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Ready, Set, WARP! Sonic Racing: CrossWorlds is PLAYABLE NOW | TheXboxHub

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Ready, Set, WARP! Sonic Racing: CrossWorlds is PLAYABLE NOW | TheXboxHub


Sonic Racing Crossworlds
Sonic Racing Crossworlds – now available

The iconic blue blur and a massive roster of his friends and rivals have just sped onto the racetrack in a brand-new, dimension-hopping adventure. Sonic Racing: CrossWorlds, the next evolution of the beloved series, is available to play right now, at least for those who purchase the Deluxe Edition.

This brand-new racer from developer Sonic Team and SEGA is now live on Xbox Series X|S, Xbox One, PlayStation 5, PlayStation 4, PC, and Nintendo Switch.

The Standard Edition (£64.99) will launch on September 25th, but you can get a 3-day head start and a host of extra content today with the premium version.

A Race We’ve Been Watching

We’ve been keenly anticipating this new chaotic kart racer for a little while now. It was back in June that we first got wind of the new title when we reported that you’d need to Gotta Go Fast as Sonic Racing: CrossWorlds was coming in September with a huge crossover roster. Now, that day has finally arrived for eager fans.

Ready, Set, Warp!

The core of Sonic Racing: CrossWorlds is its unique new gameplay mechanic. As you race across the 24 different tracks, you can warp through Travel Rings into 15 different CrossWorlds. This will transport the iconic characters from the Sonic and SEGA universes into completely new dimensions, allowing you to use the unpredictability of the shifting landscape to your advantage.

You can race with the best of the best, as the game features 23 iconic Sonic characters, the largest roster of any Sonic racing game to date!

This new entry features deep customisation. You can mix and match between 45 unique original vehicles and 70 different gadgets to trick out your ride, level up your kart, and create the ultimate machine to match your racing style. You can also gain an advantage with 23 different power-up items, including returning favourites and all-new items like the Monster Truck!

And you can gather with friends and play in local split-screen in Grand Prix and the new party mode, Race Park. Or, you can compete against a community of players from around the world with up to 12 players online in World Match.

Your Ticket to the CrossWorlds: Editions Explained

You can start your dimension-hopping race today with the Sonic Racing: CrossWorlds Digital Deluxe Edition for £79.99. This edition includes:

The Base Game

3 Days Early Access

The Season Pass, which includes: The Sonic Prime Character Pack (Rusty Rose, Tails Nine, Knuckles the Dread), available at launch and 6 future Content Packs, which will include guest characters, vehicles, tracks, and more.

A Breakdown of the Race

Here’s what you can expect from this new dimension-hopping racer:

Unique “CrossWorlds” Mechanic: Warp through Travel Rings into new dimensions during races.

The Biggest Sonic Racing Roster Ever: Choose from 23 iconic characters.

Deep Customisation: Mix and match between 45 unique vehicles and 70 different gadgets.

A Host of Game Modes: Play local split-screen, 12-player online, and more.

Early Access Available Now via the Deluxe Edition.

The starting line is waiting and the Travel Rings are open. If you’re a fan of chaotic kart racers and the iconic blue blur, Sonic Racing: CrossWorlds is ready for you on the Xbox Store right now, playable on Xbox One and Xbox Series X|S. You’ll also find it on other storefronts too, for PlayStation, Nintendo Switch and PC.

Want to know how good this one is? Our full review of Sonic Racing: CrossWorlds is on the way.

For now, it’s time to go fast!

Sonic Racing: CrossWorlds Description

Race across land, sea, air, and space in Sonic Racing: CrossWorlds! Warp through Travel Rings into new dimensions where something new awaits around every twist and turn.



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Unofficial SNK vs CAPCOM for the C64 gets even stronger with this new release!

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Unofficial SNK vs CAPCOM for the C64 gets even stronger with this new release!


We’ve been told through Facebook that Jon Eggelton and Gianluca Alberico has released the final version of their previously announced Stronger Edition of the 2023 Commodore 64 and Commodore 128 unofficial hit of ‘SNK vs CAPCOM’; a C64 game that was developed using their in-development fighting engine known as RetroFighter. To coincide with this HOT news story, we’ve got some info about the update as well as a video showing the game in action.

And here’s the full details : “SNK vs CAPCOM for C64/C128 – Stronger Edition is a non-profit, freeware and unlicensed game created by fans and based on the original Neo Geo Pocket Color game called “SNK vs CAPCOM: Match of the Millennium”. There are two evil fighters that want to conquer this world: Vega & Geese. They want to team up together and recruit the strongest fighters and use them to create an evil army. A tournament is the perfect way to hide their evil purpose: with the promise of fame and glory, they attract the attention of the strongest fighters all over the world. Many of them are aware of the goal that Vega and Geese want to pursue, but others are unaware of the fate that may await them.”

The Stronger Edition includes a total of 32 fighters. It can be run on VICE/Denise emulators and real hardware.



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How to Get Sawblade Launcher in Dying Light: The Beast

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How to Get Sawblade Launcher in Dying Light: The Beast


Dying Light: The Beast offers a wide variety of weapons for Kyle to use against the zombies in Castor Woods. The weapons come in different rarities, with Legendary being the rarest. One of the best early legendary weapons that players can acquire is the Sawblade Launcher, a Legendary Ranged Weapon. It has the highest base damage of any other weapon in the game. Acquiring this weapon early will make your playthrough easier, especially when fighting with tougher zombies. In this guide, we will tell you how to get the Sawblade Launcher, a Legendary Ranged Weapon in Dying Light: The Beast.

Location of the Sawblade Launcher Legendary Ranged Weapon in Dying Light: The Beast

The Sawblade Launcher Legendary Ranged Weapon can only be crafted at a crafting station after acquiring its blueprint. The Sawblade Launcher’s blueprint is on the crafting station at the top of the Silos Safe Zone in Farmlands. It is a level 6 region, and players can reach it by heading in the northeast direction from the Monastery. After reaching the Farmlands, go down the road to the east, and you will see a few silos in the north direction. You need to go up the silos on the left side to find the blueprint.

How to Climb Up the Silos and Get the Blueprint in Dying Light: The Beast

Here is how you can climb up to the top of the Silos in Farmlands.

Go to the center of the Silos and climb up the ladder.

Jump on the ledge ahead and continue ahead.

Jump on the brackets around the silo and then jump to the platform on the side.

Now, jump on the rod and swing to the red pipe ahead.

Continue jumping ahead to reach the platform and then jump to the rope ahead.

Swing on the road and jump on the platform on the left side.

Now, go to the platform on the right side and walk on the ledge to go in front of the rope dangling between the silos.

Jump on the rope and then jump on the red pipe ahead.

Go up the red pipe to reach the top.

Once you are on top of the silos, clear the area of the zombies. After that, break the wooden boxes and enter the small room. Here, you can pick up the Sawblade Launcher Blueprint from the Crafting Station.

Crafting Recipe for the Sawblade Launcher in Dying Light: The Beast

Once you have the Sawblade Launcher blueprint, you will be able to craft it at any crafting station. You will require the following materials to craft the Sawblade Launcher.

100x Scraps

10x Blades

3x Batteries

1x Gun Parts



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Megabonk is Risk of Rain 2 fused with Vampire Survivors and it’s glorious

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Megabonk is Risk of Rain 2 fused with Vampire Survivors and it’s glorious


An unholy fusion of Risk of Rain 2 with Vampire Survivors is what you’ll find with Megabonk and it absolutely freaking rocks. Seriously, this is some glorious and delicious stuff that you don’t want to miss out on. Note: personal purchase.

You pick a character and then jump into a randomly generated map. Run around with auto-firing weapons, pick up experience gems and pick a random level up boost to keep powering up your character. You know the drill by now. However, with it being in 3D, it adds some fun flavour to it. Not just because you can run, jump and slide about – but the characters are just plain silly too.

For the Risk of Rain 2 spice, there’s various chests spread around you can buy to open to pull out special relics as well. The general setup of it just really feels like RoR2 blended with Vampire Survivors and anyone who has played both with be quite familiar. Run around as long as you can, fight bosses and just keep on going.

It really leans into the comedy too, not just on the silly descriptions and items, but the fact that I can slide all the way down a hill on a sword while all my abilities fire off — it’s so satisfying and dumb you can’t help but love it.

A lot of developers have tried to replicate the success of Vampire Survivors, and only a few have managed to actually carve out their own place in a now very crowded genre. Megabonk thankfully feels fresh enough that I’m willing to spend hours of my personal time playing it. Being in full 3D really gives them more leverage, like how one unlock you can get is to add more jumps and so eventually you’ll be leaping across the map over enemies and obstacles high up in the sky. It’s so fun to find all the weird combinations you can add together.

The maps are littered with some funny characters to find and interact with, and in some cases rescue. There’s a shady guy to buy upgrades from, a microwave that will magically clone a relic you’ve acquired and more.

Currently it has 240 in-game quests, 20 characters with unique abilities, over 70 items all with their own different synergies and more to discover.

Out now with Native Linux support and it’s Steam Deck Verified. Megabonk is just pure stupid joy to play. The Linux version has been running very nicely too.

It’s going to take over my life. I fully expect it to be a huge success, and I hope so because I want to see this have a long life with lots of additions. What’s there is fantastic but I want more, lots and lots more from it. Early indicators are it doing well, with an Overwhelmingly Positive rating on Steam and it hit over 21,068 people playing recently.

Megabonk | Release Date: 18th September 2025

Official links:

Article taken from GamingOnLinux.com.



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Silent Hill f Review – Flawless fear | TheSixthAxis

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Silent Hill f Review – Flawless fear | TheSixthAxis


Last year, Konami took a big risk with Silent Hill 2. Not only were they remaking the most beloved game in the franchise, they handed the reins over to Bloober Team, entrusting them with their biggest game to date. That risk paid off, and Silent Hill 2 was a massive success. But where next for this beloved horror franchise? There hadn’t been a new mainline game in many years, and the last two were… well… questionable. Cue Silent Hill f.

Silent Hill f’s announcement left fans with a lot of questions about its direction. Konami stepped away from the Western setting, embracing Japanese Horror, setting the game in the 1960s, and jumping from Silent Hill to the fictional town of Ebisugaoka.

You take on the role of Hinako Shimizu, a high school student who takes a stroll into town to meet her friends. When she arrives, in typical Silent Hill fashion, everything is not as it seems, a mysterious fog descends upon her friends group, covering the immediate area with beautifully grotesque flora which consumes anything it touches. After Hinako escapes, she realises everyone has disappeared, and proceeds to try and track down her friends and find out what the hell is going on.

Silent Hill 2 remains the benchmark for this series, and Silent Hill f seems to have gone back to its style of storytelling, giving us a tale that slowly unfolds over the course of the game, introducing new details and keeping us guessing right till the very end. It helps that they got Ryukishi07 (of Higurashi When They Cry fame) onboard to write the story, and his DNA is definitely present here.

A lot of the fun is in discovering what’s actually happening to Hinako, although the game does thematically lean towards making your own choices and being your own person. The messaging is powerful, and like Silent Hill 2, will have you emotionally charged throughout. There are a couple of symbolic scenes in the game that had my jaw on the floor, and when I fully understood what those scenes meant, left me feeling morose, and needing time to contemplate what I had just seen. There’s some really powerful imagery that, while initially a little confusing, has more meaning as you discover the secrets of each character.

It leads to a prescribed ending on your first playthrough that, in all honest, doesn’t feel like a great outcome for our protagonist, though you will realise that certain actions have had an impact on the outcome. My mind was blown and I was taken back to Silent Hill 2, and how what you do on your playthrough affects the kind of ending you get. Yes, this is just what I wanted. The game then gives you clear guidelines for what you need to do to see the other endings, so you can reach a better outcome for our heroine.

Now, what really got me, was that New Game+ brought new cutscenes and lore to be discovered, adding proper flavour to what we knew already, in some cases, adding slightly new mechanics as well. I felt like I was playing a new game, and seeing things through a new lens, which I think is the point.

Silent Hill f feels like a traditional Silent Hill experience, going back to the classic third-person view of the original games, instead of the tighter over-the-shoulder style made popular by Resident Evil 4. The action introduces something a little new in the form of dodges and counters, which I quickly fell in love with it. When the horrible beasties come at you, some of their attacks will have a momentary pause, outlining them in a shimmer. Attacking during this time will net you a power blow, sending them reeling and, in some cases, stunning the monster. If you’re quick enough, you can always dodge the attack, with a perfect dodge completely refilling your stamina bar. You can’t just go swinging wildly and hoping for the best; running out of stamina is dangerous, leaving you incapable of attacking or running away.

Along with the stamina bar is the sanity meter, which comes into play when you do focus attacks or when the enemies psychologically attack you. The sanity meter will drain but when the focus meter is full, you can unleash a devastating attack on enemies. If you are interrupted while doing this, it will reduce your max sanity until you can refill it with items. While it’s a great tool for dealing damage, having no sanity means any psychological attacks on you will drain your health, so play around with it carefully.

Of course, you’ll be defending yourself with the many weapons you’ll find lying around. You can carry up to three weapons and they will break after too much use, so you either need to find more or use a repair kit. I’m not normally a fan of weapon degradation, but Silent Hill f strikes a nice balance to make it less of a chore.

You can also upgrade your stats, increasing things like sanity, health, stamina by way of Faith, a currency earned by making offerings at the Hokora save points. Some items you pick up just give big Faith bonuses, but you can trade some health items in as well. You can also increase the amount of Omamori slots you have, equipping these charms to give various bonuses, such as decreased charge time for focus attacks, or just flat stat increases. It would normally feel out of place in a Silent Hill game, but it felt natural here. Thankfully, these upgrades accumulate across multiple playthroughs as it’s impossible to do it all in one run.

There’s a nice variety of enemies on offer, each one terrifying to look at and erratic to fight. The symbolism in enemies has seemingly returned in Silent Hill f, with each creature having a detailed explanation in Hinako’s journal. This is one of the best inclusions because it doesn’t feel like some tacked-on menu item, but more of a look inside Hinako’s mind. As you discover things in game, Hinako will write about it in her book, drawing pictures to supplement the words on paper. It’s really neat and gives you an idea about not only what some of these monsters mean, but also her thought process and logic when it comes to puzzles and local lore.

And you want to read everything. Taking a leaf out of Soulsborne games, there’s a lot to be discovered in the written word of others and Hinako’s journal, so I made sure I searched every nook and cranny to find every piece of obscure information that might help unravel the mystery.

In traditional Silent Hill fashion, there’s an abundance of puzzles to solve, ranging from easy logic to difficult brain destroyers. One puzzle you come across later requires using a cipher to work out code, which my tired brain couldn’t quite figure out. Of course I got it in the end but, for I thought that was me done for a moment! What didn’t help, is that I’d missed a random note, which had another part of the cipher, reinforcing the fact that you want to search everywhere. Credit to the team for actually making the puzzles a challenge.

Design wise, Silent Hill f is absolutely stunning. Even running the game on a lower setting, I was still blown away with how gorgeous it looks. The visuals are beautiful yet terrifying. You want to see everything yet it’s haunting and unsettling. The details on characters’ faces are also very impressive, with each character’s emotions unquestionably represented in Unreal Engine 5. NeoBards really did a sterling job.

The music was composed by series’ veteran Akira Yamaoka and Kensuke Inage who is known for his work on games such as Tekken 8 and Samurai Showdown. Yamaoka’s eerily subtle work can be heard in the Fog World, while Inage provides the sounds for the Otherworld – two contrasting tones, masterfully provided by two titans in the industry. The soundtrack is just perfection and provides added tension to already tense situations, but also serenity when needed.

In past games, there has always been a massive distinction between The Fog World and the Otherworld, and one of the most interesting things about Silent Hill f is just how different those two worlds are. In previous games, Otherworlds are generally grotesque versions of the real world, but this game takes you somewhere completely different. It actually makes a lot of sense from a story perspective, and I can’t wait to see players crack open the symbolic meaning behind all of it.

The core questions the game leaves us with is who are you really? Should you submit to the will of another? Abandon everything you know and love? It’s these mysteries and more that keep me wanting to play Silent Hill f over and over again, because like Silent Hill 2, there’s a lot to unpack, and it’s incredibly well done.



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Dune Awakening: Lost Within Walkthrough

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Dune Awakening: Lost Within Walkthrough


Jump Links

In Dune: Awakening’s first DLC, The Lost Harvest, a Spice Miner’s Guild harvester has been shot down, and the survivors urgently need your help. Up to this point, we’ve helped the crew of The Mithra get their comms system back online, located guild tags from the deceased, and supplied the crew with guns and medical supplies.

Chief Hanso has now discovered there may be more survivors trapped inside the burning ship, and getting them to safety requires some keen exploration skills. In this walkthrough we’ll be completing Chief Hanso’s Lost Within contract, which requires you to locate the Mithra roof hatch and rescue three survivors within the wreckage.

Let my weathered Mentat character Boris lead the way through flames and fumes, and help you save the sandworkers from peril.

Mithra Roof Hatch Location

Once you accept the Lost Within contract from Chief Hanso, your first objective will be to locate the Mithra roof hatch, so you’ll need to climb on top of the harvester. Once you get on top, search for the structure popping out of the roof, seen in the second and third pictures above. The shelter has red markings on it, and underneath it is the roof hatch.

Boris could hear the screams of the sandworkers trapped inside—he knew what needed to be done.

First Survivor Location

With his trusted companion Liliha by his side, Boris entered the wreckage. Once you enter the ship, head West/North-West, make your way over the flames and enter the door on the first floor. Directly ahead, you’ll see the first survivor. Beside this survivor is a green identification band that you’ll need to pick up in order to reach the second survivor.

Second Survivor Location

Once you save the first survivor and pick up the green identification band, go back into the room you came from, turn left, and jump or climb up to the second level seen above. Walk through the pentashield; the second survivor is located in the far corner of the room with another identification band beside him.

Everything will be okay—Boris is here.

Send the survivor on their way and pick up the identification band that will give you access to the room where the final survivor is located.

Third Survivor Location

Drop back down to the first floor and go back into the area where you found the first survivor. As seen above, you’ll notice a hallway to the left; go down that hallway and there will be a pentashield on the right that you now have access to thanks to the identification band you found beside the second survivor.

Enter the pentashield, and you’ll find the third survivor illuminated by a blue light.

All that’s left to do now is bring the good news back to Chief Hanso and complete the contract.

We’ve done all we can do to help the crew of the Mithra, and now we must focus on tracking down the stolen cargo that could decide the fate of the entire Spice Miner’s Guild, in Kief Villari’s contract: Villari’s Prize.

You find the package, you bring it to me, and you don’t ask what’s inside.

Check back for more Dune: Awakening guides and walkthroughs as Boris explores the expanded testing stations in The Lost Harvest DLC.

Released

June 10, 2025

Engine

Unreal Engine 5

Franchise

Dune

PC Release Date

June 10, 2025

Xbox Series X|S Release Date

May 20, 2025

PS5 Release Date

May 20, 2025



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Village Supermarket Simulator Switch review

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Village Supermarket Simulator Switch review


Today is the 3rd birthday of the Game Slush Pile, which was founded on 9/21/22. I could post a best/worst list like the last 2 years, but I’ve reviewed far fewer games in 2025 than prior years, so I’m waiting until December for that list. Instead, I will be complaining about Village Supermarket Simulator Old Times Edition Market Sim, the nine thousandth reskin of the same game, Supermarket Simulator, shit out on the Nintendo eShop for a quick buck. In fact, I’m not even sure what is the original game being cloned anymore. Is it this game? Who knows. Does it matter? How about Apocalypse Market Simulator? The same game with a post-apocalyptic reskin? There are hundred of these, as I talked about last year.

Apocalypse Market Simulator

I don’t even really need to play Village Supermarket Simulator though I did for five minutes, but they disabled captures so I can’t prove it! Regardless, you can tell instantly from the marketing screenshots what the game is, and what the core game actually is. You set up a small market with shelves, put products on the shelves, set the prices and open. The customers will come in, buy the items, and you check them out manually at the register. Rinse and repeat. Just this version has a rustic shantytown feel to it. Otherwise its the same exact game as a hundred other identical games that crap up Steam and The Nintendo eShop.

Does this look rustic to you?

There’s not really anything more I can say about Village Supermarket Simulator other than stop buying them… but maybe nobody does. Maybe that’s why developers have to get creative in reskinning, to make it seem like you’re not buying the same exact game over and over again. Like Hentai Shop Simulator, where you sell hentai to anime girls. But yes, you can tell it has the same base as all the rest. Village Supermarket Simulator gets a Garbage with a 1 score.

Overview: Village Supermarket Simulator is yet another reskin of Supermarket Simulator, just with a rustic feel! Same crappy game!

Verdict: Garbage

Score: 1

eShop Page

Release Date9/18/23Cost$9.99PublisherMaximGamesESRB RatingE

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Jordan Peele might be the next Steven Spielberg — which also means producing duds

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Jordan Peele might be the next Steven Spielberg — which also means producing duds


Horror fans excited to see Jordan Peele’s latest politically tinged thriller might want to rethink their weekend plans. While Peele’s name is all over Him, which stars Tyriq Withers as a rising football star who’s both mentored and tortured by an all-star quarterback (Marlon Wayans), the movie was actually directed by Justin Tipping. It’s also, to put things bluntly, a bad film. Him is mostly style and only scratches at the surface of some substance. By the third act, I found myself asking why Peele would attach his name as executive producer, only to realize I’ve asked that same question before.

I know he’s a genius, but every time I watch a Peele-produced project, it makes me second-guess his talent. After the release of Get Out, Us, and Nope, many critics likened him to Steven Spielberg, and there’s definitely some truth to that. But with that brand power comes a trade-off: for every standout movie, there are bound to be a few duds.


Credit: Universal Pictures

Spielberg’s Jaws is credited as creating the summer blockbuster, and Get Out is credited as a landmark in black horror and black surrealism. Both directors used their influence to produce and champion other films and filmmakers through their production companies, Ablin Entertainment and Monkeypaw Productions, respectively. And each has put their names on a handful of winners — and a bunch of questionable stinkers.

Three O’Clock High (directed by Phil Joanou) is an ’80s teen movie that stuck out like a sore thumb during the era of Ferris Bueller and The Breakfast Club, and bombed so hard that Spielberg removed himself from the credits. We’re Back! A Dinosaur’s Story is a ‘90s animated movie directed by four people (none of them Spielberg) that rode the coattails of Jurassic Park, but had nothing to do with the franchise. It also flopped, reportedly because Spielberg and Phil Nibbelink, the most hands-on of the four directors, couldn’t see eye to eye on the script. And then there’s Cowboys & Aliens (directed by Jon Favreau), one of those early 2010s disappointments that came and went so fast some people may second-guess its big marketing push as a fever dream. Spielberg executive-produced all of them, and there are plenty more stinkers where that came from. After that last fiasco, he played it safer, only putting his name next to tentpole franchises created through Amblin — a list that includes all the Jurassic movies, Transformers, Indiana Jones, and Men in Black movies, with diminishing returns from each new installment.

Peele is relatively new to the spotlight, so his bag of projects as a director, writer, or otherwise isn’t as deep. He ushered in a new age of horror with Get Out, and kept the momentum going with follow-up films Us and Nope, although those two showed more cracks than his debut magnum opus. Between these tentpole films, Peele also began to executive-produce other middling projects, including both comedies (Keanu, The Last O.G. and horror (Hunters, Scare Tactics, and his 2019 Twilight Zone reboot). Peele’s biggest successes as a producer have come from partnering with directors who have distinct voices of their own, like Spike Lee (BlacKkKlansman) and Dev Patel (Monkey Man). In contrast, projects like Nia DaCosta’s Candyman and Him bear the familiar imprint of Peele-style horror, but to diminished effect compared to when he’s the one directing. And that, ultimately, is where the real difference between Peele and Spielberg lies.

Cam in Him covered in blood and holding two footballs in front of a line of faceless cheerleaders
Credit: Universal

Spielberg has long been rumored to “ghost-direct,” with films like Poltergeist and The Goonies often cited for their unmistakable Spielbergian camerawork and story beats — despite his official role as executive producer. Even on projects like Gremlins, Back to the Future, and Young Sherlock Holmes, each helmed by different directors, Spielberg’s hands-on involvement left a clear imprint. But how hands-on is Jordan Peele? For The Last O.G., which he also co-created, he wasn’t a day-to-day showrunner and only wrote one single episode. His involvement in BlacKkKlansman was seemingly pretty minimal besides throwing his support behind Spike Lee’s vision, while he acted as more of a traditional producer on Monkey Man, championing the film and convincing Universal to release it in theaters save the film from a muted streaming debut.

However, it’s the projects that lean into his signature brand of “conscious” horror, like Candyman and Him (both of which Peele co-wrote), that most lack the razor-sharp edge he’s become known for. What’s causing this disconnect? Why can’t Peele craft a “Jordan Peele caliber movie” without both writing and directing it? Either Peele pulls his punches when collaborating with other filmmakers, or the real missing ingredient in these projects is his own presence behind the camera.

Spielberg eventually learned to reserve his name for projects within his own powerhouse franchises. Maybe it’s time for Peele to do the same — focus on expanding his own film universe rather than propping up others’ visions. Otherwise, the “executive producer” tag risks diluting his brand.

All that’s for certain is that the release of Him has opened the eyes of many who see Peele as a genius filmmaker who can do no wrong. Some people going to see Him opening weekend will believe he’s the one who directed it. He’s not, but maybe he should have.



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Borderlands 4 Shift Codes: All Active Keys And How To Redeem Them

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Borderlands 4 Shift Codes: All Active Keys And How To Redeem Them


Borderlands games are all about chasing down rare loot, and for Borderlands 4, players can once again expect to plug in some Shift codes to grab an instant high-caliber upgrade. Borderlands 4 supports Shift codes, and the ones that can be redeemed for Golden Keys will let you open the unique Golden Chests found in Belton’s Bore, The Launchpad, Carcadia, or The Lockaway.

We’re still betting that each code you redeem will still give you Golden Keys that can be used to unlock a treasure chest of rare goodies in the game or new cosmetics that you can apply to your Vault Hunter. We’ll be keeping track of Shift codes and the games you can redeem them in, so you can check back often for updates.

Borderlands 4 Shift Codes

Borderlands 4 Golden Key treasure chest

3H63J-Z3S3J-KR3BK-BTJ33-ZWKTK (1 x Golden Key) [Expires September 22]TSR3B-J5S3T-KRBJW-BTTBJ-JRCXX (1 x Golden Key) [Expires September 22]3ZXJB-53STT-56T3W-B3TT3-HTS95 (1 x Golden Key) [Expires September 21]BSRT3-FTZBJ-K6BTW-JB3T3-WXT99 (1 x Golden Key) [Expires September 21]JS63J-JSCWJ-CFTBW-3TJ3J-WJS5R (Break Free cosmetics pack and Legendary Ripper shield)T9RJB-BFKRR-3RBTW-B33TB-KCZB9 (1 x Golden Key) [Expires October 1]THRBT-WW6CB-56TB5-3B3BJ-XBW3X (1 x Golden Key) [Expires September 30]WHWJB-XH3SX-39CZW-H3BBB-BTF55 (1 x Golden Key) [Requires linked My2K Games account, expires October 1]

Borderlands 4 Discord Quest (1 x Golden Key)

Linking your PlayStation Network account to your Discord account will earn you an easy Golden Key after playing Borderlands 4 for 15 minutes. If you haven’t done this yet, it’s fairly easy to link accounts by following these steps:

Open the Discord appGo to User SettingsGo to ConnectionsSelect the PlayStation iconSign in to your PlayStation Network account

Once you’ve done that, enjoy some Borderlands 4 and grab your free Golden Key after 15 minutes.

Promotion expires September 26.

Expired Shift codes

B9XT3-HX6TT-W6BBW-TTJT3-JTFKX (1 x Golden Key) [Expired September 16]39RTT-3ZR3T-5FJBK-3J3J3-C5CRT (1 x Golden Key) [Expired September 16]3SR3J-CS63T-CFB3K-J3JTT-RZ5JR (1 x Golden Key) [Expired September 18]3SRBB-X9RBJ-CRTBW-3BBB3-KJFW6 (1 x Golden Key) [Expired September 18]39RTJ-3JZTJ-C6T35-JBTT3-5TFCC (1 x Golden Key) [Expires September 20]THRBT-WW6CB-56TB5-3B3BJ-XBW3X (1 x Golden Key) [Expires September 20]

Where to find Borderlands 4 Golden Chests

The first Golden Chest in Borderlands 4 can be found here.
The first Golden Chest in Borderlands 4 can be found here.

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While previous Borderlands games had a single Golden Chest that could be unlocked with Golden Keys, Borderlands 4 has four of them scattered around the primary safehouses of Kairos–Belton’s Bore, The Launchpad, Carcadia, and The Lockaway. You’ll find your first one early in the game, and the rest you’ll unlock as you continue the campaign.

What are Shift codes?

A reward system comprised of 25-character codes, Shift codes have been around since the days of Borderlands 2. Typically, these reward players with Golden Keys that can then be used in a special treasure chest, but they can also unlock cosmetics to be used in a Borderlands game. Codes also have an expiry date, usually ranging between 48 hours and a week, and they’re found online through affiliated social media channels.

How to redeem Shift codes

To redeem your Shift code, you’ll first need to create a Shift account on the Gearbox website. This is quick and easy to do, and you can then activate your Shift codes on the same website or via the in-game Social menu or via Borderland 4’s Social menu at launch. The other thing to note about Shift codes is that they typically have expiration dates, so it’s a good idea to redeem one as soon as possible.

From there, you can bank the rewards if they turn out to be Golden Keys, or splurge and use all of them to grab some new gear in one go.

One important note: The rewards contained within these chests scale to your current level, so you may want to consider waiting to use a Golden Key. Otherwise, using one early in the game will net you low-level gun as opposed to one you can use long-term.

For more on Borderlands 4, you can see how Gearbox plans to keep you looting and shooting after launch, how to get a free Borderlands 4 gun skin, and this deep dive into every Vault Hunter in the game.



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How to Get the Eraser Legendary Rifle in Dying Light: The Beast

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How to Get the Eraser Legendary Rifle in Dying Light: The Beast


Dying Light: The Beast offers a wide variety of weapons for Kyle to use against the zombies in Castor Woods. The weapons come in different rarities, with Legendary being the rarest. One of the best early legendary weapons that players can acquire is the Eraser, a Legendary Rifle. It is a golden Assault Rifle equipped with a Red Dot Sight and deals more damage than the regular rifle weapon. Acquiring this weapon early will make your playthrough easier, especially when fighting with tougher zombies. In this guide, we will tell you how to get the Eraser, a Legendary Rifle in Dying Light: The Beast.

Location of the Eraser Legendary Rifle in Dying Light: The Beast

The Eraser Legendary Rifle is located inside a cabinet in an underground area under the ruins, south of the Farms Tower Safe Spot in the Farmlands region. It is a level 6 region, and players can reach it by heading in the northeast direction from the Monastery. After reaching the Farmlands, go down the road to the east, and you will see a tower in the south direction. It is the Farms Tower, and restoring power will activate the Safe Spot. While on the tower, look in the southeast direction to locate the ruins.

How to Get the Eraser Rifle in Dying Light: The Beast

Once you are at the ruins, you will notice a hatch on the ground and a power box above the ruins. To open the hatch, you need to connect the power cable to the box. Now, look to the east of the ruins to see a small storage hut. Go to the right side of the hut and break the wooden boxes to reveal a pass-through vent space. Crouch through the vent space and turn on the generator. Now, interact with the cable box to pick up the power cable. Head back outside and climb up the ruins. Connect the cable to the power box to power the hatch door.

Open the hatch door and then go back up the ruins to get the cable. It is because you need to power the underground area as well to power the doors inside. After getting the cable back, head inside the underground area through the hatch door. Move the cabinet ahead and pull off the vent casing to go into the next room. Here, you will see another power box. Connect the cable to the power box to power the underground area.

Head out of the room and open the door in the front. In this room, you will find various consumables, including Military Medkits and Antibiotics. Moreover, there will be a white cabinet that you need to open using the lockpick. It will have the Eraser Rifle in it alongside 30 Rounds of Epic Rifle Ammunition.



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