Diablo 5 has officially started filming cinematics for Blizzard's upcoming action-RPG
The sequel to Diablo 4 is coming together
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Another October game?!Almost a full year after releasing on the Switch, Hitman: Absolution - Nintendo Switch 2 Edition is finally hitting the eShop on 22nd October 2026.This new version will bring mouse compatibility along with increased resolution and a new performance mode targeting 60fps in both handheld and docked modes. Those who own the Switch version already have until 5th November 2026 to upgrade for free. After that, the upgrade pack will cost $9.99 / €4,99 / £4.99.Read the full article on nintendolife.com
Credited for its sound and music.The year isn't done yet with new PS5 game releases, but Housemarque's own Saros has already begun winning awards.The PS5 title has been recognised at the 2026 Music + Sound Awards, which are voted on by industry professionals. It's won the following three awards:Read the full article on pushsquare.com
Presenting your latest batch of weekend freebies!Thursday is back again, and so it's time for a new batch of Xbox Free Play Days titles!There's six games in total, with NBA 2K27 leading the charge this week. The timing is great too, as the basketball simulation series is supporting Xbox Play Anywhere for the first time in its history, allowing players to take to the court on Xbox for PC and handheld devices.Read the full article on purexbox.com
It's not often one of the biggest games of all time gets a do-over. It's even rarer for a game to get a third attempt. But that, in many ways, is what World of Warcraft: Forever is. Developer Blizzard is pulling from 22 years of hindsight for what is the third major version of its landmark MMORPG, set to launch on November 4. That two-decade span includes not only the release of 11 WoW expansions, but also the re-release of the original WoW in 2019 and its subsequent "classic" expansions, as well. In the years since WoW Classic's launch, Blizzard has gone from "no changes" to "some changes," taking lessons learned from each Classic release and using them to inform their future work. With WoW: Forever, Blizzard is finally going beyond replicating history and is instead forging a new vision for its genre-defining MMO, even if that vision is one firmly rooted in the past. GameSpot recently had the chance to talk with Clay Stone, associate production director on WoW: Forever, and Holly Longdale, executive producer and VP for WoW, about how Blizzard approached making a "new" version of original WoW, its approach to Forever's endgame, and what players can expect from Forever's future. Exceeding Expectations From the outset, Stone said Blizzard wanted to "push the envelope" and make a big first impression with Forever that went beyond players' expectations. Players certainly had a lot of them. The idea of a new version of WoW Classic that preserved the original game's world but added new content is one that's been around for a long time, and with it all kinds of community ideas of what it should and shouldn't be. https://www.youtube.com/watch?v=dvueCoFTkCk&t That made it important for Blizzard to deliver not just what players wanted, but go even further, Stone said. Rather than just class-balance changes or the completion of some of WoW's original unfinished quests and zones, as many players likely expected, Blizzard instead went bigger. It created over 1,000 new quests, four new zones, thousands of new items, substantial class changes, multiple new gameplay systems, and even an unexpected playable race not seen in any other version of WoW, Skyborne elves. "I think that it was important for us to do this up front, to basically not have everything feel like, 'Oh, I predicted that …' and do that now rather than not do that and wait five years down the line," Stone said. Waiting years to bring a new race or other major additions would be too late, Stone said. "If there's an opportunity for us to take some bigger swings and some bigger risks up front, I think it sets us up much better for the long-term health of the game and figuring out ways for us to be able to create new surprises for players," he said. In fact, Blizzard originally planned even more new additions for Forever's launch. Stone said Blizzard scaled some of those plans back as the game got further into development and its announcement at BlizzCon 2026 loomed. Stone teased more new race and class combos than what are currently playable on the game's beta, as well as "more extreme" class changes as seen in WoW Classic's Season of Discovery, could be coming to Forever in the future. The addition of Undead Paladin is one of Forever's most exciting new class/race combos. Blizzard is "deliberately holding back just a little" on what's to come, he said. At BlizzCon, it announced a roadmap through Summer 2027 that included new raids, dungeons, and quests, as well as the launch of the game's "Hardcore" permadeath server. "As we got closer [to BlizzCon], I think we did start to get a lot smarter and go, 'Okay, let's go ahead and draw the line here. You know, this is a lot. This is great for launch.' But it also allows us to save some really good stuff in terms of new content, new dungeons, new raids--things like that--new race/class combos, for not that far after launch," Stone said. Staying On Azeroth What some of that new content will be is the subject of wild speculation among the game's passionate community. Stone was adamant the team is committed to "staying on Azeroth" and that there's "a lot of [existing] space [on the original world map] that we already know about and we have plans for." When asked if Forever would potentially take players to areas outside Azeroth's original two continents of Kalimdor and Eastern Kingdoms, including places seen in other WoW expansions, Stone said the world is a big place and that there are "other locations on Azeroth that are not necessarily Eastern Kingdoms or Kalimdor that we may want to go visit in the future." "I think that the creative constraint of telling ourselves we're going to stay on Azeroth has created some really cool and interesting creative opportunities for us to explore some places that perhaps players have seen before, and perhaps some places that they haven't seen before," he said. The Skyborne are a new playable race currently exclusive to Forever. As for what else the future may hold, Blizzard is already surveying the community on potential new classes, which raises the natural question of how Forever will be monetized going forward. The game is included as part of WoW's $15 monthly subscription, as has always been the case with WoW Classic, but for the first time Blizzard is charging $30 for a new race, the Skyborne. While previous WoW expansions have added new races and classes for a price, those expansions have also come with whole new worlds to explore and gameplay systems to master. In the case of the Skyborne, they do come with a new starting zone, but it's hardly an entire expansion's worth of new content. Longdale said charging for access to the Skyborne was an example of Blizzard "testing things out" and finding a way to "support the team and support the business" without adding "unnecessary barriers" for players accustomed to being able to play WoW Classic with their subscription. It's not necessarily a confirmed business model for how Blizzard will handle the addition of new content in the future, she said. It's also not an indication that Blizzard is planning on "throwing a bunch of new races" into the game, though she said there's "a lot of stuff on the table" when it comes to possibilities. "It's just something we're trying right now," Longdale said. "We'll see if players like it and if it's a reasonable model going forward." Launch Is Just The Start Even as players speculate about Forever's future, there are still plenty of unknowns pertaining to the game's launch. Players have only been able to reach level 30 in the game's beta, and there are still thousands of "secret" items in the game's files yet to be discovered. Forever's endgame raids will unlock on December 9 for those who have reached level 60 roughly a month after launch, but what those raids will entail, and the items hidden within them, is still a mystery. Unlike in original WoW, where items gained from subsequent raid tiers represented substantial leaps in player power, Stone said Blizzard is aiming to make power progression between raid tiers in Forever "as compact as possible" while still making new raids "fulfilling and desirable." He said one aspect about WoW Classic the Forever team loves is being able to find powerful, best-in-slot items from endgame dungeons or the world itself. Stone said there are "a lot of opportunities" for that tradition to continue in Forever, and that there are some "unannounced" ideas the team has that aim to keep content like dungeons relevant so that players will want to return to them. Combined with new additions like the Legacy system, an account-wide perk tree that rewards players for leveling up different classes, mastering new professions, and exploring the world, Stone said the intent is for it to never be too late to jump into Forever. "We want that answer with WoW Forever to be an emphatic no, it is never too late to start this game or to rejoin if you've stepped away for a bit," Stone said. Forever's new camping system encourages players to gather, socialize, and gain buffs. Even as Forever represents an alternate timeline for WoW and pushes ahead with new ideas, it still finds itself repeating history. Just as original WoW was rooted in the lore of Blizzard's Warcraft RTS games, so too is Forever, only this time it was Warcraft 3: Reforged's newly released Forsaken Kingdom campaign. The two projects actually began completely independently, Stone said, but it quickly became apparent there was an opportunity to tie the lore of the two games together. Blizzard knew it wanted to add Undead Paladins as a race and class combo in Forever, and so Forsaken Kingdom focused on telling the story of the first Forsaken Paladin while exploring the creation of an iconic location from WoW, the Undercity. "Everything that we're doing, we're starting from a place of canon," Stone said. "Everything that's come before as far as the Warcraft RTS games, the Forsaken Kingdom RTS expansion that we just released as well, everything starts from that." What's clear is that November 4 will merely be the start of another potentially decades-long game development journey for Blizzard, which will soon be operating two versions of WoW that are each receiving all-new content independent of one another. Where Forever ultimately ends up is still uncertain. After all, what we now call modern WoW first started as vanilla WoW 22 years ago, and is now radically different from what players first experienced in 2004. Trying to picture what Forever will be like if it similarly lasts 20 years is a fascinating thought experiment. "We hope that this game goes for 10, 20 years, for as long as players want to go on this journey with us, is essentially what we're saying," Stone said. "Potentially forever." WoW: Forever launches November 4 and will be playable with a monthly WoW subscription. Its beta will be live until October 21, and is included as part of the $60 Skyborne Epic Pack or $80 WoW: Forever Collection, which additionally includes Warcraft 3: Reforged's Forsaken Kingdom campaign.
The Blood of Dawnwalker is one of the best role-playing games of 2026, and given that its developers are former CD Projekt Red staffers, that shouldn't come as too much of a shock. Its take on vampirism is engrossing, as are its side characters and minor villains, but much of the discourse surrounding the game has been focused on its time mechanic: Protagonist Coen has 30 days and 30 nights to save his family from forced participation in a vampiric ritual, and nearly every activity you do--including leveling up--has a time cost associated with it. Naysayers have called this system restrictive, and mods were released almost immediately to extend the time limit, but after finishing The Blood of Dawnwalker, I could not disagree more. The game's time limit is not restrictive--it's freeing. To get some background information out of the way, I've struggled with chronic fatigue for the better part of seven years. Every day, I am exhausted to the point of brain fog, headaches, and dizziness, and it's very rarely remedied at all by sleeping. Even on weekends with no real obligations, I'm often only able to really do any hobbies for an hour or two before I'm ready to collapse. I've been to a neurosurgeon, urologist, endocrinologist, hematologist, and pulmonologist in an effort to find some acute cause of my endless tiredness, to no avail. I've tried more medications than I can count, crossing my fingers for some sort of return to normalcy. As someone who has played video games since I was three years old, this has been particularly difficult to cope with, as there are so many games that demand dozens if not hundreds of hours to complete them. At this point, there are certain games that I can basically write off from the first preview, because there is zero chance I'll make a dent. Cyberpunk 2077 When I first started experiencing symptoms--to a lesser degree than currently--Cyberpunk 2077 had just launched on last-gen consoles and PC. I got the game on launch day, started it up, and given the reviews, was worried I would see a litany of bugs and have my Xbox crash. Instead, I never reached that point, because after completing the opening prologue, I was bombarded with so many alerts and notifications of new missions I could complete that I was completely overwhelmed. The thought of doing even a few of these missions was exhausting, and it would be many years before I finally completed the game. It was absolute choice paralysis, and playing something more manageable and linear seemed way more appealing. Perhaps the team at Rebel Wolves was aiming to avoid this overwhelming "more stuff to do" trend that has become so pervasive in open-world games. The Blood of Dawnwalker gives you a whole bunch of quests to complete, with markers all over your map and lots of emergent situations you'll stumble across as you travel. However, it does not want you to accomplish everything. By the very nature of its time system, you can't. Instead, you pick the activities you're most interested in, plotting an efficient strategy to take down the vampire lord Brencis and free your family. Instead of thinking about the five or six quests I had in my adventure log at any one time, I just picked the one that made the most sense for how I wanted to approach the final encounter, or what seemed to be most in line with how Coen would react to a situation. The Blood of Dawnwalker It really felt like I was experiencing the "real" story, rather than one that was slowed down partway through by gamers' neverending desire to reach 100% completion. Sure, I still did plenty of side quests, but I chose the ones that felt the most crucial to Coen's journey, like assisting a longtime friend or forging a powerful silver sword to use in the final battle. The structure effectively blurred the line between this side content and the main quest, making what I chose to do--and none of what I didn't--feel equally crucial. Just by merely keeping me interested in playing it past its opening moments, The Blood of Dawnwalker gave me the chance to fully enjoy its systems. The combat is wonderful, and it only gets better as you advance further into the story and unlock extra abilities. Getting to that point didn't require weeks of my time, nor did it feel like the game was showing its hand too early. This simply wouldn't be possible without the time mechanic (or something just like it). And although I was forced to choose between quests, nothing I chose felt like it was straying from the vision Rebel Wolves had for how players should experience the story. For me, this was simply the path Coen took to save his family, and it was likely very different from the path other players took to reach that same goal. But regardless of the path they took, the time limit would encourage them to also prioritize what was most interesting to them, breaking us free from the pathological need to go to every icon on the map that so many games have instilled in us. Despite what recent trends might imply, bigger definitely does not always equal better, and I'm glad that at least one major open-world game understands that in 2026. A world in which you can do anything is the dream, but it takes a lot of skill and experience to make a game like that enjoyable for someone like me. The Blood of Dawnwalker certainly succeeds at that, and I'm on board at launch day for whatever Revel Wolves makes next.
Ready, fight.Unlike Steven E. de Souza’s 1994 take on Street Fighter, I don’t think it’ll take decades for Kitao Sakurai’s effort to find its fans.This latest live action attempt, starring Andrew Koji and Noah Centineo as brawl bros Ryu and Ken, understands there’s zero point in trying to transform Capcom’s gaudy fighting franchise into high art.Read the full article on pushsquare.com
How to p*** off Nintendo fans in four words.With most upcoming games fleeing from the November release window to avoid Grand Theft Auto VI, Nintendo is bucking the trend with the launch of The Legend of Zelda: Ocarina of Time on the 5th – two weeks ahead of Rockstar's epic.It's become quite the talking point in the industry and beyond, with even Saturday Night Live dedicating its weekend update skit to the two titles. However, Activision's chief marketing officer Tyler Bahl downplayed Zelda's potential impact upon launch in an interview with The Game Business, and instead believes that GTA VI will drive more players towards Call of Duty: Modern Warfare 4.Read the full article on nintendolife.com
Activision chief marketing officer Tyler Bahl has confirmed that a new sub-series is on the way for Call of Duty. Modern Warfare 4 is just over a week away from launching (though campaign early access starts tomorrow) and marks the fifth straight year of either a Black Ops or Modern Warfare entry in the franchise. That looks set to change going forward. Speaking with The Game Business, Bahl elaborated on why Activision won't do back-to-back sequels in the same sub-series. "[The Call of Duty community] wanted something fresh, and even though there were different time settings, and ways to play the game with new features, that tonal shift is something that they were looking for. So, we've already stated that a future title is going to be a new sub-franchise, and we've already laid the groundwork." Last month, Black Ops developer Treyarch teased that it's working on "something that nobody's ever experienced before." Meanwhile, Sledgehammer Games is reportedly in charge of 2027's Call of Duty, which might also introduce a new sub-series for Call of Duty. The last game in the franchise to not be a Black Ops or Modern Warfare entry was 2021's Vanguard--created by Sledgehammer. So there is precedent there for the studio. In addition, Activision is now in charge of the Halo franchise. Xbox management is stating that a new team will be spun up for the new Halo game, but it wouldn't be surprising to see a Call of Duty studio being heavily involved. Call of Duty: Modern Warfare 4 comes out October 23 on PC, PS5, Xbox Series X|S, and Switch 2. Preordering the FPS unlocks campaign early access for tomorrow, October 16, as well as the DMZ mode on October 20. Every Call Of Duty Game, Reviewed: Black Ops Cold War, Warzone, Modern Warfare 2019, Black Ops 4, WWII, And More View Images
It's for the best.Edge of Memories, the JRPG-inspired outing by French dev Midgar, had been one of the few games willing to go head-to-head with GTA 6.It was originally due out on 5th November, which is also when Nintendo’s Ocarina of Time remake drops, by the way.Read the full article on pushsquare.com
"It's one of the most special jobs that I've ever done".If you're keeping an eye out for our Castlevania: Belmont's Curse review, we're working on it. In the meantime, Ollie recently had the chance to speak to the voice of Rose herself...Since entering the voice acting scene in 2015, Abby Trott has been making huge waves in the animation and video game industries.Read the full article on nintendolife.com
Taking the Mickey.Famitsu has shared the latest look at the Japanese physical gaming charts, and there's another newbie on the podium.Despite not even reaching the podium in the UK, Kingdom Hearts Collection nabbed the top spot in Japan, with just 23,411 units to its name. Not all that many sales for a debut, but it was a pretty quiet week out there, with Rhythm Heaven Groove landing in second and last week's champ, Ace Combat 8: Wings of Theve flying into third.Read the full article on nintendolife.com
What a cross-over.If you're a fan of electronic music, you'll probably over the moon to learn that Justice are behind GTA 6's original score.It's an incredibly high profile collaboration; Justice are one of the biggest in the biz, with a catalogue of fantastic albums, singles, and productions stretching back into the mid 2000s.Read the full article on pushsquare.com
Officially out today!Today's the day for the ROG Xbox Ally X20! This is the new version of the ROG Xbox Ally X with a bigger OLED screen along with various other new features, all of which we covered in more detail when the system was first announced:<related ids="201858,205394">Read the full article on purexbox.com
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