is used to aid player navigation instead of having them rely on clunky icons. With everything in the game, these feel like choices made by humans, not AI. </p><p>“We've really gone out of our way to produce something that, in my view, is completely future-proof, because people were playing the first one 30 years ago, and millions and millions of people have played that game. And my ambition is that in 20 years' time, a fourth generation will be playing again.”</p><p>“Going forward,” he continues, “people are going to seek out human-crafted art. You know, there's going to be that sense, because obviously we all have a human connection with each other.”</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/broken-sword-creator-chose-human-artists-over-ai-for-all-55-000-new-frames-of-animation-in-the-upcoming-2-remake-people-are-going-to-seek-out-human-crafted-art</link>
                                                                            <description>
                            <![CDATA[ Co-founder Charles Cecil says humans are better at capturing emotion and character than AI tools. ]]>
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                                                                        <pubDate>Sat, 19 Sep 2026 17:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                    <category><![CDATA[AI Platforms & Assistants]]></category>
                                                                                                                    <dc:creator><![CDATA[ Griff Griffin ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/aZFvMg8xTS2rYmnXxZCjrG-320-70.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Griff Griffin is a UK-based games journalist with over a decade of experience covering the entertainment industry. He has written for some of the biggest gaming publications in the world, including GamesRadar+, PC Gamer, Kotaku, Edge, Sports Illustrated, and Newsweek. &lt;/p&gt;&lt;p&gt;Alongside his journalism, Griff runs the YouTube channel Gaming with Griff Griffin, where he creates guides, walkthroughs, tips, and analysis for over 100,000 subscribers.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[The Broken Sword 2 remake alongside the original game.]]></media:description>                                                            <media:text><![CDATA[The Broken Sword 2 remake alongside the original game.]]></media:text>
                                <media:title type="plain"><![CDATA[The Broken Sword 2 remake alongside the original game.]]></media:title>
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                            <![CDATA[
                            <article>
                                <p>Charles Cecil wants to make one thing clear: “I'm not anti-AI.”</p><p>The veteran British developer behind the legendary 1996 point-and-click game <em>Broken Sword: The Shadow of the Templars</em> speaks to TechRadar about AI's divisive role in modern game development - and, in particular, how it was used in the upcoming remake of the sequel, <em>Broken Sword - The Smoking Mirror: Reforged</em>, due out in 2027.</p><p>The original, a commercial success selling 759,000 copies, sees American tourist George Stobbart team up with freelance journalist Nicole Collard to track a mysterious Mayan stone across Paris, London, and Central America. This remake doesn't use <a href="https://www.techradar.com/tag/ai">AI</a>, and, according to Cecil, there's a very good reason for that.</p><h2 id="ai-don-t-think-so">AI don’t think so</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="3BCTr4SkqyX98tLyhCYHMA" name="ss_040ec22ec4db091cce3ddc785e76f90a73deebdb.1920x1080" alt="Broken Sword - The Smoking Mirror: Reforged" src="https://cdn.mos.cms.futurecdn.net/3BCTr4SkqyX98tLyhCYHMA-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: Revolution Software Ltd)</span></figcaption></figure><p>“I think AI has its place,” Cecil says. “It's just not relevant in our games because we want human animation, human characterization and human expression, and that's much better done by humans.”</p><p>A perfect example of that lies in the game's hand-drawn art, all of it redone for <em>Broken Sword - The Smoking Mirror: Reforged</em>. </p><p>This hugely labor-intensive process encompassed roughly 55,000 frames of animation, more than the 30,000 of <em>Broken Sword: The Shadow of the Templars</em>’ 2024 remake. </p><p>“George opens the newspaper and kind of just glances at the screen,” says Cecil, referring to the actions of the game's protagonist in an early scene. “He's looking at the viewer, and that's what human beings do. That is not something that AI can do.” </p><p>In low-res, eyes were just dots on a face. In high-res, eyes are windows to the soul and therefore have to be animated with precision and intent. Where applicable, artists were free to add flourishes, using their own interpretation to fill in the gaps. </p><p>For instance, the painting of Professor Oubier hanging on the wall in the rapidly burning study was always too pixelated to see clearly. Now, however, you can make out exactly what he looks like in 4K, at 36 times the original resolution, all while a visibly uncomfortable George jostles his rope bindings.</p><p>Developer Revolution Software didn't stop there. The team redrew scores of items that never really made much sense. Take the poison dart, which now looks less like a playing dart and more like something shot out of a blowpipe.</p><h2 id="human-revolution">Human revolution</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="jDWVT4wiszjtTs6RhkixTA" name="ss_44379b455261b1caab290f4c8e24452fba8a4d3c.1920x1080" alt="Broken Sword - The Smoking Mirror: Reforged" src="https://cdn.mos.cms.futurecdn.net/jDWVT4wiszjtTs6RhkixTA-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: Revolution Software Ltd)</span></figcaption></figure><p>Despite the decision to abstain from AI use for the most part, it wasn't entirely absent. AI was used for the initial round of upscaling before artists added detail by hand, with backgrounds scanned as black-and-white layouts for them to build on using the originals as references. AI was more of a tool than a creative device.</p><p>“We experimented with AI for the first one, and we used AI to upscale and then redraw the characters. And as I say, it can upscale, but it can't put any character in.” </p><p>That's largely thanks to the luxury of time. The first game needed to be made in a year or risk cancellation. Revolution Software sprinted to the finish line, but made a few shortcuts along the way. </p><p>One oversight was 40 voice lines that were recorded and packaged in the game's files but never used. Now, in <em>Broken Sword - The Smoking Mirror: Reforged</em>, fans can finally hear them (one line involves George asking the Parisian waiter about the tequila worm in his pocket).</p><p>Another infamous example occurs in the Game Boy Advance version. “You have a choice to go to Spain or Syria,” says Cecil. “If you do one, you can finish the game, and it's fine. If you do the other, it takes you there, but you can't then finish. There's a bug that doesn't allow you to finish…It's an awful, awful bug. I mean, it's absolutely shocking.”</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="GeLmJHZ9ZmiGSWZukJBfSA" name="ss_30d762dad9e4b5e01e03a352076f6ea143ac2dce.1920x1080" alt="Broken Sword - The Smoking Mirror: Reforged" src="https://cdn.mos.cms.futurecdn.net/GeLmJHZ9ZmiGSWZukJBfSA-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: Revolution Software Ltd)</span></figcaption></figure><p>An AI might have spotted such mistakes, but then again, you could argue mistakes are what give art humanity. If nothing else, they make for a great story.</p><p>But the remake is far from a bug-fixing exercise. Instead, it's an opportunity to make the game better. Where most remasters seek to preserve the subject, <em>Broken Sword - The Smoking Mirror: Reforged</em> is almost an act of excavation.</p><p>“All of these things we now have the time to do,” says Cecil. “Because what Revolution has done for the last 15 years is we've self-published all our games. And I can decide when we’re going to spend a little bit more time getting this, right? Is it worth it?”</p><p>The devs found time to add features, too, like a new three-tier hint system that actively monitors your progress and feeds you steadily more obvious tips so you're not stuck for too long. The final tip tells you outright what to do. Thankfully, purists can turn it off. </p><p>Meanwhile, Nintendo Switch 2 players get four different control schemes: touchscreen, gamepad, one Joy-Con 2 detached and used as a mouse, or a versatile combination of everything.</p><p>Plus, there’s something Cecil has personally wanted to add for 30 years: a beautiful, detailed map of Paris. This is used to aid player navigation instead of having them rely on clunky icons. With everything in the game, these feel like choices made by humans, not AI. </p><p>“We've really gone out of our way to produce something that, in my view, is completely future-proof, because people were playing the first one 30 years ago, and millions and millions of people have played that game. And my ambition is that in 20 years' time, a fourth generation will be playing again.”</p><p>“Going forward,” he continues, “people are going to seek out human-crafted art. You know, there's going to be that sense, because obviously we all have a human connection with each other.”</p>
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                                                            <title><![CDATA[ Take our Control quiz to test your knowledge of one of Remedy's finest before the sequel arrives ]]></title>
                                                                                                <dc:content><![CDATA[ <p><em>Control</em> is easily one of my favorite games of the last decade or so, and I've played through it a few times and secured the Platinum trophy on both PlayStation 4 and PlayStation 5.</p><p>As a result, I am incredibly hyped for <em>Control Resonant</em>, the upcoming sequel from the masterminds over at Remedy Entertainment, and have created this short quiz in celebration of the first game — and to test fellow fans' knowledge.</p><p>Ranging from, I think, pretty straightforward questions to one or two deep cuts, and with some questions that are bound to revive some brilliant memories of the first game, I've tried to balance my <em>Control</em> quiz for everyone, from long-time fans and re-players to those who played the first one at launch and have patiently waited for the sequel since.</p><p>Good luck, and let me know how you get on!</p><div style="min-height: 1300px;">                                <div class="kwizly-quiz kwizly-evyBxX"></div>                            </div>                            <script src="https://kwizly.com/embed/evyBxX.js" async></script><p>How did you find my Control quiz? Too easy? Too tricky at points? Too short, perhaps? Let me know ion the comments as well as what other quizzes we should do, and check back in the future for more trivia tests on fantastic games.</p><iframe title="What's your favorite bit of Control trivia?" description="Let us know in the comments." minimumCommentCount="0" class="position-center" data-lazy-priority="low" data-lazy-src=""></iframe> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/control-quiz-control-resonant-remedy-universe</link>
                                                                            <description>
                            <![CDATA[ Excited for Control Resonant? Take our quiz on the first game from Remedy Entertainment to test your knowledge ]]>
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                                                                        <pubDate>Sat, 19 Sep 2026 15:30:00 +0000</pubDate>                                                                                                                                <updated>Wed, 23 Sep 2026 08:51:10 +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 three-way image showing art of screenshots from the Remedy Entertainment action game, Control]]></media:description>                                                            <media:text><![CDATA[A three-way image showing art of screenshots from the Remedy Entertainment action game, Control]]></media:text>
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                                <p><em>Control</em> is easily one of my favorite games of the last decade or so, and I've played through it a few times and secured the Platinum trophy on both PlayStation 4 and PlayStation 5.</p><p>As a result, I am incredibly hyped for <em>Control Resonant</em>, the upcoming sequel from the masterminds over at Remedy Entertainment, and have created this short quiz in celebration of the first game — and to test fellow fans' knowledge.</p><p>Ranging from, I think, pretty straightforward questions to one or two deep cuts, and with some questions that are bound to revive some brilliant memories of the first game, I've tried to balance my <em>Control</em> quiz for everyone, from long-time fans and re-players to those who played the first one at launch and have patiently waited for the sequel since.</p><p>Good luck, and let me know how you get on!</p><div style="min-height: 1300px;">                                <div class="kwizly-quiz kwizly-evyBxX"></div>                            </div>                            <script src="https://kwizly.com/embed/evyBxX.js" async></script><p>How did you find my Control quiz? Too easy? Too tricky at points? Too short, perhaps? Let me know ion the comments as well as what other quizzes we should do, and check back in the future for more trivia tests on fantastic games.</p><iframe title="What's your favorite bit of Control trivia?" description="Let us know in the comments." minimumCommentCount="0" class="position-center" data-lazy-priority="low" data-lazy-src=""></iframe>
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                                                            <title><![CDATA[ Should you pick up Marvel's Wolverine or Fire Emblem: Fortune's Weave? Our latest quiz tells you what to play this weekend ]]></title>
                                                                                                <dc:content><![CDATA[ <p>September has been an absolutely mega month for games, and we're barely past the halfway mark!</p><p>With the weekend just hours away, you're probably wondering which new games are actually worth your money and attention. That's exactly why I've put together this little personality quiz, which is designed to match you with a recent release that you are almost certain to enjoy!</p><p>Of course, this isn't an exhaustive list of all the latest games, and there are sure to be some big releases that I've missed. Still, I've tried to include a wide range of genres from platformers to horror games and open-world adventures so that many different tastes are catered to.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-OaLP5W"></div>                            </div>                            <script src="https://kwizly.com/embed/OaLP5W.js" async></script><p>What result did you get? Do you agree with my recommendation? You can let me know in the comments and share what you'll be playing this weekend.</p><iframe title="What are you playing this weekend?" description="Let us know in the comments." minimumCommentCount="0" class="position-center" data-lazy-priority="low" data-lazy-src=""></iframe> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/should-you-pick-up-marvels-wolverine-or-fire-emblem-fortunes-weave-our-latest-quiz-tells-you-what-to-play-this-weekend</link>
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                            <![CDATA[ Find out what you should be playing this weekend with our video game quiz. ]]>
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                                                                        <pubDate>Fri, 18 Sep 2026 16:03:07 +0000</pubDate>                                                                                                                                                                                                                                <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:description><![CDATA[Theodora in a rage in Fire Emblem: Fortune&#039;s Weave]]></media:description>                                                            <media:text><![CDATA[Theodora in a rage in Fire Emblem: Fortune&#039;s Weave]]></media:text>
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                                <p>September has been an absolutely mega month for games, and we're barely past the halfway mark!</p><p>With the weekend just hours away, you're probably wondering which new games are actually worth your money and attention. That's exactly why I've put together this little personality quiz, which is designed to match you with a recent release that you are almost certain to enjoy!</p><p>Of course, this isn't an exhaustive list of all the latest games, and there are sure to be some big releases that I've missed. Still, I've tried to include a wide range of genres from platformers to horror games and open-world adventures so that many different tastes are catered to.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-OaLP5W"></div>                            </div>                            <script src="https://kwizly.com/embed/OaLP5W.js" async></script><p>What result did you get? Do you agree with my recommendation? You can let me know in the comments and share what you'll be playing this weekend.</p><iframe title="What are you playing this weekend?" description="Let us know in the comments." minimumCommentCount="0" class="position-center" data-lazy-priority="low" data-lazy-src=""></iframe>
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                                                            <title><![CDATA[ Control Resonant review: bigger and better ]]></title>
                                                                                                <dc:content><![CDATA[ <p>How do you approach a sequel? Do you refine the predecessor’s mechanics and stick with the main character? Well, <a href="https://www.techradar.com/gaming/remedy-confirms-that-control-resonant-is-the-sequel-to-its-critically-acclaimed-paranormal-action-game-and-its-coming-in-2026"><em>Control Resonant</em></a> chucks those out the window.</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>Xbox Series X<br><strong>Available on:</strong> PS5, Xbox Series X|S, PC<br><strong>Release date: </strong>September 24, 2026</p></div></div><p>Instead of an open-zone map like the first game, <em>Resonant</em> goes full open-world. You play as Dylan Faden, old protagonist Jesse’s brother, who was (mostly) freed from the Hiss’s evil influence towards the end of the last adventure. </p><p>Now, Jesse has disappeared somewhere in an otherworldly Manhattan, and it’s his job to find her.</p><h2 id="like-brother-like-sister">Like brother, like sister</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="6TfVxVapqC4Mdu5MhcrSkZ" name="Jesse and Dylan speak in a Fault" alt="A Control Resonant screenshot." src="https://cdn.mos.cms.futurecdn.net/6TfVxVapqC4Mdu5MhcrSkZ-1920-80.png" 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: Remedy)</span></figcaption></figure><p><em>Control Resonant</em>’s story is markedly improved over its predecessor. The sibling bond between Dylan and Jesse provides an emotional anchor to latch onto. Learning about their childhoods through the main missions was engaging enough and made it much easier to follow this time around. It kept my attention in ways that <em>Control</em> didn’t.</p><p>The small cast of support characters also smartly keeps the character development focused mainly on Dylan. Zoe De Vera is assigned as Dylan’s handler, and I like how their relationship starts off rocky with her viewing him as just a tool to fight the Hiss. But as the story progresses, Zoe starts considering Dylan as more than that, asking him personal questions about his favorite music. </p><p>Emily Pope returns from the first game and acts as an important linchpin for Dylan to discuss Jesse. As Emily helped Jesse throughout the entirety of <em>Control</em>, Dylan can confide in Emily, giving him hope he’ll eventually find his sister. These powerful relationships make <em>Resonant</em> a less lonely trip.</p><p>As someone who’s fascinated with sci-fi and the occult, <em>Resonant</em> plays around with common tropes to great effect. In one particularly memorable main quest, Dylan is tasked with figuring out what happened to a missing crew, and its implementation of time dilation and alternate timelines really had a grip on my attention. It’s moments like these that make <em>Resonant</em>’s story emotionally satisfying, but narratively absorbing too.</p><h2 id="go-big-or-go-home">Go big or go home</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:1279px;"><p class="vanilla-image-block" style="padding-top:56.22%;"><img id="4Dw2VnFPDok6LdAsDuVL4Z" name="Running through" alt="A Control Resonant screenshot." src="https://cdn.mos.cms.futurecdn.net/4Dw2VnFPDok6LdAsDuVL4Z-1920-80.png" mos="" align="middle" fullscreen="" width="1279" height="719" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Remedy)</span></figcaption></figure><p>Going from <em>Control</em> to <em>Control</em> <em>Resonant </em>feels similar to how <em>Final Fantasy 7 Remake</em> transitioned to <em>Final Fantasy 7 Rebirth</em>. It’s a high-risk endeavor, as creating an open world can add a lot of unnecessary bloat compared to a more streamlined experience.</p><p>Thankfully, <em>Resonant</em>’s exemplary art direction and traversal mechanics make its distorted version of Manhattan a treat to run around in. Rather than the brutalist architecture of the first game that took place entirely indoors within the Oldest House, <em>Resonant</em> doubles down on the more kaleidoscopic and parallactic aspects in the open world. </p><p>As part of the main quests, you’ll also be given objectives to find “Faults,” which are areas where remnants of Jesse could be residing. While they’re not very combat-heavy, they offer a lot of story exposition exploring Dylan and Jesse’s background. At the very end, you’ll be awarded a new way for Dylan to move around. </p><p>These include being able to shift his gravitational orientation around so the wall next to him becomes the floor, or the intriguing take on the traditional grappling hook, which looks more like an invisible magnet pulling Dylan by the waist.</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="YE9VMhC8QRED6FNJQDz3Sa" name="Combat" caption="" alt="A Control Resonant screenshot." src="https://cdn.mos.cms.futurecdn.net/YE9VMhC8QRED6FNJQDz3Sa-1920-80.png" 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: Remedy)</span></figcaption></figure><p class="fancy-box__body-text"><strong>Like the first game's massive brutalist skyscraper, the weird, twisted version of Manhattan in </strong><em><strong>Control Resonant</strong></em><strong> is an absolute joy to explore full of striking views.</strong></p></div></div><p><em></em></p><p><em>Control Resonant</em> is also reminiscent of <em>Elden Ring</em>, in that you’re able to tackle tough side bosses called Resonants all across the Big Apple. By defeating them, Dylan is able to unlock more of his offensive move kit. You’re incentivized to go for it, as it’ll give you more options to fight against the Hiss and other enemies. </p><p>You only need to take out a few to advance the story, but afterwards you can actually complete it without taking the rest of them on if you want. This open-endedness comes in handy if you get stuck on a certain story boss. You can explore more, get stronger, and return later.</p><p>There are also plenty of other interesting activities to tackle, and these often bring a more down-to-earth tone to <em>Resonant</em>’s paranormal twists. In a multi-part side quest, Dylan is trying to help a girl find her way home from an alternate dimension. And he has to play “spot the difference” with different taxi cabs to take the right one back. There’s another side quest where Dylan helps a colleague find their invisible cat, which ends up in the cat actually helping out against a mini-boss fight in a humorous conclusion. </p><p>These side quests reflect Dylan’s altruism and the guilt he harbors for his actions from the first game, allowing him to redeem himself in small, yet meaningful ways. They also reward massive amounts of EXP and useful ingredients to unlock new skills and abilities.</p><h2 id="close-quarters-combat">Close quarters combat</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:751px;"><p class="vanilla-image-block" style="padding-top:56.19%;"><img id="nY4oJMQQQd47qQiXLWpTkY" name="Facing off against a Resonant" alt="A Control Resonant screenshot." src="https://cdn.mos.cms.futurecdn.net/nY4oJMQQQd47qQiXLWpTkY-1920-80.png" mos="" align="middle" fullscreen="" width="751" height="422" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Remedy)</span></figcaption></figure><p>As opposed to the first game’s third-person shooter gameplay, <em>Control Resonant</em> is a melee-focused action game. It’s an interesting switch-up that certainly helps this sequel differentiate itself. </p><p>The basic gameplay loop you’re going for is to stagger enemies and then perform an execution. Doing that causes Dylan to temporarily enter Dominance, which astronomically ups his attack power and allows him to kill enemies quicker. It’s a gratifying process that’s just as exciting as it looks cool.</p><p>The big issue here is that it’s incredibly difficult to falter enemies when you first start out. Dylan’s weapon, the Aberrant, can morph into different forms for both his light and heavy attacks. At the beginning, you can pick one form, and the rest you can create later on with the proper drops and materials.</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="enk6nmW27Q8FiHwxrymbKZ" name="Helping out Alfred the cat" alt="A Control Resonant screenshot." src="https://cdn.mos.cms.futurecdn.net/enk6nmW27Q8FiHwxrymbKZ-1920-80.png" 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: Remedy)</span></figcaption></figure><p>If you’re like me and picked a heavy weapon choice that didn’t fit your particular playstyle, then you’re going to have a tough time. You can use limited reset points to rechoose your points and abilities, but the fact that it’s not free feels like it’s discouraging experimentation, especially at the start before eventually unlocking everything. </p><p>After initially selecting the spear as my heavy weapon and being disappointed, I reset my build and opted for the slow but powerful hammer instead. I found that it fit my approach much better, and suddenly I was enjoying it more. Beforehand, combat felt like a slog as enemies seemed to just be damage sponges, as it took forever to falter them.</p><p>A little later on, after defeating the giant fire Resonant, I unlocked the ability to cloak my weapons in flame, increasing both the damage and falter output. Now even my light weapon attacks with the multi-target scythe-like glaive inflicted a decent amount of stagger. I was able to enter Dominance faster, and the combat became more frenetic, explosive, and most importantly, fun. </p><p>It just takes a while to get to.</p><h2 id="should-i-play-control-resonant">Should I play Control Resonant?</h2><h2 id="play-it-if">Play it if...</h2><div class="product"><p><strong>You like action-adventure games</strong><br>If you’re a fan of games like <em>Devil May Cry</em>, this might be up your alley. Just don’t expect to be graded on your work, though.</p></div><div class="product"><p><strong>You enjoyed the first Control</strong><br><em>Control Resonant </em>is a direct sequel, so if you enjoyed the first game, then you should play this one too. It’s surprisingly loose with the events of the predecessor, so you don’t actually need to play it before jumping in here, but it helps.</p></div><div class="product"><p><strong>You like open-world games</strong><br><em>Control Resonant</em> has one of the more interesting open-world games in recent memory, and the traversal mechanics are a joy to toy around with.</p></div><h2 id="don-39-t-play-it-if">Don't play it if...</h2><div class="product"><p><strong>You like shooters</strong><br>While the first <em>Control</em> was a third-person shooter, <em>Control Resonant</em> is not. This could be a sticking point for those coming from the first game.</p></div><div class="product"><p><strong>You want a more streamlined experience</strong><br>The first <em>Control</em> was much more confined, with open-zone environments rather than the open world that <em>Control Resonant</em> has.</p></div><h2 id="accessibility-features">Accessibility features</h2><p><em>Control Resonant </em>has an impressive suite of accessibility features. These options include text, subtitles, colorblindness adjustments, and toggles.</p><p>It also has an Assist mode, which lets you change gameplay parameters to your liking. For example, you can change how fast Dylan’s Power meter replenishes, which lets him fire off special abilities. You can also make him invincible. </p><p>There’s even an option to OHKO enemies with just one attack, and it works on bosses too. None of the options disable Achievements either.</p><h2 id="how-i-reviewed-control-resonant">How I reviewed Control Resonant</h2><p>I played 25 hours of <em>Control Resonant</em> on <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a> with the standard <a href="https://www.techradar.com/reviews/xbox-wireless-controller-2020">Xbox Wireless Controller</a> on my 1080p LG Sharp TV, finishing up the main campaign while completing some side quests. </p><p>After witnessing the ending, you can go back into the open world once again to mop up any remaining collectibles and quests.</p><p><em>First reviewed September 2026</em></p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/control-resonant-review</link>
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                            <![CDATA[ Control Resonant goes big with a reality-defying New York. ]]>
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                                                                        <pubDate>Fri, 18 Sep 2026 13:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming]]></category>
                                                                                                                    <dc:creator><![CDATA[ George Yang ]]></dc:creator>                                                                                                        <dc:description><![CDATA[ &lt;p&gt;George Yang is a freelance writer contributing to TechRadar&#039;s gaming coverage. He&#039;s also written for publications such as IGN, Rolling Stone, The Verge, and NPR.&lt;/p&gt;&lt;p&gt;George enjoys a variety of video games, mainly Japanese RPGs, but isn&#039;t afraid to branch out to other genres. Outside of video game coverage, George likes to write about tech and music (especially Kpop). He also goes to the gym in his spare time.&lt;/p&gt; ]]></dc:description>
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                                <p>How do you approach a sequel? Do you refine the predecessor’s mechanics and stick with the main character? Well, <a href="https://www.techradar.com/gaming/remedy-confirms-that-control-resonant-is-the-sequel-to-its-critically-acclaimed-paranormal-action-game-and-its-coming-in-2026"><em>Control Resonant</em></a> chucks those out the window.</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>Xbox Series X<br><strong>Available on:</strong> PS5, Xbox Series X|S, PC<br><strong>Release date: </strong>September 24, 2026</p></div></div><p>Instead of an open-zone map like the first game, <em>Resonant</em> goes full open-world. You play as Dylan Faden, old protagonist Jesse’s brother, who was (mostly) freed from the Hiss’s evil influence towards the end of the last adventure. </p><p>Now, Jesse has disappeared somewhere in an otherworldly Manhattan, and it’s his job to find her.</p><h2 id="like-brother-like-sister">Like brother, like sister</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="6TfVxVapqC4Mdu5MhcrSkZ" name="Jesse and Dylan speak in a Fault" alt="A Control Resonant screenshot." src="https://cdn.mos.cms.futurecdn.net/6TfVxVapqC4Mdu5MhcrSkZ-1920-80.png" 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: Remedy)</span></figcaption></figure><p><em>Control Resonant</em>’s story is markedly improved over its predecessor. The sibling bond between Dylan and Jesse provides an emotional anchor to latch onto. Learning about their childhoods through the main missions was engaging enough and made it much easier to follow this time around. It kept my attention in ways that <em>Control</em> didn’t.</p><p>The small cast of support characters also smartly keeps the character development focused mainly on Dylan. Zoe De Vera is assigned as Dylan’s handler, and I like how their relationship starts off rocky with her viewing him as just a tool to fight the Hiss. But as the story progresses, Zoe starts considering Dylan as more than that, asking him personal questions about his favorite music. </p><p>Emily Pope returns from the first game and acts as an important linchpin for Dylan to discuss Jesse. As Emily helped Jesse throughout the entirety of <em>Control</em>, Dylan can confide in Emily, giving him hope he’ll eventually find his sister. These powerful relationships make <em>Resonant</em> a less lonely trip.</p><p>As someone who’s fascinated with sci-fi and the occult, <em>Resonant</em> plays around with common tropes to great effect. In one particularly memorable main quest, Dylan is tasked with figuring out what happened to a missing crew, and its implementation of time dilation and alternate timelines really had a grip on my attention. It’s moments like these that make <em>Resonant</em>’s story emotionally satisfying, but narratively absorbing too.</p><h2 id="go-big-or-go-home">Go big or go home</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:1279px;"><p class="vanilla-image-block" style="padding-top:56.22%;"><img id="4Dw2VnFPDok6LdAsDuVL4Z" name="Running through" alt="A Control Resonant screenshot." src="https://cdn.mos.cms.futurecdn.net/4Dw2VnFPDok6LdAsDuVL4Z-1920-80.png" mos="" align="middle" fullscreen="" width="1279" height="719" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Remedy)</span></figcaption></figure><p>Going from <em>Control</em> to <em>Control</em> <em>Resonant </em>feels similar to how <em>Final Fantasy 7 Remake</em> transitioned to <em>Final Fantasy 7 Rebirth</em>. It’s a high-risk endeavor, as creating an open world can add a lot of unnecessary bloat compared to a more streamlined experience.</p><p>Thankfully, <em>Resonant</em>’s exemplary art direction and traversal mechanics make its distorted version of Manhattan a treat to run around in. Rather than the brutalist architecture of the first game that took place entirely indoors within the Oldest House, <em>Resonant</em> doubles down on the more kaleidoscopic and parallactic aspects in the open world. </p><p>As part of the main quests, you’ll also be given objectives to find “Faults,” which are areas where remnants of Jesse could be residing. While they’re not very combat-heavy, they offer a lot of story exposition exploring Dylan and Jesse’s background. At the very end, you’ll be awarded a new way for Dylan to move around. </p><p>These include being able to shift his gravitational orientation around so the wall next to him becomes the floor, or the intriguing take on the traditional grappling hook, which looks more like an invisible magnet pulling Dylan by the waist.</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="YE9VMhC8QRED6FNJQDz3Sa" name="Combat" caption="" alt="A Control Resonant screenshot." src="https://cdn.mos.cms.futurecdn.net/YE9VMhC8QRED6FNJQDz3Sa-1920-80.png" 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: Remedy)</span></figcaption></figure><p class="fancy-box__body-text"><strong>Like the first game's massive brutalist skyscraper, the weird, twisted version of Manhattan in </strong><em><strong>Control Resonant</strong></em><strong> is an absolute joy to explore full of striking views.</strong></p></div></div><p><em></em></p><p><em>Control Resonant</em> is also reminiscent of <em>Elden Ring</em>, in that you’re able to tackle tough side bosses called Resonants all across the Big Apple. By defeating them, Dylan is able to unlock more of his offensive move kit. You’re incentivized to go for it, as it’ll give you more options to fight against the Hiss and other enemies. </p><p>You only need to take out a few to advance the story, but afterwards you can actually complete it without taking the rest of them on if you want. This open-endedness comes in handy if you get stuck on a certain story boss. You can explore more, get stronger, and return later.</p><p>There are also plenty of other interesting activities to tackle, and these often bring a more down-to-earth tone to <em>Resonant</em>’s paranormal twists. In a multi-part side quest, Dylan is trying to help a girl find her way home from an alternate dimension. And he has to play “spot the difference” with different taxi cabs to take the right one back. There’s another side quest where Dylan helps a colleague find their invisible cat, which ends up in the cat actually helping out against a mini-boss fight in a humorous conclusion. </p><p>These side quests reflect Dylan’s altruism and the guilt he harbors for his actions from the first game, allowing him to redeem himself in small, yet meaningful ways. They also reward massive amounts of EXP and useful ingredients to unlock new skills and abilities.</p><h2 id="close-quarters-combat">Close quarters combat</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:751px;"><p class="vanilla-image-block" style="padding-top:56.19%;"><img id="nY4oJMQQQd47qQiXLWpTkY" name="Facing off against a Resonant" alt="A Control Resonant screenshot." src="https://cdn.mos.cms.futurecdn.net/nY4oJMQQQd47qQiXLWpTkY-1920-80.png" mos="" align="middle" fullscreen="" width="751" height="422" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Remedy)</span></figcaption></figure><p>As opposed to the first game’s third-person shooter gameplay, <em>Control Resonant</em> is a melee-focused action game. It’s an interesting switch-up that certainly helps this sequel differentiate itself. </p><p>The basic gameplay loop you’re going for is to stagger enemies and then perform an execution. Doing that causes Dylan to temporarily enter Dominance, which astronomically ups his attack power and allows him to kill enemies quicker. It’s a gratifying process that’s just as exciting as it looks cool.</p><p>The big issue here is that it’s incredibly difficult to falter enemies when you first start out. Dylan’s weapon, the Aberrant, can morph into different forms for both his light and heavy attacks. At the beginning, you can pick one form, and the rest you can create later on with the proper drops and materials.</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="enk6nmW27Q8FiHwxrymbKZ" name="Helping out Alfred the cat" alt="A Control Resonant screenshot." src="https://cdn.mos.cms.futurecdn.net/enk6nmW27Q8FiHwxrymbKZ-1920-80.png" 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: Remedy)</span></figcaption></figure><p>If you’re like me and picked a heavy weapon choice that didn’t fit your particular playstyle, then you’re going to have a tough time. You can use limited reset points to rechoose your points and abilities, but the fact that it’s not free feels like it’s discouraging experimentation, especially at the start before eventually unlocking everything. </p><p>After initially selecting the spear as my heavy weapon and being disappointed, I reset my build and opted for the slow but powerful hammer instead. I found that it fit my approach much better, and suddenly I was enjoying it more. Beforehand, combat felt like a slog as enemies seemed to just be damage sponges, as it took forever to falter them.</p><p>A little later on, after defeating the giant fire Resonant, I unlocked the ability to cloak my weapons in flame, increasing both the damage and falter output. Now even my light weapon attacks with the multi-target scythe-like glaive inflicted a decent amount of stagger. I was able to enter Dominance faster, and the combat became more frenetic, explosive, and most importantly, fun. </p><p>It just takes a while to get to.</p><h2 id="should-i-play-control-resonant">Should I play Control Resonant?</h2><h2 id="play-it-if">Play it if...</h2><div class="product"><p><strong>You like action-adventure games</strong><br>If you’re a fan of games like <em>Devil May Cry</em>, this might be up your alley. Just don’t expect to be graded on your work, though.</p></div><div class="product"><p><strong>You enjoyed the first Control</strong><br><em>Control Resonant </em>is a direct sequel, so if you enjoyed the first game, then you should play this one too. It’s surprisingly loose with the events of the predecessor, so you don’t actually need to play it before jumping in here, but it helps.</p></div><div class="product"><p><strong>You like open-world games</strong><br><em>Control Resonant</em> has one of the more interesting open-world games in recent memory, and the traversal mechanics are a joy to toy around with.</p></div><h2 id="don-39-t-play-it-if">Don't play it if...</h2><div class="product"><p><strong>You like shooters</strong><br>While the first <em>Control</em> was a third-person shooter, <em>Control Resonant</em> is not. This could be a sticking point for those coming from the first game.</p></div><div class="product"><p><strong>You want a more streamlined experience</strong><br>The first <em>Control</em> was much more confined, with open-zone environments rather than the open world that <em>Control Resonant</em> has.</p></div><h2 id="accessibility-features">Accessibility features</h2><p><em>Control Resonant </em>has an impressive suite of accessibility features. These options include text, subtitles, colorblindness adjustments, and toggles.</p><p>It also has an Assist mode, which lets you change gameplay parameters to your liking. For example, you can change how fast Dylan’s Power meter replenishes, which lets him fire off special abilities. You can also make him invincible. </p><p>There’s even an option to OHKO enemies with just one attack, and it works on bosses too. None of the options disable Achievements either.</p><h2 id="how-i-reviewed-control-resonant">How I reviewed Control Resonant</h2><p>I played 25 hours of <em>Control Resonant</em> on <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a> with the standard <a href="https://www.techradar.com/reviews/xbox-wireless-controller-2020">Xbox Wireless Controller</a> on my 1080p LG Sharp TV, finishing up the main campaign while completing some side quests. </p><p>After witnessing the ending, you can go back into the open world once again to mop up any remaining collectibles and quests.</p><p><em>First reviewed September 2026</em></p>
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                                                            <title><![CDATA[ Diablo 4 game director confirms 'the end is not nigh' despite Diablo 5's announcement and says players shouldn't worry, as 'we're going to be making content for a long time' — 'The train is not stopping' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Diablo 4</strong></em><strong> game director Brent Gibson tells fans not to worry about support for the game ending because of Diablo 5</strong></li><li><strong>He says that even though the team is excited for </strong><em><strong>Diablo 5</strong></em><strong>, "we're going to be making content for a long time"</strong></li><li><strong>Gibson says, "The end is not nigh"</strong></li></ul><p>Not to worry, <a href="https://www.techradar.com/reviews/diablo-4-review"><em>Diablo 4</em></a> fans! Despite the announcement of <a href="https://www.techradar.com/gaming/diablo-5-senior-game-director-says-the-game-will-tell-three-stories-including-the-past-the-present-desolation-of-diablos-takeover-and-the-future-terror-forming-of-the-sanctuary"><em>Diablo 5</em></a>, Blizzard swears it will continue supporting the popular action-RPG "for a long time."</p><p>In an interview with TechRadar Gaming at BlizzCon, game director Brent Gibson quickly put concerns to rest and stated outright that players don't need to worry about the game's future, even though the studio is already working on the sequel.</p><p>"If you're wearing the sign in the middle of Times Square that says 'The End is Nigh', the end is not nigh," Gibson said. "We have a lot coming," he added before acknowledging the Amazon class pack, coming to <em>Diablo 4</em> in 2027.</p><p>"The train isn't stopping," he continued. "One of the things that I love about our world is we're not a series of games. We are a universe. We are even adding to <em>Diablo 2</em> with that of the Warlock. It's one of the few franchises where we have the luxury to continue to play, and we know our communities are there multiple communities that make us a whole."</p><p>Gibson reiterated that if you're a fan and you're worried, "don't sweat it," because even though the team is excited about <em>Diablo 5</em>, "we're going to be making content for a long time" and "we've got a lot of things coming," including the Netflix adaptation.</p><p>"The train is not stopping," he said. "Hold on tight. Gone are the years of waiting 10 years for more content, right? So it's a great place to be at."</p><p><em>Diablo 5</em> is slated to launch in 2029, so there are few years to wait. In the meantime, <em>Diablo 4</em> fans can sink their teeth into <a href="https://www.techradar.com/gaming/diablo-4-game-director-says-its-liberating-to-be-done-with-expansions-as-blizzard-can-continue-the-narrative-through-seasons-instead-we-completed-the-story-but-the-butterfly-effect-can-take-us-anywhere"><em>Season of Hell's Legacy</em></a>, the game's 15th season, which arrived on September 15.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/diablo-4-game-director-confirms-the-end-is-not-nigh-despite-diablo-5s-announcement-and-says-players-shouldnt-worry-as-were-going-to-be-making-content-for-a-long-time-the-train-is-not-stopping</link>
                                                                            <description>
                            <![CDATA[ Not to worry, Diablo 4 fans! Despite the announcement of Diablo 5, Blizzard swears it will continue supporting the popular action-RPG "for a long time." ]]>
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                                                                        <pubDate>Fri, 18 Sep 2026 12:53:34 +0000</pubDate>                                                                                                                                <updated>Fri, 18 Sep 2026 14:12:01 +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:description><![CDATA[Diablo 4]]></media:description>                                                            <media:text><![CDATA[Diablo 4]]></media:text>
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                            <![CDATA[
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                                <ul><li><em><strong>Diablo 4</strong></em><strong> game director Brent Gibson tells fans not to worry about support for the game ending because of Diablo 5</strong></li><li><strong>He says that even though the team is excited for </strong><em><strong>Diablo 5</strong></em><strong>, "we're going to be making content for a long time"</strong></li><li><strong>Gibson says, "The end is not nigh"</strong></li></ul><p>Not to worry, <a href="https://www.techradar.com/reviews/diablo-4-review"><em>Diablo 4</em></a> fans! Despite the announcement of <a href="https://www.techradar.com/gaming/diablo-5-senior-game-director-says-the-game-will-tell-three-stories-including-the-past-the-present-desolation-of-diablos-takeover-and-the-future-terror-forming-of-the-sanctuary"><em>Diablo 5</em></a>, Blizzard swears it will continue supporting the popular action-RPG "for a long time."</p><p>In an interview with TechRadar Gaming at BlizzCon, game director Brent Gibson quickly put concerns to rest and stated outright that players don't need to worry about the game's future, even though the studio is already working on the sequel.</p><p>"If you're wearing the sign in the middle of Times Square that says 'The End is Nigh', the end is not nigh," Gibson said. "We have a lot coming," he added before acknowledging the Amazon class pack, coming to <em>Diablo 4</em> in 2027.</p><p>"The train isn't stopping," he continued. "One of the things that I love about our world is we're not a series of games. We are a universe. We are even adding to <em>Diablo 2</em> with that of the Warlock. It's one of the few franchises where we have the luxury to continue to play, and we know our communities are there multiple communities that make us a whole."</p><p>Gibson reiterated that if you're a fan and you're worried, "don't sweat it," because even though the team is excited about <em>Diablo 5</em>, "we're going to be making content for a long time" and "we've got a lot of things coming," including the Netflix adaptation.</p><p>"The train is not stopping," he said. "Hold on tight. Gone are the years of waiting 10 years for more content, right? So it's a great place to be at."</p><p><em>Diablo 5</em> is slated to launch in 2029, so there are few years to wait. In the meantime, <em>Diablo 4</em> fans can sink their teeth into <a href="https://www.techradar.com/gaming/diablo-4-game-director-says-its-liberating-to-be-done-with-expansions-as-blizzard-can-continue-the-narrative-through-seasons-instead-we-completed-the-story-but-the-butterfly-effect-can-take-us-anywhere"><em>Season of Hell's Legacy</em></a>, the game's 15th season, which arrived on September 15.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async></script>
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                                                            <title><![CDATA[ Diablo 4 game director says it's 'liberating' to be done with expansions as Blizzard can continue the narrative through seasons instead — 'We completed the story, but the butterfly effect can take us anywhere' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Diablo 4</strong></em><strong> game director Brent Gibson says it's "liberating" that there are no expansions to work on or have the narrative tied to</strong></li><li><strong>The team will continue the game's story through seasons instead </strong></li><li><em><strong>Diablo 4 - Season of Hell's Legacy</strong></em><strong> is the game's latest update</strong></li></ul><p>Blizzard has confirmed that <a href="https://www.techradar.com/reviews/diablo-4-review"><em>Diablo 4</em></a> won't receive any more expansions, as it will continue the game's story through seasons, something the team is glad about.</p><p>BlizzCon 2026 has officially wrapped, and there were plenty of announcements for fans across the board, including the huge reveal of <em>Diablo 5</em>, slated for a 2029 launch, as well as <em>Diablo 4 - Season of Hell's Legacy</em>, the game's 15th season and the centerpiece of Blizzard's 30th Anniversary celebration for <em>Diablo</em>.</p><p>"Amid the dead rising from Pandemonium, the lost soul of the legendary Horadrim Deckard Cain returns with dire news," the questline description reads. "Three dark wanderers have returned, each leaving a trail of death in their wake. Confront them and delve into the nightmares of their horrific past. Only there can you defeat the Prime Evils that torment them and lay their souls to rest."</p><p>No additional expansions are planned at the moment, and although <a href="https://www.techradar.com/gaming/diablo-4-lord-of-hatred-opinion-feature"><em>Lord of Hatred</em></a> was the big conclusion of the overarching narrative, the team will now use seasons to continue the game's story, presumably until <em>Diablo 5</em> is ready for launch.</p><p>The game will likely be supported for a good few years to come, just like <em>Diablo 3</em>, but the new direction the team is working on removes the constraints it had before.</p><p>"I think it's liberating," game director Brent Gibson told TechRadar Gaming at BlizzCon. "So we completed the story, but the butterfly effect can take us anywhere, you know? And we've got season 15 with all the events of pandemonium leading to someone else taking the mantle of death," before teasing, "Who is it? I'm not going to answer that today."</p><p>He added, "But it allows us to be really creative with all the pieces that we have, now that we hit the beat that we were all looking forward to with confronting Mephisto. So, I say it's liberating."</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/diablo-4-game-director-says-its-liberating-to-be-done-with-expansions-as-blizzard-can-continue-the-narrative-through-seasons-instead-we-completed-the-story-but-the-butterfly-effect-can-take-us-anywhere</link>
                                                                            <description>
                            <![CDATA[ Blizzard has confirmed that Diablo 4 won't receive any more expansions, as it will continue the game's story through seasons, something the team is glad about. ]]>
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                                                                        <pubDate>Fri, 18 Sep 2026 11:41:22 +0000</pubDate>                                                                                                                                <updated>Fri, 18 Sep 2026 14:11:58 +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:description><![CDATA[Diablo 4]]></media:description>                                                            <media:text><![CDATA[Diablo 4]]></media:text>
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                            <![CDATA[
                            <article>
                                <ul><li><em><strong>Diablo 4</strong></em><strong> game director Brent Gibson says it's "liberating" that there are no expansions to work on or have the narrative tied to</strong></li><li><strong>The team will continue the game's story through seasons instead </strong></li><li><em><strong>Diablo 4 - Season of Hell's Legacy</strong></em><strong> is the game's latest update</strong></li></ul><p>Blizzard has confirmed that <a href="https://www.techradar.com/reviews/diablo-4-review"><em>Diablo 4</em></a> won't receive any more expansions, as it will continue the game's story through seasons, something the team is glad about.</p><p>BlizzCon 2026 has officially wrapped, and there were plenty of announcements for fans across the board, including the huge reveal of <em>Diablo 5</em>, slated for a 2029 launch, as well as <em>Diablo 4 - Season of Hell's Legacy</em>, the game's 15th season and the centerpiece of Blizzard's 30th Anniversary celebration for <em>Diablo</em>.</p><p>"Amid the dead rising from Pandemonium, the lost soul of the legendary Horadrim Deckard Cain returns with dire news," the questline description reads. "Three dark wanderers have returned, each leaving a trail of death in their wake. Confront them and delve into the nightmares of their horrific past. Only there can you defeat the Prime Evils that torment them and lay their souls to rest."</p><p>No additional expansions are planned at the moment, and although <a href="https://www.techradar.com/gaming/diablo-4-lord-of-hatred-opinion-feature"><em>Lord of Hatred</em></a> was the big conclusion of the overarching narrative, the team will now use seasons to continue the game's story, presumably until <em>Diablo 5</em> is ready for launch.</p><p>The game will likely be supported for a good few years to come, just like <em>Diablo 3</em>, but the new direction the team is working on removes the constraints it had before.</p><p>"I think it's liberating," game director Brent Gibson told TechRadar Gaming at BlizzCon. "So we completed the story, but the butterfly effect can take us anywhere, you know? And we've got season 15 with all the events of pandemonium leading to someone else taking the mantle of death," before teasing, "Who is it? I'm not going to answer that today."</p><p>He added, "But it allows us to be really creative with all the pieces that we have, now that we hit the beat that we were all looking forward to with confronting Mephisto. So, I say it's liberating."</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async></script>
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                                                            <title><![CDATA[ ArenaNet studio head says Guild Wars 3 will have 'significantly less' UI elements on the HUD for an MMO — 'We very intentionally designed this because it's also on console and it's a lean-back experience' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Guild Wars 3</strong></em><strong> will have "significantly less UI in general" for an MMORPG</strong></li><li><strong>ArenaNet studio head Colin Johanson says it will better showcase combat and the game's open world</strong></li><li><strong>He says combat UI elements, like debuffs, will be represented visually instead</strong></li></ul><p>Although it's a massively multiplayer online role-playing game (MMORPG), ArenaNet has confirmed that <a href="https://www.techradar.com/gaming/arenanet-says-guild-wars-3s-new-momentum-system-creates-a-seamless-sense-of-movement-youd-expect-to-see-in-an-action-game-by-connecting-all-movement-and-combat-abilities-to-create-fluid-movement"><em>Guild Wars 3</em></a> will have a minimal HUD, partly because <a href="https://www.techradar.com/gaming/bringing-the-game-to-console-for-the-first-time-means-that-arenanet-can-reach-a-much-wider-group-of-players-as-devs-say-they-want-to-offer-an-invitation-for-everybody-to-play-guild-wars-3-together-by-bringing-it-to-ps5-and-pc">the game is also designed for console</a>.</p><p>During a guided presentation at Gamescom, attended by TechRadar Gaming, studio head Colin Johanson showcased an early build of the game and its HUD, saying that it is subject to change throughout development and the team intends to have "significantly less UI in general."</p><p>In other MMOs, whether it's <em>World of Warcraft</em> or <em>Final Fantasy 14</em>, the main HUD is typically littered with UI elements from quest lists, buffs and debuffs, action bars, and whatever else the player chooses to add for themself.</p><p>For <em>Guild Wars 3</em>, ArenaNet will considerably tone down these elements in favor of a cleaner HUD, which Johanson said will better showcase combat and the game's open world. Additionally, console users wouldn't be able to hover over these UI features.</p><p>"I think one of the things that you traditionally see in MMOs is there's a huge number of icons all over the screen that are used to communicate combat status and things that are going on," Johanson said. </p><p>"And we very intentionally designed this, one, because it's also on console and it's a lean-back experience where you can't hover over icons to read everything, to provide an experience that doesn't require having a massive amount of information in the UI. But two, we also think that's just a better combat experience if we can show more of the things happening in the world."</p><p>Adding to this, the studio head said that during battle, conditions traditionally communicated through the UI, such as cold attacks, won't appear as "stacked" debuffs on the HUD, so players will see the effect instead.</p><p>"We've built a multiplayer combo system in this game to replace that, where every player is capable of having most professions can have cold in their builds," he explained, "and if you start stacking cold on an enemy, you can see their animations slowly start to slow down, and cold start to spread across them. And multiple players can work together. If you get enough cold stacked on an enemy, depending on its size, it'll freeze into a solid block of ice. And so all of that happens in the world, rather than just a little UI icon down at the bottom of the screen that says frozen or not.</p><p>"It's really interesting. In testing, we're seeing people's eyes are now watching the actual combat that's happening on the screen instead of just staring at the UI the whole time, which is just a much better experience."</p><p> Johanson added that "the constraint of the controller" has encouraged ArenaNet to "create a version of combat" that's still a better experience on mouse and keyboard as well.</p><p>"That's been really, really awesome for us. There's a lot of stuff that just won't be on the UI because it doesn't need to be used," he said.</p><p><em>Guild Wars 3</em> is in active development, with a beta period scheduled for Fall 2027.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/arenanet-studio-head-says-guild-wars-3-will-have-significantly-less-ui-elements-on-the-hud-for-an-mmo-we-very-intentionally-designed-this-because-its-also-on-console-and-its-a-lean-back-experience</link>
                                                                            <description>
                            <![CDATA[ Although it's a massively multiplayer online role-playing game (MMORPG), ArenaNet has confirmed that Guild Wars 3 will have a minimal HUD. ]]>
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                                                                        <pubDate>Fri, 18 Sep 2026 10:18:19 +0000</pubDate>                                                                                                                                <updated>Fri, 18 Sep 2026 10:18:35 +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:description><![CDATA[Guild Wars 3]]></media:description>                                                            <media:text><![CDATA[Guild Wars 3]]></media:text>
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                                <ul><li><em><strong>Guild Wars 3</strong></em><strong> will have "significantly less UI in general" for an MMORPG</strong></li><li><strong>ArenaNet studio head Colin Johanson says it will better showcase combat and the game's open world</strong></li><li><strong>He says combat UI elements, like debuffs, will be represented visually instead</strong></li></ul><p>Although it's a massively multiplayer online role-playing game (MMORPG), ArenaNet has confirmed that <a href="https://www.techradar.com/gaming/arenanet-says-guild-wars-3s-new-momentum-system-creates-a-seamless-sense-of-movement-youd-expect-to-see-in-an-action-game-by-connecting-all-movement-and-combat-abilities-to-create-fluid-movement"><em>Guild Wars 3</em></a> will have a minimal HUD, partly because <a href="https://www.techradar.com/gaming/bringing-the-game-to-console-for-the-first-time-means-that-arenanet-can-reach-a-much-wider-group-of-players-as-devs-say-they-want-to-offer-an-invitation-for-everybody-to-play-guild-wars-3-together-by-bringing-it-to-ps5-and-pc">the game is also designed for console</a>.</p><p>During a guided presentation at Gamescom, attended by TechRadar Gaming, studio head Colin Johanson showcased an early build of the game and its HUD, saying that it is subject to change throughout development and the team intends to have "significantly less UI in general."</p><p>In other MMOs, whether it's <em>World of Warcraft</em> or <em>Final Fantasy 14</em>, the main HUD is typically littered with UI elements from quest lists, buffs and debuffs, action bars, and whatever else the player chooses to add for themself.</p><p>For <em>Guild Wars 3</em>, ArenaNet will considerably tone down these elements in favor of a cleaner HUD, which Johanson said will better showcase combat and the game's open world. Additionally, console users wouldn't be able to hover over these UI features.</p><p>"I think one of the things that you traditionally see in MMOs is there's a huge number of icons all over the screen that are used to communicate combat status and things that are going on," Johanson said. </p><p>"And we very intentionally designed this, one, because it's also on console and it's a lean-back experience where you can't hover over icons to read everything, to provide an experience that doesn't require having a massive amount of information in the UI. But two, we also think that's just a better combat experience if we can show more of the things happening in the world."</p><p>Adding to this, the studio head said that during battle, conditions traditionally communicated through the UI, such as cold attacks, won't appear as "stacked" debuffs on the HUD, so players will see the effect instead.</p><p>"We've built a multiplayer combo system in this game to replace that, where every player is capable of having most professions can have cold in their builds," he explained, "and if you start stacking cold on an enemy, you can see their animations slowly start to slow down, and cold start to spread across them. And multiple players can work together. If you get enough cold stacked on an enemy, depending on its size, it'll freeze into a solid block of ice. And so all of that happens in the world, rather than just a little UI icon down at the bottom of the screen that says frozen or not.</p><p>"It's really interesting. In testing, we're seeing people's eyes are now watching the actual combat that's happening on the screen instead of just staring at the UI the whole time, which is just a much better experience."</p><p> Johanson added that "the constraint of the controller" has encouraged ArenaNet to "create a version of combat" that's still a better experience on mouse and keyboard as well.</p><p>"That's been really, really awesome for us. There's a lot of stuff that just won't be on the UI because it doesn't need to be used," he said.</p><p><em>Guild Wars 3</em> is in active development, with a beta period scheduled for Fall 2027.</p>
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                                                            <title><![CDATA[ Diablo 5 senior director says some complex systems were 'deferred' to the endgame, so it could 'deliver the depth and mastery elements' without 'overwhelming our players who are enjoying spending a lot of time in the campaign and exploring the world' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Diablo 5</strong></em><strong> senior game director Joe Shely says the team is "trying to make it for everyone who loves </strong><em><strong>Diablo</strong></em><strong>" for specific reasons</strong></li><li><strong>He says the team used "deferred complexity" to help balance the game's systems for endgame players and campaign lovers</strong></li><li><strong>Narrative director Jennifer Hepler says there are like-minded developers on the team who are "passionate advocates" and are creating the content for these fans</strong></li></ul><p><a href="https://www.techradar.com/gaming/diablo-5-senior-game-director-says-the-game-will-tell-three-stories-including-the-past-the-present-desolation-of-diablos-takeover-and-the-future-terror-forming-of-the-sanctuary"><em>Diablo 5</em></a> senior game director Joe Shely has said Blizzard is making a sequel for all fans, but it has to find the right balance for players who love the series for specific reasons.</p><p>Speaking to TechRadar Gaming at BlizzCon 2026 after the game's reveal, Shely explained that the team isn't trying to make a <em>Diablo</em> game "for every human on Earth" or "literally everyone" but is "trying to make it for everyone who loves <em>Diablo</em>, and people who love <em>Diablo</em> love it for specific reasons, and those reasons are knowable."</p><p>He and the team know some fans play <em>Diablo</em> and are most interested in the storylines and exploration, while other, more hardcore players spend time with the complex systems that come with itemization, designing builds, and racing to the endgame.</p><p>"We can talk to players and understand why individual players or groups of players love <em>Diablo</em> and what they love about it, and from what game they associate with <em>Diablo</em>," Shely said, "and so that allows us to tailor our systems and experiences, campaign and progression in a way that can be satisfying to different kinds of talent players."</p><p>This is where the developer brought up "deferred complexity," an idea the team used to help balance the game's systems for those who enjoy taking their time, while also delivering on "our commitment to have a complete end game for those players at launch." This means that some complex systems have been moved to the endgame.</p><p>"By deferring some of the complexity of the systems and itemization later into the endgame," Shely said, "we can deliver the depth and mastery elements that our players who love the endgame enjoy without overwhelming our players who are enjoying spending a lot of time in the campaign and exploring the world."</p><p>Narrative director Jennifer Hepler added that all types of <em>Diablo</em> fans are represented on the development team; she said they are like-minded, "very passionate" about the series, and understand what players enjoy most.</p><p>"People who love campaign are working on campaign, and the people who love systems are working on the end game," Hepler said. "And so every group of players has passionate advocates on the team who are not only speaking for them but are actually creating the content for them."</p><p><em>Diablo 5</em> is in development and is slated to launch in Spring 2029.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/diablo-5-senior-director-says-some-complex-systems-were-deferred-to-the-endgame-so-it-could-deliver-the-depth-and-mastery-elements-without-overwhelming-our-players-who-are-enjoying-spending-a-lot-of-time-in-the-campaign-and-exploring-the-world</link>
                                                                            <description>
                            <![CDATA[ Diablo 5 senior game director Joe Shely has explained how Blizzard is making a sequel for fans who all love the series for specific reasons. ]]>
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                                                                        <pubDate>Fri, 18 Sep 2026 07:10:22 +0000</pubDate>                                                                                                                                <updated>Fri, 18 Sep 2026 14:16:19 +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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                            <article>
                                <ul><li><em><strong>Diablo 5</strong></em><strong> senior game director Joe Shely says the team is "trying to make it for everyone who loves </strong><em><strong>Diablo</strong></em><strong>" for specific reasons</strong></li><li><strong>He says the team used "deferred complexity" to help balance the game's systems for endgame players and campaign lovers</strong></li><li><strong>Narrative director Jennifer Hepler says there are like-minded developers on the team who are "passionate advocates" and are creating the content for these fans</strong></li></ul><p><a href="https://www.techradar.com/gaming/diablo-5-senior-game-director-says-the-game-will-tell-three-stories-including-the-past-the-present-desolation-of-diablos-takeover-and-the-future-terror-forming-of-the-sanctuary"><em>Diablo 5</em></a> senior game director Joe Shely has said Blizzard is making a sequel for all fans, but it has to find the right balance for players who love the series for specific reasons.</p><p>Speaking to TechRadar Gaming at BlizzCon 2026 after the game's reveal, Shely explained that the team isn't trying to make a <em>Diablo</em> game "for every human on Earth" or "literally everyone" but is "trying to make it for everyone who loves <em>Diablo</em>, and people who love <em>Diablo</em> love it for specific reasons, and those reasons are knowable."</p><p>He and the team know some fans play <em>Diablo</em> and are most interested in the storylines and exploration, while other, more hardcore players spend time with the complex systems that come with itemization, designing builds, and racing to the endgame.</p><p>"We can talk to players and understand why individual players or groups of players love <em>Diablo</em> and what they love about it, and from what game they associate with <em>Diablo</em>," Shely said, "and so that allows us to tailor our systems and experiences, campaign and progression in a way that can be satisfying to different kinds of talent players."</p><p>This is where the developer brought up "deferred complexity," an idea the team used to help balance the game's systems for those who enjoy taking their time, while also delivering on "our commitment to have a complete end game for those players at launch." This means that some complex systems have been moved to the endgame.</p><p>"By deferring some of the complexity of the systems and itemization later into the endgame," Shely said, "we can deliver the depth and mastery elements that our players who love the endgame enjoy without overwhelming our players who are enjoying spending a lot of time in the campaign and exploring the world."</p><p>Narrative director Jennifer Hepler added that all types of <em>Diablo</em> fans are represented on the development team; she said they are like-minded, "very passionate" about the series, and understand what players enjoy most.</p><p>"People who love campaign are working on campaign, and the people who love systems are working on the end game," Hepler said. "And so every group of players has passionate advocates on the team who are not only speaking for them but are actually creating the content for them."</p><p><em>Diablo 5</em> is in development and is slated to launch in Spring 2029.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async></script>
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                                                            <title><![CDATA[ 'Bringing the game to console for the first time' means that ArenaNet 'can reach a much wider group of players' as devs say they want to offer an 'invitation' for everybody to play Guild Wars 3 together by bringing it to PS5 and PC — but not Xbox ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Guild Wars 3</strong></em><strong> is the first game in the series to launch on both PC and console</strong></li><li><strong>Studio head Colin Johanson says it will allow the game to "reach a much wider group of players" on PS5 and PC</strong></li><li><strong>ArenaNet wants new players to take their first plunge into Guild Wars with the upcoming game</strong></li></ul><p><a href="https://www.techradar.com/gaming/arenanet-says-guild-wars-3s-new-momentum-system-creates-a-seamless-sense-of-movement-youd-expect-to-see-in-an-action-game-by-connecting-all-movement-and-combat-abilities-to-create-fluid-movement"><em>Guild Wars 3</em></a> will be the first game in the MMORPG franchise to launch on both console and PC, and ArenaNet thinks it will encourage newcomers to take their first steps into the <em>Guild Wars</em> series.</p><p>"With us bringing the game to console for the first time, [and] with us launching on Steam from day one on our own platform, we can reach a much wider group of players," said studio head Colin Johanson during a guided presentation TechRadar Gaming attended at Gamescom.</p><p>Speaking about the game's setting, which takes place 1000 years before the first <em>Guild Wars game</em> in the ancient land of Orr,  Johanson explained that <a href="https://www.techradar.com/gaming/arenanet-says-guild-wars-3s-ancient-orr-setting-will-entice-hardcore-fans-who-care-deeply-about-the-lore-but-it-also-means-its-the-perfect-time-for-new-people-to-come-join-the-guild-wars-franchise">the game will appeal to hardcore fans who have been eager to learn more about the lore for years</a>.</p><p>Exploring this highly anticipated era means ArenaNet could welcome new players with no <em>Guild Wars </em>experience, since the game is essentially a prequel and newcomers won't be required to play the first two games to understand what's going on.</p><p>"Everyone's going to learn it all together, and if you're a big <em>Guild Wars</em> fan, you'll know what some of the species are and some of the characters or some of the locations," the studio head said. "But for the most part, everybody is on equal footing."</p><p>The direction also means the studio could draw more players by launching the game on both PC and <a href="https://www.techradar.com/reviews/ps5">PlayStation 5</a>; it's unclear right now whether the game could eventually get an Xbox release as well.</p><p>"We really wanted to have an invitation for everybody to come play <em>Guild Wars 3</em> together and feel like this could be their first <em>Guild Wars</em> game that they haven't played before," Johanson added.</p><p><em>Guild Wars 3</em> is now in development and doesn't have a release date, but a beta is scheduled for Fall 2027.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/bringing-the-game-to-console-for-the-first-time-means-that-arenanet-can-reach-a-much-wider-group-of-players-as-devs-say-they-want-to-offer-an-invitation-for-everybody-to-play-guild-wars-3-together-by-bringing-it-to-ps5-and-pc</link>
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                            <![CDATA[ Guild Wars 3 will be the first game in the MMORPG franchise to launch on console, and ArenaNet thinks it will encourage newcomers. ]]>
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                                                                        <pubDate>Thu, 17 Sep 2026 21:00:00 +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><em><strong>Guild Wars 3</strong></em><strong> is the first game in the series to launch on both PC and console</strong></li><li><strong>Studio head Colin Johanson says it will allow the game to "reach a much wider group of players" on PS5 and PC</strong></li><li><strong>ArenaNet wants new players to take their first plunge into Guild Wars with the upcoming game</strong></li></ul><p><a href="https://www.techradar.com/gaming/arenanet-says-guild-wars-3s-new-momentum-system-creates-a-seamless-sense-of-movement-youd-expect-to-see-in-an-action-game-by-connecting-all-movement-and-combat-abilities-to-create-fluid-movement"><em>Guild Wars 3</em></a> will be the first game in the MMORPG franchise to launch on both console and PC, and ArenaNet thinks it will encourage newcomers to take their first steps into the <em>Guild Wars</em> series.</p><p>"With us bringing the game to console for the first time, [and] with us launching on Steam from day one on our own platform, we can reach a much wider group of players," said studio head Colin Johanson during a guided presentation TechRadar Gaming attended at Gamescom.</p><p>Speaking about the game's setting, which takes place 1000 years before the first <em>Guild Wars game</em> in the ancient land of Orr,  Johanson explained that <a href="https://www.techradar.com/gaming/arenanet-says-guild-wars-3s-ancient-orr-setting-will-entice-hardcore-fans-who-care-deeply-about-the-lore-but-it-also-means-its-the-perfect-time-for-new-people-to-come-join-the-guild-wars-franchise">the game will appeal to hardcore fans who have been eager to learn more about the lore for years</a>.</p><p>Exploring this highly anticipated era means ArenaNet could welcome new players with no <em>Guild Wars </em>experience, since the game is essentially a prequel and newcomers won't be required to play the first two games to understand what's going on.</p><p>"Everyone's going to learn it all together, and if you're a big <em>Guild Wars</em> fan, you'll know what some of the species are and some of the characters or some of the locations," the studio head said. "But for the most part, everybody is on equal footing."</p><p>The direction also means the studio could draw more players by launching the game on both PC and <a href="https://www.techradar.com/reviews/ps5">PlayStation 5</a>; it's unclear right now whether the game could eventually get an Xbox release as well.</p><p>"We really wanted to have an invitation for everybody to come play <em>Guild Wars 3</em> together and feel like this could be their first <em>Guild Wars</em> game that they haven't played before," Johanson added.</p><p><em>Guild Wars 3</em> is now in development and doesn't have a release date, but a beta is scheduled for Fall 2027.</p>
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                                                            <title><![CDATA[ GTA 6 Online might not be coming anytime soon, as Take-Two confirms GTA Online support will 'continue' after GTA 6 launches 'and beyond' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Take-Two Interactive says </strong><em><strong>GTA Online</strong></em><strong> support will continue after </strong><em><strong>Grand Theft Auto 6</strong></em><strong> has launched</strong></li><li><strong>The publisher's latest comments suggest that an online experience associated with </strong><em><strong>GTA 6</strong></em><strong> is still a long way off</strong></li><li><strong>Fans speculate that </strong><em><strong>GTA 6 Online</strong></em><strong> could be a separate, paid title</strong></li></ul><p>Take-Two Interactive has confirmed that Rockstar Games will continue supporting <em>GTA Online</em> after the launch of <a href="https://www.techradar.com/gaming/gta-6"><em>Grand Theft Auto 6</em></a>, suggesting the title's rumored online experience could be a long way off.</p><p>During the Take-Two <a href="https://www.take2games.com/ir/quarterly-earnings" target="_blank">shareholder meeting</a> on September 17 (via <a href="https://www.resetera.com/threads/take-two-reaffirms-gta-6-is-a-single-player-title-gta-online-will-be-supported-after-launch-and-beyond.1635922/" target="_blank">ResetEra</a>), it was reported said that "<em>GTA 6</em> is a single-player title and is due to release this November. We will continue to support <em>GTA Online</em> after <em>GTA 6</em> release and beyond."</p><p>While we already knew <em>GTA 6</em> is launching as a standalone single-player experience, it's speculated that the game will eventually receive an online mode, similar to how <em>GTA Online</em> released soon after <em>GTA 5</em>.</p><p>The language used during the shareholder meeting suggests fans shouldn't expect an online experience associated with <em>GTA 6</em> anytime soon, if it indeed exists, as Rockstar will continue supporting its current money-making machine for the foreseeable future.</p><p>According to Bloomberg reporter <a href="https://www.youtube.com/watch?v=goR_wYUS_l4" target="_blank">Jason Schreier</a> during a discussion about <em>GTA 6</em>'s pre-order period and earned revenue, Take-Two "have not talked at all, and they are not planning to talk anytime soon, about what the new <em>GTA Online</em> will look like."</p><p>Despite Take-Two's avoidance of the topic, and the publisher's latest comments, fans believe this could mean <em>GTA 6 Online</em> could be a separate, paid service.</p><p>"Looks like the next variant of <em>GTA Online</em> is nowhere near ready as Schreier already reported," the original ResetEra poster said. "And it's a high likelihood they will launch it as a big standalone title, whether F2P or for like $30. They will want to give it all the resources and spotlight it will need and not be an "add-on" this time."</p><p>Others support the standalone concept, while others believe it could be another $70 experience.</p><p>"I wouldn't be shocked if it costs $70 or more lmao," one user replied.</p><p><em>GTA 6</em> launches on November 19 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>,</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-Oqg1Ze"></div>                            </div>                            <script src="https://kwizly.com/embed/Oqg1Ze.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/gta-6-online-might-not-be-coming-anytime-soon-as-take-two-confirms-gta-online-support-will-continue-after-gta-6-launches-and-beyond</link>
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                            <![CDATA[ Take-Two Interactive has confirmed that Rockstar will continue to support GTA Online after the launch of Grand Theft Auto 6. ]]>
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                                                                        <pubDate>Thu, 17 Sep 2026 16:28:01 +0000</pubDate>                                                                                                                                <updated>Sun, 20 Sep 2026 22:56:39 +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>Take-Two Interactive says </strong><em><strong>GTA Online</strong></em><strong> support will continue after </strong><em><strong>Grand Theft Auto 6</strong></em><strong> has launched</strong></li><li><strong>The publisher's latest comments suggest that an online experience associated with </strong><em><strong>GTA 6</strong></em><strong> is still a long way off</strong></li><li><strong>Fans speculate that </strong><em><strong>GTA 6 Online</strong></em><strong> could be a separate, paid title</strong></li></ul><p>Take-Two Interactive has confirmed that Rockstar Games will continue supporting <em>GTA Online</em> after the launch of <a href="https://www.techradar.com/gaming/gta-6"><em>Grand Theft Auto 6</em></a>, suggesting the title's rumored online experience could be a long way off.</p><p>During the Take-Two <a href="https://www.take2games.com/ir/quarterly-earnings" target="_blank">shareholder meeting</a> on September 17 (via <a href="https://www.resetera.com/threads/take-two-reaffirms-gta-6-is-a-single-player-title-gta-online-will-be-supported-after-launch-and-beyond.1635922/" target="_blank">ResetEra</a>), it was reported said that "<em>GTA 6</em> is a single-player title and is due to release this November. We will continue to support <em>GTA Online</em> after <em>GTA 6</em> release and beyond."</p><p>While we already knew <em>GTA 6</em> is launching as a standalone single-player experience, it's speculated that the game will eventually receive an online mode, similar to how <em>GTA Online</em> released soon after <em>GTA 5</em>.</p><p>The language used during the shareholder meeting suggests fans shouldn't expect an online experience associated with <em>GTA 6</em> anytime soon, if it indeed exists, as Rockstar will continue supporting its current money-making machine for the foreseeable future.</p><p>According to Bloomberg reporter <a href="https://www.youtube.com/watch?v=goR_wYUS_l4" target="_blank">Jason Schreier</a> during a discussion about <em>GTA 6</em>'s pre-order period and earned revenue, Take-Two "have not talked at all, and they are not planning to talk anytime soon, about what the new <em>GTA Online</em> will look like."</p><p>Despite Take-Two's avoidance of the topic, and the publisher's latest comments, fans believe this could mean <em>GTA 6 Online</em> could be a separate, paid service.</p><p>"Looks like the next variant of <em>GTA Online</em> is nowhere near ready as Schreier already reported," the original ResetEra poster said. "And it's a high likelihood they will launch it as a big standalone title, whether F2P or for like $30. They will want to give it all the resources and spotlight it will need and not be an "add-on" this time."</p><p>Others support the standalone concept, while others believe it could be another $70 experience.</p><p>"I wouldn't be shocked if it costs $70 or more lmao," one user replied.</p><p><em>GTA 6</em> launches on November 19 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>,</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-Oqg1Ze"></div>                            </div>                            <script src="https://kwizly.com/embed/Oqg1Ze.js" async></script>
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                                                            <title><![CDATA[ Rockstar announces Grand Theft Auto 6: The Album, featuring 34 original tracks from artists like PinkPantheress and Travis Scott — but the limited-edition vinyl collection has already sold out ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Rockstar Games has announced 'Grand Theft Auto 6: The Album'</strong></li><li><strong>The official soundtrack features 34 original tracks, and the first six can be listened to today on all major streaming services</strong></li><li><strong>The 'Grand Theft Auto 6: The Album' - Limited-Edition Vinyl has already sold out, but a separate exclusive vinyl and CD are still available for pre-order </strong></li></ul><p>Rockstar Games has announced 'Grand Theft Auto 6: The Album', <a href="https://www.techradar.com/gaming/gta-6"><em>GTA 6</em></a>'s official soundtrack that will launch alongside the game.</p><p>The upcoming soundtrack album is now available to pre-save on all major music streaming services, and will be released on vinyl and CD, including three exclusives available only for <a href="https://www.gtavi-thealbum.com/en-gb" target="_blank">pre-order here</a>.</p><p>Featuring 34 original tracks that "capture the electric energy of <em>Grand Theft Auto 6</em>’s world of Vice City and Leonida", the album features "a genre-defying roster of the most exciting artists in the world", with tracks from artists like Yung Lean, Travis Scott, PinkPantheress, Morgan Wallen, Keith Richards, and more.</p><p>As a small teaser, Rockstar has also released the first six singles featured on the album. We'll list them below.</p><ul><li>Yung Lean – That's It (feat. Future & Metro Boomin)</li><li>Travis Scott – RHYNO (prod. by Guy-Manuel de Homem-Christo) </li><li>CA7RIEL & Paco Amoroso, PinkPantheress, Fred again.. & Etienne de Crécy – Sexy Magic  </li><li>Morgan Wallen – Last Thing You Need  </li><li>Rauw Alejandro – Macacoa 2000  </li><li>Keith Richards – Bright Lights, Big City </li></ul><p><a href="https://www.gtavi-thealbum.com/en-gb/products/grand-theft-auto-vi-the-album-cd?variant=71314962546941" target="_blank">Grand Theft Auto 6: The Album - CD</a> costs £10.99 / $19.98, while <a href="https://www.gtavi-thealbum.com/en-gb/products/grand-theft-auto-vi-the-album-vinyl?variant=71303754547453" target="_blank">Grand Theft Auto VI: The Album - Vinyl</a> costs £44.99 / $49.98.</p><p>Then there's the more expensive <a href="https://www.gtavi-thealbum.com/en-gb/products/grand-theft-auto-vi-the-album-limited-edition-vinyl" target="_blank">Grand Theft Auto 6: The Album - Limited-Edition Vinyl</a> priced at £108.99 / $124.98, featuring two transparent magenta discs filled with blue liquid, exclusive new artwork, and packaging designs. </p><p>Unfortunately, this edition quickly sold out after its announcement, and it's unclear whether more stock will be available. All editions are expected to ship November 20, one day after <em>GTA 6</em> launches.</p><p>Rockstar noted that "exclusive vinyl disc colorways, each featuring unique new art" will also be available at Blood Records, Best Buy, Walmart, Amazon, Barnes & Noble, Target, Urban Outfitters, and indie retailers.</p><p>"Stay tuned for more details about the music of <em>Grand Theft Auto 6</em>, including the dynamic score, the next evolution of in-game radio, and more," the studio <a href="https://www.rockstargames.com/newswire/article/7599a881942544/announcing-grand-theft-auto-vi-the-album-coming-november-19">said</a>.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-eJ999X"></div>                            </div>                            <script src="https://kwizly.com/embed/eJ999X.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/rockstar-announces-grand-theft-auto-vi-the-album-featuring-34-original-tracks-from-artists-like-pinkpantheress-and-travis-scott-but-the-limited-edition-vinyl-collection-has-already-sold-out</link>
                                                                            <description>
                            <![CDATA[ Rockstar Games has announced Grand Theft Auto 6: The Album, GTA 6's official soundtrack that will launch alongside the game. ]]>
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                                                                        <pubDate>Thu, 17 Sep 2026 16:08:36 +0000</pubDate>                                                                                                                                <updated>Fri, 18 Sep 2026 05:19:02 +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 announced 'Grand Theft Auto 6: The Album'</strong></li><li><strong>The official soundtrack features 34 original tracks, and the first six can be listened to today on all major streaming services</strong></li><li><strong>The 'Grand Theft Auto 6: The Album' - Limited-Edition Vinyl has already sold out, but a separate exclusive vinyl and CD are still available for pre-order </strong></li></ul><p>Rockstar Games has announced 'Grand Theft Auto 6: The Album', <a href="https://www.techradar.com/gaming/gta-6"><em>GTA 6</em></a>'s official soundtrack that will launch alongside the game.</p><p>The upcoming soundtrack album is now available to pre-save on all major music streaming services, and will be released on vinyl and CD, including three exclusives available only for <a href="https://www.gtavi-thealbum.com/en-gb" target="_blank">pre-order here</a>.</p><p>Featuring 34 original tracks that "capture the electric energy of <em>Grand Theft Auto 6</em>’s world of Vice City and Leonida", the album features "a genre-defying roster of the most exciting artists in the world", with tracks from artists like Yung Lean, Travis Scott, PinkPantheress, Morgan Wallen, Keith Richards, and more.</p><p>As a small teaser, Rockstar has also released the first six singles featured on the album. We'll list them below.</p><ul><li>Yung Lean – That's It (feat. Future & Metro Boomin)</li><li>Travis Scott – RHYNO (prod. by Guy-Manuel de Homem-Christo) </li><li>CA7RIEL & Paco Amoroso, PinkPantheress, Fred again.. & Etienne de Crécy – Sexy Magic  </li><li>Morgan Wallen – Last Thing You Need  </li><li>Rauw Alejandro – Macacoa 2000  </li><li>Keith Richards – Bright Lights, Big City </li></ul><p><a href="https://www.gtavi-thealbum.com/en-gb/products/grand-theft-auto-vi-the-album-cd?variant=71314962546941" target="_blank">Grand Theft Auto 6: The Album - CD</a> costs £10.99 / $19.98, while <a href="https://www.gtavi-thealbum.com/en-gb/products/grand-theft-auto-vi-the-album-vinyl?variant=71303754547453" target="_blank">Grand Theft Auto VI: The Album - Vinyl</a> costs £44.99 / $49.98.</p><p>Then there's the more expensive <a href="https://www.gtavi-thealbum.com/en-gb/products/grand-theft-auto-vi-the-album-limited-edition-vinyl" target="_blank">Grand Theft Auto 6: The Album - Limited-Edition Vinyl</a> priced at £108.99 / $124.98, featuring two transparent magenta discs filled with blue liquid, exclusive new artwork, and packaging designs. </p><p>Unfortunately, this edition quickly sold out after its announcement, and it's unclear whether more stock will be available. All editions are expected to ship November 20, one day after <em>GTA 6</em> launches.</p><p>Rockstar noted that "exclusive vinyl disc colorways, each featuring unique new art" will also be available at Blood Records, Best Buy, Walmart, Amazon, Barnes & Noble, Target, Urban Outfitters, and indie retailers.</p><p>"Stay tuned for more details about the music of <em>Grand Theft Auto 6</em>, including the dynamic score, the next evolution of in-game radio, and more," the studio <a href="https://www.rockstargames.com/newswire/article/7599a881942544/announcing-grand-theft-auto-vi-the-album-coming-november-19">said</a>.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-eJ999X"></div>                            </div>                            <script src="https://kwizly.com/embed/eJ999X.js" async></script>
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                                                            <title><![CDATA[ ArenaNet says Guild Wars 3's ancient Orr setting will entice hardcore fans who 'care deeply' about the lore, but it also means 'it's the perfect time for new people to come join the Guild Wars franchise' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>ArenaNet says </strong><em><strong>Guild Wars 3</strong></em><strong>'s ancient Orr setting will interest longtime lore fans and newcomers</strong></li><li><strong>Studio head Colin Johanson says the game is "very much for our fans" who are invested in the game's lore</strong></li><li><strong>He adds that the game is also for new players, and they won't need to play the first two games to understand what's going on</strong></li></ul><p>ArenaNet has confirmed that <em>Guild Wars 3</em> takes place 1000 years before the first <em>Guild Wars game</em> in the ancient land of Orr, which it believes will interest both hardcore fans and new players.</p><p>Speaking at an exclusive preview TechRadar Gaming attended at Gamescom, where we saw a guided presentation exploring <a href="https://www.techradar.com/gaming/arenanet-says-guild-wars-3s-new-momentum-system-creates-a-seamless-sense-of-movement-youd-expect-to-see-in-an-action-game-by-connecting-all-movement-and-combat-abilities-to-create-fluid-movement#viafoura-comments">the game's new momentum system</a>, studio head Colin Johanson shared additional details about the game's setting, where players are a Veil Warden.</p><p>Johanson explained that much of <em>Guild Wars'</em> history and lore originates from ancient Orr, and he knows fans "care deeply" about it and have been asking ArenaNet for more, so it felt like a natural direction for the sequel.</p><p>"Some of the themes from <em>Guild Wars 1</em> all tie back to moments in this timeline before the gods disappeared from the world," he said. "In <em>Guild Wars 2</em>, the ruins of Orr are raised from the bottom of the ocean by a giant undead dragon, and players get to visit the remains of what Orr was 1000 years in the future, and players have been asking us for over a decade to see what Orr was like before the gods left, before it was destroyed, and so this is very much for our fans to give them something to get excited about."</p><p>However, while <em>Guild Wars</em>' setting might seem lore-heavy, the studio head confirmed that "it's also for new fans" and that newcomers won't need to play the first two games to understand what's going on.</p><p>"This period of time has about two pages of recorded history that we've ever released outside of the studio," Johanson said. "We have a lot more internally that we haven't shared, but our fans have only seen a tiny amount of info about what actually happened in this timeline and setting, which means it's the perfect time for new people to come join the <em>Guild Wars</em> franchise because you don't have to have played <em>Guild Wars 1</em> or <em>Guild Wars 2</em> to understand what's going on in the story."</p><p>He continued: "Everyone's going to learn it all together, and if you're a big <em>Guild Wars</em> fan, you'll know what some of the species are and some of the characters or some of the locations. But for the most part, everybody is on equal footing."</p><p><em>Guild Wars 3</em> doesn't have a release date yet, but a beta is scheduled for Fall 2027. The game is launching on PC and <a href="https://www.techradar.com/reviews/ps5">PlayStation 5</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/arenanet-says-guild-wars-3s-ancient-orr-setting-will-entice-hardcore-fans-who-care-deeply-about-the-lore-but-it-also-means-its-the-perfect-time-for-new-people-to-come-join-the-guild-wars-franchise</link>
                                                                            <description>
                            <![CDATA[ Guild Wars 3 takes place in the ancient land of Orr, which ArenaNet believes will interest both hardcore fans and new players. ]]>
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                                                                        <pubDate>Thu, 17 Sep 2026 11:31:27 +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[Guild Wars 3]]></media:description>                                                            <media:text><![CDATA[Guild Wars 3]]></media:text>
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                                <ul><li><strong>ArenaNet says </strong><em><strong>Guild Wars 3</strong></em><strong>'s ancient Orr setting will interest longtime lore fans and newcomers</strong></li><li><strong>Studio head Colin Johanson says the game is "very much for our fans" who are invested in the game's lore</strong></li><li><strong>He adds that the game is also for new players, and they won't need to play the first two games to understand what's going on</strong></li></ul><p>ArenaNet has confirmed that <em>Guild Wars 3</em> takes place 1000 years before the first <em>Guild Wars game</em> in the ancient land of Orr, which it believes will interest both hardcore fans and new players.</p><p>Speaking at an exclusive preview TechRadar Gaming attended at Gamescom, where we saw a guided presentation exploring <a href="https://www.techradar.com/gaming/arenanet-says-guild-wars-3s-new-momentum-system-creates-a-seamless-sense-of-movement-youd-expect-to-see-in-an-action-game-by-connecting-all-movement-and-combat-abilities-to-create-fluid-movement#viafoura-comments">the game's new momentum system</a>, studio head Colin Johanson shared additional details about the game's setting, where players are a Veil Warden.</p><p>Johanson explained that much of <em>Guild Wars'</em> history and lore originates from ancient Orr, and he knows fans "care deeply" about it and have been asking ArenaNet for more, so it felt like a natural direction for the sequel.</p><p>"Some of the themes from <em>Guild Wars 1</em> all tie back to moments in this timeline before the gods disappeared from the world," he said. "In <em>Guild Wars 2</em>, the ruins of Orr are raised from the bottom of the ocean by a giant undead dragon, and players get to visit the remains of what Orr was 1000 years in the future, and players have been asking us for over a decade to see what Orr was like before the gods left, before it was destroyed, and so this is very much for our fans to give them something to get excited about."</p><p>However, while <em>Guild Wars</em>' setting might seem lore-heavy, the studio head confirmed that "it's also for new fans" and that newcomers won't need to play the first two games to understand what's going on.</p><p>"This period of time has about two pages of recorded history that we've ever released outside of the studio," Johanson said. "We have a lot more internally that we haven't shared, but our fans have only seen a tiny amount of info about what actually happened in this timeline and setting, which means it's the perfect time for new people to come join the <em>Guild Wars</em> franchise because you don't have to have played <em>Guild Wars 1</em> or <em>Guild Wars 2</em> to understand what's going on in the story."</p><p>He continued: "Everyone's going to learn it all together, and if you're a big <em>Guild Wars</em> fan, you'll know what some of the species are and some of the characters or some of the locations. But for the most part, everybody is on equal footing."</p><p><em>Guild Wars 3</em> doesn't have a release date yet, but a beta is scheduled for Fall 2027. The game is launching on PC and <a href="https://www.techradar.com/reviews/ps5">PlayStation 5</a>.</p>
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                                                            <title><![CDATA[ Diablo 5 senior game director says the game will tell 'three stories,' including the past, the present desolation of Diablo's takeover, and the future 'terror forming' of Sanctuary ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Diablo 5</strong></em><strong> will tell stories of the past, present, and future, the latter of which Blizzard calls "terror forming"</strong></li><li><strong>Players can visit biomes that are taken over by Diablo's Dread Commanders</strong></li><li><strong>Narrative director Jennifer Hepler says these biomes can change depending on who's in charge, and "it's a whole new experience" every time you revisit them</strong></li></ul><p>Blizzard has confirmed that <em>Diablo 5</em> will tell stories involving the past, present, and future of Diablo's takeover of Sanctuary, which will visually affect explorable biomes.</p><p>The next installment in the isometric dungeon crawler series has been announced and will find players back in the mortal realm of Sanctuary. However, humanity has fallen into an apocalypse and the land has been conquered and reshaped by Diablo and his army.</p><p>Speaking to TechRadar Gaming at BlizzCon after the game's reveal, senior game director Joe Shely shared how different Sanctuary will look to players and said they will travel across the Western continent, seeing all different biomes that have been overrun.</p><p>Shely said <em>Diablo 5</em> has "three stories that we're telling" within this changed world: the stories of the past, the time when Diablo took over and when he and his Dread Commanders emerged into Sanctuary, and the "desolation" of the present.</p><p>"There are no people around," he said. "There are very few survivors. Occasionally, you may find a human to add to your caravan, and they can bring something to support you."</p><p>There's also the future, which is being actively turned into an outpost of hell by Dread Commanders, something that the team has dubbed "terror forming." </p><p>"We call it terror forming because these Dread Commanders will actually transform the environment, transform the biome into a version of hell that relates to personal powers and powers at station," Shely explained. </p><p>Players will be able to revisit these occupied areas, and if a different Dread Commander is stationed there, "it's going to look totally different."</p><p>"The procedural world gives us a lot of levers to pull for that," added narrative director Jennifer Hepler. "You can go to a place, and it is under the control of the Dread Commander of Undeath, and it's going to be full of zombies and things like that. And then later in the game, you could return there, and it's either been reclaimed by humanity or taken over by a different Dread Commander, and the environment will be totally different as a result of that.</p><p>"So each time you go somewhere, it's a whole new experience and just constant new discoveries."</p><p><em>Diablo 5</em> is in development and is slated to launch in Spring 2029.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/diablo-5-senior-game-director-says-the-game-will-tell-three-stories-including-the-past-the-present-desolation-of-diablos-takeover-and-the-future-terror-forming-of-the-sanctuary</link>
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                            <![CDATA[ Blizzard has confirmed that Diablo 5 will tell stories involving the past, present, and future of Diablo's takeover of Sanctuary. ]]>
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                                                                        <pubDate>Wed, 16 Sep 2026 21:00:00 +0000</pubDate>                                                                                                                                <updated>Fri, 18 Sep 2026 14:13:47 +0000</updated>
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                                                                                                                    <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[Diablo 5]]></media:description>                                                            <media:text><![CDATA[Diablo 5]]></media:text>
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                                <ul><li><em><strong>Diablo 5</strong></em><strong> will tell stories of the past, present, and future, the latter of which Blizzard calls "terror forming"</strong></li><li><strong>Players can visit biomes that are taken over by Diablo's Dread Commanders</strong></li><li><strong>Narrative director Jennifer Hepler says these biomes can change depending on who's in charge, and "it's a whole new experience" every time you revisit them</strong></li></ul><p>Blizzard has confirmed that <em>Diablo 5</em> will tell stories involving the past, present, and future of Diablo's takeover of Sanctuary, which will visually affect explorable biomes.</p><p>The next installment in the isometric dungeon crawler series has been announced and will find players back in the mortal realm of Sanctuary. However, humanity has fallen into an apocalypse and the land has been conquered and reshaped by Diablo and his army.</p><p>Speaking to TechRadar Gaming at BlizzCon after the game's reveal, senior game director Joe Shely shared how different Sanctuary will look to players and said they will travel across the Western continent, seeing all different biomes that have been overrun.</p><p>Shely said <em>Diablo 5</em> has "three stories that we're telling" within this changed world: the stories of the past, the time when Diablo took over and when he and his Dread Commanders emerged into Sanctuary, and the "desolation" of the present.</p><p>"There are no people around," he said. "There are very few survivors. Occasionally, you may find a human to add to your caravan, and they can bring something to support you."</p><p>There's also the future, which is being actively turned into an outpost of hell by Dread Commanders, something that the team has dubbed "terror forming." </p><p>"We call it terror forming because these Dread Commanders will actually transform the environment, transform the biome into a version of hell that relates to personal powers and powers at station," Shely explained. </p><p>Players will be able to revisit these occupied areas, and if a different Dread Commander is stationed there, "it's going to look totally different."</p><p>"The procedural world gives us a lot of levers to pull for that," added narrative director Jennifer Hepler. "You can go to a place, and it is under the control of the Dread Commander of Undeath, and it's going to be full of zombies and things like that. And then later in the game, you could return there, and it's either been reclaimed by humanity or taken over by a different Dread Commander, and the environment will be totally different as a result of that.</p><p>"So each time you go somewhere, it's a whole new experience and just constant new discoveries."</p><p><em>Diablo 5</em> is in development and is slated to launch in Spring 2029.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async></script>
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                                                            <title><![CDATA[ Playground Games says Fable will have a 60fps performance mode on Xbox Series X, but won't confirm PS5 or PC settings yet — 'We want the game to look great wherever you're playing it' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Fable</strong></em><strong> will have a 60fps performance mode on Xbox Series X</strong></li><li><strong>Playground Games associate game director Craig Littler says it didn't want to compare the PC and Xbox versions</strong></li><li><strong>However, he adds that "It will look great wherever you go"</strong></li></ul><p>Playground Games is being a bit cagey about <a href="https://www.techradar.com/gaming/fable-summer-game-fest-2026-preview"><em>Fable</em></a>'s graphics settings across PC and console, but has confirmed the Xbox Series X version will have a 60fps performance mode.</p><p>Fable has been in development for a very long time, but fans can finally expect the fantasy role-playing game (RPG) to launch on February 23, 2027, for <a href="https://www.techradar.com/reviews/ps5">PlayStation 5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, <a href="https://www.techradar.com/reviews/xbox-series-s">Series S</a>, and PC.</p><p>While there have been plenty of trailers and, most recently, new gameplay footage showcasing the game, Playground has yet to share the PC specs and how Fable will run on console. </p><p>However, during a Q&A session at Gamescom attended by TechRadar Gaming, associate game directors Will Kennedy and Craig Littler did reveal that the game will look "great" on all platforms.</p><p>"What we will say is that our approach to all platforms is really the same, in that we want the game to look great wherever you're playing it, and for it to be appropriate for the platform later on," Littler replied when asked to elaborate about the console edition graphics settings.</p><p>Without giving away too much, the developer then confirmed that the Xbox Series X version will offer a 60fps performance mode, but said, "I don't really want to get into the like in terms of what PC versus Xbox will be like."</p><p>"It will look great wherever you go," he added.</p><p>In the same interview, Playground also confirmed that <a href="https://www.techradar.com/gaming/playground-games-says-fables-story-will-last-between-15-20-hours-or-double-that-with-other-open-world-content-and-the-life-systems-are-limitless"><em>Fable</em> will take up to 20 hours to beat</a>, but promises the game's life systems offer "limitless" replayability.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/playground-games-says-fable-will-have-a-60fps-performance-mode-on-xbox-series-x-but-wont-confirm-ps5-or-pc-settings-yet-we-want-the-game-to-look-great-wherever-youre-playing-it</link>
                                                                            <description>
                            <![CDATA[ Playground Games is being a bit cagey about Fable's graphics settings, but has confirmed the Xbox Series X version will offer a 60fps performance mode. ]]>
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                                                                        <pubDate>Wed, 16 Sep 2026 21:00:00 +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><em><strong>Fable</strong></em><strong> will have a 60fps performance mode on Xbox Series X</strong></li><li><strong>Playground Games associate game director Craig Littler says it didn't want to compare the PC and Xbox versions</strong></li><li><strong>However, he adds that "It will look great wherever you go"</strong></li></ul><p>Playground Games is being a bit cagey about <a href="https://www.techradar.com/gaming/fable-summer-game-fest-2026-preview"><em>Fable</em></a>'s graphics settings across PC and console, but has confirmed the Xbox Series X version will have a 60fps performance mode.</p><p>Fable has been in development for a very long time, but fans can finally expect the fantasy role-playing game (RPG) to launch on February 23, 2027, for <a href="https://www.techradar.com/reviews/ps5">PlayStation 5</a>, <a href="https://www.techradar.com/reviews/xbox-series-x">Xbox Series X</a>, <a href="https://www.techradar.com/reviews/xbox-series-s">Series S</a>, and PC.</p><p>While there have been plenty of trailers and, most recently, new gameplay footage showcasing the game, Playground has yet to share the PC specs and how Fable will run on console. </p><p>However, during a Q&A session at Gamescom attended by TechRadar Gaming, associate game directors Will Kennedy and Craig Littler did reveal that the game will look "great" on all platforms.</p><p>"What we will say is that our approach to all platforms is really the same, in that we want the game to look great wherever you're playing it, and for it to be appropriate for the platform later on," Littler replied when asked to elaborate about the console edition graphics settings.</p><p>Without giving away too much, the developer then confirmed that the Xbox Series X version will offer a 60fps performance mode, but said, "I don't really want to get into the like in terms of what PC versus Xbox will be like."</p><p>"It will look great wherever you go," he added.</p><p>In the same interview, Playground also confirmed that <a href="https://www.techradar.com/gaming/playground-games-says-fables-story-will-last-between-15-20-hours-or-double-that-with-other-open-world-content-and-the-life-systems-are-limitless"><em>Fable</em> will take up to 20 hours to beat</a>, but promises the game's life systems offer "limitless" replayability.</p>
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                                                            <title><![CDATA[ Blackwood is nearly the John Wick-style shooter I crave, but it needs work ]]></title>
                                                                                                <dc:content><![CDATA[ <p>Indie games have arguably become a cornerstone of PC gaming, even more so with modern-day entries becoming huge hits such as <a href="https://www.techradar.com/gaming/hollow-knight-silksong-review"><em>Hollow Knight: Silksong</em></a>, <a href="https://www.techradar.com/gaming/hades-2-review"><em>Hades 2</em></a>, and a superhero surprise from developer Adhoc, <a href="https://www.techradar.com/gaming/dispatch-review"><em>Dispatch</em></a>.</p><p>In comes <em>Blackwood</em>, a cinematic third-person action indie, set in New York in 2012. You play as Anton Blackwood, an ordinary DVD store owner by day and an assassin by night, taking on contracts and dealing with the challenge of balancing two lives at once.</p><p>After playing two hours of Act 1 (the only one available so far) during my short preview at Gamescom 2026, I can see <em>Blackwood</em>'s<em> </em>promise. It's quite evident what developer AttritoM7 Productions is aiming for with its gun-fu style gameplay, heavily focused on explosive, cinematic enemy takedowns, intense gun fights, and stylish maneuvers.</p><p><em>Blackwood</em> is very clearly inspired by classic martial arts and gun-fu movies, notably <a href="https://www.techradar.com/features/john-wick-chapter-4-is-a-globe-trotting-orgy-of-bullets-and-blood"><em>John Wick</em></a>, and even borrows elements from classic games like <em>Dead to Rights</em> and <em>Max Payne</em>. Players can either choose to challenge enemies in a gung-ho play style, rushing out and executing different takedowns you can pick before setting out on a mission.</p><p>A more tactical approach is also possible, staying in cover and strictly going for headshots only (fitting for a <em>John Wick</em>-styled game), which would perfectly suit the hardest game difficulty.</p><div class="looped-video"><video class="lazyload-in-view lazyloading" data-src="https://cdn.mos.cms.futurecdn.net/6tg7KaXs4QmZDDyTYxB9t8/Video%20Project%2011.mp4" autoplay loop muted playsinline src="https://cdn.mos.cms.futurecdn.net/6tg7KaXs4QmZDDyTYxB9t8/Video%20Project%2011.mp4"></video></div><p><strong>Blackwood nails enemy takedowns, which is easily the one aspect that will keep me coming back to replay missions I can once Act 1 is complete.</strong> (<em>Video Credit: AttritoM7 Productions</em>)</p><p>The takedowns swiftly shifting straight back into gunplay are where <em>Blackwood</em> absolutely shines, and I can't go without stressing how impressed I am with what AttritoM7 developers were able to pull off there. In so many sequences, I was instantly taken back to those iconic moments in <em>John Wick</em> movies, where Keanu Reeves pulls no punches.</p><p>Ultimately, what holds <em>Blackwood</em> back is jankiness in combat, <em>especially </em>during hand-to-hand encounters. During multiple scenarios, there are bugs and stiffness in certain animations from Anton and enemies that I couldn't ignore.</p><p>Controlling Anton can be a struggle sometimes, as certain button prompts are unresponsive while in cover, and since enemies can flank the player, that unresponsiveness can lead to some pretty frustrating deaths.</p><p>The weapon recoil feels great, and I can see that AttritoM7 designed Blackwood's gunplay to have players make every shot count — which is especially important, since preparing for missions requires you to purchase ammunition with dirty money earned from fulfilling contracts. </p><p>However, I set aim assist to its lowest level (minimal), and it felt like the reticle was fighting against my control of the joystick — and it also doesn't help that the ultrawide field of view resolution <em>desperately </em>needs adjusting.</p><div class="looped-video"><video class="lazyload-in-view lazyloading" data-src="https://cdn.mos.cms.futurecdn.net/ZCCX9wkBjXsaXJqbfVQ7wM/Video%20Project%2012.mp4" autoplay loop muted playsinline src="https://cdn.mos.cms.futurecdn.net/ZCCX9wkBjXsaXJqbfVQ7wM/Video%20Project%2012.mp4"></video></div><p><strong>The opening street shootout was a great way to kick the game off, and I very quickly learned that enemies are unforgiving, requiring the player to be wary of a gung-ho playstyle.</strong> (<em>Video Credit: AttritoM7 Productions</em>)</p><p>Some of the audio in both combat and some NPC dialogue feels a bit out of place too, particularly during one of the early contract missions in a subway station. There are many elements like this, especially involving animations (notably Anton's run and other NPCs' movements), that end up impacting immersion.</p><p>Fortunately, while Blackwood isn't launching in early access, its remaining Acts will be released later for free (for existing owners), with Act 2 planned for March 2027 and Act 3 in September 2027 on Steam. Hopefully, with the release of the following content, patches can be made to significantly tweak and adjust those pain points.</p><p><em>Blackwood</em> is a very promising game and has plenty of opportunity to shine among some of the best indie games available. However, it's a little rough around the edges at the moment, and a few steps away from realizing its potential.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/pc-gaming/blackwood-is-almost-the-john-wick-inspired-third-person-shooter-ive-been-waiting-for-and-after-2-hours-of-playtime-im-really-excited-for-all-of-it-but-its-rough-around-the-edges-right-now</link>
                                                                            <description>
                            <![CDATA[ Blackwood shows so much promise as a third-person gun-fu indie shooter, but it definitely needs more time in the oven to reach its full potential. ]]>
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                                                                        <pubDate>Wed, 16 Sep 2026 17:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Gaming]]></category>
                                                    <category><![CDATA[Consoles & PC]]></category>
                                                                                                                    <dc:creator><![CDATA[ Isaiah Williams ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/riqwhsJX2XLMYHR6WeadJD-320-70.jpg ]]></dc:source>
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                                                                                                                                                                                                                                    <media:description><![CDATA[In-game screenshot of Blackwood]]></media:description>                                                            <media:text><![CDATA[In-game screenshot of Blackwood]]></media:text>
                                <media:title type="plain"><![CDATA[In-game screenshot of Blackwood]]></media:title>
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                                <p>Indie games have arguably become a cornerstone of PC gaming, even more so with modern-day entries becoming huge hits such as <a href="https://www.techradar.com/gaming/hollow-knight-silksong-review"><em>Hollow Knight: Silksong</em></a>, <a href="https://www.techradar.com/gaming/hades-2-review"><em>Hades 2</em></a>, and a superhero surprise from developer Adhoc, <a href="https://www.techradar.com/gaming/dispatch-review"><em>Dispatch</em></a>.</p><p>In comes <em>Blackwood</em>, a cinematic third-person action indie, set in New York in 2012. You play as Anton Blackwood, an ordinary DVD store owner by day and an assassin by night, taking on contracts and dealing with the challenge of balancing two lives at once.</p><p>After playing two hours of Act 1 (the only one available so far) during my short preview at Gamescom 2026, I can see <em>Blackwood</em>'s<em> </em>promise. It's quite evident what developer AttritoM7 Productions is aiming for with its gun-fu style gameplay, heavily focused on explosive, cinematic enemy takedowns, intense gun fights, and stylish maneuvers.</p><p><em>Blackwood</em> is very clearly inspired by classic martial arts and gun-fu movies, notably <a href="https://www.techradar.com/features/john-wick-chapter-4-is-a-globe-trotting-orgy-of-bullets-and-blood"><em>John Wick</em></a>, and even borrows elements from classic games like <em>Dead to Rights</em> and <em>Max Payne</em>. Players can either choose to challenge enemies in a gung-ho play style, rushing out and executing different takedowns you can pick before setting out on a mission.</p><p>A more tactical approach is also possible, staying in cover and strictly going for headshots only (fitting for a <em>John Wick</em>-styled game), which would perfectly suit the hardest game difficulty.</p><div class="looped-video"><video class="lazyload-in-view lazyloading" data-src="https://cdn.mos.cms.futurecdn.net/6tg7KaXs4QmZDDyTYxB9t8/Video%20Project%2011.mp4" autoplay loop muted playsinline src="https://cdn.mos.cms.futurecdn.net/6tg7KaXs4QmZDDyTYxB9t8/Video%20Project%2011.mp4"></video></div><p><strong>Blackwood nails enemy takedowns, which is easily the one aspect that will keep me coming back to replay missions I can once Act 1 is complete.</strong> (<em>Video Credit: AttritoM7 Productions</em>)</p><p>The takedowns swiftly shifting straight back into gunplay are where <em>Blackwood</em> absolutely shines, and I can't go without stressing how impressed I am with what AttritoM7 developers were able to pull off there. In so many sequences, I was instantly taken back to those iconic moments in <em>John Wick</em> movies, where Keanu Reeves pulls no punches.</p><p>Ultimately, what holds <em>Blackwood</em> back is jankiness in combat, <em>especially </em>during hand-to-hand encounters. During multiple scenarios, there are bugs and stiffness in certain animations from Anton and enemies that I couldn't ignore.</p><p>Controlling Anton can be a struggle sometimes, as certain button prompts are unresponsive while in cover, and since enemies can flank the player, that unresponsiveness can lead to some pretty frustrating deaths.</p><p>The weapon recoil feels great, and I can see that AttritoM7 designed Blackwood's gunplay to have players make every shot count — which is especially important, since preparing for missions requires you to purchase ammunition with dirty money earned from fulfilling contracts. </p><p>However, I set aim assist to its lowest level (minimal), and it felt like the reticle was fighting against my control of the joystick — and it also doesn't help that the ultrawide field of view resolution <em>desperately </em>needs adjusting.</p><div class="looped-video"><video class="lazyload-in-view lazyloading" data-src="https://cdn.mos.cms.futurecdn.net/ZCCX9wkBjXsaXJqbfVQ7wM/Video%20Project%2012.mp4" autoplay loop muted playsinline src="https://cdn.mos.cms.futurecdn.net/ZCCX9wkBjXsaXJqbfVQ7wM/Video%20Project%2012.mp4"></video></div><p><strong>The opening street shootout was a great way to kick the game off, and I very quickly learned that enemies are unforgiving, requiring the player to be wary of a gung-ho playstyle.</strong> (<em>Video Credit: AttritoM7 Productions</em>)</p><p>Some of the audio in both combat and some NPC dialogue feels a bit out of place too, particularly during one of the early contract missions in a subway station. There are many elements like this, especially involving animations (notably Anton's run and other NPCs' movements), that end up impacting immersion.</p><p>Fortunately, while Blackwood isn't launching in early access, its remaining Acts will be released later for free (for existing owners), with Act 2 planned for March 2027 and Act 3 in September 2027 on Steam. Hopefully, with the release of the following content, patches can be made to significantly tweak and adjust those pain points.</p><p><em>Blackwood</em> is a very promising game and has plenty of opportunity to shine among some of the best indie games available. However, it's a little rough around the edges at the moment, and a few steps away from realizing its potential.</p>
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                                                            <title><![CDATA[ PC Gaming Show Tokyo Direct is back later this month — here's how to watch it ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>The PC Gaming Show Tokyo Direct airs this Sunday, September 20, at 9am PT / 12 noon ET / 5pm BST</strong></li><li><strong>You can catch the show live on PC Gamer, YouTube, Twitch, Steam, and many more places</strong></li><li><strong>It's going to be a 90-minute show with more than 10 world premieres and will feature more than 35 games</strong></li></ul><p>The PC Gaming show Tokyo Direct returns later this week and will feature a whole host of gaming announcements, reveals, and developer interviews.</p><p>Airing on Sunday, September 20, at 9am PT / 12 noon ET / 5pm BST / 1am JST (Monday), it will be presented by Frankie Ward.</p><p>There's a plethora of different places that you can watch the show online, with all of <a href="https://www.youtube.com/watch?v=VjrxcYciRAY" target="_blank">PC Gamer YouTube</a>, <a href="https://www.twitch.tv/pcgamer" target="_blank">Twitch</a>, <a href="https://x.com/pcgamer" target="_blank">X</a>, <a href="https://www.youtube.com/gamesradar" target="_blank">GamesRadar+</a>, <a href="https://store.steampowered.com/curator/1850/sale/PCGamingShowTokyoDirect" target="_blank">Steam</a>, <a href="https://b23.tv/CfqPVQO" target="_blank">Bilibili</a>, <a href="https://eclutch.tv/" target="_blank">eCLUTCH</a>, <a href="http://ginx.tv" target="_blank">Ginx</a>, <a href="https://www.esrevolution.com/" target="_blank">ESR Network</a>, <a href="https://v.kuaishou.com/K8Ecd05y" target="_blank">Kuaishou,</a> plus many more streaming the Tokyo Direct show.</p><p>You can use the YouTube link below to set a reminder — as well as bookmark it for later, 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/VjrxcYciRAY" allowfullscreen></iframe></div></div><p>In terms of what we can expect to see in the show, we already know that we'll see more than 35 games from the likes of Devolver Digital, Firefly Studios, The Game Bakers, Total Mayhem Games, Veewo Games, and WuselFaktory, and many more. </p><p>There's also going to be more than 10 world premieres, a new trailer for Firefly Studios' real-time strategy game <em>Stronghold 4</em>, a release date reveal of <em>Virtue and a Sledgehammer</em> from Devolver Digital, and a deep dive into New Blood Interactive's retro survival horror game <em>Tenebris Somnia</em>.</p><p>You can watch the trailer below if you want a visual teaser for the show, too!</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/VjrxcYciRAY" allowfullscreen></iframe></div></div> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/gaming-industry/pc-gaming-show-tokyo-direct-is-back-later-this-month-heres-how-to-watch-it</link>
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                            <![CDATA[ Here's how you can catch this weekend's The PC Gaming Show Tokyo Direct. ]]>
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                                                                        <pubDate>Wed, 16 Sep 2026 16:45:24 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Gaming Industry]]></category>
                                                    <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[The key art for the 2026 PC Gaming Show Tokyo Direct presentation]]></media:description>                                                            <media:text><![CDATA[The key art for the 2026 PC Gaming Show Tokyo Direct presentation]]></media:text>
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                                <ul><li><strong>The PC Gaming Show Tokyo Direct airs this Sunday, September 20, at 9am PT / 12 noon ET / 5pm BST</strong></li><li><strong>You can catch the show live on PC Gamer, YouTube, Twitch, Steam, and many more places</strong></li><li><strong>It's going to be a 90-minute show with more than 10 world premieres and will feature more than 35 games</strong></li></ul><p>The PC Gaming show Tokyo Direct returns later this week and will feature a whole host of gaming announcements, reveals, and developer interviews.</p><p>Airing on Sunday, September 20, at 9am PT / 12 noon ET / 5pm BST / 1am JST (Monday), it will be presented by Frankie Ward.</p><p>There's a plethora of different places that you can watch the show online, with all of <a href="https://www.youtube.com/watch?v=VjrxcYciRAY" target="_blank">PC Gamer YouTube</a>, <a href="https://www.twitch.tv/pcgamer" target="_blank">Twitch</a>, <a href="https://x.com/pcgamer" target="_blank">X</a>, <a href="https://www.youtube.com/gamesradar" target="_blank">GamesRadar+</a>, <a href="https://store.steampowered.com/curator/1850/sale/PCGamingShowTokyoDirect" target="_blank">Steam</a>, <a href="https://b23.tv/CfqPVQO" target="_blank">Bilibili</a>, <a href="https://eclutch.tv/" target="_blank">eCLUTCH</a>, <a href="http://ginx.tv" target="_blank">Ginx</a>, <a href="https://www.esrevolution.com/" target="_blank">ESR Network</a>, <a href="https://v.kuaishou.com/K8Ecd05y" target="_blank">Kuaishou,</a> plus many more streaming the Tokyo Direct show.</p><p>You can use the YouTube link below to set a reminder — as well as bookmark it for later, 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/VjrxcYciRAY" allowfullscreen></iframe></div></div><p>In terms of what we can expect to see in the show, we already know that we'll see more than 35 games from the likes of Devolver Digital, Firefly Studios, The Game Bakers, Total Mayhem Games, Veewo Games, and WuselFaktory, and many more. </p><p>There's also going to be more than 10 world premieres, a new trailer for Firefly Studios' real-time strategy game <em>Stronghold 4</em>, a release date reveal of <em>Virtue and a Sledgehammer</em> from Devolver Digital, and a deep dive into New Blood Interactive's retro survival horror game <em>Tenebris Somnia</em>.</p><p>You can watch the trailer below if you want a visual teaser for the show, too!</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/VjrxcYciRAY" allowfullscreen></iframe></div></div>
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                                                            <title><![CDATA[ StarCraft creative director says the game and the real-world feel 'very close in terms of themes and characters' — 'When you look at the stories that were told in StarCraft and the characters that you run into, it's remarkably topical' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>StarCraft</strong></em><strong> general manager and creative director Dan Hay says the series' stories and characters are "remarkably topical" today</strong></li><li><strong>Hay says </strong><em><strong>StarCraft</strong></em><strong> and the real world are both like a "frontier" </strong></li><li><strong>He adds that while </strong><em><strong>StarCraft</strong></em><strong> is science fiction, its "themes and characters" are very similar to "the headlines in our world"</strong></li></ul><p><a href="https://www.techradar.com/gaming/blizzard-says-starcraft-will-have-the-same-gritty-atmosphere-and-be-inspired-by-the-interstellar-western-of-the-original-rts-our-real-world-has-asymmetry-to-it-and-so-i-think-leveraging-that-and-putting-that-into-this-world-was-key-for-us"><em>StarCraft</em></a> general manager and creative director Dan Hay has compared real-world events to the series' stories and characters, calling them "remarkably topical."</p><p>In a sit-down interview with TechRadar Gaming following the reveal of <em>StarCraft</em>, a first-person, open-world shooter slated to arrive in 2030, Hay discussed the CGI trailer that debuted at BlizzCon and explained that the team wanted to portray the "tension" that will come with this new story-driven adventure.</p><p>The developer also said that building the "stakes" was just as important; he couldn't dive too much into the narrative details, but Hay touched on the series as a whole and its storylines that explore "imperfect" characters,  suggesting the new <em>StarCraft</em> will examine similar topics.</p><p>"The way in which you are a hero is that you are going to learn how to become one," Hay said. "The way in which you are a hero is that you are going to learn how to become one. So it's not perfect, right? And that's the thing about <em>StarCraft:</em> a lot of the characters are not perfect; they're imperfect, and even the villains are.</p><p>"They have an idea of what you think they are at the beginning of the game, and then by the end of the game, you realize, oh, they were something completely different. And I think what's powerful about <em>StarCraft</em>."</p><p>Hay continued, saying that when you look at <em>StarCraft</em>'s stories and the characters you meet, they're "remarkably topical" to the events unfolding in the real world.</p><p>"When you think about our world today, and you think about what is <em>StarCraft</em>? It's a bit of a frontier," he said. "It's obviously a frontier. There's asymmetry in terms of factions that don't agree with each other. There's brinkmanship going on where one faction is being used against another. [In] a lot of cases, it's just over resources. </p><p>"A lot of the cases there's politics, and there's intrigue, and there are people being left behind and betrayed, and when you look at that, and then you look at the headlines in our world, it's not super far [apart] in terms of how it feels sometimes. So you feel that tension, and you felt that tension in the teaser [trailer]."</p><p>Hay concluded: "I think what's remarkable about <em>StarCraft</em> is that it feels real, and it feels like it translates quite easily into today. And even though it's science fiction, and even though it has this sense of being in this other universe, it feels very close in terms of themes and characters and moments that you could experience today."</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/starcraft-creative-director-says-the-game-and-the-real-world-feel-very-close-in-terms-of-themes-and-characters-when-you-look-at-the-stories-that-were-told-in-starcraft-and-the-characters-that-you-run-into-its-remarkably-topical</link>
                                                                            <description>
                            <![CDATA[ StarCraft general manager and creative director Dan Hay has compared real-world events to the series' stories, calling them "remarkably topical." ]]>
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                                                                        <pubDate>Wed, 16 Sep 2026 10:00:00 +0000</pubDate>                                                                                                                                <updated>Fri, 18 Sep 2026 14:15:33 +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><em><strong>StarCraft</strong></em><strong> general manager and creative director Dan Hay says the series' stories and characters are "remarkably topical" today</strong></li><li><strong>Hay says </strong><em><strong>StarCraft</strong></em><strong> and the real world are both like a "frontier" </strong></li><li><strong>He adds that while </strong><em><strong>StarCraft</strong></em><strong> is science fiction, its "themes and characters" are very similar to "the headlines in our world"</strong></li></ul><p><a href="https://www.techradar.com/gaming/blizzard-says-starcraft-will-have-the-same-gritty-atmosphere-and-be-inspired-by-the-interstellar-western-of-the-original-rts-our-real-world-has-asymmetry-to-it-and-so-i-think-leveraging-that-and-putting-that-into-this-world-was-key-for-us"><em>StarCraft</em></a> general manager and creative director Dan Hay has compared real-world events to the series' stories and characters, calling them "remarkably topical."</p><p>In a sit-down interview with TechRadar Gaming following the reveal of <em>StarCraft</em>, a first-person, open-world shooter slated to arrive in 2030, Hay discussed the CGI trailer that debuted at BlizzCon and explained that the team wanted to portray the "tension" that will come with this new story-driven adventure.</p><p>The developer also said that building the "stakes" was just as important; he couldn't dive too much into the narrative details, but Hay touched on the series as a whole and its storylines that explore "imperfect" characters,  suggesting the new <em>StarCraft</em> will examine similar topics.</p><p>"The way in which you are a hero is that you are going to learn how to become one," Hay said. "The way in which you are a hero is that you are going to learn how to become one. So it's not perfect, right? And that's the thing about <em>StarCraft:</em> a lot of the characters are not perfect; they're imperfect, and even the villains are.</p><p>"They have an idea of what you think they are at the beginning of the game, and then by the end of the game, you realize, oh, they were something completely different. And I think what's powerful about <em>StarCraft</em>."</p><p>Hay continued, saying that when you look at <em>StarCraft</em>'s stories and the characters you meet, they're "remarkably topical" to the events unfolding in the real world.</p><p>"When you think about our world today, and you think about what is <em>StarCraft</em>? It's a bit of a frontier," he said. "It's obviously a frontier. There's asymmetry in terms of factions that don't agree with each other. There's brinkmanship going on where one faction is being used against another. [In] a lot of cases, it's just over resources. </p><p>"A lot of the cases there's politics, and there's intrigue, and there are people being left behind and betrayed, and when you look at that, and then you look at the headlines in our world, it's not super far [apart] in terms of how it feels sometimes. So you feel that tension, and you felt that tension in the teaser [trailer]."</p><p>Hay concluded: "I think what's remarkable about <em>StarCraft</em> is that it feels real, and it feels like it translates quite easily into today. And even though it's science fiction, and even though it has this sense of being in this other universe, it feels very close in terms of themes and characters and moments that you could experience today."</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async></script>
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                                                            <title><![CDATA[ StarCraft general manager says 'tension' was the key to designing a StarCraft game from a first-person perspective — 'Every shot matters. Everything you do matters' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>StarCraft</strong></em><strong>'s first-person perspective will offer a new sort of "tension"</strong></li><li><strong>General manager and creative director Dan Hay says the tension is "subtly different" from the original RTS game</strong></li><li><strong>Since the game is in first-person, "You have to protect yourself" </strong></li></ul><p><em>StarCraft</em> general manager and creative director Dan Hay has explained the process of designing a new game in first-person, revealing that "tension" was crucial.</p><p>Blizzard's next <em>StarCraft</em> game won't be a real-time strategy (RTS) title, but a story-driven, open-world first-person shooter, which will be a fresh direction for the beloved series. </p><p>Hay, who discussed <a href="https://www.techradar.com/gaming/blizzard-says-starcraft-will-have-the-same-gritty-atmosphere-and-be-inspired-by-the-interstellar-western-of-the-original-rts-our-real-world-has-asymmetry-to-it-and-so-i-think-leveraging-that-and-putting-that-into-this-world-was-key-for-us">the game's inspirations</a> with TechRadar Gaming at BlizzCon, explained that because of the new perspective, this meant the team had to think carefully about how to manage a combat system, the world, and enemies of <em>StarCraft</em> in a new way, while still being faithful and familiar to the original RTS game.</p><p>"The combat has to feel very, very clean and dangerous and mean and dark," Hay said. "I think <em>StarCraft</em> does that well. The mood is dark, but also, in a strange way, hopeful."</p><p>Without giving away too many details, the developer said that the team has to make the enemies the player is fighting "feel real" while also balancing the challenge of what it's like being inside 10-foot armour that weighs 1000 pounds.</p><p>"It's because the thing that's out there is going to try and shuck me like an oyster," he continued. "The thing that's out there is going to try and just flay me open, and eat my insides. And so we have to build it in such a way that it all makes sense, which means when you move, when you attack, when you shoot, it has to feel real, and then whatever it is that's attacking you — which we all know what's probably going to be attacking you — it has to feel like it's an onslaught where you have to stem the tide, you have to figure out a way to stop that biomass from attacking you, and it has to feel real."</p><p>Hay said the "key" to designing this experience was "tension," which players got a glimpse of in the CGI trailer, adding that it's the same tension from the RTS "but it's subtly different."</p><p>In the RTS game, players would be confronted with a wall of Zerg enemies, and that would be the tension, but in <em>StarCraft</em>, a first-person experience, the top-down perspective is gone.</p><p>"Now your boots on the ground," Hay said. "We have to give you the tension of deployment, and you saw us actually do that in the teaser, and then we have to give you the tension of there not being a whole bunch of marines around that you can just go through. It's you. You have to protect yourself. You have to figure out how to fix your armor. You have to figure out how to push back against it. </p><p>"Every shot matters. Everything you do matters. So the tension feels even greater."</p><p><em>StarCraft</em> is currently in development and is set to arrive in 2030.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/starcraft-general-manager-says-tension-was-the-key-to-designing-a-starcraft-game-from-a-first-person-perspective-every-shot-matters-everything-you-do-matters</link>
                                                                            <description>
                            <![CDATA[ StarCraft general manager and creative director Dan Hay has explained the process of designing a new game in first-person, revealing that "tension" was crucial. ]]>
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                                                                        <pubDate>Wed, 16 Sep 2026 03:00:00 +0000</pubDate>                                                                                                                                <updated>Fri, 18 Sep 2026 14:15:36 +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:description><![CDATA[StarCraft]]></media:description>                                                            <media:text><![CDATA[StarCraft]]></media:text>
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                                <ul><li><em><strong>StarCraft</strong></em><strong>'s first-person perspective will offer a new sort of "tension"</strong></li><li><strong>General manager and creative director Dan Hay says the tension is "subtly different" from the original RTS game</strong></li><li><strong>Since the game is in first-person, "You have to protect yourself" </strong></li></ul><p><em>StarCraft</em> general manager and creative director Dan Hay has explained the process of designing a new game in first-person, revealing that "tension" was crucial.</p><p>Blizzard's next <em>StarCraft</em> game won't be a real-time strategy (RTS) title, but a story-driven, open-world first-person shooter, which will be a fresh direction for the beloved series. </p><p>Hay, who discussed <a href="https://www.techradar.com/gaming/blizzard-says-starcraft-will-have-the-same-gritty-atmosphere-and-be-inspired-by-the-interstellar-western-of-the-original-rts-our-real-world-has-asymmetry-to-it-and-so-i-think-leveraging-that-and-putting-that-into-this-world-was-key-for-us">the game's inspirations</a> with TechRadar Gaming at BlizzCon, explained that because of the new perspective, this meant the team had to think carefully about how to manage a combat system, the world, and enemies of <em>StarCraft</em> in a new way, while still being faithful and familiar to the original RTS game.</p><p>"The combat has to feel very, very clean and dangerous and mean and dark," Hay said. "I think <em>StarCraft</em> does that well. The mood is dark, but also, in a strange way, hopeful."</p><p>Without giving away too many details, the developer said that the team has to make the enemies the player is fighting "feel real" while also balancing the challenge of what it's like being inside 10-foot armour that weighs 1000 pounds.</p><p>"It's because the thing that's out there is going to try and shuck me like an oyster," he continued. "The thing that's out there is going to try and just flay me open, and eat my insides. And so we have to build it in such a way that it all makes sense, which means when you move, when you attack, when you shoot, it has to feel real, and then whatever it is that's attacking you — which we all know what's probably going to be attacking you — it has to feel like it's an onslaught where you have to stem the tide, you have to figure out a way to stop that biomass from attacking you, and it has to feel real."</p><p>Hay said the "key" to designing this experience was "tension," which players got a glimpse of in the CGI trailer, adding that it's the same tension from the RTS "but it's subtly different."</p><p>In the RTS game, players would be confronted with a wall of Zerg enemies, and that would be the tension, but in <em>StarCraft</em>, a first-person experience, the top-down perspective is gone.</p><p>"Now your boots on the ground," Hay said. "We have to give you the tension of deployment, and you saw us actually do that in the teaser, and then we have to give you the tension of there not being a whole bunch of marines around that you can just go through. It's you. You have to protect yourself. You have to figure out how to fix your armor. You have to figure out how to push back against it. </p><p>"Every shot matters. Everything you do matters. So the tension feels even greater."</p><p><em>StarCraft</em> is currently in development and is set to arrive in 2030.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async></script>
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                                                            <title><![CDATA[ Diablo 5 senior game director says 'the continued passion' is the reason Diablo 2: Resurrected exists and has allowed Blizzard to look at it for modern inspiration — 'Because it exists today alongside Diablo 4, we can look at it through today's lens' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Diablo 5</strong></em><strong> will have features inspired by </strong><em><strong>Diablo 2</strong></em><strong> and </strong><em><strong>Diablo 2: Resurrected</strong></em></li><li><strong>Senior game director Joe Shely says the team was able to look at </strong><em><strong>Resurrected</strong></em><strong> for modern inspiration because it's so recent</strong></li><li><strong>He says the team can "look at it through today's lens"</strong></li></ul><p><em>Diablo 5</em> senior game director Joe Shely has said that the success of <em>Diablo 2: Resurrected</em> has enabled Blizzard to use the game as modern inspiration for the upcoming sequel.</p><p>In an interview with TechRadar Gaming at BlizzCon following <em>Diablo 5</em>'s announcement, Shely shared how previous games helped the team find modern inspiration for <em>Diablo 5</em>.</p><p>Instead of going back 20 years and just looking at <em>Diablo 2</em>, the team used its 2021 remaster, <em>Diablo 2: Resurrected</em>, for ideas. The developer said the game was brought to life thanks to the passionate fanbase, and the continued work on it has benefited <em>Diablo 5</em>'s development.</p><p>"Certainly we've been very happy with the response to <em>Diablo 2: Resurrected</em>," Shely said. "The reason that <em>Diablo 2: Resurrected</em> exists is because of the continued passion of players in the first place, because of the continued passion of players for <em>Diablo 2</em>, and so both the honor of having a game that players love and the ability to add new content to it has given us the opportunity to look at it in terms of inspiration."</p><p><em>Resurrected</em>'s itemization system, from weapons, loot, and armor, is one of the core features that Blizzard used as inspiration; Shely also said the game's modern features were just as important because it was created and released so recently.</p><p>"Because <em>Diablo 2: Resurrected</em> exists today alongside <em>Diablo 4</em>, we can look at it through today's lens, and not just have to go back to, you know, 20 years ago, and think about how to bring lessons forward from 20 years ago. We can bring lessons from <em>D2</em>, but lessons from today."</p><p><em>Diablo 5</em> is in development and launches in Spring 2029.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/diablo-5-senior-game-director-says-the-continued-passion-is-the-reason-diablo-2-resurrected-exists-and-has-allowed-blizzard-to-look-at-it-for-modern-inspiration-because-it-exists-today-alongside-diablo-4-we-can-look-at-it-through-todays-lens</link>
                                                                            <description>
                            <![CDATA[ Blizzard has said that the success of Diablo 2: Resurrected has enabled it to use the game as modern inspiration for Diablo 5. ]]>
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                                                                        <pubDate>Tue, 15 Sep 2026 22:00:00 +0000</pubDate>                                                                                                                                <updated>Fri, 18 Sep 2026 14:13:51 +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:description><![CDATA[Diablo 5]]></media:description>                                                            <media:text><![CDATA[Diablo 5]]></media:text>
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                                <ul><li><em><strong>Diablo 5</strong></em><strong> will have features inspired by </strong><em><strong>Diablo 2</strong></em><strong> and </strong><em><strong>Diablo 2: Resurrected</strong></em></li><li><strong>Senior game director Joe Shely says the team was able to look at </strong><em><strong>Resurrected</strong></em><strong> for modern inspiration because it's so recent</strong></li><li><strong>He says the team can "look at it through today's lens"</strong></li></ul><p><em>Diablo 5</em> senior game director Joe Shely has said that the success of <em>Diablo 2: Resurrected</em> has enabled Blizzard to use the game as modern inspiration for the upcoming sequel.</p><p>In an interview with TechRadar Gaming at BlizzCon following <em>Diablo 5</em>'s announcement, Shely shared how previous games helped the team find modern inspiration for <em>Diablo 5</em>.</p><p>Instead of going back 20 years and just looking at <em>Diablo 2</em>, the team used its 2021 remaster, <em>Diablo 2: Resurrected</em>, for ideas. The developer said the game was brought to life thanks to the passionate fanbase, and the continued work on it has benefited <em>Diablo 5</em>'s development.</p><p>"Certainly we've been very happy with the response to <em>Diablo 2: Resurrected</em>," Shely said. "The reason that <em>Diablo 2: Resurrected</em> exists is because of the continued passion of players in the first place, because of the continued passion of players for <em>Diablo 2</em>, and so both the honor of having a game that players love and the ability to add new content to it has given us the opportunity to look at it in terms of inspiration."</p><p><em>Resurrected</em>'s itemization system, from weapons, loot, and armor, is one of the core features that Blizzard used as inspiration; Shely also said the game's modern features were just as important because it was created and released so recently.</p><p>"Because <em>Diablo 2: Resurrected</em> exists today alongside <em>Diablo 4</em>, we can look at it through today's lens, and not just have to go back to, you know, 20 years ago, and think about how to bring lessons forward from 20 years ago. We can bring lessons from <em>D2</em>, but lessons from today."</p><p><em>Diablo 5</em> is in development and launches in Spring 2029.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async></script>
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                                                            <title><![CDATA[ Blizzard says designing a StarCraft open-world shooter presents specific challenges in scale and perspective — 'If you're 10 feet tall and you're wearing something that weighs 1,000 pounds, doors are a challenge' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>StarCraft </strong></em><strong>general manager says that approaching the concept of scale was one of the biggest challenges in switching to the shooter genre</strong></li><li><strong>The shift from real-time strategy to an open world also introduced a huge change in perspective</strong></li><li><strong>But one of the biggest individual challenges was simple</strong></li></ul><p>The next <em>StarCraft</em> game will shift to an entirely new genre, jumping from real-time strategy (RTS) to an open-world shooter. The change led to some broad development challenges — as well as some very specific ones.</p><p>In an interview with TechRadar Gaming at BlizzCon 2026, when asked about the development challenges in taking the RTS to another genre, <em>StarCraft </em>general manager Dan Hay gave one very particular example: "Was there a specific challenge? Doors."</p><p>Yes, doors. Literal doors. </p><p>"If you're 10 feet tall and you're wearing something that weighs 1,000 pounds, doors are a challenge, and we had to figure out how to make our doors [work in] that perspective," described Hay. "It's like, how does it all work?"</p><p>Hay went on to say that devs need to make "sure that the world feels logical" and that it "doesn't feel weird" to players.</p><p>Hay added: "You've got to be able to play with that perspective, and so from the standpoint of building the world and making sure that the world was logical, and that when I walked up to a door it [opened] and also worked for somebody who's in armor or not".</p><p>Beyond the simple challenge of doors, however, Hay did add that size and spectacle were a sticking point: "I think you got to think about scale, right? Because the moment you adjust a perspective, [everything] looks completely different to us".</p><p>Annalee Hartling, associate manager of development operations for <em>StarCraft</em>, went on to talk about the sense of scale being very impactful. </p><p>"When I saw the trailer, the most impactful portion of it for me was the barracks. The barracks flying in and seeing it from the perspective of every nook and cranny, not looking at it from above.</p><p>"I'm not seeing just the top of it. I'm looking at it from the point of view of it landing landing [in front of me], and those jets are going to come out, and the feet are going to come out, and they're going to they're going to touch the ground."</p><p>That sense of perspective and scale in an open-world shooter game was "incredibly powerful for a player," said Hartling. "It's emotional, it's fascinating, and it's beautiful," they continued.</p><p><em>StarCraft </em>is set to launch in 2030.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/blizzard-says-designing-a-starcraft-open-world-shooter-presents-specific-challenges-in-scale-and-perspective-if-youre-10-feet-tall-and-youre-wearing-something-that-weighs-1-000-pounds-doors-are-a-challenge</link>
                                                                            <description>
                            <![CDATA[ Changing StarCraft from a real-time strategy to an open-world shooter came with perspective challenges, but also a simple challenge to do with doors. ]]>
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                                                                        <pubDate>Tue, 15 Sep 2026 15:01:55 +0000</pubDate>                                                                                                                                <updated>Fri, 18 Sep 2026 14:11:57 +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 still from the StarCraft teaser trailer showing a recruit looking into the giant power armor]]></media:description>                                                            <media:text><![CDATA[A still from the StarCraft teaser trailer showing a recruit looking into the giant power armor]]></media:text>
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                            <![CDATA[
                            <article>
                                <ul><li><em><strong>StarCraft </strong></em><strong>general manager says that approaching the concept of scale was one of the biggest challenges in switching to the shooter genre</strong></li><li><strong>The shift from real-time strategy to an open world also introduced a huge change in perspective</strong></li><li><strong>But one of the biggest individual challenges was simple</strong></li></ul><p>The next <em>StarCraft</em> game will shift to an entirely new genre, jumping from real-time strategy (RTS) to an open-world shooter. The change led to some broad development challenges — as well as some very specific ones.</p><p>In an interview with TechRadar Gaming at BlizzCon 2026, when asked about the development challenges in taking the RTS to another genre, <em>StarCraft </em>general manager Dan Hay gave one very particular example: "Was there a specific challenge? Doors."</p><p>Yes, doors. Literal doors. </p><p>"If you're 10 feet tall and you're wearing something that weighs 1,000 pounds, doors are a challenge, and we had to figure out how to make our doors [work in] that perspective," described Hay. "It's like, how does it all work?"</p><p>Hay went on to say that devs need to make "sure that the world feels logical" and that it "doesn't feel weird" to players.</p><p>Hay added: "You've got to be able to play with that perspective, and so from the standpoint of building the world and making sure that the world was logical, and that when I walked up to a door it [opened] and also worked for somebody who's in armor or not".</p><p>Beyond the simple challenge of doors, however, Hay did add that size and spectacle were a sticking point: "I think you got to think about scale, right? Because the moment you adjust a perspective, [everything] looks completely different to us".</p><p>Annalee Hartling, associate manager of development operations for <em>StarCraft</em>, went on to talk about the sense of scale being very impactful. </p><p>"When I saw the trailer, the most impactful portion of it for me was the barracks. The barracks flying in and seeing it from the perspective of every nook and cranny, not looking at it from above.</p><p>"I'm not seeing just the top of it. I'm looking at it from the point of view of it landing landing [in front of me], and those jets are going to come out, and the feet are going to come out, and they're going to they're going to touch the ground."</p><p>That sense of perspective and scale in an open-world shooter game was "incredibly powerful for a player," said Hartling. "It's emotional, it's fascinating, and it's beautiful," they continued.</p><p><em>StarCraft </em>is set to launch in 2030.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async></script>
                                                            </article>
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                                                            <title><![CDATA[ RAM crisis hasn't changed Steam Deck 2 plans but could affect launch timing ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>IGN asked Valve if the RAM crisis would impact the Steam Deck 2</strong></li><li><strong>Valve engineer Pierre-Loup Griffais said "not really", but added: "It's just a matter of looking at the current conditions and seeing how and when we can deliver"</strong></li><li><strong>This is effectively saying that the spec won't be compromised, but the release timeframe might slide</strong></li></ul><p>Valve is sticking with its plan for the Steam Deck 2 in terms of ensuring that the sequel will be a proper generational leap compared to the existing <a href="https://www.techradar.com/best/best-handheld-games-consoles">handheld</a>.</p><p><a href="https://www.ign.com/articles/valve-says-ram-crisis-hasnt-affected-plans-for-steam-deck-2" target="_blank">IGN interviewed</a> Valve engineer Pierre-Loup Griffais (along with Jeff Leinbaugh) and brought up the subject of whether the RAM crisis – which appears to be <a href="https://www.techradar.com/computing/memory/the-memory-chip-market-is-heading-toward-a-severe-shortage-analyst-firm-believes-ram-crisis-could-get-far-worse-in-2027-and-you-can-blame-ai-ramping-up">intensifying in an unpleasant manner as this year rolls on</a> – would affect the Steam Deck 2.</p><p>When asked if the memory supply shortage had changed <a href="https://www.techradar.com/gaming/pc-gaming/the-steam-deck-2-sounds-like-itll-be-a-huge-leap-in-performance-but-theres-one-big-reason-why-it-doesnt-exist-yet">Valve's plans for the sequel</a> of the Steam Deck, Griffais said "not really", adding "We've talked before about how we want to make sure there's a very delineated performance improvement for something like a future Steam Deck, and I think we're still looking at it in the same way."</p><p>Griffais continued: "It's just a matter of looking at the current conditions and seeing how and when we can deliver something like that. But from what we're working on, as far as the user experience goes and what the product that we're trying to build goes, it's very similar goals."</p><p>In other words, Valve still wants to make the Steam Deck 2 a major leap in handheld performance, and the only thing that pricier components (not just system RAM, but other elements of the device) will mean is that the "when" of the delivery timing might be altered.</p><p>So, I read this as essentially hinting that the release timeframe could be pushed back, but ultimately the spec of any Steam Deck sequel is not going to be messed with due to any component price rises.</p><h2 id="analysis-value-is-more-important-than-timing">Analysis: value is more important than timing</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:2500px;"><p class="vanilla-image-block" style="padding-top:66.68%;"><img id="9kbHWY4vLgvva8iS3GRuRD" name="playing_deadCells.jpg" alt="Person holding a Steam Deck in their hands playing a game on it" src="https://cdn.mos.cms.futurecdn.net/9kbHWY4vLgvva8iS3GRuRD-1920-80.jpg" mos="" align="middle" fullscreen="" width="2500" height="1667" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Valve)</span></figcaption></figure><p>I think this is a sensible stance. Having clearly laid out its stall from the get-go, shortly after the launch of the Steam Deck, in terms of making the sequel a considerably more powerful handheld, Valve can't go back on that really.</p><p>Well, it could, but it wouldn't be a good look, and I think this is basically what Griffais is getting at with that key "how and when we can deliver" comment. The <a href="https://www.techradar.com/computing/gaming-laptops/steam-machine-review">Steam Machine being released</a> at a less-than-ideal price hasn't done Valve's reputation any favors, and a lot of gamers have been seriously disappointed with the end result in terms of value there. I don't think that Valve can take the risk of a repeat performance with the Steam Deck 2, as that'd further erode the goodwill of gamers.</p><p>Personally, I'd prefer Valve to wait until after the RAM crisis has (mostly) blown over before introducing the Steam Deck sequel – even if that means a long delay, and the memory shortage continues for the rest of this decade (as some are predicting). I'd rather have a performant handheld with a palatable price tag – and wait however long that may take – than something that's expensive arriving sooner.</p><p>It sounds like Valve is very much thinking along those same lines, perhaps not surprisingly given that RAM-driven price hikes have reportedly had quite a <a href="https://www.techradar.com/gaming/steam-deck/new-estimate-suggests-valves-steam-deck-sales-have-decreased-by-82-percent-and-the-reason-shouldnt-be-a-surprise">negative impact on Steam Deck sales in recent times</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/steam-deck/valve-says-ram-crisis-hasnt-really-changed-its-steam-deck-2-plans-but-hints-that-it-could-affect-launch-timing-and-im-all-for-a-long-delay-if-its-necessary</link>
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                            <![CDATA[ Valve says that handheld will happen "when we can deliver" — hinting that pricing will be key. ]]>
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                                                                        <pubDate>Tue, 15 Sep 2026 11:24:12 +0000</pubDate>                                                                                                                                <updated>Wed, 16 Sep 2026 05:49:49 +0000</updated>
                                                                                                                                            <category><![CDATA[Steam Deck]]></category>
                                                    <category><![CDATA[Gaming PCs]]></category>
                                                    <category><![CDATA[Gaming]]></category>
                                                    <category><![CDATA[Consoles & PC]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Computing]]></category>
                                                    <category><![CDATA[Gaming Computers]]></category>
                                                                                                                    <dc:creator><![CDATA[ Darren Allan ]]></dc:creator>                                                                                                        <dc:description><![CDATA[ null ]]></dc:description>
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                                <ul><li><strong>IGN asked Valve if the RAM crisis would impact the Steam Deck 2</strong></li><li><strong>Valve engineer Pierre-Loup Griffais said "not really", but added: "It's just a matter of looking at the current conditions and seeing how and when we can deliver"</strong></li><li><strong>This is effectively saying that the spec won't be compromised, but the release timeframe might slide</strong></li></ul><p>Valve is sticking with its plan for the Steam Deck 2 in terms of ensuring that the sequel will be a proper generational leap compared to the existing <a href="https://www.techradar.com/best/best-handheld-games-consoles">handheld</a>.</p><p><a href="https://www.ign.com/articles/valve-says-ram-crisis-hasnt-affected-plans-for-steam-deck-2" target="_blank">IGN interviewed</a> Valve engineer Pierre-Loup Griffais (along with Jeff Leinbaugh) and brought up the subject of whether the RAM crisis – which appears to be <a href="https://www.techradar.com/computing/memory/the-memory-chip-market-is-heading-toward-a-severe-shortage-analyst-firm-believes-ram-crisis-could-get-far-worse-in-2027-and-you-can-blame-ai-ramping-up">intensifying in an unpleasant manner as this year rolls on</a> – would affect the Steam Deck 2.</p><p>When asked if the memory supply shortage had changed <a href="https://www.techradar.com/gaming/pc-gaming/the-steam-deck-2-sounds-like-itll-be-a-huge-leap-in-performance-but-theres-one-big-reason-why-it-doesnt-exist-yet">Valve's plans for the sequel</a> of the Steam Deck, Griffais said "not really", adding "We've talked before about how we want to make sure there's a very delineated performance improvement for something like a future Steam Deck, and I think we're still looking at it in the same way."</p><p>Griffais continued: "It's just a matter of looking at the current conditions and seeing how and when we can deliver something like that. But from what we're working on, as far as the user experience goes and what the product that we're trying to build goes, it's very similar goals."</p><p>In other words, Valve still wants to make the Steam Deck 2 a major leap in handheld performance, and the only thing that pricier components (not just system RAM, but other elements of the device) will mean is that the "when" of the delivery timing might be altered.</p><p>So, I read this as essentially hinting that the release timeframe could be pushed back, but ultimately the spec of any Steam Deck sequel is not going to be messed with due to any component price rises.</p><h2 id="analysis-value-is-more-important-than-timing">Analysis: value is more important than timing</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:2500px;"><p class="vanilla-image-block" style="padding-top:66.68%;"><img id="9kbHWY4vLgvva8iS3GRuRD" name="playing_deadCells.jpg" alt="Person holding a Steam Deck in their hands playing a game on it" src="https://cdn.mos.cms.futurecdn.net/9kbHWY4vLgvva8iS3GRuRD-1920-80.jpg" mos="" align="middle" fullscreen="" width="2500" height="1667" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Valve)</span></figcaption></figure><p>I think this is a sensible stance. Having clearly laid out its stall from the get-go, shortly after the launch of the Steam Deck, in terms of making the sequel a considerably more powerful handheld, Valve can't go back on that really.</p><p>Well, it could, but it wouldn't be a good look, and I think this is basically what Griffais is getting at with that key "how and when we can deliver" comment. The <a href="https://www.techradar.com/computing/gaming-laptops/steam-machine-review">Steam Machine being released</a> at a less-than-ideal price hasn't done Valve's reputation any favors, and a lot of gamers have been seriously disappointed with the end result in terms of value there. I don't think that Valve can take the risk of a repeat performance with the Steam Deck 2, as that'd further erode the goodwill of gamers.</p><p>Personally, I'd prefer Valve to wait until after the RAM crisis has (mostly) blown over before introducing the Steam Deck sequel – even if that means a long delay, and the memory shortage continues for the rest of this decade (as some are predicting). I'd rather have a performant handheld with a palatable price tag – and wait however long that may take – than something that's expensive arriving sooner.</p><p>It sounds like Valve is very much thinking along those same lines, perhaps not surprisingly given that RAM-driven price hikes have reportedly had quite a <a href="https://www.techradar.com/gaming/steam-deck/new-estimate-suggests-valves-steam-deck-sales-have-decreased-by-82-percent-and-the-reason-shouldnt-be-a-surprise">negative impact on Steam Deck sales in recent times</a>.</p>
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                                                            <title><![CDATA[ Blizzard says StarCraft will have the same 'gritty' atmosphere and be inspired by the 'interstellar western' of the original RTS — 'Our real world has asymmetry to it, and so I think leveraging that and putting that into this world was key for us' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>StarCraft</strong></em><strong> will have the same "gritty" vibes as the original real-time strategy (RTS) game</strong></li><li><strong>General manager and creative director Dan Hay says the game was also influenced by the "interstellar western" of the original</strong></li><li><strong>Associate manager of development operations Annalee Hartling says watching the trailer was "emotional"</strong></li></ul><p><em>StarCraft</em> will adopt the same "gritty" atmosphere of the original real-time strategy (RTS) game, according to Blizzard Entertainment.</p><p>If you missed it, a new <em>StarCraft</em> game was announced at BlizzCon 2026, but unlike its predecessors, the title will take a new turn for the franchise and is a story-driven open-world shooter.</p><p>Speaking to TechRadar Gaming at BlizzCon, <em>StarCraft</em> general manager and creative director Dan Hay discussed the action-packed CGI trailer that debuted at the event and revealed the team's inspirations for the sequel.</p><p>"What I loved about <em>StarCraft,</em> the original, was that it was gritty, that it felt like it was on a frontier," Hay said. "It felt like a western. It felt like an interstellar western. That's what it felt like to me."</p><p>He continued by reminiscing about his time playing the original RTS game, explaining that he wanted to adapt the experiences he had in the new <em>StarCraft</em>, including the music, characters, and lore.</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/9eQUtOQXYgQ" allowfullscreen></iframe></div></div><p>"From the music, to the characters that I met, to the people that I ran into, to the moments that I had, to the entire lore of it, it felt like a gritty, sometimes dirty, [and] not ] perfect world, and it made the asymmetry of the different factions feel even better because it felt very real. Because our real world has asymmetry to it. </p><p>"And so I think leveraging that and putting that into this world was key for us."</p><p>Associate manager of development operations Annalee Hartling also shared her reaction to the trailer, saying that the moment you see the barracks flying in and touching down, not from a top-down perspective, but a more intimate angle, was "the most impactful portion of it" for her.</p><p>"Living that moment was like my childhood, you know?" Hartling said. "My early days of gaming had come alive. I'm like, 'This is what I've been waiting for.' I wanted to see that and have that emotion of, like, this barracks hitting the ground and then opening up, and I'm able to walk out and look. Oh my goodness, that is incredibly powerful for a player.</p><p>"I think, at least from my point of view, it's emotional, it's fascinating, and it's beautiful. So having that perspective of being boots on the ground down there, seeing it all happen, and then whatever else happens to be outside those doors when you come through the barracks."</p><p><em>StarCraft</em> is slated to launch in 2030. </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/blizzard-says-starcraft-will-have-the-same-gritty-atmosphere-and-be-inspired-by-the-interstellar-western-of-the-original-rts-our-real-world-has-asymmetry-to-it-and-so-i-think-leveraging-that-and-putting-that-into-this-world-was-key-for-us</link>
                                                                            <description>
                            <![CDATA[ StarCraft will adopt the same "gritty" atmosphere of the original real-time strategy (RTS) game, according to Blizzard Entertainment. ]]>
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                                                                        <pubDate>Tue, 15 Sep 2026 10:12:27 +0000</pubDate>                                                                                                                                <updated>Fri, 18 Sep 2026 14:15:40 +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><em><strong>StarCraft</strong></em><strong> will have the same "gritty" vibes as the original real-time strategy (RTS) game</strong></li><li><strong>General manager and creative director Dan Hay says the game was also influenced by the "interstellar western" of the original</strong></li><li><strong>Associate manager of development operations Annalee Hartling says watching the trailer was "emotional"</strong></li></ul><p><em>StarCraft</em> will adopt the same "gritty" atmosphere of the original real-time strategy (RTS) game, according to Blizzard Entertainment.</p><p>If you missed it, a new <em>StarCraft</em> game was announced at BlizzCon 2026, but unlike its predecessors, the title will take a new turn for the franchise and is a story-driven open-world shooter.</p><p>Speaking to TechRadar Gaming at BlizzCon, <em>StarCraft</em> general manager and creative director Dan Hay discussed the action-packed CGI trailer that debuted at the event and revealed the team's inspirations for the sequel.</p><p>"What I loved about <em>StarCraft,</em> the original, was that it was gritty, that it felt like it was on a frontier," Hay said. "It felt like a western. It felt like an interstellar western. That's what it felt like to me."</p><p>He continued by reminiscing about his time playing the original RTS game, explaining that he wanted to adapt the experiences he had in the new <em>StarCraft</em>, including the music, characters, and lore.</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/9eQUtOQXYgQ" allowfullscreen></iframe></div></div><p>"From the music, to the characters that I met, to the people that I ran into, to the moments that I had, to the entire lore of it, it felt like a gritty, sometimes dirty, [and] not ] perfect world, and it made the asymmetry of the different factions feel even better because it felt very real. Because our real world has asymmetry to it. </p><p>"And so I think leveraging that and putting that into this world was key for us."</p><p>Associate manager of development operations Annalee Hartling also shared her reaction to the trailer, saying that the moment you see the barracks flying in and touching down, not from a top-down perspective, but a more intimate angle, was "the most impactful portion of it" for her.</p><p>"Living that moment was like my childhood, you know?" Hartling said. "My early days of gaming had come alive. I'm like, 'This is what I've been waiting for.' I wanted to see that and have that emotion of, like, this barracks hitting the ground and then opening up, and I'm able to walk out and look. Oh my goodness, that is incredibly powerful for a player.</p><p>"I think, at least from my point of view, it's emotional, it's fascinating, and it's beautiful. So having that perspective of being boots on the ground down there, seeing it all happen, and then whatever else happens to be outside those doors when you come through the barracks."</p><p><em>StarCraft</em> is slated to launch in 2030. </p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async></script>
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                                                            <title><![CDATA[ 'No old code exists': Tomb Raider: Legacy of Atlantis experience director confirms the 'reimagining' had to be built totally from the ground up on Unreal Engine 5 — but this meant Crystal Dynamics could add more tech upgrades ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Tomb Raider: Legacy of Atlantis </strong></em><strong>experience director Jeff Adams confirms "no old code exists" for the original 1996 game</strong></li><li><strong>This meant Crystal Dynamics had to build the game from the ground up on Unreal Engine 5</strong></li><li><strong>Adams says the engine also allowed the studio to create its own custom tech for the "reimagining" of the classic title</strong></li></ul><p>Crystal Dynamics has explained why it chose to build <a href="https://www.techradar.com/gaming/we-put-the-most-pressure-on-ourselves-tomb-raider-studio-head-on-remaking-one-of-the-most-iconic-games-of-all-time"><em>Tomb Raider: Legacy of Atlantis</em></a> from the ground up, instead of doing anything close to a remake of the 1996 game, revealing that no source code exists.</p><p>In a Q&A at Gamescom following an exclusive presentation that TechRadar Gaming attended, experience director Jeff Adams discussed what he's previously called <a href="https://www.techradar.com/gaming/tomb-raider-legacy-of-atlantis-experience-director-says-reimagining-the-1996-game-allows-crystal-dynamics-to-retain-iconic-moments-while-still-offering-creative-leeway">a "reimagining" of the original Tomb Raider game</a> and what it meant for the development team, who built the game from the ground up using Unreal Engine 5.</p><p>"We are in Unreal Engine 5," Adams said, "no old code exists. We are basically taking it and remaking it, or not remaking, reimagining it. We are bringing it from the ground up."</p><p>When asked to talk about how effective Unreal Engine 5 has been for the team, Adams explained that it enabled them to "have our own custom implementation for physics in the engine," which means engineering their own features, custom physics, and general upgrades; this made <em>Legacy of Atlantis</em> a true, modern reimagining.</p><p>"Unreal creates a really great sandbox platform for building a game, but when we're making a specific type of experience, we're going to have things that we really want to target and get to a right fidelity level where we're happy with it," the developer continued.</p><p>"So while things like Nanite and Lumen [UE5's technologies that offer realistic graphics capability] allow us to make a beautiful game environment, there might be some things that we're saying, 'Hey, we wish it could do this a little bit better.' That's when we'll break out and say, our engineers will create something custom that helps solve that issue, so that we can make sure that we're delivering an authentic <em>Tomb Raider</em> experience on Unreal."</p><p>He added that Lara Croft's long braid, which reacts to her movement, is "a perfect example of that."</p><p><em>Tomb Raider: Legacy of Atlantis</em> launches on February 27, 2027, for <a href="https://www.techradar.com/reviews/ps5">PlayStation 5</a>, <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">Series S</a>, <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a>, and PC.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/no-old-code-exists-tomb-raider-legacy-of-atlantis-experience-director-confirms-the-reimagining-had-to-be-built-totally-from-the-ground-up-on-unreal-engine-5-but-this-meant-crystal-dynamics-could-add-more-tech-upgrades</link>
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                            <![CDATA[ Crystal Dynamics has explained why it chose to build Tomb Raider: Legacy of Atlantis from the ground up on Unreal Engine 5. ]]>
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                                                                        <pubDate>Tue, 15 Sep 2026 03:00:00 +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:title type="plain"><![CDATA[Tomb Raider: Legacy of Atlantis]]></media:title>
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                                <ul><li><em><strong>Tomb Raider: Legacy of Atlantis </strong></em><strong>experience director Jeff Adams confirms "no old code exists" for the original 1996 game</strong></li><li><strong>This meant Crystal Dynamics had to build the game from the ground up on Unreal Engine 5</strong></li><li><strong>Adams says the engine also allowed the studio to create its own custom tech for the "reimagining" of the classic title</strong></li></ul><p>Crystal Dynamics has explained why it chose to build <a href="https://www.techradar.com/gaming/we-put-the-most-pressure-on-ourselves-tomb-raider-studio-head-on-remaking-one-of-the-most-iconic-games-of-all-time"><em>Tomb Raider: Legacy of Atlantis</em></a> from the ground up, instead of doing anything close to a remake of the 1996 game, revealing that no source code exists.</p><p>In a Q&A at Gamescom following an exclusive presentation that TechRadar Gaming attended, experience director Jeff Adams discussed what he's previously called <a href="https://www.techradar.com/gaming/tomb-raider-legacy-of-atlantis-experience-director-says-reimagining-the-1996-game-allows-crystal-dynamics-to-retain-iconic-moments-while-still-offering-creative-leeway">a "reimagining" of the original Tomb Raider game</a> and what it meant for the development team, who built the game from the ground up using Unreal Engine 5.</p><p>"We are in Unreal Engine 5," Adams said, "no old code exists. We are basically taking it and remaking it, or not remaking, reimagining it. We are bringing it from the ground up."</p><p>When asked to talk about how effective Unreal Engine 5 has been for the team, Adams explained that it enabled them to "have our own custom implementation for physics in the engine," which means engineering their own features, custom physics, and general upgrades; this made <em>Legacy of Atlantis</em> a true, modern reimagining.</p><p>"Unreal creates a really great sandbox platform for building a game, but when we're making a specific type of experience, we're going to have things that we really want to target and get to a right fidelity level where we're happy with it," the developer continued.</p><p>"So while things like Nanite and Lumen [UE5's technologies that offer realistic graphics capability] allow us to make a beautiful game environment, there might be some things that we're saying, 'Hey, we wish it could do this a little bit better.' That's when we'll break out and say, our engineers will create something custom that helps solve that issue, so that we can make sure that we're delivering an authentic <em>Tomb Raider</em> experience on Unreal."</p><p>He added that Lara Croft's long braid, which reacts to her movement, is "a perfect example of that."</p><p><em>Tomb Raider: Legacy of Atlantis</em> launches on February 27, 2027, for <a href="https://www.techradar.com/reviews/ps5">PlayStation 5</a>, <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">Series S</a>, <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a>, and PC.</p>
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                                                            <title><![CDATA[ Warlock: Dungeons & Dragons will have a smaller set of spells with multiple uses rather than a large variety to make 'everything accessible on a controller,' Invoke says ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Warlock: Dungeons & Dragons</strong></em><strong> has a smaller spell set, each with multiple uses, for controller accessibility </strong></li><li><strong>Invoke studio head Dominic Guay says this also means the combat won't slow down if there were a spell wheel</strong></li><li><strong>He says there's also a bit of "resource management" to spells, and players will need to blend melee and magic combat </strong></li></ul><p>Invoke Studios has confirmed that <a href="https://www.techradar.com/gaming/invoke-studio-head-says-warlock-dungeons-and-dragons-imp-companion-can-aid-as-they-explore-and-serves-as-an-unreliable-guide-to-kaatris-journey-but-is-still-his-own-character"><em>Warlock: Dungeons & Dragons</em></a> has a smaller spell set, with each spell offering multiple uses, rather than a large variety, mainly for controller accessibility.</p><p>That's according to studio head Dominic Guay, who told TechRadar Gaming in an interview at Gamescom that a smaller spell set opened up new playable opportunities, making combat more approachable on a controller while also keeping the action fast-paced.</p><p>This meant abandoning a classic spell wheel and narrowing its spell options, so they're all accessible on the gamepad.</p><p>"The breakthrough for us, it started with making direct access to these spells on the controller," Guay said. "A lot of games in the past where you had powers or spells, you had a lot of stuff to select from, and that's cool, and that was even our first reflex. But when you do that, you slow things down, and there's a limit to going through a wheel and choosing powers. There's a limit to that."</p><p>He added, "By making everything accessible on a controller, we started playing with our spells a lot more."</p><p>During the same interview, Guay explained <a href="https://www.techradar.com/gaming/creative-magic-use-was-at-the-core-of-what-we-wanted-to-do-in-gameplay-and-we-landed-on-warlocks-invoke-studios-head-explains-why-it-chose-to-highlight-the-arcane-class-in-warlock-dungeons-and-dragons">why the team chose a warlock protagonist, saying "creative magic" was central to the story and gameplay</a>.</p><p>The studio head also said it was a challenge to manage the game's magic system because, when you consider <em>Dungeons & Dragons</em>, "it can do everything," and Invoke needed to pick its spells wisely.</p><p>"Instead of adding like 100 spells, we thought, let's have less, which makes sense for a warlock also," he continued, "and let's make them more multiple-use cases, connect them, one to another. Connect them with some enemies. The way these enemies behave in a challenge."</p><p>Spells, which are anchored to magic objects, tomes, monsters, and more, also have their own upgradeable skill trees and can be used alongside melee combat. This creates a "rhythm," with Guay explaining that players can't just stick to long-range spells and will need to go into close quarters with enemies, which works well for protagonist Kaatri, a warrior-turned warlock.</p><p>Players can use spells to set up enemies, giving them an "advantage" for critical hits, and there are various ways to do this with different types of enemies.</p><p>"There's a bit of resource management too. You can't just do spells forever," Guay said. "There's a point where you're going to be low on ability to cast spells, so you're going to have to get in there at some point."</p><p><em>Warlock: Dungeons & Dragons</em> launches in 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>, <a href="https://www.techradar.com/reviews/xbox-series-s">Xbox Series S</a>, and PC.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/warlock-dungeons-and-dragons-will-have-a-smaller-set-of-spells-with-multiple-uses-rather-than-a-large-variety-to-make-everything-accessible-on-a-controller-invoke-says</link>
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                            <![CDATA[ Invoke Studios has confirmed that Warlock: Dungeons & Dragons has a smaller spell set, mainly for controller accessibility. ]]>
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                                                                        <pubDate>Mon, 14 Sep 2026 02:00:00 +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[Invoke Studios]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Warlock: Dungeons &amp; Dragons]]></media:description>                                                            <media:text><![CDATA[Warlock: Dungeons &amp; Dragons]]></media:text>
                                <media:title type="plain"><![CDATA[Warlock: Dungeons &amp; Dragons]]></media:title>
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                                <ul><li><em><strong>Warlock: Dungeons & Dragons</strong></em><strong> has a smaller spell set, each with multiple uses, for controller accessibility </strong></li><li><strong>Invoke studio head Dominic Guay says this also means the combat won't slow down if there were a spell wheel</strong></li><li><strong>He says there's also a bit of "resource management" to spells, and players will need to blend melee and magic combat </strong></li></ul><p>Invoke Studios has confirmed that <a href="https://www.techradar.com/gaming/invoke-studio-head-says-warlock-dungeons-and-dragons-imp-companion-can-aid-as-they-explore-and-serves-as-an-unreliable-guide-to-kaatris-journey-but-is-still-his-own-character"><em>Warlock: Dungeons & Dragons</em></a> has a smaller spell set, with each spell offering multiple uses, rather than a large variety, mainly for controller accessibility.</p><p>That's according to studio head Dominic Guay, who told TechRadar Gaming in an interview at Gamescom that a smaller spell set opened up new playable opportunities, making combat more approachable on a controller while also keeping the action fast-paced.</p><p>This meant abandoning a classic spell wheel and narrowing its spell options, so they're all accessible on the gamepad.</p><p>"The breakthrough for us, it started with making direct access to these spells on the controller," Guay said. "A lot of games in the past where you had powers or spells, you had a lot of stuff to select from, and that's cool, and that was even our first reflex. But when you do that, you slow things down, and there's a limit to going through a wheel and choosing powers. There's a limit to that."</p><p>He added, "By making everything accessible on a controller, we started playing with our spells a lot more."</p><p>During the same interview, Guay explained <a href="https://www.techradar.com/gaming/creative-magic-use-was-at-the-core-of-what-we-wanted-to-do-in-gameplay-and-we-landed-on-warlocks-invoke-studios-head-explains-why-it-chose-to-highlight-the-arcane-class-in-warlock-dungeons-and-dragons">why the team chose a warlock protagonist, saying "creative magic" was central to the story and gameplay</a>.</p><p>The studio head also said it was a challenge to manage the game's magic system because, when you consider <em>Dungeons & Dragons</em>, "it can do everything," and Invoke needed to pick its spells wisely.</p><p>"Instead of adding like 100 spells, we thought, let's have less, which makes sense for a warlock also," he continued, "and let's make them more multiple-use cases, connect them, one to another. Connect them with some enemies. The way these enemies behave in a challenge."</p><p>Spells, which are anchored to magic objects, tomes, monsters, and more, also have their own upgradeable skill trees and can be used alongside melee combat. This creates a "rhythm," with Guay explaining that players can't just stick to long-range spells and will need to go into close quarters with enemies, which works well for protagonist Kaatri, a warrior-turned warlock.</p><p>Players can use spells to set up enemies, giving them an "advantage" for critical hits, and there are various ways to do this with different types of enemies.</p><p>"There's a bit of resource management too. You can't just do spells forever," Guay said. "There's a point where you're going to be low on ability to cast spells, so you're going to have to get in there at some point."</p><p><em>Warlock: Dungeons & Dragons</em> launches in 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>, <a href="https://www.techradar.com/reviews/xbox-series-s">Xbox Series S</a>, and PC.</p>
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                                                            <title><![CDATA[ StarCraft general manager says the shift to open-world shooter came about because 'Every time we drew a picture or every time we talked about' the game 'it was boots on the ground every time' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>StarCraft </strong></em><strong>is making a shift from the real-time strategy genre to the open-world shooter genre</strong></li><li><strong>The development team realised during early discussions that "we weren't talking about a game from above"</strong></li><li><strong>According to </strong><em><strong>StarCraft </strong></em><strong>general manager Dan Hay, "it was boots on the ground every time" when the team was talking about the game</strong></li></ul><p>The process of <em>StarCraft </em>shifting from real-time strategy to open-world shooter emerged naturally from repeated team discussions about "the story we wanted to tell," as well as in-game moments, armor, exploration, discovery, and the desire to experience the world from ground level, according to the game's general manager, Dan Hay.</p><p>In an interview with TechRadar Gaming at BlizzCon 2026 in Anaheim, Hay went on to describe the process that will see the series' perspective change entirely in the next <em>StarCraft </em>game: "Every time we drew a picture or every time we talked about it, it was boots on the ground every time."</p><p>These conversations then snowballed, gathering up other game features and elements, it seems, which kept the direction of travel going towards taking <em>StarCraft </em>into being a shooter. "We started to talk about perspective and how that's going to work; we started to talk about the armor, and we started to talk about what could attack that armor and how it could rip it apart if it needed to.</p><p>"We would talk about things with the characters [too], and we started to very quickly realize we weren't talking about a game from above; we were talking about a game down on the ground where you felt every inch of the game," described Hay.</p><p>He added, giving a nod to the narrative in store for players when <em>StarCraft </em>releases, that it was obvious that the game would be "down on the ground, and that just made sense for the story."</p><p>But as well as changing the player's perspective from looking down to looking out and around, the team looked at this change for the series to embrace the open-world exploration and discovery aspects of the upcoming game.</p><p>"[We wanted to] make sure that there is an opportunity to explore. Make sure that there's an opportunity to discover. See a thing off in the distance and go — 'is that something that I saw from the first game? Is it?' And then head off to it."</p><p><em>StarCraft </em>was teased with a cinematic trailer at BlizzCon 2026 and is slated to release in 2030.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/starcraft-general-manager-says-the-shift-to-open-world-shooter-came-about-because-every-time-we-drew-a-picture-or-every-time-we-talked-about-the-game-it-was-boots-on-the-ground-every-time</link>
                                                                            <description>
                            <![CDATA[ Dan Hay tells us how the developers discovered that a change from RTS to open-world shooter came about. ]]>
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                                                                        <pubDate>Mon, 14 Sep 2026 00:04:50 +0000</pubDate>                                                                                                                                <updated>Fri, 18 Sep 2026 14:11:54 +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 still from the StarCraft reveal teaser trailer showing the trooper Holt firing his weapon into oncoming enemies]]></media:description>                                                            <media:text><![CDATA[A still from the StarCraft reveal teaser trailer showing the trooper Holt firing his weapon into oncoming enemies]]></media:text>
                                <media:title type="plain"><![CDATA[A still from the StarCraft reveal teaser trailer showing the trooper Holt firing his weapon into oncoming enemies]]></media:title>
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                                <ul><li><em><strong>StarCraft </strong></em><strong>is making a shift from the real-time strategy genre to the open-world shooter genre</strong></li><li><strong>The development team realised during early discussions that "we weren't talking about a game from above"</strong></li><li><strong>According to </strong><em><strong>StarCraft </strong></em><strong>general manager Dan Hay, "it was boots on the ground every time" when the team was talking about the game</strong></li></ul><p>The process of <em>StarCraft </em>shifting from real-time strategy to open-world shooter emerged naturally from repeated team discussions about "the story we wanted to tell," as well as in-game moments, armor, exploration, discovery, and the desire to experience the world from ground level, according to the game's general manager, Dan Hay.</p><p>In an interview with TechRadar Gaming at BlizzCon 2026 in Anaheim, Hay went on to describe the process that will see the series' perspective change entirely in the next <em>StarCraft </em>game: "Every time we drew a picture or every time we talked about it, it was boots on the ground every time."</p><p>These conversations then snowballed, gathering up other game features and elements, it seems, which kept the direction of travel going towards taking <em>StarCraft </em>into being a shooter. "We started to talk about perspective and how that's going to work; we started to talk about the armor, and we started to talk about what could attack that armor and how it could rip it apart if it needed to.</p><p>"We would talk about things with the characters [too], and we started to very quickly realize we weren't talking about a game from above; we were talking about a game down on the ground where you felt every inch of the game," described Hay.</p><p>He added, giving a nod to the narrative in store for players when <em>StarCraft </em>releases, that it was obvious that the game would be "down on the ground, and that just made sense for the story."</p><p>But as well as changing the player's perspective from looking down to looking out and around, the team looked at this change for the series to embrace the open-world exploration and discovery aspects of the upcoming game.</p><p>"[We wanted to] make sure that there is an opportunity to explore. Make sure that there's an opportunity to discover. See a thing off in the distance and go — 'is that something that I saw from the first game? Is it?' And then head off to it."</p><p><em>StarCraft </em>was teased with a cinematic trailer at BlizzCon 2026 and is slated to release in 2030.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async></script>
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                                                            <title><![CDATA[ Drakong Challenger review: a budget controller with premium performance ]]></title>
                                                                                                <dc:content><![CDATA[ <h2 class="article-body__section" id="section-drakong-challenger-one-minute-review"><span>Drakong Challenger: One-minute review</span></h2><p>The Drakong Challenger takes aim at the budget controller market by offering a basic but high-performing pad. On the style front, the Challenger is very much a case of function over form. You’d be hard-pressed to tell it apart from your run-of-the-mill Xbox controller, although the green rings around the thumbsticks are one notable point of difference. </p><p>Just like that controller, the Challenger is very comfortable in the hand. It’s also surprisingly well-made, with a solid shell and planted buttons. What’s more, it’s pleasingly light, making it easy to use for long periods. All this makes it one of the <a href="https://www.techradar.com/best/the-best-xbox-controllers-in-2023">best Xbox Controllers</a> at the budget end of the sector in terms of construction.</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="mJbwnBdZz269jJ94ntrm5T" name="IMG_20260904_083902" alt="Top down three-quarter view of Drakong Challenger on a desk" src="https://cdn.mos.cms.futurecdn.net/mJbwnBdZz269jJ94ntrm5T-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>Although there’s no software to accompany the Challenger, you can assign the back buttons quite easily using the M button. A rumble notifies you when your assignments have been confirmed, which is a useful indicator.</p><p>The Challenger impresses in action. The triggers and sticks are as smooth and precise as you would expect from their Hall Effect technology, while the D-pad and face buttons are satisfyingly damped and quick to respond and rebound. The back buttons are a little less tactile, but they suffice nonetheless.</p><p>Given how inexpensive it is, you’d seriously have to consider the Challenger over a standard Xbox controller or any other, for that matter, so long as wireless connectivity is something you’re willing to sacrifice.</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="7CD4YB7Pw9bvtgZRLNty2D" name="IMG_20260904_083852_1" alt="Close-up of headset jack on Drakong Challenger on a desk with pink wall in background" src="https://cdn.mos.cms.futurecdn.net/7CD4YB7Pw9bvtgZRLNty2D-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><h2 class="article-body__section" id="section-drakong-challenger-review-price-availability"><span>Drakong Challenger review: Price & availability</span></h2><ul><li><strong>$34.99 (about £25 / AU$50)</strong></li><li><strong>One month of Game Pass Ultimate included</strong></li><li><strong>Good price-to-performance ratio</strong></li></ul><p>The Drakong Challenger costs $34.99 (about £25 / AU$50) and is available now. It comes with a USB-C cable, as well as a code for a one-month free trial of Game Pass Ultimate.</p><p>The Challenger is cheaper than the official <a href="https://www.techradar.com/reviews/xbox-wireless-controller-2020">Xbox Wireless Controller</a>, although that gamepad has the advantage of wireless connectivity. However, it doesn’t include a rechargeable battery as standard, nor does it have customizable back buttons. </p><p>If you want something a little more feature-packed, but don’t want to spend a huge amount, the <a href="https://www.techradar.com/gaming/turtle-beach-pacific-skyline-wireless-controller-review">Turtle Beach Pacific Skyline</a> is a good alternative. It has companion software that can be used to remap buttons, as well as adjust vibration intensity and thumbstick dead zones. Also, the controller itself is far more vibrant than the Challenger — and many other controllers, for that matter.</p><h2 class="article-body__section" id="section-drakong-challenger-review-specs"><span>Drakong Challenger review: Specs</span></h2><div ><table><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$34.99 (about £25 / AU$50)</p></td></tr><tr><td class="firstcol " ><p>Weight</p></td><td  ><p>7.23oz / 205g</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>6.3 x 2.5 x 4.4in / 160 x 63.5 x 111.8mm</p></td></tr><tr><td class="firstcol " ><p>Compatibility</p></td><td  ><p>PC, Xbox Series X, Xbox Series S, Xbox One</p></td></tr><tr><td class="firstcol " ><p>Connection type</p></td><td  ><p>Wired (USB-C), 3.5mm AUX (headset)</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:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="pdbfCxGDs2LdeJ2tKstYzH" name="IMG_20260904_083828" alt="Close-up of right shoulder buttons on Drakong Challenger, on a desk with pink wall in background" src="https://cdn.mos.cms.futurecdn.net/pdbfCxGDs2LdeJ2tKstYzH-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><h2 class="article-body__section" id="section-drakong-challenger-review-design"><span>Drakong Challenger review: Design</span></h2><ul><li><strong>Classic Xbox controller design</strong></li><li><strong>Light yet solid construction</strong></li><li><strong>No accompanying software</strong></li></ul><p>As far as looks go, the Challenger barely departs from the traditional Xbox design. It has the same shape, size, and layout, with the only additional flourishes being green rings around the sticks and a subtle outline around the two halves of the pad. There’s no RGB lighting, despite what those aforementioned stick rings may lead you to believe. </p><p>However, all this isn’t to say the Challenger has a disappointing construction. After all, to many gamers, the Xbox controller form is comfortable and practical. And despite the plastics not feeling particularly premium, the Challenger is surprisingly solid and pleasingly light at the same time, which is always a winning combination. </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="vwbG2YPgbkD8BNhDMyUoaN" name="IMG_20260904_083810" alt="Close-up of center of Drakong Challenger, on a desk" src="https://cdn.mos.cms.futurecdn.net/vwbG2YPgbkD8BNhDMyUoaN-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>What’s more, the sticks and buttons are well fitted with no play in them at all, which isn’t something that can be said about most budget controllers. The back of the handles is textured for added traction, but the improvement is marginal given how subtle this texture is.</p><p>There’s no software available to customize the Challenger, but there are two mappable back buttons. I couldn’t find information on how to map them anywhere, but thankfully it’s a fairly simple process to figure out. You simply press the M button and a back button simultaneously until you feel a rumble, then press the button you want to assign and another rumble will confirm its activation.</p><p>The Challenger has no wireless connectivity, which is a shame but understandable at this price point. The included USB cable is quite long, but it isn’t finished in a braided fabric, which is something you often find on the <a href="https://www.techradar.com/news/best-gaming-mouse">best gaming mice </a>to improve flexibility and reduce drag. It does at least seem quite durable, and the connection at either end was solid in my experience, despite the small amount of superficial wobbling at the controller end.</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="yUwHSZnkhb2t2GWaDsSYNn" name="IMG_20260904_083652_1" alt="Close-up of back button on Drakong Challenger, on a desk" src="https://cdn.mos.cms.futurecdn.net/yUwHSZnkhb2t2GWaDsSYNn-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><h2 class="article-body__section" id="section-drakong-challenger-review-performance"><span>Drakong Challenger review: Performance</span></h2><ul><li><strong>Solid and responsive buttons</strong></li><li><strong>Precise and tactile triggers and sticks</strong></li><li><strong>Easy connectivity to Xbox and PC</strong></li></ul><p>The Drakong Challenger might be a budget controller, but that’s not something you’ll notice when gaming with it, as every input is smooth, solid, and precise. The face buttons are also well damped and very responsive, rebounding quickly to allow for easy spamming when needed. The same goes for the D-pad, and despite its traditional four-pronged hat, it felt comfortable in my thumb, even when performing rolls and frantic inputs in <a href="https://www.techradar.com/gaming/tekken-8-review"><em>Tekken 8</em></a>.</p><p>On the shoulder buttons, the texture is subtle but noticeable, and feels quite nice on the fingers, although I’m not sure it provides much in the way of traction. The Hall Effect triggers are light but offer a surprising amount of control, which was especially helpful when accelerating and braking in <em>Assetto Corsa</em>. The Hall Effect thumbsticks were accurate and responsive when steering, too, as well as when aiming in <a href="https://www.techradar.com/gaming/stalker-2-heart-of-chornobyl-ps5-review"><em>S.T.A.L.K.E.R. 2: Heart of Chornobyl</em></a>. I also appreciated their soft, grippy coating and textured rims for added purchase and feedback.</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="mJbwnBdZz269jJ94ntrm5T" name="IMG_20260904_083902" alt="Top down three-quarter view of Drakong Challenger on a desk" src="https://cdn.mos.cms.futurecdn.net/mJbwnBdZz269jJ94ntrm5T-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>The two back buttons are easy to reach, but they don’t feel quite as tactile as the other inputs, lacking depth of travel and dampening by comparison. Also, I found them quite easy to trigger accidentally, even when I didn’t have a particularly tight grip on the pad.</p><p>Surprisingly for an inexpensive controller, the Challenger features a headset jack. The cable connection is solid, and I didn’t notice any loss in audio quality relative to connections made elsewhere.</p><p>As for the pad itself, I had no issues connecting it via the USB cable to either an Xbox Series X or to my PC, being just as easy to use with the latter as the <a href="https://www.techradar.com/best/best-pc-controllers">best PC controllers</a>.</p><h2 class="article-body__section" id="section-should-i-buy-the-drakong-challenger"><span>Should I buy the Drakong Challenger?</span></h2><h2 id="buy-it-if">Buy it if…</h2><div class="product"><p><strong>You want a solid build</strong><br>Despite how light it is, the Challenger’s shell and buttons are surprisingly sturdy.</p></div><div class="product"><p><strong>You want great value</strong><br>In terms of price-to-performance, it’s hard to beat this controller.</p></div><h2 id="don-39-t-buy-it-if">Don't buy it if…</h2><div class="product"><p><strong>You want to go wireless</strong><br>Part of the cost-cutting comes from its wired connectivity, which might seem a little outmoded in 2026.</p></div><div class="product"><p><strong>You want to tweak inputs</strong><br>You can remap the back buttons, but not any of the others. You can’t alter the behavior of the sticks and triggers, either — a missed opportunity given their Hall Effect tech. </p></div><h2 class="article-body__section" id="section-drakong-challenger-review-also-consider"><span>Drakong Challenger review: Also consider</span></h2><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>Drakong Challenger</strong></p></td><td  ><p><strong>Xbox Wireless Controller</strong></p></td><td  ><p><strong>Turtle Beach Pacific Skyline</strong></p></td></tr><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$34.99 (about £25 / AU$50)</p></td><td  ><p>$59.99 / £54.99 / AU$74.99</p></td><td  ><p>$89.99 / £79.99 / around AU$150</p></td></tr><tr><td class="firstcol " ><p>Weight</p></td><td  ><p>7.23oz / 205g</p></td><td  ><p>9.76oz / 275g</p></td><td  ><p>7.04oz / 200g</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>6.3 x 2.5 x 4.4in / 160 x 63.5 x 111.8mm</p></td><td  ><p>6.02 x 4.01 x 2.40in / 153 x 102 x 61mm</p></td><td  ><p>6.22 x 4.09 x 2.36in / 158 x 104 x 60mm</p></td></tr><tr><td class="firstcol " ><p>Compatibility</p></td><td  ><p>PC, Xbox Series X, Xbox Series S, Xbox One</p></td><td  ><p>Xbox Series X, Xbox Series S, Xbox One, PC, Android, iOS</p></td><td  ><p>PC, Xbox Series X, Xbox Series S, Xbox One</p></td></tr><tr><td class="firstcol " ><p>Connection type</p></td><td  ><p>Wired (USB-C), 3.5mm AUX (headset)</p></td><td  ><p>Wireless (Xbox, Bluetooth), Wired (USB-C)</p></td><td  ><p>Bluetooth, Wired (USB-C), 2.4Ghz wireless dongle</p></td></tr><tr><td class="firstcol " ><p>Battery life</p></td><td  ><p>N/A</p></td><td  ><p>20-40 hours</p></td><td  ><p>~20 hours</p></td></tr></tbody></table></div><div class="product"><p><strong>Xbox Wireless Controller</strong><br>It’s hard to go wrong with Microsoft’s official controller for its console (and other platforms). But although it’s wireless, it doesn’t come with a rechargeable battery by default; that’s an optional extra on a controller that already costs more than the Challenger. It doesn’t have back buttons, either. Read our full <a href="https://www.techradar.com/reviews/xbox-wireless-controller-2020" data-dimension112="0022efa2-a6d4-11f1-836c-17aacea3079e" data-action="Deal Block" data-label="Xbox Wireless Controller review" data-dimension48="Xbox Wireless Controller review" data-dimension25="">Xbox Wireless Controller review</a>.</p></div><div class="product"><p><strong>Xbox Wireless Controller</strong><br>It’s hard to go wrong with Microsoft’s official controller for its console (and other platforms). But although it’s wireless, it doesn’t come with a rechargeable battery by default; that’s an optional extra on a controller that already costs more than the Challenger. It doesn’t have back buttons, either. Read our full <a href="https://www.techradar.com/reviews/xbox-wireless-controller-2020" data-dimension112="0022f038-a6d4-11f1-8d7c-dd088104fa57" data-action="Deal Block" data-label="Xbox Wireless Controller review" data-dimension48="Xbox Wireless Controller review" data-dimension25="">Xbox Wireless Controller review</a>.</p></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:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="9Ync5tW3A9SF4zSNdeGVw6" name="IMG_20260904_083915_1" alt="hand holding a Drakong Challenger with pink wall in background" src="https://cdn.mos.cms.futurecdn.net/9Ync5tW3A9SF4zSNdeGVw6-1920-80.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><h2 class="article-body__section" id="section-how-i-tested-the-drakong-challenger"><span>How I tested the Drakong Challenger</span></h2><ul><li><strong>Tested for several days</strong></li><li><strong>Played a variety of games</strong></li><li><strong>Experienced with many other gamepads</strong></li></ul><p>I tested the Challenger for several days, using it for a variety of games and on both PC and Xbox. </p><p>I played <em>Assetto Corsa </em>to test the triggers, and <a href="https://www.techradar.com/gaming/stalker-2-heart-of-chornobyl-ps5-review"><em>S.T.A.L.K.E.R. 2: Heart of Chornobyl</em></a> to test the precision of the sticks. I also played <a href="https://www.techradar.com/gaming/tekken-8-review"><em>Tekken 8</em></a><em> </em>to test the responsiveness and comfort of the D-pad and face buttons.</p><p>I’ve been gaming for decades and have used a wide variety of systems and controllers in that time. I’ve also reviewed a range of them, from simple budget-friendly affairs to feature-packed premium offerings.</p><ul><li><a href="https://www.techradar.com/news/how-we-test">Read more about how we test</a></li><li><em>First reviewed: September 2026</em></li></ul> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/gaming-accessories/drakong-challenger-review</link>
                                                                            <description>
                            <![CDATA[ The Drakong Challenger may be light on features, light on the scales, and light on your wallet — but it hits hard where it counts. ]]>
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                                                                        <pubDate>Sun, 13 Sep 2026 16:00:00 +0000</pubDate>                                                                                                                                <updated>Wed, 16 Sep 2026 09:09:01 +0000</updated>
                                                                                                                                            <category><![CDATA[Gaming Accessories]]></category>
                                                    <category><![CDATA[Xbox]]></category>
                                                    <category><![CDATA[Xbox Series X | S]]></category>
                                                    <category><![CDATA[PC Gaming]]></category>
                                                    <category><![CDATA[Gaming]]></category>
                                                    <category><![CDATA[Consoles & PC]]></category>
                                                                                                <author><![CDATA[ lewis.maddison@futurenet.com (Lewis Maddison) ]]></author>                    <dc:creator><![CDATA[ Lewis Maddison ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/oWQNXACcxLGuhaLaKDRtZL-320-70.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
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                <cf:isPaid>false</cf:isPaid>
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                                                            <media:credit><![CDATA[Future]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Three-quarter view of Drakong Challenger on a desk with pink wall in background]]></media:description>                                                            <media:text><![CDATA[Three-quarter view of Drakong Challenger on a desk with pink wall in background]]></media:text>
                                <media:title type="plain"><![CDATA[Three-quarter view of Drakong Challenger on a desk with pink wall in background]]></media:title>
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                                <h2 class="article-body__section" id="section-drakong-challenger-one-minute-review"><span>Drakong Challenger: One-minute review</span></h2><p>The Drakong Challenger takes aim at the budget controller market by offering a basic but high-performing pad. On the style front, the Challenger is very much a case of function over form. You’d be hard-pressed to tell it apart from your run-of-the-mill Xbox controller, although the green rings around the thumbsticks are one notable point of difference. </p><p>Just like that controller, the Challenger is very comfortable in the hand. It’s also surprisingly well-made, with a solid shell and planted buttons. What’s more, it’s pleasingly light, making it easy to use for long periods. All this makes it one of the <a href="https://www.techradar.com/best/the-best-xbox-controllers-in-2023">best Xbox Controllers</a> at the budget end of the sector in terms of construction.</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="mJbwnBdZz269jJ94ntrm5T" name="IMG_20260904_083902" alt="Top down three-quarter view of Drakong Challenger on a desk" src="https://cdn.mos.cms.futurecdn.net/mJbwnBdZz269jJ94ntrm5T-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>Although there’s no software to accompany the Challenger, you can assign the back buttons quite easily using the M button. A rumble notifies you when your assignments have been confirmed, which is a useful indicator.</p><p>The Challenger impresses in action. The triggers and sticks are as smooth and precise as you would expect from their Hall Effect technology, while the D-pad and face buttons are satisfyingly damped and quick to respond and rebound. The back buttons are a little less tactile, but they suffice nonetheless.</p><p>Given how inexpensive it is, you’d seriously have to consider the Challenger over a standard Xbox controller or any other, for that matter, so long as wireless connectivity is something you’re willing to sacrifice.</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="7CD4YB7Pw9bvtgZRLNty2D" name="IMG_20260904_083852_1" alt="Close-up of headset jack on Drakong Challenger on a desk with pink wall in background" src="https://cdn.mos.cms.futurecdn.net/7CD4YB7Pw9bvtgZRLNty2D-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><h2 class="article-body__section" id="section-drakong-challenger-review-price-availability"><span>Drakong Challenger review: Price & availability</span></h2><ul><li><strong>$34.99 (about £25 / AU$50)</strong></li><li><strong>One month of Game Pass Ultimate included</strong></li><li><strong>Good price-to-performance ratio</strong></li></ul><p>The Drakong Challenger costs $34.99 (about £25 / AU$50) and is available now. It comes with a USB-C cable, as well as a code for a one-month free trial of Game Pass Ultimate.</p><p>The Challenger is cheaper than the official <a href="https://www.techradar.com/reviews/xbox-wireless-controller-2020">Xbox Wireless Controller</a>, although that gamepad has the advantage of wireless connectivity. However, it doesn’t include a rechargeable battery as standard, nor does it have customizable back buttons. </p><p>If you want something a little more feature-packed, but don’t want to spend a huge amount, the <a href="https://www.techradar.com/gaming/turtle-beach-pacific-skyline-wireless-controller-review">Turtle Beach Pacific Skyline</a> is a good alternative. It has companion software that can be used to remap buttons, as well as adjust vibration intensity and thumbstick dead zones. Also, the controller itself is far more vibrant than the Challenger — and many other controllers, for that matter.</p><h2 class="article-body__section" id="section-drakong-challenger-review-specs"><span>Drakong Challenger review: Specs</span></h2><div ><table><tbody><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$34.99 (about £25 / AU$50)</p></td></tr><tr><td class="firstcol " ><p>Weight</p></td><td  ><p>7.23oz / 205g</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>6.3 x 2.5 x 4.4in / 160 x 63.5 x 111.8mm</p></td></tr><tr><td class="firstcol " ><p>Compatibility</p></td><td  ><p>PC, Xbox Series X, Xbox Series S, Xbox One</p></td></tr><tr><td class="firstcol " ><p>Connection type</p></td><td  ><p>Wired (USB-C), 3.5mm AUX (headset)</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:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="pdbfCxGDs2LdeJ2tKstYzH" name="IMG_20260904_083828" alt="Close-up of right shoulder buttons on Drakong Challenger, on a desk with pink wall in background" src="https://cdn.mos.cms.futurecdn.net/pdbfCxGDs2LdeJ2tKstYzH-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><h2 class="article-body__section" id="section-drakong-challenger-review-design"><span>Drakong Challenger review: Design</span></h2><ul><li><strong>Classic Xbox controller design</strong></li><li><strong>Light yet solid construction</strong></li><li><strong>No accompanying software</strong></li></ul><p>As far as looks go, the Challenger barely departs from the traditional Xbox design. It has the same shape, size, and layout, with the only additional flourishes being green rings around the sticks and a subtle outline around the two halves of the pad. There’s no RGB lighting, despite what those aforementioned stick rings may lead you to believe. </p><p>However, all this isn’t to say the Challenger has a disappointing construction. After all, to many gamers, the Xbox controller form is comfortable and practical. And despite the plastics not feeling particularly premium, the Challenger is surprisingly solid and pleasingly light at the same time, which is always a winning combination. </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="vwbG2YPgbkD8BNhDMyUoaN" name="IMG_20260904_083810" alt="Close-up of center of Drakong Challenger, on a desk" src="https://cdn.mos.cms.futurecdn.net/vwbG2YPgbkD8BNhDMyUoaN-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>What’s more, the sticks and buttons are well fitted with no play in them at all, which isn’t something that can be said about most budget controllers. The back of the handles is textured for added traction, but the improvement is marginal given how subtle this texture is.</p><p>There’s no software available to customize the Challenger, but there are two mappable back buttons. I couldn’t find information on how to map them anywhere, but thankfully it’s a fairly simple process to figure out. You simply press the M button and a back button simultaneously until you feel a rumble, then press the button you want to assign and another rumble will confirm its activation.</p><p>The Challenger has no wireless connectivity, which is a shame but understandable at this price point. The included USB cable is quite long, but it isn’t finished in a braided fabric, which is something you often find on the <a href="https://www.techradar.com/news/best-gaming-mouse">best gaming mice </a>to improve flexibility and reduce drag. It does at least seem quite durable, and the connection at either end was solid in my experience, despite the small amount of superficial wobbling at the controller end.</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="yUwHSZnkhb2t2GWaDsSYNn" name="IMG_20260904_083652_1" alt="Close-up of back button on Drakong Challenger, on a desk" src="https://cdn.mos.cms.futurecdn.net/yUwHSZnkhb2t2GWaDsSYNn-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><h2 class="article-body__section" id="section-drakong-challenger-review-performance"><span>Drakong Challenger review: Performance</span></h2><ul><li><strong>Solid and responsive buttons</strong></li><li><strong>Precise and tactile triggers and sticks</strong></li><li><strong>Easy connectivity to Xbox and PC</strong></li></ul><p>The Drakong Challenger might be a budget controller, but that’s not something you’ll notice when gaming with it, as every input is smooth, solid, and precise. The face buttons are also well damped and very responsive, rebounding quickly to allow for easy spamming when needed. The same goes for the D-pad, and despite its traditional four-pronged hat, it felt comfortable in my thumb, even when performing rolls and frantic inputs in <a href="https://www.techradar.com/gaming/tekken-8-review"><em>Tekken 8</em></a>.</p><p>On the shoulder buttons, the texture is subtle but noticeable, and feels quite nice on the fingers, although I’m not sure it provides much in the way of traction. The Hall Effect triggers are light but offer a surprising amount of control, which was especially helpful when accelerating and braking in <em>Assetto Corsa</em>. The Hall Effect thumbsticks were accurate and responsive when steering, too, as well as when aiming in <a href="https://www.techradar.com/gaming/stalker-2-heart-of-chornobyl-ps5-review"><em>S.T.A.L.K.E.R. 2: Heart of Chornobyl</em></a>. I also appreciated their soft, grippy coating and textured rims for added purchase and feedback.</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="mJbwnBdZz269jJ94ntrm5T" name="IMG_20260904_083902" alt="Top down three-quarter view of Drakong Challenger on a desk" src="https://cdn.mos.cms.futurecdn.net/mJbwnBdZz269jJ94ntrm5T-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>The two back buttons are easy to reach, but they don’t feel quite as tactile as the other inputs, lacking depth of travel and dampening by comparison. Also, I found them quite easy to trigger accidentally, even when I didn’t have a particularly tight grip on the pad.</p><p>Surprisingly for an inexpensive controller, the Challenger features a headset jack. The cable connection is solid, and I didn’t notice any loss in audio quality relative to connections made elsewhere.</p><p>As for the pad itself, I had no issues connecting it via the USB cable to either an Xbox Series X or to my PC, being just as easy to use with the latter as the <a href="https://www.techradar.com/best/best-pc-controllers">best PC controllers</a>.</p><h2 class="article-body__section" id="section-should-i-buy-the-drakong-challenger"><span>Should I buy the Drakong Challenger?</span></h2><h2 id="buy-it-if">Buy it if…</h2><div class="product"><p><strong>You want a solid build</strong><br>Despite how light it is, the Challenger’s shell and buttons are surprisingly sturdy.</p></div><div class="product"><p><strong>You want great value</strong><br>In terms of price-to-performance, it’s hard to beat this controller.</p></div><h2 id="don-39-t-buy-it-if">Don't buy it if…</h2><div class="product"><p><strong>You want to go wireless</strong><br>Part of the cost-cutting comes from its wired connectivity, which might seem a little outmoded in 2026.</p></div><div class="product"><p><strong>You want to tweak inputs</strong><br>You can remap the back buttons, but not any of the others. You can’t alter the behavior of the sticks and triggers, either — a missed opportunity given their Hall Effect tech. </p></div><h2 class="article-body__section" id="section-drakong-challenger-review-also-consider"><span>Drakong Challenger review: Also consider</span></h2><div ><table><tbody><tr><td class="firstcol empty" ></td><td  ><p><strong>Drakong Challenger</strong></p></td><td  ><p><strong>Xbox Wireless Controller</strong></p></td><td  ><p><strong>Turtle Beach Pacific Skyline</strong></p></td></tr><tr><td class="firstcol " ><p>Price</p></td><td  ><p>$34.99 (about £25 / AU$50)</p></td><td  ><p>$59.99 / £54.99 / AU$74.99</p></td><td  ><p>$89.99 / £79.99 / around AU$150</p></td></tr><tr><td class="firstcol " ><p>Weight</p></td><td  ><p>7.23oz / 205g</p></td><td  ><p>9.76oz / 275g</p></td><td  ><p>7.04oz / 200g</p></td></tr><tr><td class="firstcol " ><p>Dimensions</p></td><td  ><p>6.3 x 2.5 x 4.4in / 160 x 63.5 x 111.8mm</p></td><td  ><p>6.02 x 4.01 x 2.40in / 153 x 102 x 61mm</p></td><td  ><p>6.22 x 4.09 x 2.36in / 158 x 104 x 60mm</p></td></tr><tr><td class="firstcol " ><p>Compatibility</p></td><td  ><p>PC, Xbox Series X, Xbox Series S, Xbox One</p></td><td  ><p>Xbox Series X, Xbox Series S, Xbox One, PC, Android, iOS</p></td><td  ><p>PC, Xbox Series X, Xbox Series S, Xbox One</p></td></tr><tr><td class="firstcol " ><p>Connection type</p></td><td  ><p>Wired (USB-C), 3.5mm AUX (headset)</p></td><td  ><p>Wireless (Xbox, Bluetooth), Wired (USB-C)</p></td><td  ><p>Bluetooth, Wired (USB-C), 2.4Ghz wireless dongle</p></td></tr><tr><td class="firstcol " ><p>Battery life</p></td><td  ><p>N/A</p></td><td  ><p>20-40 hours</p></td><td  ><p>~20 hours</p></td></tr></tbody></table></div><div class="product"><p><strong>Xbox Wireless Controller</strong><br>It’s hard to go wrong with Microsoft’s official controller for its console (and other platforms). But although it’s wireless, it doesn’t come with a rechargeable battery by default; that’s an optional extra on a controller that already costs more than the Challenger. It doesn’t have back buttons, either. Read our full <a href="https://www.techradar.com/reviews/xbox-wireless-controller-2020" data-dimension112="0022efa2-a6d4-11f1-836c-17aacea3079e" data-action="Deal Block" data-label="Xbox Wireless Controller review" data-dimension48="Xbox Wireless Controller review" data-dimension25="">Xbox Wireless Controller review</a>.</p></div><div class="product"><p><strong>Xbox Wireless Controller</strong><br>It’s hard to go wrong with Microsoft’s official controller for its console (and other platforms). But although it’s wireless, it doesn’t come with a rechargeable battery by default; that’s an optional extra on a controller that already costs more than the Challenger. It doesn’t have back buttons, either. Read our full <a href="https://www.techradar.com/reviews/xbox-wireless-controller-2020" data-dimension112="0022f038-a6d4-11f1-8d7c-dd088104fa57" data-action="Deal Block" data-label="Xbox Wireless Controller review" data-dimension48="Xbox Wireless Controller review" data-dimension25="">Xbox Wireless Controller review</a>.</p></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:2560px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="9Ync5tW3A9SF4zSNdeGVw6" name="IMG_20260904_083915_1" alt="hand holding a Drakong Challenger with pink wall in background" src="https://cdn.mos.cms.futurecdn.net/9Ync5tW3A9SF4zSNdeGVw6-1920-80.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><h2 class="article-body__section" id="section-how-i-tested-the-drakong-challenger"><span>How I tested the Drakong Challenger</span></h2><ul><li><strong>Tested for several days</strong></li><li><strong>Played a variety of games</strong></li><li><strong>Experienced with many other gamepads</strong></li></ul><p>I tested the Challenger for several days, using it for a variety of games and on both PC and Xbox. </p><p>I played <em>Assetto Corsa </em>to test the triggers, and <a href="https://www.techradar.com/gaming/stalker-2-heart-of-chornobyl-ps5-review"><em>S.T.A.L.K.E.R. 2: Heart of Chornobyl</em></a> to test the precision of the sticks. I also played <a href="https://www.techradar.com/gaming/tekken-8-review"><em>Tekken 8</em></a><em> </em>to test the responsiveness and comfort of the D-pad and face buttons.</p><p>I’ve been gaming for decades and have used a wide variety of systems and controllers in that time. I’ve also reviewed a range of them, from simple budget-friendly affairs to feature-packed premium offerings.</p><ul><li><a href="https://www.techradar.com/news/how-we-test">Read more about how we test</a></li><li><em>First reviewed: September 2026</em></li></ul>
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                                                            <title><![CDATA[ ArenaNet says Guild Wars 3's new momentum system creates a 'seamless sense of movement you'd expect to see in an action game' by connecting all movement and combat abilities to create 'fluid movement' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>ArenaNet studio head Colin Johanson has offered a deep dive into Guild Wars 3's momentum system</strong></li><li><strong>The feature offers "fluid" transitions between movement and combat, which Johanson says is a "first" for the MMORPG genre</strong></li><li><strong>Players can build momentum as they move around the world and in combat to deliver powerful attacks</strong></li></ul><p>ArenaNet has revealed more about <em>Guild Wars 3</em>'s newly introduced momentum system, a mechanic that blends all actions and combat abilities to ensure constant "fluid" movement.</p><p>During an exclusive presentation TechRadar Gaming attended at Gamescom, ArenaNet studio head Colin Johanson showcased the studio's action-adventure MMORPG and offered a deep dive into the game's story and open world, the combat system, multiplayer design, and more.</p><p>Johanson also touched on the game's new momentum system, saying <em>Guild Wars 3</em> will be the first MMORPG to offer smooth transitions between movement and combat.</p><p>"If you can picture with me for a second, movement in an MMO, you're riding through the world on your mount, and you get off your mount, and your character immediately stops moving," he explained. "And then you start moving again, and you go to glide, and you stop gliding, and your character immediately stops moving. Then you go into combat, and you use an ability, and then you move, and you'll stop moving again."</p><p>He continued: "There are no fluid transitions between movement and combat in MMOs, and <em>Guild Wars 3</em>'s momentum system introduces the first MMO that has truly fluid movement across the entire world."</p><p>With this system, <em>Guild Wars 3</em> players will be able to jump off a mountain, deploy a glider, dive, fly, or wall-run, all while carrying momentum, "creating a seamless sense of movement you'd expect to see in an action game, rather than an MMORPG."</p><p>Momentum is also part of combat; we previewed a warrior class that has a unique ability that uses their momentum and modifies their attacks when they come down from the sky. This increases damage output and the radius of attacks "based on his velocity or how much downward momentum" the warrior carries. The class can also run up walls and slam back down on enemies, delivering huge amounts of damage.</p><p>"Momentum also impacts battlefield control," Johanson said, adding that the faster the player is moving, the more momentum they have. </p><p>The environment, Johanson said, is also "part of the experience," and enemies can be knocked into walls to be stunned and damaged by building up momentum in combat, explaining that players will need to use their environment, whether it's the battlefield or terrain, to their advantage.</p><p>"This is another first for the MMORPG genre," he said.</p><p><em>Guild Wars 3</em> doesn't have a release date, but a beta is scheduled for Fall 2027. The game is coming to PC and <a href="https://www.techradar.com/reviews/ps5">PlayStation 5</a>.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/arenanet-says-guild-wars-3s-new-momentum-system-creates-a-seamless-sense-of-movement-youd-expect-to-see-in-an-action-game-by-connecting-all-movement-and-combat-abilities-to-create-fluid-movement</link>
                                                                            <description>
                            <![CDATA[ ArenaNet has revealed more about Guild Wars 3's new momentum system, a feature that blends all actions and combat abilities to ensure constant "fluid" movement. ]]>
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                                                                        <pubDate>Sun, 13 Sep 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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                                                                                                                                                                                                                                    <media:description><![CDATA[Guild Wars 3]]></media:description>                                                            <media:text><![CDATA[Guild Wars 3]]></media:text>
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                                <ul><li><strong>ArenaNet studio head Colin Johanson has offered a deep dive into Guild Wars 3's momentum system</strong></li><li><strong>The feature offers "fluid" transitions between movement and combat, which Johanson says is a "first" for the MMORPG genre</strong></li><li><strong>Players can build momentum as they move around the world and in combat to deliver powerful attacks</strong></li></ul><p>ArenaNet has revealed more about <em>Guild Wars 3</em>'s newly introduced momentum system, a mechanic that blends all actions and combat abilities to ensure constant "fluid" movement.</p><p>During an exclusive presentation TechRadar Gaming attended at Gamescom, ArenaNet studio head Colin Johanson showcased the studio's action-adventure MMORPG and offered a deep dive into the game's story and open world, the combat system, multiplayer design, and more.</p><p>Johanson also touched on the game's new momentum system, saying <em>Guild Wars 3</em> will be the first MMORPG to offer smooth transitions between movement and combat.</p><p>"If you can picture with me for a second, movement in an MMO, you're riding through the world on your mount, and you get off your mount, and your character immediately stops moving," he explained. "And then you start moving again, and you go to glide, and you stop gliding, and your character immediately stops moving. Then you go into combat, and you use an ability, and then you move, and you'll stop moving again."</p><p>He continued: "There are no fluid transitions between movement and combat in MMOs, and <em>Guild Wars 3</em>'s momentum system introduces the first MMO that has truly fluid movement across the entire world."</p><p>With this system, <em>Guild Wars 3</em> players will be able to jump off a mountain, deploy a glider, dive, fly, or wall-run, all while carrying momentum, "creating a seamless sense of movement you'd expect to see in an action game, rather than an MMORPG."</p><p>Momentum is also part of combat; we previewed a warrior class that has a unique ability that uses their momentum and modifies their attacks when they come down from the sky. This increases damage output and the radius of attacks "based on his velocity or how much downward momentum" the warrior carries. The class can also run up walls and slam back down on enemies, delivering huge amounts of damage.</p><p>"Momentum also impacts battlefield control," Johanson said, adding that the faster the player is moving, the more momentum they have. </p><p>The environment, Johanson said, is also "part of the experience," and enemies can be knocked into walls to be stunned and damaged by building up momentum in combat, explaining that players will need to use their environment, whether it's the battlefield or terrain, to their advantage.</p><p>"This is another first for the MMORPG genre," he said.</p><p><em>Guild Wars 3</em> doesn't have a release date, but a beta is scheduled for Fall 2027. The game is coming to PC and <a href="https://www.techradar.com/reviews/ps5">PlayStation 5</a>.</p>
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                                                            <title><![CDATA[ A Diablo 5 new class has already been revealed with the Plague Knight being 'a walking death' across the battlefield — while two returning classes have also been confirmed ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Diablo 5 devs confirmed a new class for the game at BlizzCon 2026</strong></li><li><strong>The Plague Knight will spread and then consume disease across the battlefield to their advantage</strong></li><li><strong>Two returning classes are already confirmed as well</strong></li></ul><p>Three <em>Diablo 5</em> classes have already been confirmed, and the developers behind the game have even shed light on a brand-new one coming to the game during the <em>Diablo 5</em>  — Forging the Next Era panel, which we watched at BlizzCon 2026 in Anaheim.</p><p>"The Plague Knight is the first new class that will be joining <em>Diablo 5</em>," said Joe Shely, game director. "This is a heavily armored class; it's a walking death."</p><p>Adding more detail, Shely said, "You're going to be roaming the battlefield, spreading disease and consuming it for power." This sounds incredibly deadly, poison-y, and downright unclean.</p><p>As well as confirming that the Demon Hunter and Monk classes will be returning for <em>Diablo 5</em>, Shely also added that "Diablo 5 is going to launch with more classes than ever before, and I don't just mean more classes than another Diablo game at ship. I mean more classes total."</p><p>The returning classes are likely to be very well received by the community</p><p>Finishing the description of the classes, Shely reinforced the key characteristics of Diablo classes, saying that "they're approachable. You can jump in; you can immediately have an exciting time playing them. But there's also deep ARPG mastery there, and a multitude of builds to explore."</p><p>I expect more classes and more class info to drop in the coming months as we hear more about the game in the long run-up to its release in Spring 2029.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/a-diablo-5-new-class-has-already-been-revealed-with-the-plague-knight-being-a-walking-death-across-the-battlefield-while-two-returning-classes-have-also-been-confirmed</link>
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                            <![CDATA[ A new class, The Plague Knight, will head up the largest ever roster of classes in a Diablo game. ]]>
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                                                                        <pubDate>Sun, 13 Sep 2026 05:34:24 +0000</pubDate>                                                                                                                                <updated>Fri, 18 Sep 2026 14:14:00 +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[Key art from Diablo 5 showing a the new character class, the Plague Knight]]></media:description>                                                            <media:text><![CDATA[Key art from Diablo 5 showing a the new character class, the Plague Knight]]></media:text>
                                <media:title type="plain"><![CDATA[Key art from Diablo 5 showing a the new character class, the Plague Knight]]></media:title>
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                                <ul><li><strong>Diablo 5 devs confirmed a new class for the game at BlizzCon 2026</strong></li><li><strong>The Plague Knight will spread and then consume disease across the battlefield to their advantage</strong></li><li><strong>Two returning classes are already confirmed as well</strong></li></ul><p>Three <em>Diablo 5</em> classes have already been confirmed, and the developers behind the game have even shed light on a brand-new one coming to the game during the <em>Diablo 5</em>  — Forging the Next Era panel, which we watched at BlizzCon 2026 in Anaheim.</p><p>"The Plague Knight is the first new class that will be joining <em>Diablo 5</em>," said Joe Shely, game director. "This is a heavily armored class; it's a walking death."</p><p>Adding more detail, Shely said, "You're going to be roaming the battlefield, spreading disease and consuming it for power." This sounds incredibly deadly, poison-y, and downright unclean.</p><p>As well as confirming that the Demon Hunter and Monk classes will be returning for <em>Diablo 5</em>, Shely also added that "Diablo 5 is going to launch with more classes than ever before, and I don't just mean more classes than another Diablo game at ship. I mean more classes total."</p><p>The returning classes are likely to be very well received by the community</p><p>Finishing the description of the classes, Shely reinforced the key characteristics of Diablo classes, saying that "they're approachable. You can jump in; you can immediately have an exciting time playing them. But there's also deep ARPG mastery there, and a multitude of builds to explore."</p><p>I expect more classes and more class info to drop in the coming months as we hear more about the game in the long run-up to its release in Spring 2029.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async></script>
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                                                            <title><![CDATA[ The tone of Diablo 5 is 'really doubling down on darkness' say the devs — 'I think that's really the tone, the atmosphere' ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Devs say that they're "really doubling down on darkness" with Diablo 5's setting</strong></li><li><strong>This will build on Diablo 4's bleakness and darkness</strong></li><li><strong>And continue to contrast the relative vibrancy of Diablo 3</strong></li></ul><p>After the somewhat vibrancy of <em>Diablo 3 </em>that some fans raised an eyebrow at, the bleak darkness and misery of <em>Diablo 4</em> was a welcome change of vibes and atmosphere for many players — and it sounds like the developers are going to continue this into <em>Diablo 5</em>.</p><p>During the <em>Diablo 5</em>  — Forging the Next Era panel, which we watched at BlizzCon 2026 in Anaheim, some of the game's devs spoke openly about the dark and bleak setting that <em>Diablo 5</em> will have.</p><p>"I think that's really the tone, the atmosphere," said John Mueller, senior art director. "We're really doubling down on darkness, and what this means for the art team is we really get to explore all of what we learned from <em>Diablo 4</em> and expand on it further. You know, that desolation that we're going to see in the world is really the setting for the survivors of this story [in <em>Diablo 5</em>]." </p><p>This is something that I'm absolutely here for; Diablo games thrive and are at their bleakest best when they embrace a dark and miserable tone and atmosphere, and help to cement the sense of place Sanctuary has, as well as the overarching richness of the story and narrative.</p><p>This doubling down, to the extent of embracing a setting of defeat and one where Sanctuary has fallen, already makes for a compelling starting point that I can't wait for.</p><p>However, narrative director Jennifer Hepler went on to add that in the process of "making Sanctuary so, so dark, [and] trying to double down on this darkness of Diablo winning in this apocalyptic setting; we still need to make Sanctuary a place that's worth defending."</p><p>So there's a balancing act in play here, then, with the darkness and hopelessness of the setting being somewhat offset by the devs still wanting to make Sanctuary a "place that you want to save." </p><p>This narrative conflict and tension is something I'm really looking forward to properly and fully when the game releases in Spring 2029.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/the-tone-of-diablo-5-is-really-doubling-down-on-darkness-say-the-devs-i-think-thats-really-the-tone-the-atmosphere</link>
                                                                            <description>
                            <![CDATA[ Diablo 5 devs say that doubling down on the darkness of Diablo 4 is the way to go to set the scene for Diablo 5. ]]>
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                                                                        <pubDate>Sun, 13 Sep 2026 04:47:50 +0000</pubDate>                                                                                                                                <updated>Fri, 18 Sep 2026 14:14:06 +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[Key artwork from Diablo 5 showing the bleak and barren world of Sanctuary]]></media:description>                                                            <media:text><![CDATA[Key artwork from Diablo 5 showing the bleak and barren world of Sanctuary]]></media:text>
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                                <ul><li><strong>Devs say that they're "really doubling down on darkness" with Diablo 5's setting</strong></li><li><strong>This will build on Diablo 4's bleakness and darkness</strong></li><li><strong>And continue to contrast the relative vibrancy of Diablo 3</strong></li></ul><p>After the somewhat vibrancy of <em>Diablo 3 </em>that some fans raised an eyebrow at, the bleak darkness and misery of <em>Diablo 4</em> was a welcome change of vibes and atmosphere for many players — and it sounds like the developers are going to continue this into <em>Diablo 5</em>.</p><p>During the <em>Diablo 5</em>  — Forging the Next Era panel, which we watched at BlizzCon 2026 in Anaheim, some of the game's devs spoke openly about the dark and bleak setting that <em>Diablo 5</em> will have.</p><p>"I think that's really the tone, the atmosphere," said John Mueller, senior art director. "We're really doubling down on darkness, and what this means for the art team is we really get to explore all of what we learned from <em>Diablo 4</em> and expand on it further. You know, that desolation that we're going to see in the world is really the setting for the survivors of this story [in <em>Diablo 5</em>]." </p><p>This is something that I'm absolutely here for; Diablo games thrive and are at their bleakest best when they embrace a dark and miserable tone and atmosphere, and help to cement the sense of place Sanctuary has, as well as the overarching richness of the story and narrative.</p><p>This doubling down, to the extent of embracing a setting of defeat and one where Sanctuary has fallen, already makes for a compelling starting point that I can't wait for.</p><p>However, narrative director Jennifer Hepler went on to add that in the process of "making Sanctuary so, so dark, [and] trying to double down on this darkness of Diablo winning in this apocalyptic setting; we still need to make Sanctuary a place that's worth defending."</p><p>So there's a balancing act in play here, then, with the darkness and hopelessness of the setting being somewhat offset by the devs still wanting to make Sanctuary a "place that you want to save." </p><p>This narrative conflict and tension is something I'm really looking forward to properly and fully when the game releases in Spring 2029.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async></script>
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                                                            <title><![CDATA[ Creative Assembly says it was 'a big deal' to have player customization be a 'must-have' part of Total War: Warhammer 40,000 for fans of the tabletop game and hobby ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><em><strong>Total War: Warhammer 40,000</strong></em><strong> battle product owner Dave Petry says it was important to implement player customization in the game</strong></li><li><strong>He says it was a "big deal" to bring those customization options from the hobby forward to the game</strong></li><li><strong>Petry adds that it was "awesome" to bring in the "core" features from the hobby</strong></li></ul><p><a href="https://www.techradar.com/gaming/creative-assembly-says-its-new-warcore-engine-has-allowed-it-to-take-total-war-warhammer-40-000-into-space-and-build-a-bigger-play-area-for-all-the-planets-all-the-solar-systems-the-whole-galaxy-i-think-thats-the-biggest-thing-for-campaign"><em>Total War: Warhammer 40,000</em></a> offers plenty of player customization options, which Creative Assembly has now revealed was an essential feature it wanted in the game from the start.</p><p>In an interview with TechRadar Gaming at Gamescom, battle product owner Dave Petry, alongside lead designer Joy Dey, said player customization in all aspects was always a "must-have," as the studio wanted to simulate the same experience for fans of the tabletop <em>Warhammer</em> game and beloved hobby.</p><p>"The second we picked this up, we knew we had to make a big deal of being able to tell your own story within this universe to bring in your own identity and get to be part of all of it," Petry said. </p><p>The developer also told TechRadar Gaming that it <a href="https://www.techradar.com/gaming/creative-assembly-says-it-wanted-to-authentically-simulate-the-warhammer-tabletop-experience-for-total-war-warhammer-40-000-by-adding-references-lore-and-more">worked closely with Games Workshop to ensure the player experience was as "authentic" to the tabletop game as possible</a>. This included simulating the tabletop's combat the way that fans are familiar with.</p><p>"We're trying to create an authentic sense of the lore and the kind of combat that's there, but the love for the tabletop absolutely is present," Petry said.</p><p>As for customization, Petry told us that it was "awesome" to bring in the "core" features from the hobby, and teased aesthetic unit personalization, loadout customization, and late-game progression.</p><p>Petry also confirmed that the game will feature the actual real-life paint colors used by Games Workshop too, so fans will be able to use the same ones they know and love and recreate their real-life armies or favorites in the game.</p><p>"In terms of what you can do, not just the aesthetic customization, colors, etc, etc," he went on, "but being able to specialize your units throughout a campaign and, over that campaign, take your intercessors, specialize them towards using, say, like bolt rifle, auto bolt rifles, or stalkers, leveling them up, kitting them out in different ways, and you know potentially ultimately getting them to be like stern guards. </p><p>"All of that sort of stuff is absolutely part of that core hobby that you experience this way."</p><p><em>Total War: Warhammer 40,000</em> launches in 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>, <a href="https://www.techradar.com/reviews/xbox-series-s">Series S</a>, and PC.</p> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/creative-assembly-says-it-was-a-big-deal-to-have-player-customization-be-a-must-have-part-of-total-war-warhammer-40-000-for-fans-of-the-tabletop-game-and-hobby</link>
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                            <![CDATA[ Creative Assembly says it was "a big deal" to have player customization be a "must-have" part of Total War: Warhammer 40,000. ]]>
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                                                                        <pubDate>Sun, 13 Sep 2026 02:00:00 +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[Total War: Warhammer 40,000]]></media:description>                                                            <media:text><![CDATA[Total War: Warhammer 40,000]]></media:text>
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                                <ul><li><em><strong>Total War: Warhammer 40,000</strong></em><strong> battle product owner Dave Petry says it was important to implement player customization in the game</strong></li><li><strong>He says it was a "big deal" to bring those customization options from the hobby forward to the game</strong></li><li><strong>Petry adds that it was "awesome" to bring in the "core" features from the hobby</strong></li></ul><p><a href="https://www.techradar.com/gaming/creative-assembly-says-its-new-warcore-engine-has-allowed-it-to-take-total-war-warhammer-40-000-into-space-and-build-a-bigger-play-area-for-all-the-planets-all-the-solar-systems-the-whole-galaxy-i-think-thats-the-biggest-thing-for-campaign"><em>Total War: Warhammer 40,000</em></a> offers plenty of player customization options, which Creative Assembly has now revealed was an essential feature it wanted in the game from the start.</p><p>In an interview with TechRadar Gaming at Gamescom, battle product owner Dave Petry, alongside lead designer Joy Dey, said player customization in all aspects was always a "must-have," as the studio wanted to simulate the same experience for fans of the tabletop <em>Warhammer</em> game and beloved hobby.</p><p>"The second we picked this up, we knew we had to make a big deal of being able to tell your own story within this universe to bring in your own identity and get to be part of all of it," Petry said. </p><p>The developer also told TechRadar Gaming that it <a href="https://www.techradar.com/gaming/creative-assembly-says-it-wanted-to-authentically-simulate-the-warhammer-tabletop-experience-for-total-war-warhammer-40-000-by-adding-references-lore-and-more">worked closely with Games Workshop to ensure the player experience was as "authentic" to the tabletop game as possible</a>. This included simulating the tabletop's combat the way that fans are familiar with.</p><p>"We're trying to create an authentic sense of the lore and the kind of combat that's there, but the love for the tabletop absolutely is present," Petry said.</p><p>As for customization, Petry told us that it was "awesome" to bring in the "core" features from the hobby, and teased aesthetic unit personalization, loadout customization, and late-game progression.</p><p>Petry also confirmed that the game will feature the actual real-life paint colors used by Games Workshop too, so fans will be able to use the same ones they know and love and recreate their real-life armies or favorites in the game.</p><p>"In terms of what you can do, not just the aesthetic customization, colors, etc, etc," he went on, "but being able to specialize your units throughout a campaign and, over that campaign, take your intercessors, specialize them towards using, say, like bolt rifle, auto bolt rifles, or stalkers, leveling them up, kitting them out in different ways, and you know potentially ultimately getting them to be like stern guards. </p><p>"All of that sort of stuff is absolutely part of that core hobby that you experience this way."</p><p><em>Total War: Warhammer 40,000</em> launches in 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>, <a href="https://www.techradar.com/reviews/xbox-series-s">Series S</a>, and PC.</p>
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                                                            <title><![CDATA[ Diablo 5 devs say that the game's player character will have a 'unique bond' with Diablo himself ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Diablo 5's player character is the Heir of Westmarch, a fugitive from the forces of hell</strong></li><li><strong>Not much is know about them apart them having a "unique bond with Diablo"</strong></li><li><strong>This bond will apparently give us an "insight" into the big bad Diablo</strong></li></ul><p>During the<em> Diablo 5</em>  — Forging the Next Era panel, which we watched at the conference, <em>Diablo 5</em> devs revealed a couple of key details about the player character.</p><p>Instead of stepping into the shoes of another Wanderer or similar protagonist archetype, we now know you'll play as a character known as the Heir of Westmarch. </p><p>Not much is known about the Heir, aside from them being a fugitive on the run from the forces of hell, but what is particularly interesting and exciting is that the Heir will have a "unique bond with Diablo that you find out over the course of the game, why and how it came to be", according to Jennifer Hepler, narrative director.</p><p>This will allow the Heir of Westmarch to have some form of "insight into him [Diablo], but also a unique vulnerability to what he can do to you," which will apparently give us the chance to "spend the game defining yourself in opposition to the Lord of Terror." Does this imply there's some sort of mental connection between Diablo and our hero? Or some kind of means of direct communication or even control? </p><p>To make it even more intriguing, and provide possible insight into the closeness of this connection, Hepler added, "Can you resist his influence? Can you turn his powers against him? That's what the story and the gameplay are going to let you answer." Color me curious.</p><p>Also, according to Hepler, "the story really begins when you find out that you can enter the terror realm and survive."</p><p>This paints the portrait for a really interesting starting point for the player character, and I can't wait to find out more in the run-up to the game's release window of Spring 2029.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/diablo-5-devs-say-that-the-games-player-character-will-have-a-unique-bond-with-diablo-himself</link>
                                                                            <description>
                            <![CDATA[ Diablo 5 developers shed a little bit of light on the player character, the Heir of Westmarch, during BlizzCon 2026. ]]>
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                                                                        <pubDate>Sun, 13 Sep 2026 01:16:54 +0000</pubDate>                                                                                                                                <updated>Fri, 18 Sep 2026 14:14:24 +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[Key art for the Heir of Westmarch in Diablo 5]]></media:description>                                                            <media:text><![CDATA[Key art for the Heir of Westmarch in Diablo 5]]></media:text>
                                <media:title type="plain"><![CDATA[Key art for the Heir of Westmarch in Diablo 5]]></media:title>
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                                <ul><li><strong>Diablo 5's player character is the Heir of Westmarch, a fugitive from the forces of hell</strong></li><li><strong>Not much is know about them apart them having a "unique bond with Diablo"</strong></li><li><strong>This bond will apparently give us an "insight" into the big bad Diablo</strong></li></ul><p>During the<em> Diablo 5</em>  — Forging the Next Era panel, which we watched at the conference, <em>Diablo 5</em> devs revealed a couple of key details about the player character.</p><p>Instead of stepping into the shoes of another Wanderer or similar protagonist archetype, we now know you'll play as a character known as the Heir of Westmarch. </p><p>Not much is known about the Heir, aside from them being a fugitive on the run from the forces of hell, but what is particularly interesting and exciting is that the Heir will have a "unique bond with Diablo that you find out over the course of the game, why and how it came to be", according to Jennifer Hepler, narrative director.</p><p>This will allow the Heir of Westmarch to have some form of "insight into him [Diablo], but also a unique vulnerability to what he can do to you," which will apparently give us the chance to "spend the game defining yourself in opposition to the Lord of Terror." Does this imply there's some sort of mental connection between Diablo and our hero? Or some kind of means of direct communication or even control? </p><p>To make it even more intriguing, and provide possible insight into the closeness of this connection, Hepler added, "Can you resist his influence? Can you turn his powers against him? That's what the story and the gameplay are going to let you answer." Color me curious.</p><p>Also, according to Hepler, "the story really begins when you find out that you can enter the terror realm and survive."</p><p>This paints the portrait for a really interesting starting point for the player character, and I can't wait to find out more in the run-up to the game's release window of Spring 2029.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async></script>
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                                                            <title><![CDATA[ Diablo 5's Sanctuary has become 'an outpost of hell' where 'humanity has fallen into ruin' which paints an incredibly bleak picture that I can't wait for ]]></title>
                                                                                                <dc:content><![CDATA[ <ul><li><strong>Diablo 5 developers confirm that Sanctuary is overrun by hell in the upcoming game and has become an "outpost of hell"</strong></li><li><strong>Humanity has fallen and "some humans have been corrupted or raised to become dread commanders"</strong></li><li><strong>Diablo 5 was revealed at BlizzCon 2026 with a Spring 2029 release window</strong></li></ul><p>After the reveal of <em>Diablo 5</em> in the BlizzCon 2026 opening presentation, developers of the upcoming action role-playing game took to the stage to discuss several aspects of the game. The picture of Sanctuary that the devs painted in this <em>Diablo 5</em>  — Forging the Next Era panel that we watched live at BlizzCon 2026 was not cheery at all. </p><p>"All of it [Sanctuary] has been overrun. It's become an outpost of hell," said Joe Shely, game director. "There are hardly any humans who haven't bowed or become cultists." But wait, it gets worse, as "some powerful humans have been corrupted and raised to become dread commanders. They have the power of the Dukes of Hell, and anyone who has resisted gets put into a soul cage or pulled into the terror realm."</p><p>Make no mistake, the narrative and setting for <em>Diablo 5</em> isn't one that's built around the risk of the forces of evil entering Sanctuary, or the danger of the spread of evil: Sanctuary has fallen, and everything is on fire.</p><p>The official <a href="https://news.blizzard.com/en-us/article/24297204/diablo-v-forging-the-next-era" target="_blank">Blizzard blog post</a> describes the world further by saying, "This is not Sanctuary waiting for the apocalypse. It is already living through one. In <em>Diablo V</em>, humanity has fallen into ruin," and that it's a "haunting, desolate land shaped by despair, resilience, and the few survivors fighting to endure another day."</p><p>This full embrace of defeat, darkness, loss, and misery as the starting point for <em>Diablo 5</em> is really interesting, and extends the aforementioned doubling down on the darkness of <a href="https://www.techradar.com/reviews/diablo-4-review"><em>Diablo 4</em>,</a> and makes for a deeply compelling setting, and one I can't wait to explore when it releases in Spring 2029.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/diablo-5s-sanctuary-has-become-an-outpost-of-hell-where-humanity-has-fallen-into-ruin-which-paints-an-incredibly-bleak-picture-that-i-cant-wait-for</link>
                                                                            <description>
                            <![CDATA[ Diablo 5's version of Sanctuary has been totally overrun by the forces of hell, say the devs behind the game. ]]>
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                                                                        <pubDate>Sun, 13 Sep 2026 00:48:09 +0000</pubDate>                                                                                                                                <updated>Fri, 18 Sep 2026 14:14:35 +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[An image of Diablo&#039;s world, Sanctuary, destroyed in Diablo 5]]></media:description>                                                            <media:text><![CDATA[An image of Diablo&#039;s world, Sanctuary, destroyed in Diablo 5]]></media:text>
                                <media:title type="plain"><![CDATA[An image of Diablo&#039;s world, Sanctuary, destroyed in Diablo 5]]></media:title>
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                                <ul><li><strong>Diablo 5 developers confirm that Sanctuary is overrun by hell in the upcoming game and has become an "outpost of hell"</strong></li><li><strong>Humanity has fallen and "some humans have been corrupted or raised to become dread commanders"</strong></li><li><strong>Diablo 5 was revealed at BlizzCon 2026 with a Spring 2029 release window</strong></li></ul><p>After the reveal of <em>Diablo 5</em> in the BlizzCon 2026 opening presentation, developers of the upcoming action role-playing game took to the stage to discuss several aspects of the game. The picture of Sanctuary that the devs painted in this <em>Diablo 5</em>  — Forging the Next Era panel that we watched live at BlizzCon 2026 was not cheery at all. </p><p>"All of it [Sanctuary] has been overrun. It's become an outpost of hell," said Joe Shely, game director. "There are hardly any humans who haven't bowed or become cultists." But wait, it gets worse, as "some powerful humans have been corrupted and raised to become dread commanders. They have the power of the Dukes of Hell, and anyone who has resisted gets put into a soul cage or pulled into the terror realm."</p><p>Make no mistake, the narrative and setting for <em>Diablo 5</em> isn't one that's built around the risk of the forces of evil entering Sanctuary, or the danger of the spread of evil: Sanctuary has fallen, and everything is on fire.</p><p>The official <a href="https://news.blizzard.com/en-us/article/24297204/diablo-v-forging-the-next-era" target="_blank">Blizzard blog post</a> describes the world further by saying, "This is not Sanctuary waiting for the apocalypse. It is already living through one. In <em>Diablo V</em>, humanity has fallen into ruin," and that it's a "haunting, desolate land shaped by despair, resilience, and the few survivors fighting to endure another day."</p><p>This full embrace of defeat, darkness, loss, and misery as the starting point for <em>Diablo 5</em> is really interesting, and extends the aforementioned doubling down on the darkness of <a href="https://www.techradar.com/reviews/diablo-4-review"><em>Diablo 4</em>,</a> and makes for a deeply compelling setting, and one I can't wait to explore when it releases in Spring 2029.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async></script>
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                                                            <title><![CDATA[ Diablo 5 announced and fully embraces bleakness, defeat, darkness, and hopelessness for Sanctuary, as Blizzard also confirms Diablo 4 is coming to Switch 2 ]]></title>
                                                                                                <dc:content><![CDATA[ <p>In quite a big surprise at BlizzCon 2026, Blizzard has confirmed <em>Diablo 5</em> is in development and is on for a Spring 2029 release.</p><p>And not content with simply maintaining the previous game's darkness, threat, and edge-of-apocalypse vibes and setting, <em>Diablo 5</em> looks to go fully bleak, fully miserable, and fully void of hope.</p><p>We're on the ground at BlizzCon 2026 in Anaheim and watched the teaser trailer live, which was full of fire, death, and bleakness, as you can see below, and has already set the tone for the next 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/GxCN_AKYtts" allowfullscreen></iframe></div></div><p>Diablo has always had a specific brand and type of darkness, and almost always soaks its world and settings in a tangible sense of misery, darkness, dread, and hopelessness. And that's one reason why I love the games. </p><p>I'm not just being gloomy. That edge-of-apocalypse threat and sense of darkness give the Diablo games an excellent atmosphere and complement the universe's rich lore, as the place of Sanctuary in the battle of good vs. evil.</p><p><em>Diablo 3</em> received a little pushback when it came out due to it being a bit colorful and vibrant (literally), and while <a href="https://www.techradar.com/reviews/diablo-4-review"><em>Diablo 4</em></a> brought a strong sense of bleakness, death, and darkness to Sanctuary, this early look at <em>Diablo 5</em> seems like it's doubling down on that original darkness and bleakness to return the series to its roots — as well as welcoming back the series' big bad bossman.</p><p>This seems true in both the setting and story. The trailer shows a world on fire, heroes being murdered and their bodies being gruesomely displayed, and, as Blizzard describes the game, instead of continually being on the edge, this is the first time that "players will enter a Sanctuary where Diablo has triumphed, and its heroes have been defeated."</p><p>The description goes on to say, "At the heart of Diablo V lies a defining question: what must you become when the world has already fallen?"</p><p>It sounds, frankly, awful, full of sorrow, sadness, and relentless bleakness. I can't wait.</p><h2 id="switch-2-players-finally-get-to-go-to-hell">Switch 2 players finally get to go to hell</h2><p>Alongside the <em>Diablo V</em> confirmation and teaser, Blizzard also confirmed the long-running rumor that Diablo 4 is indeed coming to <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a> — and will do so on September 15, just a few days from now.</p><p>In one of gaming's worst-kept secrets in recent times, Blizzard confirmed that the game will come to the handheld in the form of a new edition: <em>Diablo IV: Age of Hatred Collection,</em> that bundle in the base game along with the Vessel of Hatred and Lord of Hatred expansions.</p><p>It's a natural fit, with the <em>Diablo 3: Eternal Collection</em> arriving on the original <a href="https://www.techradar.com/reviews/nintendo-switch">Nintendo Switch</a> and proving a great success and a fantastic way to play the game.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async></script> ]]></dc:content>
                                                                                                                                            <link>https://www.techradar.com/gaming/diablo-v-announced-and-fully-embraces-bleakness-defeat-darkness-and-hopelessness-for-sanctuary-as-blizzard-also-confirms-diablo-4-is-coming-to-switch-2</link>
                                                                            <description>
                            <![CDATA[ Diablo V was a surprise announcement at BlizzCon 2026 and looks to double down on the darkness of its predecessor ]]>
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                                                                        <pubDate>Sat, 12 Sep 2026 20:21:22 +0000</pubDate>                                                                                                                                <updated>Fri, 18 Sep 2026 14:11:51 +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 screenshot from the Diablo V teaser trailer showing crucified victims]]></media:description>                                                            <media:text><![CDATA[A screenshot from the Diablo V teaser trailer showing crucified victims]]></media:text>
                                <media:title type="plain"><![CDATA[A screenshot from the Diablo V teaser trailer showing crucified victims]]></media:title>
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                                <p>In quite a big surprise at BlizzCon 2026, Blizzard has confirmed <em>Diablo 5</em> is in development and is on for a Spring 2029 release.</p><p>And not content with simply maintaining the previous game's darkness, threat, and edge-of-apocalypse vibes and setting, <em>Diablo 5</em> looks to go fully bleak, fully miserable, and fully void of hope.</p><p>We're on the ground at BlizzCon 2026 in Anaheim and watched the teaser trailer live, which was full of fire, death, and bleakness, as you can see below, and has already set the tone for the next 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/GxCN_AKYtts" allowfullscreen></iframe></div></div><p>Diablo has always had a specific brand and type of darkness, and almost always soaks its world and settings in a tangible sense of misery, darkness, dread, and hopelessness. And that's one reason why I love the games. </p><p>I'm not just being gloomy. That edge-of-apocalypse threat and sense of darkness give the Diablo games an excellent atmosphere and complement the universe's rich lore, as the place of Sanctuary in the battle of good vs. evil.</p><p><em>Diablo 3</em> received a little pushback when it came out due to it being a bit colorful and vibrant (literally), and while <a href="https://www.techradar.com/reviews/diablo-4-review"><em>Diablo 4</em></a> brought a strong sense of bleakness, death, and darkness to Sanctuary, this early look at <em>Diablo 5</em> seems like it's doubling down on that original darkness and bleakness to return the series to its roots — as well as welcoming back the series' big bad bossman.</p><p>This seems true in both the setting and story. The trailer shows a world on fire, heroes being murdered and their bodies being gruesomely displayed, and, as Blizzard describes the game, instead of continually being on the edge, this is the first time that "players will enter a Sanctuary where Diablo has triumphed, and its heroes have been defeated."</p><p>The description goes on to say, "At the heart of Diablo V lies a defining question: what must you become when the world has already fallen?"</p><p>It sounds, frankly, awful, full of sorrow, sadness, and relentless bleakness. I can't wait.</p><h2 id="switch-2-players-finally-get-to-go-to-hell">Switch 2 players finally get to go to hell</h2><p>Alongside the <em>Diablo V</em> confirmation and teaser, Blizzard also confirmed the long-running rumor that Diablo 4 is indeed coming to <a href="https://www.techradar.com/gaming/nintendo/nintendo-switch-2-review">Nintendo Switch 2</a> — and will do so on September 15, just a few days from now.</p><p>In one of gaming's worst-kept secrets in recent times, Blizzard confirmed that the game will come to the handheld in the form of a new edition: <em>Diablo IV: Age of Hatred Collection,</em> that bundle in the base game along with the Vessel of Hatred and Lord of Hatred expansions.</p><p>It's a natural fit, with the <em>Diablo 3: Eternal Collection</em> arriving on the original <a href="https://www.techradar.com/reviews/nintendo-switch">Nintendo Switch</a> and proving a great success and a fantastic way to play the game.</p><div style="min-height: 250px;">                                <div class="kwizly-quiz kwizly-W2Eo4e"></div>                            </div>                            <script src="https://kwizly.com/embed/W2Eo4e.js" async></script>
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