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Europa Universalis V Preview – A grand strategy sequel with a positively bubonic opening | TheSixthAxis

Europa Universalis V Preview – A grand strategy sequel with a positively bubonic opening | TheSixthAxis


It’s almost always been the case that you have to wait a good long time between grand strategy and 4X sequels, but those gaps have stretched longer and longer for Paradox Interactive’s most notable series. After the 12 year gap before the much meme’d Victoria 3, it’s now almost 12 years from EU4 to the announcement and reveal of Europa Universalis V as well.

Of course, the tone of that wait is different, when EU4 has had a steady flow of expansions over the years, but with a numbered sequel comes the opportunity and the expectation of great changes.

The first thing to note is that EU5 shunts the starting date of the game even earlier than before, going back to 1337 and capturing more of that transition from the late Middle Ages and into the Renaissance. More importantly, it also brings a few truly seismic world events into the game’s opening few hours (depending on how much you pause the game, that is). The Hundred Years War kicks off between England and France literally months after you hit play, and then just a decade or so later the Black Death rolls through the world, adding an early game crisis point that you’ll feel the ramifications from for decades to come.

As the Black Death is first reported, you’re given a few choices for how to react. You can just keep going business as usual, keep up trade, allow migration and for people to just do their things, or you can enact various isolationist policies. Spending influence you can try to source cures, you can draw all the Nobles to a little retreat that tries to keep you away from the riff-raff, you can close down cities, exile the infected, make scapegoats of the healthy, and more. It’s difficult to know what the best path to take here is – obviously there’s no actual cure or vaccines at this time, so you will feel the pain, and it’s almost just about how long you want to drag this out for. Playing as Portugal, I got the plague fairly late on, but with my choices, I still had that wash of green within my borders much longer than Spain, Morocco or England did. I clearly bungled it…

And that flushed my economy right down the pan, to be honest. With trade massively impacted, production all starved of workers, and my coffers completely dry, I needed a slew of big loans from my nobles, which were then being traded back and forth to foreign banks, and my attempts to micromanage this were barely keeping my kingdom afloat.

Thankfully this is where I could lean on one of the major areas of improvement within EU5. There’s much more automation available to you which, in the long run, will give you more freedom to play this game in the fashion that you want. Initially I was micromanaging trade, putting in deals to meet the needs of the pops and production, quickly clicking through on individual deals, but then seeing them quickly become unprofitable as supply dried up – this can be applied to trade in general, as well as to specific markets. Similarly, I was somewhat fearful of raising taxes across nobles, burghers, and the common folk, lest they get all angry and rebel, but got into such financial straights after the pandemic that I told the AI to take over and rake in enough cash for me to start recovering. There’s further automation for other areas, with the Automation AI based on the same AI leading computer-controlled nations, so you likely will want to keep key areas under your control or supervise, otherwise you could end up in a pseudo spectator mode – albeit one where there’s regular events to make decisions on, where foreign policy and wars are in your control, and so on.

Of course, each of these areas has also been revisited by Paradox Tinto to reconsider how they work, whether you put them in the hands of AI or furiously click your way through menus yourself.

Europa Universalis V – EU5 local market trade routes

Let’s stick with trade for the moment, which is defined not by your cities, ports or nation as a whole, but rather by markets that can cross country divides and regions. For Portugal, my two markets were both based in Castile, both of them with their own tendrils of supply and demand. To a certain

At the heart of any nation is its people, and EU5 has population units more similar to Victoria 3 or Imperator: Rome. There’s some core demographics to pay attention to here, as they’re broken down by their class and working status – from Nobles down through Laborers to Slaves, if your nation’s laws allow them – while there’s also their religion and cultural background to consider for the harmony within your country. When looking at your government, these are broken down into Estates for Nobles, Clergy, Berghers, Commoners, which you’re trying keep their broad approval and happiness. Often times, you’re having to make concessions, especially if (as a monarchy) you hold a council and need their approval to push a new agenda. Approval gradually shifts in a given direction to a neutral position,

Europa Universalis V – EU5 Societal Values shifting

Those decisions that you’re making will tie in with the Societal Values system, reviving the policy sliders from older titles in the series and replacing the Ideas of EU4. This breaks particular issues down into polar opposites – Spiritualist vs. Humanist, Land vs. Navy, Aristocracy vs. Plutocracy – and measures along these scales. Naturally, you enact policy and make decisions that nudge things one way or another, but there’s tons of these elements to keep in mind.

One of the ways you can affect societal change is with your Cabinet, a small cadre of officers that you can send out to perform tasks for you. One key tenet is the notion of Control throughout your nation. While your ruler or government presides in the capital, the further away from the seat of power you get, the less it really matters to the people living there, the more like Monty Python’s Repressed Citizens skit it might feel like, and the more difficult it is to exert your influence (and gather taxes). Building roads improves Control as the time to travel and the kind of closeness to cities is improved. They can also be set to work restoring your country’s Stability after a period of upheaval or with a looming threat, work to develop a province, try to convert a region’s populace, and much more. They’re an extension of your will and gradually get things done.

Europa Universalis V – EU5 control map view

In general, there’s a step away from having certain traits and skills be treated as resources. Instead of having to save up points before you can send your advisors on a new task, instead they have a particular skill rating that affects how well and how quickly that job will get done. This does mean that their impact feels much more gradual, but also gives you more flexibility to pivot as world events take place.

We’ve barely scratched the surface of many elements of Europa Universalis 5. For example, we didn’t get stuck into a war, so didn’t try out the revamped military systems, which borrow ideas from Imperator: Rome for having formations, while requiring you to have logistics and resources to keep an army marching. Meanwhile, there’s a new antagonism rating that could see alliances spring up against you if you’re too aggressively expanding through the world. Then there’s playing through the longer passage of time, as technology works through individual trees for the starting Age of Traditions, through the Age of Renaissance, Discovery, and beyond.

Europa Universalis V – EU5 War with military formations

Europa Universalis 5 remains a deep and complex historical grand strategy game, and it certainly looks to build and integrate, not only idea that came from a decade of updates and expansions to EU4, but also to some of the more fundamental shifts and ideas that we saw in Victoria 3 and Imperator: Rome. Importantly, there is that on-ramp for newcomers, with the deeper automation set to lift some of the burdens of leaning the ropes, at the same time as lifting some of the micromanagement that can become a chore deeper into a campaign.



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Mafia: The Old Country Is A £45/$50 “Focused” Experience Releasing In August

Mafia: The Old Country Is A £45/ “Focused” Experience Releasing In August


During a time when Xbox and Nintendo are raising game prices, and Microsoft and Sony are hiking the cost of their consoles, a new (well, old) hero is rising from the expensive ashes. Mafia: The Old Country was confirmed to be released on August 8th, as was previously leaked by developer Hangar 13 themselves. But that’s not the truly exciting news.

Mafia: The Old Country was announced today, alongside an excellent gameplay trailer, as costing just £45/$50 when it launches on PS5, Xbox Series S/X and PC next month.

“Mafia: The Old Country is a focused, linear experience that combines quality storytelling, authentic era immersion and a refined take on the familiar Mafia gameplay,” said Hangar 13 President Nick Baynes in a press release, possibly while plotting the downfall of a rival family. “That focus allows us to deliver a story that’s gritty, grounded, brutal and emotional. Embracing early 1900s era Sicily, this is a mafia origin story that follows our protagonist, Enzo Favara, as he takes the oath and works his way up Don Torrisi’s crime family.”

The idea of a short and sweet game that doesn’t bombard me with a million quests and 500 hundred hours of nonsense is immensely appealing, especially when combined with a lower entry cost.

“We think there’s a large audience for compelling stories that don’t require massive time commitments,” said 2K President David Ismailer. “We’re excited to offer a game like Mafia: The Old Country in our portfolio, and to provide a linear highly-polished narrative experience that can easily complement the other more persistent games our players also love and engage with on a more consistent basis.”

The brief gameplay trailer released alongside the pricing and release date announcement only provides a tiny glimpse of the game in action, but what we do get to see looks great. Given the time period, we’re going to get a mixture of horseback riding and car driving, plus plenty of shootouts and stealth.

Hangar 13 has also confirmed that it will not be an open-world game.



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Join the Family: GeForce NOW Welcomes 2K’s Acclaimed ‘Mafia’ Franchise to the Cloud

Join the Family: GeForce NOW Welcomes 2K’s Acclaimed ‘Mafia’ Franchise to the Cloud


Calling all wiseguys — 2K’s acclaimed Mafia franchise is available to stream from the cloud.

Step into the gritty underworld of organized crime and experience the cinematic storytelling and action-packed gameplay that made the Mafia franchise a classic, captivating both newcomers and longtime fans of the saga.

It’s all part of nine games joining the cloud family this week, including Towerborne from Stoic and Xbox Game Studios.

Plus, the family is waiting — the Mafia saga’s highly anticipated prequel, Mafia: The Old Country, will join the cloud at launch.

The Cloud Is Made

Step into the world of organized crime with Mafia, Mafia: Definitive Edition, Mafia II and Mafia III now streaming on GeForce NOW for those new and returning to the family. Experience the gritty underworld drama and cinematic storytelling that made Mafia a legend — no need to wait for a sitdown with the don.

Keep your friends close and your enemies closer.

Start with the first game in the series, Mafia. An inadvertent brush with the mob thrusts cab driver Tommy Angelo into the world of organized crime. He’s initially uneasy about falling in with the Salieri family, but the rewards become too big to ignore. Plus, check out Mafia: Definitive Edition, a remake from the ground up of the classic first title, with an expanded story, gameplay and original score.

Mafia II on GeForce NOW
Sleeping with the fishies.

Years later, the criminal legacy continues with Mafia II. Vito Scaletta has started to make a name for himself on the streets of Empire Bay as someone who can be trusted to get a job done. Together with his buddy Joe, he’s working to prove himself to the mafia, quickly climbing the family ladder with crimes of larger reward, status and consequence — the life as a wise guy isn’t quite as untouchable as it seems.

Mafia III on GeForce NOW
Every family has its secrets.

The saga expands to 1968 New Bordeaux in Mafia III: Definitive Edition. After years of combat in Vietnam, Lincoln Clay knows this truth: family isn’t who you’re born with, it’s who you die for. When his surrogate family is wiped out by the Italian mafia, Lincoln builds a new family and blazes a path of revenge through the mafioso responsible.

Step into the tailored suits and fedoras of the criminal underworld with the Mafia series on GeForce NOW. Play anytime, anywhere across devices, just like a true mobster on the move.

The Cloud Is Full of Aces

Towerborne on GeForce NOW
Fight as one.

From Stoic and Xbox Game Studios comes Towerborne, a new kind of looter brawler, combining side-scrolling combat with action role-playing game loot progression and customization — available in the cloud at high performance for GeForce NOW members.

Take on the role of an Ace — a hero reborn from the spirit realm — to protect the last bastion of humanity, the Belfry, from monstrous threats. Embark on a series of daring expeditions beyond the city’s walls and into the wilds. Engage in fast-paced, combo-driven combat and experiment with different weapon classes like the heavy-hitting Rockbreaker, agile Shadowstriker and more.

Experience the vibrant, action-packed world of Towerborne on GeForce NOW, with high dynamic range support for richer colors and deeper contrast. Defend the Belfry on a Performance or Ultimate membership to get immersed in stunning, high-contrast visuals that bring explosive battles to life. Members can adventure solo or team with up to three friends for co-op action and stream the game instantly from the cloud, no downloads required.

Gacha New Games

Genshin Impact 5.6 on GeForce NOW
Keep cool in the cloud when the kitchen heats up.

Genshin Impact version 5.6, called “Paralogism,” brings a new story chapter in which players return to the city of Mondstadt and help solve a mysterious crisis involving the character Albedo. The update also introduces an event in the city of Fontaine, where players can build and run their own amusement park. Plus, two new characters join the game: Escoffier, a chef who uses cryo elemental power, and Ifa, an Saurian veterinarian who fights alongside his Saurian companion, Cacucu. Catch it in the cloud without waiting for downloads.

Look for the following games available to stream in the cloud this week:

What are you planning to play this weekend? Let us know on X or in the comments below.



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Minecraft Movie 4K Blu-Ray & Digital Release Dates Revealed – Steelbook Preorders In Stock

Minecraft Movie 4K Blu-Ray & Digital Release Dates Revealed – Steelbook Preorders In Stock


Minecraft fans will be able to watch the wildly popular film adaptation from the comfort of their couches soon. Though preorders for the various Blu-ray editions have been available since the film hit theaters on April 4, the home video release dates weren’t announced until May 7. But we now know that A Minecraft Movie releases in digital format on May 13, and the 4K Blu-ray release will follow on June 24. You can preorder the digital version on Prime Video for $25. Multiple physical editions are up for grabs, including A Minecraft Movie’s Limited Edition Steelbook on 4K Blu-ray and Walmart’s exclusive (and very cool) Crafting Table Edition on 1080p Blu-ray.

A Minecraft Movie pulled in mixed reviews from critics, but it has proven to be a massive hit with audiences across the globe. The family-friendly film starring Jack Black, Jason Momoa, and Jennifer Coolidge is closing in on $900 million at the box office.

Take a closer look at the Limited Edition Steelbook and Crafting Table Editions below:

A Minecraft Movie Limited Edition Steelbook
A Minecraft Movie Limited Edition Steelbook
A Minecraft Movie: Crafting Table Edition
A Minecraft Movie: Crafting Table Edition

If you want other ways to enjoy A Minecraft Movie, consider picking up one of the two books based on the film. The first is a large hardcover book that goes behind the scenes of its development–A Minecraft Movie: From Block to Big Screen. It released on April 22 and is available for $40. Since it’s packed with interviews, exclusive images, and a deep dive into the creative process, it should be a hit with fans. The other is A Minecraft Movie: Official Coloring Book, which spans 80 pages and is a relaxing way for young fans to spend time with the characters.

Plenty of other family-friendly video game movies have been released over the past few years, and most are now available in steelbook format. Consider rounding out your home theater collection with one of these popular options.

Video Game Movie 4K Steelbooks



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Forget Oblivion Remastered, Play Daggerfall Unity Instead

Forget Oblivion Remastered, Play Daggerfall Unity Instead


With Bethesda’s (sort of) surprise announcement of The Elder Scrolls: Oblivion Remastered, you might find that there are some out there who’d try to encourage you to play fan-made Morrowind remakes instead. Ignore those people, they’re cowards and fools. You should be playing Daggerfall right now, like any right-minded person. And with Daggerfall Unity, you can enjoy the all-time classic RPG in HD widescreen entirely for free.

Daggerfall Unity, a fan-made passion project that rebuilt the second Elder Scrolls game in Unity, was in development for over ten years. But last year, it was finally considered complete, the whole extraordinary endeavor made available for free. And thanks to Bethesda’s excellent decision to release the original 1996 game for free, you don’t even need to pay for the base game either.

Screenshot: Daggerfall Unity / Bethesda / Kotaku

How to install Daggerfall Unity

As with my post about Morrowind, my goal here is to provide you with an idiot-proof guide for getting Daggerfall Unity running on your computer, without needing to speak the secret arcane language of modders. Then, to just encourage you to play it. And thankfully, this one’s far easier to get running.

The very first thing you’re going to want to do is get yourself a copy of the original Daggerfall. That’s easily done—you just grab it from Steam or GOG, and as mentioned, it won’t cost you anything. (Bethesda was hosting the free version on its site for a bit, but now it just links out to Steam.)

Install that, and then head to this page to download the Unity version, the most recent being 1.1.1. As ever with these projects, there’s no “Download it here!” button at the top of the site, because that’d make life easy. Instead, you’re going to want to scroll to the bottom of the entry for 1.1.1 (just above the start of information about 1.1.0), or Ctrl-F for “dfu_windows” and then pick either the 32 or 64-bit version. If you’re not sure, then you’re safe to pick “dfu_windows_64bit-v1.1.1.zip,” the fourth one down in the list. (There’s also a version for Linux and Mac in the list.)

Download the .zip to your hard drive, and then unzip it into a folder. Open that folder and you’ll see a few files, including “DaggerfallUnity.exe.” Double-click on that, and it’ll ask you where you installed the original Daggerfall. Assuming you’re using the Steam version, you’ll find the game on the hard drive you installed it to, then “steamapps\common\The Elder Scrolls Daggerfall\DF\DAGGER.” Click OK, choose your resolution, and you’re good to go!

Having spelled this all out, I’ve just discovered that the glorious people at Daggerfall Unity have written a very clear guide themselves, which you can find here.

When you load the game, it’ll show you a bunch of basic options. But if you want to have a proper fiddle, click on “Advanced.” Here, you can do all sorts of important business, like adjust your mouse sensitivity, bump the quality up to max, and set it so it’s running in 3440×1440 on your ultrawide monitor in a way that the original developers in 1996 would not be able to conceive.

A very serious man stands in the streets of Daggerfall.

Screenshot: Daggerfall Unity / Bethesda / Kotaku

Get modding

But you won’t want to stop there. Daggerfall Unity has a built-in mod section, letting you enable or disable any you might have added. But you’ll need to get some first, so head over to the dedicated page for this version of the game on Nexus Mods. You’ll also want to have this page open, which is a superb step-by-step guide for installing mods in this game.

The first thing you’ll want to get is Daggerfall Expanded Textures. This is required for many of the other mods that’ll improve how the game looks, so is worth installing straight away.

As with most mods, the file has the extension .dfmod, and you’re going to want to put it in the rather buried “mods” folder of your main installation. So, go back to where you unzipped Daggerfall Unity, and in there, you’ll want to open “DaggerfallUnity_Data,” then “StreamingAssets,” and finally “Mods.” Put any .dfmod file you want to use in the game in this folder, so in this case, “daggerfall expanded textures.dfmod.”

Next time you launch the game, click on the “Mods” button bottom right, and you’ll see the mod in the list!

With that in place, many other mods will now work. For instance, DET-DREAM (do you see what they did there?), which overhauls a lot of the models. Taverns Redone makes pubs more pleasurable. Quest Pack 1 adds 200 new quests to the game. And Improved Interior Lighting…well, you can figure that one out.

A rude landlord in a tavern talks to me like dirt.

Screenshot: Daggerfall Unity / Bethesda / Kotaku

And now get playing!

With this all done, you’re good to go. But it’s useful to know a few key details about Daggerfall that aren’t instinctive in 2025.

The first is that this is a game about going with the flow. Sometimes you’ll fail at a quest, but this doesn’t mean you need to reload and start it over—just continue on in a world where you failed at that quest. There are plenty more to find, and let your experiences define you.

It’s also a game about vast exploration, the seemingly infinite stretches of the game procedurally generated, with a mind-boggling 15,000 cities, towns, dungeons, and villages to find and explore. The image below, created by Redditor Mister_Cranch, superimposes the entire map of Skyrim onto Daggerfall’s world. It’s that tiny brown rectangle in the middle of the sea.

An image from Reddit shows the world map from Skyrim (2011) superimposed on the map from Daggerfall (1996).

Screenshot: Mister_Cranch / Bethesda

Oh, and fighting! It’s not instinctive at all, and in the 30 years since this game came out, I might not have been able to forget the door opening sound, which is branded onto the surface of my brain. I had forgotten that fighting isn’t just holding down the mouse button. (By default, the right mouse button, but you can change that.) Instead, you need to hold it down and swing the mouse around to attack. Believe me, you’ll be glad I said. (Or you can toggle it off in the options, but that’s not the spirit of things.)

On the subject, as the optional in-game tutorial will tell you, you’re not meant to be able to win every fight. The opening sequence deliberately has you encounter an imp that your weapons won’t be able to harm, leaving you only with the choice to run away. That’s important! Running away, like in life, is fine in Daggerfall. The game won’t give you XP for kills, so there’s no judgment.

So get in there. “Welcome to your new obsession,” as the tutorial concludes. It’s just a place for you to go live. There’s no big, opening calamity, nor desperate need to be somewhere by a certain time. Just a vast world for you to explore, find quests, join guilds, start fights, go to prison for years, whatever you wish to do.

.



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A new PlayStation studio which “originated at” Bungie is working on “a team-based action game” inspired by life sims and “frog-type games”, but what the frog does that mean?

A new PlayStation studio which “originated at” Bungie is working on “a team-based action game” inspired by life sims and “frog-type games”, but what the frog does that mean?


It’s Wednesday (as I write this), and PlayStation has a new studio it’d like to you to meet. Come on, don’t be shy. They won’t bite. Only execs do that. This group of devs that’s just been granted full PS studio status goes by teamLFG, and it’s working on a multiplayery game that also claims to be inspired by “frog-type games”.

All of these teases were dished out by a PS Blog post, which sees Sony Interactive Entertainment studio business group CEO Hermen Hulst introduce his newest child like a proud dad. Well, one that may well cut you out of the family will if you don’t manage to keep your head above water in the very deep and scary live service seas.

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The studio goes by the name teamLFG, which stands for Team “Looking For Group”, rather than the cooler sweary alternative. It’s based in Bellvue, Washington, features a mix of newbies and vets who’ve worked on the likes of Destiny, Halo, and League of Legends, and is being spun out from Bungie.

“We are passionate about exceptional action-based gameplay, moment-to-moment game feel, and richly social virtual worlds,” it wrote, adding that its name is all about being “driven by a mission to create games where players can find friendship, community, and belonging”.

Basically, in line with PlayStation’s definitely going 100% hunk-dory so far live-service push, it’ll be working on live-servicey multiplayer games underpinned by action, with the first one being an “incubation project” that’s previously been mentioned in, well, announcements about layoffs at Bungie.

“Our first game is a team-based action game that draws inspiration from fighting games, platformers, MOBAs, life sims, and frog-type games,” teamLFG wrote of this upcoming title, “Players will inhabit a lighthearted, comedic world set in brand-new, mythic, science-fantasy universe. We can’t wait to reveal more.”

Frog-type games? Seemingly not straight-up frog games like you’d consider Frogger and Frog Detective, but Frog-type games. We have no frogging idea what that means, but consider us intrigued. Will we get a team-based hero shooter that’s somehow a bit Tekken, a bit Mario, a bit Dota 2, a bit InZOI, and in which all characters are mid-2000s viral sensation the Crazy Frog – possibly the only creature on Earth that fits the ‘frog-type’ label in my book?

Probably not, but it definitely seems like it’ll be getting some early access playtests, as teamLFG’s pretty clear about the stock it places in those and gathering player feedback here.

Do you think some kind of Crazy Frog Overwatch/Fortnite/insert other flavour of the half-decade here is what PlayStation needs, and are you keen to see what teamLFG cooks up? Let us know below.



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The Elder Scrolls IV: Oblivion Remastered Review – The Classic Is Back & As Joyfully Janky As Ever

The Elder Scrolls IV: Oblivion Remastered Review – The Classic Is Back & As Joyfully Janky As Ever


Nearly two decades after Bethesda unleashed Oblivion onto the world and tasked millions of players around the globe with shutting the gates, The Elder Scrolls IV: Oblivion Remastered gives the massive RPG a fresh coat of paint and some under-the-hood changes. Most importantly, this impressive remake retains the original game’s charming jankiness. Absolutely no other game could be remade in 2025 and get away with deliberately failing to fix problems, and yet if the team at Virtous had tried, the Oblivion fans would have revolted.

First, we need to tackle the name. Whatever might be printed on the box, this is far more than a mere remaster. Sure, the visual upgrade is not to be ignored – this is one hell of an illusion spell that has been cast over the game – but there are a bunch of gameplay tweaks that have been made too. The end result is something that’s halfway between a remaster and a remake, but definitely sneaking closer to the latter. There’s been enough work here to easily justify the £50 asking price.

Review key provided by #keymailer

Let’s talk about the most obvious change first, shall we? Even in 2006, Oblivion was not the best looking game out there, although it’s bright colours and insane level of bloom effect gave it a very distinctive look. Now, though, Virtous has rebuilt the game’s graphics in Unreal Engine 5 and the results are impressive. This is what I remember Oblivion looking like in my nostalgia-tinted memories; lush countryside, gorgeous vistas, and sunlight streaming over the hills as I battle mud crabs. The new lighting is a particular highlight, especially when you encounter Oblivion gates and the red light creeps through the environment. Character models also look terrific, as does their armour and weapons which I could spend far too long admiring, although their faces still have a dopey, potato quality to them.

The Emperor’s new face is looking good!

All that beauty comes at a price, though, because performance isn’t as good as it should be. Back in 2006, Oblivion was in rough shape on consoles. The remaster isn’t as bad, but I really wasn’t expecting a remaster of a 20-year-old game to be so inconsistent with its framerate. The game targets 60FPS but frequently misses that on PS5, and its quite variable depending on where you are in the game world. It never got unplayable in my experience, but I still expected more. Hopefully, some updates will help.

Now, while I mentioned that the game’s graphics are being handled by Unreal Engine 5, that doesn’t mean the Creation Engine is absent – quite the opposite, it’s the beating heart. This black magic engine layering that Bethesda has performed means that underneath all the beautifully detailed armour and enchanting lighting lies classic Oblivion in its dopey, janky glory. That means you still have the baffling conversations between AI, the many weird glitches, odd behaviours, wonky combat AI, and all the other jank that has somehow over the years become not only part of the game’s charm, but central to its identity. Changes have been made in a few places, sure, but this is still Oblivion for better or for worse. Often, both.

The list of changes is actually quite big so I’m not going to go over them all. Let’s just pick a few and go from there. You can sprint now, a massive change that makes getting around Cyrodil easier than ever, and it even contributes to your athletics skill. The third-person camera has been repositioned and has a crosshair now, making it much easier to play Oblivion as a third-person action game. Sneaking has been updated so it’s now clearer when you are hidden from sight. There’s a bunch of new voice actors and lines of dialogue, adding some much-needed variety.

Only you can stop forest Oblivion gates

The skill system and levelling up have been given a substantial overhaul so that it now resembles a mixture of Oblivion and Skyrim. Back in 2006, you were encouraged to level up slowly by avoiding actually using your main skills, and if you approached the system in the wrong way the game could become an absolutely pain in the arse, especially if you didn’t sink points into endurance early enough.

Now, every skill you improve counts toward levelling up, although minor skills contribute less than major ones. And once you level up, you are given 12 Virtue points to sink into any three attributes of your choice. This makes the system much simpler to understand and cuts down the risk of becoming a useless blob in the late game.

The system ain’t perfect, though. As you level up, the game scales with you, a divisive feature of the Elder Scrolls. Virtous decided to tackle this as well, making some changes to the difficulty system and how levelling is handled. I can say that it’s certainly an improvement over the original, but it’s still not great, which is a bit frustrating when modders have managed to balance everything quite well. The big issue here is that there’s a hell of a difference between the “adept” and “expert”. The former is far too easy, while the latter kicks up the challenge way too much.

Combat still boils down to hammering the attack button like it owes you money or until your stamina tanks – whichever comes first. But Virtous have thrown in a few nice additions, namely enemies now react to being hit, and there’s even a bit of blood splatter. This makes it so you don’t feel like you’re just swinging at an imaginary foe. Stamina no longers effects damage, either, which is nice, and your health regenerates outside of combat. You also can’t get knocked down now, unless you block with zero stamina.

Are these changes enough to make the combat good? No, not really. The truth is the combat is still quite simplistic and button-mashy, but it’s also a decent step up from 2006 Oblivion, so that’s cool. Truthfully, without completely rebuilding the combat, there’s very little Virtous could have done to make it much better. Of course, being Oblivion you can always avoid melee combat altogether by building yourself as a sneaky archer or a powerful magic-wielding mage.

Naturally, there are a lot of areas where Oblivion shows its nearly 2 decades of age. Quests are mechanically fairly bland, for instance, and there’s a lot of exploring of dull caves/dungeons/forts. In 2006, Bethesda had not adopted the art of ensuring dungeons looped back on themselves so that you didn’t have to run back through, and the remaster does nothing to remedy that. I would have loved a teleport option or something when you reach the end of a dungeon, but alas, that’s probably asking a bit much.

Stretching can really help alleviate back pain.

But then, what do you expect from a nearly 20-year-old game? Oblivion is not a deep RPG by today’s standards. It doesn’t matter, though, because what Oblivion might lack in quest design, it makes up for in other ways and variety. One minute you’re a hitman murdering people in the name of the Dark Brotherhood, the next you’re helping a paranoid dude figure out if the entire city really is out to get him. You’ll advance through the ranks of the Mage’s Guild, become a vampire by accident, get sucked into a magic painting and encounter a town of invisible people. Oblivion contains its fair share of darker quest lines and world saving nonsense, but it also has a lot of wacky stories, too, that make it a joy to explore, something which Skyrim lost a little of.

And that’s not mentioning the fact that Oblivion Remastered contains all the extra content that was launched, from the player houses to the excellent Shivering Isles expansion. And yes, the infamous horse-armour is here, too. That’s a lot of bang for your $50.

Somewhere along the way, you might even remember that there’s an actual main quest and narrative to chase. Something about Oblivion gates opening up across the land, a dead emperor and a long-lost son? That can probably wait, though, right?

Stepping out of the (too long) sewer section is still an iconic moment.

There is a final question we need to answer; what about new players? What about the people who never experienced Oblivion and are approaching this as a brand-new game in 2025? Unfortunately, I don’t think it’s a question I can answer. I’m too wrapped up in Oblivion. It’s a game I adore, one which soaked up hundreds of hours back in the day. It’s difficult for me to shove that aside and imagine what it would be like to play Oblivion in 2025 for the first time and how well it would hold up. I’ll give it a go, though: if you can remember that the game is nearly two decades old and laugh at the absurdity of its many glitches (holding a casual conversation with someone burning to death in lava, for example) then I believe Oblivion is absolutely worth experiencing for new players.

In Conclusion…






Rating: 4.5 out of 5.

As a remaster/remake, Oblivion Remastered is about the best possible package I could have imagined, outside actually rebuilding the entire game. Of course, that would have probably ruined the whole thing because what even is Oblivion without its charmingly deranged jank. No, Bethesda and Virtous made the right choices by keeping the core of Oblivion intact while encasing it in a new suit of shiny armour. The gameplay tweaks here and there help smooth over some of its wrinkles, and the graphical overhaul is gorgeous. Now go and give Fallout 3 the same treatment, you cowards. As for me, I have some Oblivion gates to close.

*strolls off whistling the main menu music*

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Fifteen Years Later! Cancelled Captain Blood Finally Launches on Xbox, PlayStation, Switch, PC | TheXboxHub

Fifteen Years Later! Cancelled Captain Blood Finally Launches on Xbox, PlayStation, Switch, PC | TheXboxHub


Fifteen Years Later! Cancelled Captain Blood Finally Launches on Xbox, PlayStation, Switch, PC | TheXboxHub
Captain Blood – available today

Shiver me timbers! In a turn of events worthy of a pirate legend, Captain Blood, an action-packed hack ‘n’ slash adventure lost to the waves of publisher bankruptcy over a decade ago, has finally made port today.

Aged like a fine bottle of rum, this rescued retro title is now available on Xbox One, Xbox Series X|S, PlayStation 4, PlayStation 5, Nintendo Switch, PC (Steam, GOG, EGS), and Mac.

Published by the game preservation specialists at SNEG, Captain Blood sets sail with a tempting 10% launch discount on its £20.49 price tag across all platforms.

A Treasure Unearthed: The Story Behind Captain Blood

This isn’t just another game launch; it’s the culmination of a journey spanning nearly two decades. Originally developed by Seawolf Studio and intended for release in the Xbox 360/PS3 era (around 2010), Captain Blood’s voyage was scuppered when its publisher went bankrupt. Legal challenges kept the game locked away in Davy Jones’ Locker until SNEG, with the blessing of the original dev team, took the helm.

Their mission? To salvage and restore this lost gem, updating it for modern systems while meticulously conserving the retro look, feel, and gameplay of the early 2010s vintage it represents. We first reported on this surprising resurrection earlier this year, and today, the ship has finally come in.

“The original developers put years of hard work into this game and never got the credit for their efforts or to see gamers playing it. Today, this launch is for them. We hope players everywhere will enjoy and appreciate their work and show their support for the preservation of more cancelled gems like Captain Blood in the future,” said SNEG co-founders Artem Shchuiko and Oleg Klapovskiy 

“When we first learned that the game wouldn’t be released, it felt devastating – like all our hard work had vanished into thin air. Seeing it finally launch today feels almost unreal. It’s a moment of pride and joy for the entire team,” said Sergey Makeev, former Project Lead on Captain Blood at Seawolf Studio and currently Senior Technical Director at Roblox.

Swashbuckling Like It’s 2010

Step into the oversized boots of Captain Blood, purportedly the manliest pirate captain ever to sail the Spanish Main. When a local magistrate’s daughter gets kidnapped, you’re hired to stage a daring rescue. Expect a linear, action-packed adventure featuring:

Fierce Hack ‘n’ Slash Combat: Engage hordes of enemies with a classic fighting system built around flashy combos and epic finishers using cutlasses, pistols, muskets, throwing knives, and hand bombs.

Ship Deck Brawls: Repel boarders with unique moves and executions.

Cannon Fire: Blast enemy ships to smithereens!

Retro Gaming Vibes: Experience crisp Xbox 360/PS3-era graphics and mechanics, including quick-time events, updated for today but retaining their classic feel.

One of May’s Best?

The unlikely return and retro charm of Captain Blood haven’t gone unnoticed. The game has already secured a spot in our feature highlighting the Best Xbox Games arriving in May 2025.

Key Features

Rescued Retro Gem: A hack ‘n’ slash pirate adventure originally cancelled ~15 years ago, now restored and released.

Classic Action: Intense hand-to-hand combat, combos, finishers, gunplay, and QTEs.

Ship Combat: Deck brawls and cannon fire.

Updated 2010s Aesthetic: Crisp retro graphics preserving the original feel.

Pirate Shenanigans: Live the life of a fearsome pirate captain on a rescue mission.

Ready to Plunder this Lost Treasure?

Captain Blood’s journey to release is a story in itself. Now, gamers finally have the chance to experience this preserved piece of gaming history.

If you have a taste for retro hack ‘n’ slash action and pirate adventures, it’s available right now on the Xbox Store and other platforms for £20.49 (with that 10% launch discount making it even sweeter).

Hoist the colours and set sail! Our full review is charting its course.

Captain Blood Description

Captain Blood is a pirate-themed action game set on the Spanish Main in the 17th century, where you step into the boots of a fearsome pirate on a quest for gold and glory. Expect wild adventures with cannon firing, pistol shooting, swashbuckling sword fights, and plenty of pirate shenanigans. This action-packed hack’n’slash features fierce hand-to-hand combat, hordes of enemies, and a classic fighting system with flashy combos and epic finishers.



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Where to Find & Catch Garden Ladybug in Palia

Where to Find & Catch Garden Ladybug in Palia


Palia offers various types of Bugs that players can catch while doing the Bug Catching Guild. Catching all rarities of bugs is the crucial step of leveling up the Bug Catching Guild to unlock advanced versions of the Belt, as well as new items and crafting recipes at the Bug Catching Guild Store. One of the Uncommon Bugs that players can catch is the Garden Ladybug. This guide will focus on where you can find and how you can catch the Garden Ladybug in Palia.

Where to Find Garden Ladybug in Palia

The Garden Ladybug is one of the Uncommon bugs in the game that spawn in the Bahari Fields of the Bahari Bay map region. The fields and cliffs in the northern areas have a higher chance of finding it, such as Flooded Steps, Proudhorn Pass, The Outskirts, and Thorny Thicket.

How to Catch Garden Ladybug in Palia

Catching the Garden Ladybug is easier than other bugs, as it has a chance of spawning by foraging for Gatherables in Bahari Bay. Foraging items like Sundrop Lilies, Briar Daisies, Brightshrooms, Heartdrop Lilies, or Wild Garlic will have a chance to spawn a Garden Ladybug. However, the spawn rate chance is only 10% on each forage.

Additionally, stunning the Garden Ladybug will require a couple of Smoke Bombs so, make sure you bring enough to stun it when you find it. If the Garden Ladybug gets alerted, it will try to flee by moving in a straight line. It is best to throw the Sticky Smoke Bombs on it to slow it down and then use the regular Smoke Bombs to stun it.

Once you have stunned the Garden Ladybug, go near it and interact with it to pick it up. The Garden Ladybug has a chance of dropping a Forget-Me-Not Flower and the Garden Ladybug Plush.

Uses of Garden Ladybug in Palia

Garden Ladybug is one of the optional requirements to complete the Crawly Conundrum friendship quest for Elouisa. Moreover, you can sell it for 46 Gold (Base) and 69 Gold (Star Quality) to Zeki or at the Shipping Bin. Moreover, you can also gift it to certain villagers who like it or those who need it. If you catch any Garden Ladybug, store it in the storage so you can give it to villagers who need it. The needs of villagers change every week, so keep your eyes on them.



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Starfield update adds “very low” graphics options for better handheld performance, massively improves mod support and more 

Starfield update adds “very low” graphics options for better handheld performance, massively improves mod support and more 


You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you’re reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here

Bethesda Game Studios has released a new update for its controversial sci-fi RPG Starfield. Update 1.15.214 is available right now via Steam Beta, allowing players to try an early version of the new patch. 

Starfield Update 1.15.214 adds a host of new fixes to the game, but more importantly adds new features for new and returning players. Impressively, the game now has new “very low” graphics options for the game to run even better on handhelds and older PCs. 

Starfield Update 1.15.214 features

In the patch notes for the new Starfield update, Bethesda confirmed that there are now “new ‘very low’ display options” on PC to “improve performance on some devices”. While many gamers have brute-forced their way through the game on ROG Ally, Steam Deck and other handhelds, this should make the game run even better. 

Additionally, with Microsoft planning to support Nintendo Switch 2 with a slew of ports, this could be a sign that Bethesda is attempting to bring Starfield to the new Nintendo platform. After all, why else would the studio create new low-end graphics options years after release? 

Additionally, Bethesda has massively improved the modding experience for console users and Creation Club users with a new file size limit. Now, players can download mods up to 2GB in size, allowing for bigger quests, locations, and mod packs. 

For the full list of changes, check out the full patch notes below. 

Starfield 1.15.214 Patch Notes 

Features 

Added Very Low display settings to improve performance on some devices.

Creation Kit: Added the ability for Creators to add new icons to the game.

Creations Store now supports bundling Creations.

Creation Kit: Creations up to 2GB in size can now be uploaded.

Bug Fixes 

General

Creations: Resolved a possible error when restoring load order if a large number of mods were installed and then deleted.

Creation Kit: Resolved a possible crash when loading a plugin with an ingredient form.Addressed a possible control lock that could occur when changing views at the same time as sitting in a pilot seat while landed.

Addressed a rare movement lock that was possible during forced dialogue scenes.

Addressed a control lock that could occur if a vehicle Creation was disabled while a loaded save depended on it.

Addressed a rare control lock that could occur when immediately opening a menu after loading a save during take-off.

Fixed an issue that could prevent exiting a vanity camera (PC).

Fixed a possible crash related to moving or removing buildings at the Main Outpost in Andraphon.

Resolved a rare crash that could occur when entering the Unity.

Addressed an issue where rapidly pressing quicksave could result in some quicksaves being removed.

General crash and stability fixes.

Creations UI fixes and improvements.

Gameplay 

⁠Skills: The Cargo Link and Robots build limits from the Outpost Management skills should now persist after going through the Unity.

Weapons: The Space-Adept legendary effect no longer has a negative modifier for terrestrial damage.

Gameplay Options: Addressed an issue with some interiors that prevented cargo access.

Gameplay Options: Clarified the status effects text for Malnourished and Hydrated.

⁠Fixed a Grav jumping issue that could occur after being hailed in Freestar or UC space.

Fixed a rare issue that could impact items displayed in the Razorleaf.

Resolved an issue with missiles that could prevent XP awards.

Fixed a player placement issue that could occur if a new creation was installed and a save was loaded into the UC Vigilance.

Resolved an issue where creatures could get moved to water if they ever became stuck.

Addressed an issue where dropped items could lose there stolen status.

At Hell’s Gate: The Crucible Blade no longer damages ships in orbit when used inside a ship.

At Hell’s Gate: The Crucible Blade audio will now play correctly after loading a save or fast travelling.

The Bounty Board in the Tracker’s Alliance HQ now has the correct audio interactions.

Graphics 

Updated resolutions to include 32:9 and 32:10 resolutions as well as more 16:9, 16:10, and 21:9 resolutions.

Performance: Resolved an issue that could cause frame rate to drop when opening the scanner on long play sessions.

Celestial bodies should now remain visible in the sky after entering and exiting an interior.

Quests 

All That Money Can Buy: Fixed a rare issue that caused the Trade Tower elevator to be inoperable.

In Memoriam: Addressed an issue where completing “At Hell’s Gate” with Sarah as the companion could prevent completion of the quest.

Perfect Recipe: Shonda will now recover if she was downed while collecting Ashta meat.

The Starjacker: Adjusted dialogue options that appear for characters playing after entering the Unity.

⁠Top of the L.I.S.T. – Resolved a control lock that could occur after selling survey data to Phil Hill.

Trackers Alliance: Resolved an issue where bounty scanner quests could time out.

Trackers Alliance: Fixed a rare issue where either killing or stunning the target would not complete the bounty missions.

Worlds Apart: Fixed an issue that allowed the player to leave the planet too quickly after exiting the temple.

Locations 

Mannequins will now persist as intended in the New Atlantis Penthouse.

⁠Player should now be able to modify the shelves and cabinets in the Core Manor in Akila City.

Resolved an issue that could prevent scanning some flora.

At Hell’s Gate: The Plasma Research Facility now shows up on the surface map.

⁠Fixed a visible opening in the Deserted Biotics Lab.

Vent Hazards are now displaying correctly on Jemison.

UI

Ship Builder: Resolved an issue with the ship upgrade menu when only one module is available for upgrade. ⁠

Ship Builder: Addressed a selection issue when using large fonts.

Ship Decoration: Updated the names of Empty ship modules.

All buttons should now work in the Vehicle Builder menu with large fonts enabled.

Localization: Text for the Dehydrated debuff is no longer cutoff in Spanish and Polish when large fonts is enabled.

Localization: The bounty boards in the Tracker’s Alliance HQ are now localized consistently.

Localization: Strings for both Hydrated and Dehydrated status effects regarding sneak attacks are fully localized.

Vehicle 

A keyboard binding is now available for the boost button. (PC)

A marker for the vehicle will now show up on the player’s compass.

Resolved a camera issue that could occur for players with maxed out Surveying skill.

Improved logic for exiting the vehicle when partially obstructed.

The vehicle will now deploy when landing at locations other than spaceports or landing pads.

Addressed a visible artifact with the Rev-8 when boosting in foggy conditions.

Shattered Space 

Va’ruun outpost modules are now available to players after entering the Unity.

Skills: Killing enemies inside gravity bubbles on Dazra will now count towards the Gymnastics skill.

Addressed an issue with the buttons on the lift on the Mourning level in Dazra.

Weapons: The Penumbra now deals bonus headshot damage.

Performance: Addressed an issue that could cause slight stutters in the Well and outside Dazra.

The Va’Ruun Schimaz’s blade is no longer pixelated on the Data Menu.

Fixed a lens flare flicker with the Citadel on Dazra.

Zealous Overreach: Adjusted Mirek’s dialogue options to account for characters that have been through the Unity.

Zealous Overreach: Resolved issue that could occur if the player cleared Shadow Station Epsilon prior to speaking to Ekris.


Starfield





Platform(s):
PC, Xbox Series S, Xbox Series S/X, Xbox Series X


Genre(s):
Adventure, RPG, Science Fiction, Space



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